| 62nd : The Dampening|
|So many gimmicks, so little time.|
- "The level just kinda jumps all over the place with its ideas. There's Pole eggs, there's like 3 dark rooms total, there's wave bubbles, there's galaxy man portals (??????), it's allll over the place."
- ―SnoruntPyro, excerpt from judge comment.
The Dampening is the 62nd place entry in Make a Good Mega Man Level 2. The stage takes place almost entirely underwater, and includes a myriad of gimmicks in small doses, including Pole Eggs, Sea Mines, Falling Platforms, Bouncy Tiles, Galaxy Man Portals, and Plantman Platforms. The stage also includes a unique Dark Room gimmick, where right after certain rooms are loaded, the entire screen will be shrouded in black except for a small circle around Mega Man.
The level begins with a few rooms centering around Poles and Sea Mines, one of which creates a puzzle out of Poles by requiring Mega Man to go to the sides of a narrow passageway and shoot them to make room so he can progress. The room after this puzzle contains the first Noble Nickel, which is located directly over a bed of spikes, requiring Mega Man to collect it on Sakugarne if he doesn't want to die.
Going down, Mega Man is presented with an optional room on the right with a key. Holding onto this key without dying is required to get the stage's fourth Noble Nickel, which is located in the same room, but is blocked off by a wall, and must be entered through another room much later in the level.
The main path continues with another set of Poles, now used in conjunction with Sea Mines and Girees, where an area on the right can be cleared out to collect a large Weapon Energy capsule and an M-Tank.
After a room with some Hirarian 427s and an M-422A, Mega Man falls down a hole with some Sea Mines on the side, and some Bubble Man platforms breaking his fall. At the bottom of this fall is a Lantern Fish that spits out mint-colored Shrinks. This room introduces the darkness gimmick, with a small circle of light coming from the Lantern Fish's weak point as well as from Mega Man. The following room puts this darkness gimmick in a more challenging environment by adding Girees, spikes, and tricky jumps into the mix. With either a leap of faith or close observation of the room before it goes dark, Mega Man can locate a 1-Up, as well as the second Noble Nickel.
After climbing out of this room, Mega Man is presented with the stage's final Pole puzzle, where he must avoid shooting certain Poles so he can traverse a spike bed without using Sakugarne. Following this is three rooms focusing around Wave Man bubbles. The first room is simply a means for Mega Man to get on a bubble, the second room includes two Sea Mines and a Shrink as obstacles, and a third room includes both a Shrink and a Claw. This room also houses the third Noble Nickle in a small hole on the right side that must be slid into using the slide key, as the ladder right next to the hole makes using a combination of the down and jump keys impossible for sliding. The room also has a unique Destroyable Block on the left side that can only be destroyed with a charged Mega Buster shot, which leads to the aforementioned room with the fourth Noble Nickel, which can now be accessed if Mega Man has the key from earlier in the stage.
The next room in the stage introduces Knight Man springs and Galaxy Man teleporters, which are simultaneously used in a short puzzle. The stage follows this up with a room that uses the same teleporters in a puzzle alongside Bubble Man platforms, requiring Mega Man to find the correct teleporter to get to the next room. The final Noble Nickel is also in this room, in a narrow passageway of spikes with a teleporter at the bottom. Continuing along the main path, Mega Man will find himself above water for the first time in the stage since the first screen, now having to traverse a combination of Bubble Man platforms and Plant Man platforms while avoiding various enemies, mainly Swallowns. At the end of this room is a boss gate, which leads Mega Man to a room that brings back the earlier darkness gimmick, and provides two E-Tanks inside another block that can only be destroyed by a charge shot.
The stage ends with a puzzle of sorts; still shrouded in darkness, multiple fake Energy Elements can be found scattered throughout a maze-like room with Knight Man springs, with one real Element mixed in. Collect the Element at the upper middle of the room to clear the stage.
|SnoruntPyro : 28 / 50|
|JupiHornet : 17 / 50|
|Enjl : 19 / 50|
|Garirry : 25 / 50|
|ACESpark : 25 / 50|
With that out of the way, Let's get down to the real issues with the stage: This is seriously unfocused. It's like a kid with ADD. OOH Poles, wait, no, Galaxy Man teleporters! Wait NO, Wave Man bubbles! This doesn't particularly give any of the gimmicks a time to shine, their use is just sort of middling.
There is one seriously cool segment of your stage - the darkness area. And the fact it doesn't spawn in when you enter a screen is great, allowing you to see your surroundings before partially blinding you, so at least you have a rough idea where to look for the goodies.
Unfortunately, it's only used on 3 screens. One of those is a mini-boss that doesn't take advantage of fact! Shame, I wish the level was built around this concept! The seeming random nature of everything really lets the stage down overall.
I am glad there is some sort of climax to the stage - but it... probably should've involved an actual challenge, since it's impossible to fail it. As it stands, it is just a timewaster.
|Make a Good Mega Man Level 2 - Tier 3|
|Chomp Man • SMB3 • MegaLondo • Combust Man • The Dampening • Taco Man • Candy Panic • Forgotten Fortress|
|List of Bosses|
|Chomp Man • Bowser • Combust Man • Taco Man • Metal Man • Gangly Crash Man|
|Tier Boss & Other Goodies|
|Door Man • Jewel Man|