Quint Stage

From Make a Good Mega Man Level Contest
Jump to: navigation, search
46th : Quint Stage

Make a Good Mega Man Level 2

Quint stage.png
Maybe a little too faithful to the source material.
"honk"
―Quint, the titular boss of the level.

Quint Stage is the 46th place level in Make a Good Mega Man Level 2. The level is based heavily on Mega Man II (while using tiles based on Wily Tower from Mega Man: The Wily Wars), and features gimmicks and enemies almost exclusively from the former game. Additionally, both Metal Man and Top Man from the same game are battled intermittently throughout the stage, with Quint serving as the ultimate boss.

Strategy[edit]

The level mostly focuses on fighting enemies and bosses, though a few gimmicks are given focus. Early in the stage is an underwater section with a low spiked ceiling and Crash Lifts, necessitating careful jumps. After Metal Man, who can be one-shot by reflecting his own weapon with Jewel Satellite, Mega Man needs to carefully ride up Top Lifts while ensuring he doesn't go past the edge of the top. He can get crushed to death if he is on the top and under the edge of a narrow vertical corridor. There are two Yoku Block sections near Magnets, which can be bypassed entirely with Super Arrow. Beyond these is a room where a Top Lift moving up can push Mega Man into a spiked ceiling, but falling down its path leads to a secret room with health, ammo, and tanks. Heading back up and to the left is one more Top Lift ride down, and then it's just a few rooms of mooks followed by Top Man, and finally Quint.

Judge Comments[edit]

Judge Comments
Pyro SnoruntPyro Pyro : 25 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
6 / 15 5 / 10 6 / 15 4 / 5 4 / 5 No



It's an okay level, but there are some rooms with very questionable design decisions which kind of bring the whole thing down for me. Mainly the part with the needles and ladders. It's fine until the New Shotman, which just cheap shots you sometimes if it feels like it and just keeps knocking you down over and over and gets you killed in an otherwise easy level. The other problem screen is the one with the double New Shotmen - I have no idea how to dodge anything there, and considering it's right after a miniboss fight you might be low on health and immediately die. Other than those two screens, the level isn't really anything special - it uses like every asset related to Mega Man II (the gameboy one) but I don't think they were used that interestingly, with the exception of the crash man lifts. It's just kind of a level that exists that's all like "hey remember what was in that one gameboy game"? I feel like more could have been done with this concept, really. Also the transition from Top Man to Quint is kind of broken? Idk what you did.

JupiHornet JupiHornet JupiHornet : 28 / 50
Design Fun Creativity Aesthetics Functionality
7 / 15 5 / 10 10 / 15 3 / 5 3 / 5



This stage was...okay I guess? There was nothing particularly special about it, really, but it was kinda fun while it lasted. However, in the underwater section, it was a bit hard to tell what was a block and what wasn't, and the Crash Man platforms went out of sync really easily. The Yoku block puzzles would have been fine by themselves, but the fans sent them over the edge in difficulty compared to the rest of the level. The screen transition after the Top Man boss was really weird and I think you forgot to place tiles under the vertical boss doors :V

Enjl Enjl Enjl : 30 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
8 / 15 6 / 10 9 / 15 3 / 5 4 / 5 No



A pretty good stage with some interesting ideas. While some rooms felt rather random, such as the 2nd room from the start, all the basic ideas this level has with its gimmicks are executed pretty well. Aside from the spike ladder climb as that part is just unexpected hits galore. The yoku block section, while intimidating, is nice, and I appreciate the safety net catching players who are learning to get used to the drag. Overall a pretty neat stage with cool ideas that sadly are quickly tossed away before they can get expanded upon.

Garirry Garirry Garirry : 27 / 50
Design Fun Creativity Aesthetics Functionality
7 / 15 6 / 10 6 / 15 4 / 5 4 / 5
Not good enough. Often I ask myself why certain sections even need to be there. Like the exessive amount of Hot Dog rooms and the unnecessary Yoku and moving platform rooms, which can easily be skipped. Eh. It was boring. Nothing too bad, but it's not interesting at all. There's not a lot going on here. Nothing screams creativity here. It's alright. I found one major camera bug, but other than that it's okay.



There's nothing interesting here. It's alright at best. I think certain sections of this level just feel unnecessary. The three Hot Dog minibosses in a row was pointless, and the sections with the Yoku Blocks didn't need to be there and could be skipped way too easily. Other than that, nothing here is particularly impressive. I think this level could be better.

ACESpark ACESpark ACESpark : 28 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
8 / 15 6 / 10 7 / 15 4 / 5 3 / 5 No



Fairly generic level overall. There is nothing noteworthy and wrong with it, but equally no-where are the boundaries pushed enough to make it feel fresh.

When your most interesting setups are replicating Magnet Man's Yoku Blocks (but worse) and sticking Hot Dogs underwater, you know you have a fairly generic level overall. In all fairness, you do offer a few new setups on some of the existing gimmicks, they just aren't that interesting.

I get what you're going for - you're trying to make this feel like a Wily stage - fair enough. The problem with mimicking the WIly stages from the earlier Mega Man games is though, well, not to beat a dead horse - they're generic.

There are a few problem spots though - I am not sure the Yoku Block segment was handled well - the way the Magnets are placed means the player is constantly swapping between polarities and Magnets having no effect - it's disorienting, and I feel after a couple of attempts, most people will just give up there and use Super Arrow. The second set of Yoku blocks is.. also incredibly pointless - seeing how you don't even start that area low enough to use half the blocks there, and basically just have to wait them out. Another issue is that pits are... not in any way made clear that they are, in fact, pits, which is always a major annoyance. Another issue is - you set up the odd interesting optional challenge, and your reward - is bolts. This will leave players feeling fairly jipped, since Bolts really are not enough of a reward for tackling these areas. This contest has Noble Nickels as a collectable, you really should've used them over bolts!

There are also a few busted screen-transitions. One of which you come across very easily whilst playing, so not sure how that was missed.

Last but not least, I have to say: Hello! Hello! Hello! Three dev-kit bosses for the price of one! What they add to the level is beyond me.... but they don't exactly hurt it either, so all is fair. They at least fit the stage's situation.



Trivia[edit]

  • This is one of only two stages in MaGMML2 that has a consistent camera glitch, possibly due to Top Man's exit boss door being several tiles above the bottom row. The other, ironically, is Quirky Unconsistent Incomprehensible Nonsensical Track, commonly abbreviated as "QUINT".
Make a Good Mega Man Level 2 - Tier 5
Entry Stages
Holy Crap, Mega Man Can Airslide?Maze of Significantly Less DeathVolcanic FurnaceElec DamQuint StageA Mega Man for All SeasonsAD 2101Starman Recreation
List of Bosses
Romhack Top ManMetal ManTop ManQuintKomuso ManCATS
Tier Boss
Lord Elewoofro
Make a Good Mega Man Level 2
Characters
Mega Man (Costumes) • Dr. LightDr. WilyZeroRollEddieKnight ManGalaxy Man
Special Weapons
Flash StopperSlash ClawJewel SatelliteHornet ChaserTriple BladeWheel CutterGrab BusterSakugarneRush CoilRush JetWire AdaptorSuper ArrowHaunt PumpkinBadge BarrierNeapolitan BombTruffle ClusterCyber DistorterForce BeamHazard TrapperMatch BlastLaunch RocketShuttle JetChomp ClawCarry
Entries
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
Locations
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 RoadTier XWily Star IIDr. 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