Scissors 'n Shrimps

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51st: Scissors 'n Shrimps

Make a Good 48 Hour Mega Man Level

MaG48HMML-51-ScissorsNShrimps.png
Anyone hungry for chopped shrimp?

Scissors 'n Shrimps is the 51st place entry in Make a Good 48 Hour Mega Man Level. It is a dam-themed level that, as the name implies, has Scissascissors and Shrimparge 91s as the main two enemies – although ironically, they rarely appear together on the same screen. Another frequent obstacle are Tecks that fire from ceilings, as well as harmful platforms that must be used to move throughout the level.

Strategy

Starting outside the dam, Scissascissors are introduced alongside Fork Blocks, while Spring Heads patrol the ground below, waiting to punish anyone who falls off. In a few spots, Gabgyos jump out of the pools of water below in an effort to bite Mega Man. Beyond a trio of Strike Man Soccer Balls is a water-filled corridor, where Shrimparge 91s begin to chase after Mega Man. The ceilings in this section are lined with lethal spikes, limiting the range of movement to avoid the rocket-powered shrimpbots. If possible, it's recommended to kill them before they get too close. After a battle with a Lantern Fish assisted by a Teck, the checkpoint lies past a screen with Fork Blocks and a Teck, with a small room to the left containing an M-Tank.

The rest of the level is fairly easy to go through, with underwater jumps under spiked ceilings being the only major difficulty spots. Otherwise, most of the enemies are easy to destroy, and even Tecks can be taken out from afar using the Flame Mixer, Rain Flush, or Homing Sniper. Scissascissor ambushes, meanwhile, can be avoided with jumps or slides, or even neutralized completely by a Charge Shot. Towards the end, a pair of spiked soccer balls block the path, but can be bypassed by shooting them, then running under them and jumping before they fall. The last enemy before the boss, Cut Man in an aquatic arena, is a Big Stomper that can be destroyed or evaded at Mega Man's leisure.

Judge Comments

Judge Comments
ParmaJon ParmaJon ParmaJon : 66 / 100
Design Creativity Function Fun Aesthetic
24 / 35 8 / 15 10 / 10 16 / 25 8 / 15



This is one of those levels that doesn't really do anything majorly wrong. It's extremely functional. That's not necessarily bad, but it doesn't go super far in making something amazing. You know how to do level design and make something that scales well, looks nice, and plays well. It just doesn't go further at all.

PKWeegee PKWeegee PKWeeGee : 61 / 100
Design Creativity Function Fun Aesthetic
18 / 35 6 / 15 10 / 10 16 / 25 11 / 15



This is a fine example of "good, but not groundbreaking". It presents some fun challenges that, at the end of the day, are kind of mediocre in the big picture of the level. Nothing really stood out, except for some kind of frustrating scissor placement, which was especially magnified by the fact that shooting one half just lets the other one rush at you without stopping. I'd say more, but you didn't really give me much to work with.

M-Jacq M-Jacq M-Jacq : 55 / 100
Design Creativity Function Fun Aesthetic
17 / 35 5 / 15 10 / 10 12 / 25 11 / 15



Well, everything here works, more or less. I think this level does a commendable job juggling a wide variety of enemy types while making the level feel like a coherent whole. And they're placed more or less perfectly: there's tells for the Gabyoalls, for instance, and I never felt ambushed by the scissors 'n shrimps. I think some of the Tecks were maybe on the cruel side with their placements? That was probably the only bad thing on the enemy front. Oh, I guess Big Eye came out of nowhere at the end, but that's forgivable, since he kind of always feels out of place. But I wasn't enthused by how many perilous jumps this level had. There's a lot of moments here where I'm like... jeez, that sure is a lot of spiked soccer balls on the floor. Or, gosh, ain't that spiked ceiling on the low side? Things like that bothered me, especially because they usually felt detached from the enemies, except in the aforementioned cases where Tecks were shooting at you while you were trying to do aerobics. To conclude: nice seafood smorgasbord; but I'd maybe sand off some of the spiky bits.

Freems Freems Freems : 52 / 100
Design Creativity Function Fun Aesthetic
15 / 35 8 / 15 10 / 10 10 / 25 9 / 15



So many small things about this level that just confuse me. It opens with a tell for the Plant Man fish by using Concrete Man blocks (which ignoring that it's something you're pretty much guaranteed to get hit by the very first time, is alright) but then that just kinda stops appearing early on. Both gimmicks are there and accounted for but sometimes just felt pasted in for the sake of having them there (real winners are when there's a soccer ball to lift you up... when you're underwater so you can just jump out naturally) and boy some of the enemy placement here is just obnoxious. The Tecks can easily be set up in a way where trying to get through buster only is the biggest pain ever and the Scissors have their moments where they're either in a very unfortunate spot causing them to respawn constantly, or in at least one time where one of them isn't even visible til it slaps you right in the face. A lot of weird smaller design choices just kind of bog this own[sic] down. The platforming itself is well and good though. It's just with the lack of interesting use of the gimmick, all you really have to go for is basic underwater platforming and annoying enemy placement which does more harm to the level than good.



Make a Good 48 Hour Mega Man Level - Tier 6
Entry Stages
Taking a Dip • Commando Caverns • Curious Skymachine • Orbital Assault • Seahorse City • Combustible Alien Variable Events • Void Quest • Wily Station • Scissors 'n Shrimps • Tesla Coil
List of Bosses
Honey Woman • Commando Man • Guts Man • Toxic Seahorse? • Dust Man • Plant Man • Iron Ball • Cut Man • Spark Man
Box Cartel
Blocky
Make a Good 48 Hour Mega Man Level
Characters
Mega Man (Costumes) • Dr. Light • Box Cartel (Don Atetemino • Kamikamin • Dockalocker • Blocky • Square Machine) • Roll • Joseph • Deleuze Pipi • Sarge • Sidequest NPCs
Special Weapons
Flame Mixer • Rain Flush • Spark Shock • Search Snake • Tengu Blade • Salt Water • Concrete Shot • Homing Sniper • Rush Coil • Rush Jet • Beat
Exclusive to Cheats
Treble Boost
Entries
A Waste of Space • Abandoned Mine • Air Labs • Alpha-Omega • Ancient Ziggurat • Asinine Factory • Base in the Boondocks • blainz • Braving New Depths • Bunker 20XX • Burning Bunker • Cascade • Caution: Moving Parts • Celestial Resort • Central Computer • Cloudy City • Combustible Alien Variable Events • Combustible Quagmire • Combustion Castle • Commando Caverns • Copper Cave • Cornerstone to Dominate • Cosmological Factory • Cossack's Playground • Crashing in the Dark • Cryonics Lab • Curious Skymachine • Cutting Edge Technology • Darkwing City • Deep Dark Temple • Deep Within the Jungle • Down the Drain • Enkers Revengeance • Exoplanet Everest • Faint Flying Factory • Fire Armed to the Beak • Flamecrush Forest • Flaming Fortress • Flower Core • Flowers and Thorns • Footloose • Forest Castle • Fortified Base • Frigid Inferno • Frozen Lab • Gettin' out of Dogecity • GraviMan INC. • Hopping High Above Danger • Ice Treatment Facility • IHOPEIWIN • Into the Furnace • Just a Space Level • Lasers and Platforms • Lime and Lame • Make a 48 Minute Mega Man Level • Mega Man Saves Canada from the Evil Clutches of • Megatroid • Minari Hydrospace Center • Mmmmmmmmmmmmmmmmmoon Base • Mystic Museum • Obligatory Enemy Spam Level • Oh No • Oh No! More Compactors • One Night in Xanadu • Orbital Assault • Ordinance With Lyrics • Outer Excavation • Perilous Mountain • Pint House Power House • Planet Xanlordus • Realm of the Lich Lord • Robot Recycling Center • Rocky Blocky Cavern • Running Down a Drain • Saturn Fortress • Scissors 'n Shrimps • Scrub City • Seahorse City • Short Base • Short-Tempered Circuit • Sleet Citadel • Slipping Through Time • Sonic Man's Spaceship • Space Pipes • Spicy Banana Bread Storehouse • Spicy Top Action • Stormy Tower • Super Pipe World • Taking a Dip • Tesla Coil • The Abyss • The Bouncy Octa Boom • The End of Needle Man?! • The Tiki Tiki Tiki Tiki Tiki Room • Through the Crabacombs • Toad Man's Underwater Sea Lab • Tower • Twilight Fortress • Untested Rush Job • Void Quest • Volcanic Facility • Warehouse of Conveyors • Water Park Sup • Weapon Testing Facility • Well Oiled Machine • Wily Station • Windy Conditions
Cartel Hideout
Deep Sea Break-In • Hydrothermal Layer • Pandora's Parlor
Locations
SS Elroy • Tier 1 • Tier 2 • Tier 3 • Tier 4 • Tier 5 • Tier 6 • Tier 7 • Tier 8 • Tier 9 • Tier 10 • Tier 11 • Cartel Hideout • Double-Action Boutique • Special Weapon Bootcamp
Devkit Bosses
Cut Man • Guts Man • Bomb Man • Fire Man • Metal Man • Air Man • Bubble Man • Quick Man • Crash Man • Flash Man • Heat Man • Wood Man • Boobeam Trap • Gemini Man • Top Man • Spark Man • Kamegoro Maker • Toad Man • Pharaoh Man • Dust Man • Metall Daddy • Gravity Man • Stone Man • Gyro Man • Dark Man 4 • Blizzard Man • Plant Man • Rounder II • Power Piston • Honey Woman • Mega Mech Shark • Commando Man • Chill Man • Solar Man • Enker • Quint • Punk • Giant Suzy • Ballade • Hunter Type A • Mercury • Saturn • Uranus • Iron Ball • Grey Devil • Dangan Man • Komuso Man • Oil Man • Sonic Man • Dyna Man
Modified Bosses
BombMan.EXE • Mother Brain • The City of St. Petersburg • Toxic Seahorse? • Bandana Wander Bell • Quick Man Duo • Darkwing Duck • Berserker Merserker • 🔥 Man • Lich Man • Empress Elysia • Not Napalm Man • Statue of Wizard Swenner
Box Cartel Fights
Kamikamin • Dockalocker • Blocky • Square Machine
Fortress Guardians
Sea King: The Aftermath • Shinsopod What! & Shinkhangel Where! • Don Atetemino
Other Bosses
Haunted TV • Shadow Imposter • Pirate Man