| 27th : Ruined Lab|
|This lab has certainly seen better days...|
Ruined Lab is the 27th place level in Make a Good Mega Man Level 2. It is a long, open level designed after the Wily stages from Mega Man 3. Jewel Satellite and Super Arrow are disabled upon initially entering the level, but can be unlocked permanently by collecting specific Noble Nickels.
The first two rooms of the stage are directly based on Wily Stage 1 from Mega Man 3. The first room is an outdoor area with a New Shotman, a Peterchy, a Cannon, and two Hammer Joes. Dropping down leads to an underwater area with several swimming Penpens, and a Hologran midway through. The area that served as the room's exit in Mega Man 3 is now blocked off by rocks, and the pipe at the end of the room is now broken to the point where it can be slid under or broken with buster shots, leading to a brief spike drop. Mega Man then lands in a large underwater area, with several Drop Platforms, Cannons, and Junk Block dispensers serve as obstacles, and a Key Barrier prevents Mega Man from going to the right. Both an E-Tank and an M-Tank can be found going to the right, and going all the way to the right leads to another room, where Mega Man must climb to the top on ladders while avoiding a Bomber Pepe, several Jamacies, and spikes. Reaching the top leads to a drop into a room with two Big Snakeys.
Defeating the Big Snakeys opens up the path to a room where Mega Man must avoid Junk Blocks, followed by a room with two paths. Taking the left path leads to the stage's first Noble Nickel, which must be accessed using utilities and unlocks Jewel Satellite upon being collected. Taking the right path leads to a set of Wanaans that Mega Man must get past by sliding under pipes just above each Wanaan hole. At the end of the room, past two Bomber Pepes, is a boss gate leading to a fight against a Giant Metall.
In the room right after the Giant Metall is a single Metall DX that drops a Key upon defeat, which must be collected to get past the Key Barrier from earlier in the level. The next room is a hallway filled with Metall DX, both walking and flying. Dropping down at the end of the room takes Mega Man back to the open water area, where he can use the recently-obtained Key to unlock the Key Barrier. Going past the Key Barrier leads to a ladder, serving as the exit to the water area, with the following two rooms changing their appearance to resemble Wily Stage 4 from Mega Man 3. The next two rooms each have a pair of Junk Golems, with the second of the two rooms also including precise jumps over spikes. After this is a room with a single Bikky, and another split path. Using utilities to take the top path leads to a room where a New Shotman and a Junk Golem guard the second Noble Nickel, which also unlocks Super Arrow.
Taking the left path leads to a room requiring careful jumps across Sparkman Platforms while avoiding spikes, followed by a room requiring careful jumps over pits while also being wary of Drop Platforms and Gyoraibos. The room after this is a wide pit that must be crossed with Rush Jet. Gyoraibos, Yambows, and Parasyus all appear as obstacles, and Mega Man must occasionally dismount Rush while still keeping him on the screen to pick up a weapon energy capsule to refill Rush Jet energy. At the end of the room is a ladder leading to four rooms Mega Man must climb up, with the first two including Hammer Joes and a Jamacy, the third including Junk Golems, and the fourth including two Sparkman Platforms. After this is four mostly empty rooms with several screens spread across them, each showing a Robot Master included in the MaGMML2 devkit, though some screens (specifically ones showing Chill Man, Top Man, and Pharaoh Man) are broken. Dropping down in the last room leads to the battle against Doc Robot.
|SnoruntPyro : 32 / 50|
|JupiHornet : 41 / 50|
|Enjl : 39 / 50|
|Garirry : 21 / 50|
Aside from that, the level just kinda sucks. Often the placement of enemies and other obstacles gets really irritating to deal with, particularly in the Rush Jet section, and the bosses are way too difficult. Not to mention how bad the collision is and how the level takes 10 seconds to load. On the bright side I think some of the ideas here aren't too bad, but they were executed poorly.
|ACESpark : 27 / 50|
The stage copies a lot of stage design from the actual Wily stages, which is ok in concept, but these sections are quire literally, filler we've already played.
The original segments come with some glaring issues, though.
The twin Big Snakey fight... wasn't fun. It amounts to spam, with both Snakeys firing at the same time, rather than them having a balancing act, making dodging in that section all but impossible.
There are also several blind jumps / enemies in the large underwater room... which is frankly, ridiculous.
But I really take exception to your boss. The concept is pretty cool. All the of the Devkit bosses loaded into one Doc Robot? That's awesome!
But, you fail completely to actually do any of this well. There is no tells or indication as to what attack he is going to pull of, (so, luck is required to dodge anything), no colour scheme swapping, no image in the background to tell you what attack he is going to use next... nothing. He just picks a random attack, pulls it off immediately, and then picks another random attack. Ugh. A cool concept ruined.
And then you gave him 3 health bars, with no changes to the boss fight as you go through said health bars. No phases, no nothing, hes just got a ton of health for no reason. I'm sorry... what!? There is no justification for that, and is just there to force players to use E-Tanks as dodging the boss's attacks can sometimes be impossible.
Your boss fight ruined any goodwill I had left.
|Make a Good Mega Man Level 2 - Tier 7|
|Biplane Bay • Blaze Man • Gunpowder Cellar • Cursor Curse • Cossack's Other Citadel • Fortified Lab • Spiky Situation • Ruined Lab|
|List of Bosses|
|Toad Man • Match Man • Volt Man • Cursor • The Kid • Avoidance Cherry • Healthy Giant Metool • Doc Robot MK2 • Wishing Star|
|Ghost of Christmas Future|