Hard to See Land

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10th: Hard to See Land

Make a Good Mega Man Level (Remastered)

MaGMML1-10-HardToSeeLand1.png
I mean, it's SORT of difficult to see...
"It was at this point that Mega Man realised something was wrong."
―SuperMetalSonic360, commenting on how broken the level is on his playthrough.

Hard to See Land is the 10th place entry in Make a Good Mega Man Level. It is a stage that mostly focuses on platforming puzzles.

Strategy[edit]

The level starts with a vertical drop, with Mega Man landing among six Screw Bombers. To the right of this area is a split path. The lower path involves avoiding Returning Sniper Joes and Crazy Cannons before carefully jumping over Cossack Platforms, while the upper path is a set of Yoku Block patterns ending with a 1-Up and an E-Tank. The two paths merge into a series of jumps across Top Lifts with Tellies serving as additional obstacles, and a Fan Fiend blocking the end of the room. After going down and through a small room with three Peterchies, Mega Man faces a long room with several different enemies serving as obstacles, most prominently Tellies and Battons, with a Tondeall, a Metall, a Bikky, a Returning Sniper Joe, and a Crazy Cannon also blocking the path. After that is a vertical room where Mega Man must ride Top Lifts (and a Cossack Platform) to the top while breaking Top Barriers. The following room is a long horizontal area combining Crystal Generators with various platforms. Mega Man must jump across Guts Lifts, Cossack Platforms, and Drop Platforms while avoiding the aforementioned crystals, as well as Tondealls, Metall K1000s, and a Bikky. The stage then ends with a drop through five differently-colored rooms, with the Energy Element at the bottom.

Judge Comments[edit]

Judge Comments
snoruntpyro snoruntpyro snoruntpyro : 61 / 100
Personal Fun Factor Other Fun Factor Uniqueness Creativity Graphics Music
13 / 25 16 / 25 12 / 15 11 / 15 4 / 10 5 / 10



The vertical top section was a super neat idea, but thanks to a combination of the jankiness of the vertical scrolling and my programming incompetence with the tops it became a bit on the 'eh' side. The rest of the level was...okay? It was just 'fine' in my book, except for the end with the solid colors, ow that hurt my eyes.

Cheez8 Cheez8 Cheez8 : 62 / 100
Personal Fun Factor Other Fun Factor Uniqueness Creativity Graphics Music
14 / 25 10 / 25 11 / 15 10 / 15 9 / 10 8 / 10



I don't really see what's hard to see about this place. Is that the joke...? How meta. It's interesting seeing this basically be a pure platforming stage in an engine that rarely deals in them. Many enemies seemed like an afterthought until I realized that. Makes it hard to judge, but for a different kind of challenge, it was fun enough.

Duiv0 Duvi0 Duvi0 : 32 / 100
Personal Fun Factor Other Fun Factor Uniqueness Creativity Graphics Music
5 / 25 10 / 25 5 / 15 7 / 15 3 / 10 2 / 10



I hated this level... until the second half. What the hell is with the first couple screens, dude?!

Mick Galbani Mick Galbani / Blackmore Darkwing Mick Galbani : 58 / 100
Personal Fun Factor Other Fun Factor Uniqueness Creativity Graphics Music
17 / 25 15 / 25 9 / 15 8 / 15 3 / 10 6 / 10



This was a fairly interesting level. You had a definite concept in the level graphics, and the level makes fairly good use of various platform types. Generally speaking I can't complain. That being said, the sudden bright colors right at the end of the level is something I'm going to have to dock you for, that was quite hard on the eyes. I prefer needing something being hard to see in terms of squinting, not its hard to see because its too freaking brihgt.

MrKyurem MrKyurem MrKyurem : 49 / 100
Personal Fun Factor Other Fun Factor Uniqueness Creativity Graphics Music
15 / 25 15 / 25 12 / 15 8 / 15 4 / 10 5 / 10



I am glad that this level didn't live up to its name (until the boss room, that is) - despite some rather easy-to-see flaws, like some unfair portions of the level (crystal section comes to mind), this level had some neat ideas, including the vertical scrolling section.



Trivia[edit]

  • The long vertical room was intended to be divided into individual screens after ParmaJon ran into issues with vertical scrolling during development, but the scrolling wound up being preserved in the final game. Make a Good Mega Man Level Remastered divides the screens up as intended (as well as giving the boss doors their intended graphics, which are background tiles in the original game).
  • This level features the only original music track in the entirety of MaGMML1, thus also making it the first piece of original music in the series as a whole.
Make a Good Mega Man Level - Tier 3
Entry Stages
Wily ComboNapalm Forest and CavesHard to See LandMaze of Death
Tier Bosses
Yoku Man1Dagger Man1R
Make a Good Mega Man Level (Remastered)
Characters
Mega Man (Costumes) • Dr. LightDr. WilyEddieZero
Entry Stages
Chroma KeyCitadel BasementCity WarGlass ManHard to See LandLevelMaze of DeathMega Man WorldMidnight SnowNapalm Forest and CavesNEON GRAVITYObjective: Vain SpaceResearch FacilitySky ZigguratSpiky MeltdownSunset SiegeThe QuickeningThunderclyffe PlantUnder ConstructionWily Combo
Wily Castle
Cannon DeckDr. Wily's Incinerator ChuteBe the Bigger PersonHall of FameEverything's Blowing UpFlashback Database
Special Weapons
Mega BusterMetal BladeGemini LaserSolar BlazeTop SpinThunder WoolPharaoh ShotBlack Hole BombMagic CardPower Orb1RRush CoilRush Jet
Locations
Tier 1Tier 2Tier 3Tier 4Tier 5Wily CastleDr. Light's LabEddie's ShopThe Arena
Tier Bosses
Jolt Man1Him1RDagger ManYoku ManJustice Man
Other Bosses
Entry Bosses
Wily ArchivesMoonGravity MachineRonrezBirdoGlass Man
Fortress Bosses
Ghost of Mega Man 31Scuttle Cannon1RChangkey MasterShadow Morpher1Shadow Gacha1RNeon Glass Birdo on a Guts LiftAir CapsuleWily Machine TROPHYZero
Optional Bosses
Bright ManThe Impaler1RZero Soul