Sector Upsilon 6
| 15th : Sector Upsilon 6|
|Now this is the story, all about how...|
- "Submitting a level like this to a contest is a REALLY risky move if you ask me, since what this is more closely resembles a full game than it does a standard level."
- ―Enjl, excerpt from judge comment.
Sector Upsilon 6 is an entry level by M. Jacquelinae in Make a Good Mega Man Level 2. Inspired by Maze of Death and the video game VVVVVV, Sector Upsilon 6 is a sprawling Metroidvania level built around gravity switching. The level has three exits, each with a different boss—Gravity Man (exit 1), Mecha Dragon (exit 2), and Captain Viridian (exit 3). It is a bit of a marmite level: some people love it for its challenge and explorational aspects, while some people despise it for its difficulty and extreme length.
It is notable for being the only level in MaGMML2 to use the maximum number of collectibles (three Energy Elements and five Noble Nickels, and six additional shiny trinkets). It is also notable for being the highest-ranked level with a skip teleporter (the next-highest ranked being Poorly Named Level in Tier 4).
- 1 Strategy
- 1.1 Purple Sector (Octoper) - 1 Trinket
- 1.2 Periwinkle Sector (Spike Drop) - 1 Nickel
- 1.3 Indigo Sector (Autoscroll 1)
- 1.4 Grey Sector (Autoscroll 2/Dust Blocks) - 1 Nickel
- 1.5 Cyan Sector (Chill Blocks) - 1 Nickel
- 1.6 Orange Sector (Yoku Blocks) - 2 Trinkets, 1 Nickel
- 1.7 Green Sector (Count Bombs) - 2 Trinkets, 1 Nickel
- 1.8 Viridian Base (Teleport System) - 1 Trinket
- 1.9 VVVVVV World
- 2 Skip Status
- 3 Judge Comments
In the room immediately to the left of the level's midway checkpoint, there is a color-coded map listing the locations of all the level's collectibles. In order to reach the third and final exit, all six shiny trinkets must be collected: there is an obvious one in the purple sector, but there are also two in the orange sector, two in the green sector, and one in Captain Viridian's teleporter matrix. Notably (and controversially), the player will need to die at least twice to access all the trinkets.
Purple Sector (Octoper) - 1 Trinket
The level begins in the purple sector. Players aiming for the first or third exits should go right; players aiming for the second exit or the Noble Nickels should use the gravity flipper slightly to the right of the opening screen to walk on the ceiling and slide to the left, where the Periwinkle Sector lies. This path is filled with Petit Devils; in most cases, is a better choice to slide under or avoid them than it is to shoot. At the end of the section is an Octoper OA miniboss, fought with constantly flipping gravity; after this lies the "Crossroads" (the level's checkpoint), which connects to the Viridian Base (right), Orange Sector (up) and Green Sector (down)
This path's trinket is clearly visible to the left of a trio of moving platforms; to obtain it, simply flip your gravity to land on the underside of the platforms, then head backwards to pick up the trinket.
Periwinkle Sector (Spike Drop) - 1 Nickel
This part of the level is modeled after the infamous "Veni Vidi Vici" challenge in VVVVVV: it's a spike drop which must be done both forwards and backwards to obtain the trinket. Players can stop at the top of the spike drop to obtain an E-tank and several bolts; from there, using a utility weapon, the player can skip over the spikes to their right to access the Indigo and Grey Sectors and attempt the level's second exit. Alternately, the player can equip Sakugarne and bounce off the spike drop's spikes to access the Cyan Sector.
Indigo Sector (Autoscroll 1)
Grey Sector (Autoscroll 2/Dust Blocks) - 1 Nickel
Cyan Sector (Chill Blocks) - 1 Nickel
Orange Sector (Yoku Blocks) - 2 Trinkets, 1 Nickel
Green Sector (Count Bombs) - 2 Trinkets, 1 Nickel
Viridian Base (Teleport System) - 1 Trinket
Head to the right to access the teleporter system; at the end of the teleporter system there is a shiny trinket. If you don't have all six shiny trinkets, head to the Orange or Green Sectors to find what you missed. Otherwise, unlock the six locked doors at the bottom of the screen and head to the final teleporter, which will send you to the VVVVVV World.
The player will instantly teleport This is the most straightforward part of the level platforming-wise-- just make sure not to overshoot on the "Let the Bodies Hit The Floor" room. At the end of the level is a fight with Captain Viridian, who is piloting a souped-up version of the Octoper OA you fought earlier in the level. At half health, Viridian will temporarily withdraw and fire off a volley of projectiles. After beating Viridian, head right and pick up the third and final Energy Element.
This level was deemed skippable by the judges, due to its absurdly large size and sophisticated layout, rivaling that of a full game.
|SnoruntPyro : 43 / 50|
|JupiHornet : 36 / 50|
|Enjl : 45 / 50|
|Garirry : 42 / 50|
|ACESpark : 24 / 50|
This stage is also incredibly frustrating, does not take the fact it relies on instant-death into account with it's checkpoints, defies basic player logic at times and asks for far too many finicky moments in succession that any fun with the level, concept and music is killed stone dead.
I had to quit this stage and do something else, four times. Four. Every time I reached some sort of stopping point, I'd take it. This is one of the few stages where I did not want to keep playing, but felt like I had to to get a full experience.
First major drawback - the lack of background - the entire stage is almost entirely black - and this is a major detriment to the player's enjoyment and actively hinders the stage a lot - there is no way whatsoever to tell what is and isn't a pit in this level. It'd be nice to know that in advance before the player throws themselves down into the abyss. It's also rather dull to look at. The map provided colour codes sections - these sections are the same basic tileset the rest of the stage uses so the player can be left rather confused as to what sector they are in. More background details were definitely needed, if only to help lessen some of the confusion. I should not be sitting around for minutes at a time trying to figure out where exactly I am, this is Mega Man after all!
The second major problem with this level - the instant-death. It's not handled well. This really boils down to how finicky some of the maneuvers you have to pull off are, how little room for error there is here, and that the player is usually sent back several screens once they die. This would be a minor issue, if it weren't for the how exacting the requirements are every so often. What kills your stage dead in my eyes is the Mecha Dragon route. The spike drop is harsh. The auto scrolling segment is worse. The final few maneuvers - all of which must be done on a strict time limit thanks to the scroller, are extremely tight, and use a mechanic that is not entirely natural to a player's timing. Not only is there no checkpoint between the spike drop and the auto-scroller, there is no break at all in this section at all. Sometimes it is not a matter of how long a segment is, but how difficult the challenge in question is. The spike drop is not organic like most spike drops in the series. It doesn't flow naturally. Any of these segments, although hard, would've been fine by themselves.Together, these are seriously unfair. To give credit where it is due, the second auto-scrolling segment is rather fun, very well designed... and actually has a checkpoint! The Mecha Dragon itself was rather anti-climactic though.
The Gravity Man route... with multiple options, is a tad weird. The Yoku Block route, surprisingly, is fine. A little hard, but not too bad. The Count Bomb route has a jump in the stage, which up until this point has not required weapons - seemingly requiring a weapon to bypass. Or if it doesn't, that jump must be pixel perfect or something, because Mega Man saw the bottom of that pit many, many times. Either way, it either comes out of nowhere, or is too difficult for the average player to do.
Finally, there are the collectables - the Nickels, naturally, and the Trinkets. Here is the final nail in this stage's coffin - getting these often require the player to die after collecting them. This is really counter-intuitive, and goes against any instinct the player would have. In fact, to complete the Trinket route, the player outright has to die at last twice to see the additional boss. Why?! Teleporters are an option here.
The end-game after the Trinkets is rather good, but by this point the player has played the stage for an awful long time, and probably wants to leave, so it comes off as irritating. (The fact these are not saved between attempts at the level don't help, but I'm not sure much could've been done about that without Pyro's permission. Still an annoyance.)
The new boss is... er.. it exists. Yep. The alternative attack pattern it uses exactly once is rather fun... if lasting for a bit too long, and spends the rest of the battle doing absolutely nothing threatening what-so-ever. If you'd mixed these up a bit, this fight would've been entertaining. Overall, great concept for a level - but man, this level annoyed the life out of me.
|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|