Enkers Revengeance

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66th : Enkers Revengeance

Make a Good 48 Hour Mega Man Level

MaG48HMML-66-EnkersRevengeance.png
Don't get excited about this setup – it's over before you know it.

Enkers[sic] Revengeance is the 66th place entry in Make a Good 48 Hour Mega Man Level. As the name may indicate, it is a short Enker-themed level that not only features him as a boss, but also uses his tileset from Mega Man 10. The main gimmicks are outdoor areas with low gravity, and Yoku Blocks that are used in atypical ways.

Strategy[edit]

Three Crazy Razies rush down a staircase at the start of the level, but can be killed with one shot to the head. A ladder leads to a red area with a starry background; in such areas, Mega Man's gravity will be halved. The room leads to a drop down to an indoor area with Yoku Blocks, which initially appear as three-block wide platforms before gradually getting smaller and farther apart. Tellies and Watchers spawn from marked points and the top/bottom of the screen respectively, and it is wise to take down the latter before they can knock Mega Man off of a block and into the pit below. A battle against a Bee Blader follows, and Mega Man will reach the level's checkpoint, with a ? Can on the other side of a drop passage. Said passage is lined with spikes, but they can be avoided by hugging the left wall while dropping down, then staying still until landing on the bottom.

Once Mega Man reaches the bottom, a series of lethal Yoku Spikes will start spawning from the left side of the room, encompassing the entire section if Mega Man takes too long to clear it. Although they have a slow spawn rate, it is unwise to dawdle too much. Use Charge Shots and/or Special Weapons against Crazy Razies so that their upper bodies won't detach and divebomb Mega Man, while a Returning Sniper Joe on the other side of a pit should be destroyed quickly before the Yoku Spikes catch up. One last Yoku Block challenge precedes the level's end: a row of blocks spawn and catch Mega Man, while Yoku Spikes will spawn underneath them, giving him limited time to find a safe place to fall once the blocks vanish. Meanwhile, Watchers fly up and down the sides of the room to snipe him with their electric bolts, but the Flame Mixer will block them. Mega Man will reach the boss door after surviving five rows of Yoku Blocks/Spikes, with Enker remaining as the level's boss.

Judge Comments[edit]

Judge Comments
ParmaJon ParmaJon ParmaJon : 57 / 100
Design Creativity Function Fun Aesthetic
16 / 35 12 / 15 9 / 10 12 / 25 8 / 15



I really like a lot of the ideas this level presents. Using the Yoku Blocks as a way to keep building pressure instead of as a memory puzzle was really good. Especially the one with the advancing Yoku spikes. Really really great ideas in here. The issue of the level lies in the execution. While this isn't like Yggdrasil, where it's a level with neat ideas but the execution is a trainwreck, this one is just lacking. All I really wanted from the level was more. I wanted more from the Yoku sections especially. They all could be expanded into bigger and better sections, but in their current state they are short and rather easy. Genuinely, that's all this level needs. The aesthetics are fine, but really, this level has potential.

PKWeegee PKWeegee PKWeeGee : 52 / 100
Design Creativity Function Fun Aesthetic
15 / 35 8 / 15 10 / 10 12 / 25 7 / 15



This was over before it even really started. Shame, really, because the last section was quite enjoyable, and a neat twist on Yoku blocks and spikes.

M-Jacq M-Jacq M-Jacq : 52 / 100
Design Creativity Function Fun Aesthetic
10 / 35 13 / 15 9 / 10 15 / 25 5 / 15



This level really went up in my evaluation on the replay. The big problem here is the reverse difficulty curve, where the hardest challenges come towards the beginning of the level. And yet, I sort of forgive it for that, because the level actually becomes more enjoyable and better designed towards the end - which makes it play better than it should.
To recap: after some basic platforming and running and gunning, you have a section where you have to run right fast, followed by a spike drop. Then you have ANOTHER section where you have to run right fast, followed by another spike drop. The first pair of events is pretty shoddy: the horizontal run is too unforgiving and trollish in its enemy placement, while the spike drop doesn't let you move fast enough, so you probably die unless you find the 16-pixel blindspot where no spike will hit you (which you probably won't on your first playthrough).
But then the level almost rewinds itself and repeats those challenges, but makes them a lot more fun. The Yoku spikes are alarming, but they're also easier to dodge, with enemies that impede your mad dash but don't come out of nowhere. (I think the section could actually be more challenging, but the dread is still palpable.) And the followup section plants you on solid ground so that you can slide away from the spikes as you fall - which is very very fun. And then Enker is an easy but enjoyable boss.
The enemy placement is pretty good - e.g., the Crazy Razies at the start come down a slope so you have to try hard to shoot their heads. And on replays, when you know where the "surprise" Watchers are going to come from, there's some fun in just blasting through the level, doing a little pseudo-speedrun.
Still, much as I enjoyed it, there's no getting around that half the level leaves much to be desired.

Freems Freems Freems : 56 / 100
Design Creativity Function Fun Aesthetic
18 / 35 8 / 15 10 / 10 14 / 25 6 / 15



Right out of the gate, the most disappointing thing about this level was that the end section was over so quickly. I hate Yoku spikes with a burning passion of a thousand suns, and that was probably one of the best applications I've seen for them in a level. It was less so about dealing with spikes sometimes appearing, and more so having plenty of time to react to what side is safe. It's just a shame that part was over so soon! The rest of the level, while less exciting, isn't bad either. I can't say it really did anything interesting, but it was just a nice little level... needless spike drop not counting. I also want to point out that there was really no indication that the outdoors area would actually give you low gravity. It wasn't a big deal as not realizing wasn't something that would get you killed and you'll figure it out pretty quickly, it just probably should have been conveyed a little better.



Make a Good 48 Hour Mega Man Level - Tier 5
Entry Stages
A Waste of SpaceAsinine FactoryFlamecrush ForestEnkers RevengeanceVolcanic FacilityExoplanet EverestRunning Down a DrainWell Oiled MachineAlpha-OmegaCopper Cave
List of Bosses
Dust ManHunter Type AWood ManEnkerHeat ManSaturnIron BallBubble ManOil ManQuick ManStone Man
Make a Good 48 Hour Mega Man Level
Characters
Mega Man (Costumes) • Dr. LightBox Cartel (Don AteteminoKamikaminDockalockerBlockySquare Machine) • RollJosephDeleuze PipiSargeSidequest NPCs
Special Weapons
Flame MixerRain FlushSpark ShockSearch SnakeTengu BladeSalt WaterConcrete ShotHoming SniperRush CoilRush JetBeat
Exclusive to Cheats
Treble Boost
Entries
A Waste of SpaceAbandoned MineAir LabsAlpha-OmegaAncient ZigguratAsinine FactoryBase in the BoondocksblainzBraving New DepthsBunker 20XXBurning BunkerCascadeCaution: Moving PartsCelestial ResortCentral ComputerCloudy CityCombustible Alien Variable EventsCombustible QuagmireCombustion CastleCommando CavernsCopper CaveCornerstone to DominateCosmological FactoryCossack's PlaygroundCrashing in the DarkCryonics LabCurious SkymachineCutting Edge TechnologyDarkwing CityDeep Dark TempleDeep Within the JungleDown the DrainEnkers RevengeanceExoplanet EverestFaint Flying FactoryFire Armed to the BeakFlamecrush ForestFlaming FortressFlower CoreFlowers and ThornsFootlooseForest CastleFortified BaseFrigid InfernoFrozen LabGettin' out of DogecityGraviMan INC.Hopping High Above DangerIce Treatment FacilityIHOPEIWINInto the FurnaceJust a Space LevelLasers and PlatformsLime and LameMake a 48 Minute Mega Man LevelMega Man Saves Canada from the Evil Clutches ofMegatroidMinari Hydrospace CenterMmmmmmmmmmmmmmmmmoon BaseMystic MuseumObligatory Enemy Spam LevelOh NoOh No! More CompactorsOne Night in XanaduOrbital AssaultOrdinance With LyricsOuter ExcavationPerilous MountainPint House Power HousePlanet XanlordusRealm of the Lich LordRobot Recycling CenterRocky Blocky CavernRunning Down a DrainSaturn FortressScissors 'n ShrimpsScrub CitySeahorse CityShort BaseShort-Tempered CircuitSleet CitadelSlipping Through TimeSonic Man's SpaceshipSpace PipesSpicy Banana Bread StorehouseSpicy Top ActionStormy TowerSuper Pipe WorldTaking a DipTesla CoilThe AbyssThe Bouncy Octa BoomThe End of Needle Man?!The Tiki Tiki Tiki Tiki Tiki RoomThrough the CrabacombsToad Man's Underwater Sea LabTowerTwilight FortressUntested Rush JobVoid QuestVolcanic FacilityWarehouse of ConveyorsWater Park SupWeapon Testing FacilityWell Oiled MachineWily StationWindy Conditions
Cartel Hideout
Deep Sea Break-InHydrothermal LayerPandora's Parlor
Locations
SS ElroyTier 1Tier 2Tier 3Tier 4Tier 5Tier 6Tier 7Tier 8Tier 9Tier 10Tier 11Cartel HideoutDouble-Action BoutiqueSpecial Weapon Bootcamp
Devkit Bosses
Cut ManGuts ManBomb ManFire ManMetal ManAir ManBubble ManQuick ManCrash ManFlash ManHeat ManWood ManBoobeam TrapGemini ManTop ManSpark ManKamegoro MakerToad ManPharaoh ManDust ManMetall DaddyGravity ManStone ManGyro ManDark Man 4Blizzard ManPlant ManRounder IIPower PistonHoney WomanMega Mech SharkCommando ManChill ManSolar ManEnkerQuintPunkGiant SuzyBalladeHunter Type AMercurySaturnUranusIron BallGrey DevilDangan ManKomuso ManOil ManSonic ManDyna Man
Modified Bosses
BombMan.EXEMother BrainThe City of St. PetersburgToxic Seahorse?Bandana Wander BellQuick Man DuoDarkwing DuckBerserker Merserker🔥 ManLich ManEmpress ElysiaNot Napalm ManStatue of Wizard Swenner
Box Cartel Fights
KamikaminDockalockerBlockySquare Machine
Fortress Guardians
Sea King: The AftermathShinsopod What! & Shinkhangel Where!Don Atetemino
Other Bosses
Haunted TVShadow ImposterPirate Man