Guts Man's Asteroid
| 12th : Guts Man's Asteroid|
|No, really; it's totally normal for a warp core to do that.|
- "My soap opera should be over before you get incinerated, so keep exploring until I'm ready to teleport you out."
- ―Dr. Light, World's Best Dad
Guts Man's Asteroid is the 12th place entry in Make a Good Mega Man Level 2. The name of the level is a play on an ancient meme, which also resurfaces in a secret room in the level.
The design of Guts Man's Asteroid was heavily influenced by feedback about Flashman85's MaGMML1 submission, Maze of Death, and (to a lesser extent) his level contributions to Mega Man Endless. Before any of the specifics fell into place, the plan was to create a straightforward, normal-length level accessible to players of all ability levels, featuring a coherent theme and clear learning curve.
The first step was selecting a theme; the combination of ground and space was chosen for its relative novelty and for the wealth of thematically appropriate enemies and gimmicks. The next step was mapping out a general challenge progression. Originally, the entire first half of the level was to take place on the cargo ship, with the ship falling out of the sky and crash-landing on an asteroid following a destructive miniboss battle. The second half of the level would have involved low gravity, gravity flipping, crumbling towers (as in the final Dark Man stage of Mega Man 5), and a series of small battles against Prototype Guts Men before facing off against the real Guts Man.
However, it was deemed that too much was being packed into the second half of the level, and that splitting the level into two fundamentally different halves could make the level feel unfocused. Additionally, there was a concern that gravity flipping would be overused in the contest due to its underuse in Mega Man 5 and the popularity of VVVVVV; and technical issues with the devkit made it a liability to combine gravity flipping and crumbling towers. The cargo ship section was shortened to only a few screens, and the level was reworked into something resembling the final product.
One major difference is that, initially, the transition from the Rolling Drill section to the boulder dispenser section did not include Eddie. Instead, there was a puzzle-oriented challenge involving luring a Rolling Drill from the left side of the room to the right side of the room, where it would destroy a wall. This would lead to the boulder dispenser section, which began with a modified version of what is now the fourth room in that section (the one with the Caricarry). These screens were overhauled in large part to keep the gameplay more straightforward.
The final text box with a message from Dr. Light was added toward the end of development, in response to playtester feedback about the boulder dispensers being too unpredictable (and in response to watching playtesters rush through this section without ever slowing down to strategize).
In an earlier draft of the level, Eddie was meant to appear to deliver the Energy Element after the Guts Man Duo is defeated. This was scrapped due to programming challenges.
The level is split into five main sections: the spaceship carrying supplies, rare materials, and for some reason innocent puppies; the asteroid surface; the lever section; the Rolling Drill section; and the falling boulder section that nobody likes. Each section begins with a checkpoint.
If you're a good little robot, you should listen to Dr. Light and proceed through the boss gates until you reach the cockpit. Don't shoot the warp core (read: the Whopper) if you know what's good for you.
If you don't know what's good for you, or if you're a bad little robot, you should totally shoot the Whopper.
This section provides an introduction to each of the enemy types you'll face throughout the rest of the stage. Also, remember that you're now in space and will be enjoying low gravity for the rest of the level.
Proceed cautiously to avoid scrolling enemies onto the screen before you're prepared to handle them, and consider using Jewel Satellite for safety. If you're not already familiar with them, take some time to observe how the Rounder, Caricarry, and Drilluns operate; understanding their patterns and abilities may be especially useful later.
Again, proceed with caution. Notice how touching a lever causes new terrain to appear...and how the new terrain only makes things more difficult. Plan your movements ahead of time in order to avoid the levers...and if you do end up touching one, quickly bring yourself to a halt, just to be safe. Alternately, bust out the special weapons (Wheel Cutter, Hornet Chaser, Flash Stopper, Sakugarne, Jewel Satellite, and Triple Blade all have opportunities to shine) and plow through, being careful not to jump too high.
The last screen of this section involves a trio of Drilluns over a floor of spikes. To avoid hitting the lever, use the Drilluns as platforms to reach the other side; alternately, use Rush Jet or Super Arrow and fly very carefully. Either way, watch your jump height if you end up hitting the lever.
Rolling Drill Section
As you proceed to the right, a Rolling Drill will appear. Notice that it (a) drills through solid rock, and (b) is solid on top (hence why the power-ups rest on top of it for a moment). Rolling Drill will continue to appear as you progress through the tunnel, with Rounders piling up along the way. If you keep moving (constantly firing the buster or having Triple Blade at the ready), the Rounders won't have an opportunity to start circling you, so you'll have a clear shot at the Rolling Drills. Alternately, take things slowly and dispatch one enemy at a time.
Once outside, pay attention to the Rock Thrown above you, who will drop on or near you once the Rolling Drill destroys its platform. Get close to the edge of the spikes and take a big jump over them, or else use Sakugarne for safety. Beware the tiny platform with the screw on it; quick reflexes will be necessary to jump to safety or start firing when the Rolling Drills appear. Drop down the hole to find Eddie, who will refill your health to full.
As always, observe your surroundings and proceed with caution. Boulders will fall from the tubes in the ceiling when you get near them; avoid leaving and re-entering the proximity area too quickly, or else multiple boulders will fall at once, making misery for everyone. The boulders will splinter into debris if they hit the ground, but you can shoot them before that happens. Look for safe places to stand and slowly make your way forward when the path is clear, or else fire up Flash Stopper and race through this area with impunity. The Rounder may stymie any early attempts to use Jewel Satellite, and it's better not to attack the Caricarry (there's a safe place to stand between the Caricarry and boulder tube anyhow).
There's another checkpoint when you reach the area with the Prototype Guts Mans in the floor. Continue to watch for boulders as you move forward, and have Jewel Satellite, Flash Stopper, or Slash Claw at the ready when the Guts Man Duo attacks. For more room to maneuver, escape to the far left side of the room at your earliest convenience. If you're willing to live (and possibly die) dangerously, enter the boulder tube on the far right for a hidden Yashichi.
Noble Nickel Locations
- The first Nickel is to the left of the starting point, hidden behind a Normal Block. There is also an M-Tank hidden behind a Normal Block. Note that you'll need to aim your shots so that they don't get deflected by the Reflect Blocks.
- The second Nickel is in plain sight on the asteroid surface, above the Caricarry tunnel. Rush Jet, Super Arrow, or precise jumping will be needed to reach it; passing through the tunnel and approaching the Nickel from the right side may be easier, as the jump requires less precision from that side.
- The third Nickel is in plain sight in the lever section, on a screen with a Caricarry and a Rounder. You can reach it by jumping carefully to avoid the levers, which will introduce a pointy piece of architecture that will make things more difficult; alternately, you can use a utility such as the Wire Adapter to get to the Nickel after a lever has been flipped.
- The fourth Nickel is in plain sight in the Rolling Drill section, below a floating platform in the outdoor area. Hop a ride on the Rolling Drill to the right of the Nickel to reach it.
- The fifth Nickel is in plain sight in the falling boulder section, on the screen with the Rock Thrown. The tubes that drop boulders are hollow; wait for a boulder to drop (or use Jewel Satellite or Flash Stopper to avoid the danger altogether) and then jump through the leftmost tube to reach the Nickel.
- When the Whopper is destroyed, almost the entire room is destroyed with it; a small ledge remains in the top-right corner. Summon Rush Jet before delivering the final blow to the Whopper, then hop on and fly upward to the ledge as soon as the Whopper is destroyed.
- On the first screen of the lever section, it is possible to fall down the hole to another screen. Disable the lever using Flash Stopper.
- At the end of the long hallway in the lever section, where there are Space Metalls, avoid touching the lever and go right, rather than down.
- In the checkpoint room with Eddie, stay away from the gift Eddie gives you and follow it through the newly created passage to the right.
- There is a 1/10 chance that the Guts Man Duo will summon a surprised Caricarry rather than a boulder.
- In the room with the Guts Man Duo, enter the boulder tube on the far right and follow it downward to visit the other Prototype Guts Mans.
|SnoruntPyro : 44 / 50|
|JupiHornet : 35 / 50|
|Enjl : 42 / 50|
|Garirry : 37 / 50|
|ACESpark : 42 / 50|
- Due to the ease (and short length) of its alternate path, this stage is the best candidate for completing Challenge 25, and probably Challenge 14 as well.
|Make a Good Mega Man Level 2 - Tier 9|
|Misty Lake • Donut Observation Center • Rad Gravity • Sector Upsilon 6 • Truffle Man • Mount Sabre • Guts Man's Asteroid • Sheriff Man|
|List of Bosses|
|Cirno • Donut X • Groovity Man • Gravity Man • Mecha Dragon • Captain Viridian • Truffle Man • Kelbesque • Guts Man Duo • Sheriff Man|