Gigavolt Man

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70th : Gigavolt Man

Make a Good Mega Man Level 2

MaGMML2 - Gigavolt Man.png
Gigavolt Man himself, with Volt Man, in all of his glory.
"I dunno man, this level just feels so...broken."
JupiHornet, Judge comment.

Gigavolt Man is the 70th place entry in Make a Good Mega Man Level 2. It is a Tier 2 level that uses several Elec Man assets, as well as a lot of Sheep Blocks. At its core, it is a very straightforward stage, with most of its difficulty coming from bugs that are found in the stage - one example being that the the mini-boss (Big Snakey) is able to snipe Mega Man from the previous screen, should he respawn at the checkpoint straight past it.

Strategy[edit]

Judge Comments[edit]

Judge Comments
Pyro SnoruntPyro Pyro : 19 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
4 / 15 5 / 10 4 / 15 3 / 5 3 / 5 No



This level is designed extremely bizarrely. It goes ALL over the place with what it actually wants to use in the level; the only things that seem to stay consistent are the Sheep Man and Elec Man blocks. I don't think there is more than two of any enemy in the whole level (spawners dont count you dip). Some of the enemy placement honestly baffles me - there's a Crazy Cannon near the beginning that you can just snipe from afar with no danger, there are literally shield attackers that just are out of your reach and just hit a wall you'll never get to and turn around and despawn, the list goes on. Really the only threatening enemy challenge was the one with the Sniper Joe and Docrons and that just felt more unfair and dumb than actually challenging. There's some okay challenges with the Sheep Man platforms, but the setups are far from interesting. It's just a really confusing and weird level overall. It also reeks of lack of testing, because there's a MM10 crusher that crashes the game somehow right after you encounter it and I had to move it myself to make the level beatable.

JupiHornet JupiHornet JupiHornet : 11 / 50
Design Fun Creativity Aesthetics Functionality
3 / 15 4 / 10 1 / 15 1 / 5 2 / 5



I dunno man, this level is just so...broken. The biggest example is the checkpoint in the Snakey room. The Snakey will still be on the screen when you respawn and it will be able to shoot the player, making it harder to get to the ladder. The whole level really felt like it was tested with the weapons, as a lot of rooms were hard to get through without using Super Arrow or Wire Adaptor to get to certain areas.

Enjl Enjl Enjl : 18 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
3 / 15 2 / 10 6 / 15 3 / 5 4 / 5 No



This stage confuses me the longer I stay in it, to be honest. The theme of using the disappearing blocks is hinted at, but they often take a back seat to random enemy encounters, often with an amount of enemies too large to be healthy in any capacity. There's a part at the start of the level where it looks like going left is the way to go, but it only leads to a wall, rendering all enemies in that room useless. The final corridor is completely empty, leading me to believe it was left unfinished. There's a broken ladder near the end of the stage and the boss room expects the player to read the message before Volt Man is defeated, but any sane player will take care of the boss first. This level is all over the place and I didn't find it to be all that enjoyable, sorry.

Garirry Garirry Garirry : 24 / 50
Design Fun Creativity Aesthetics Functionality
5 / 15 6 / 10 4 / 15 4 / 5 5 / 5
It's pretty bad. Most of the sections suffer from awful obstacle placement or one room in particular is literally impossible to avoid without taking damage. It's pretty meh. Nothing too special here. I'm not seeing anything interesting here... seems like a generic stage with Elec Man painted over it. I actually liked the music used here. So at least there's that. Graphics are... meh. Works just fine.



I just don't see anything that could potentially be interesting about this stage. The concept in general is pretty flawed as it's just a generic level painted in Elec Man's stage. The biggest issue in my opinion is the level design, which, depending on the section, is either filled with poorly-placed obstacles, empty and absolutely boring, or happens to be that one area where there are so many spawning enemies and obstacles that it's practically impossible to avoid them without taking damage. At least the music choice was fine, but I can't think of anything else that's positive

ACESpark ACESpark ACESpark : 14 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
5 / 15 3 / 10 4 / 15 1 / 5 1 / 5 No



"This is, at it's heart, an incredibly average stage. You could've scored very average here, because nothing about the ideas and layout here is necessarily bad in any way. Some things are used ok, weird enemy selection (... the Snake, why the Snake?), every so often a there's a good idea, most of it is very forgettable. This is let down, by its horrifically lazy execution. So, you're taking an already average stage... and making it worse.

I'm going to ask this: Was there any playtesting? I came across a load of errors that even a first playthrough of the stage would catch. There's misplaced and missing collision blocks, (one of which got me killed, in spite of the auto-tiler, you somehow made a ladder non-functional), you've got overlapping Sheep Man blocks, so two colours at once get deleted... I'm not entire sure the one Nobel Nickel is even possible without Rush/Super Arrow, despite the fact it clearly LOOKS like it should be doable with a bit of skill. There is a screen where an invisible block stops you from proceeding, unless you slide underneath said invisible block.. and hell, one of the jumps would be borderline impossible without the fact there is in fact a glitchy layout that makes it so! Your checkpoint placement is bizarre (... the player spawns NEXT to a mini boss. The hell?!), there aren't any walls to block off where you should and shouldn't travel, you managed to forget to place stoppers so enemies go off screen, gimmicks show up once and are never used again, and for some weird reason you stuck the barriers from Frost Man's level in the most inappropriate place you could put them. You even put down a text box without any text in!? The ball is also dropped with the aesthetics, seeing how there are missing tiles, misplaced tiles, and, bizarrely, Knight Man tiles show up within what is clearly Elec Man's stage, and they clash. Even the MUSIC is lazy. 8bit song followed by a 16bit song? From the same game?! Wha? Final point: Hello Dev Kit boss! That has got to be the worst possible way you could implement a fan Robot Master. And the laziest. I know you don't have to know how to code to enter this, but surely it's possible to at least replace Volt Man's graphics? Or anything? If you wanted a cameo that badly, just put Gigavolt in as an NPC and lampshade the fact you're fighting Volt Man instead. Anything more creative than what you did. This isn't the worst level ever, but it might very well be the laziest. It's a contest, put some effort in!"



Easter Eggs[edit]

Jackpot

The upper rightmost tile in the Big Snakey room is an invisible ladder that takes the player up to a hidden room loaded with power-ups, as well as a developer cameo. If you're in Green Star Mode, this is where one of said stars resides.

Trivia[edit]

  • Gigavolt was supposed to be present as a boss fight, with a complete set of sprites made for him. According to ThatOneEnder, he would have merely been a reskin of Pharaoh Man.
  • During Make a Good Mega Man Level 2's development, the level would crash the game because the single Compactor in the stage was misplaced by a single pixel.
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Make a Good Mega Man Level 2 - Tier 2
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