The Tiki Tiki Tiki Tiki Tiki Room

From Make a Good Mega Man Level Contest
Jump to: navigation, search
82nd: The Tiki Tiki Tiki Tiki Tiki Room

Make a Good 48 Hour Mega Man Level

MaG48HMML-82-TheTikiTikiTikiTikiTikiRoom.png
All the Bills sing words and the Gremlins croon
In The Tiki Tiki Tiki Tiki Tiki Room!

The Tiki Tiki Tiki Tiki Tiki Room is the 82nd place entry in Make a Good 48 Hour Mega Man Level. It is a semi-aquatic level that heavily uses Air Tikis as platforms and hazards, while Gyoraibos patrol the waters looking to either ambush Mega Man from below or swim straight into him. Much of the level is also covered in Napalm fires that make platforming dangerous – however, it also has a habit of killing enemies that fly straight into it, simultaneously making certain areas easier than intended.

During the Goody Two Shoes sidequest, The Tiki Tiki Tiki Tiki Tiki Room is the third stage to be visited while tracking down the Shadow Imposter's whereabouts.

Strategy[edit]

The first portion of the stage focuses on platforming over Air Tikis and avoiding Napalm. The Rain Flush can be used to extinguish the latter and reduce the risk of instant death, but in some cases a bottomless pit lies underneath to negate that advantage. Early on, Scissascissors try to ambush Mega Man while jumping from one Air Tiki to the next, making it wise to shoot ahead while jumping. Eventually, Mega Man enters a partially submerged area where Gyoraibos swim in from the left, while Sonic Bills perch on platforms and fly towards him when he gets close. Staying underwater and using Charge Shots or Special Weapons to kill the Gyoraibos is the safer option, as the Sonic Bills cannot enter the water without landing on another platform. A ladder-climbing section appears soon after, where Scissascissors attempt to snipe Mega Man while climbing; staying still and waiting for them to fly past is a sound idea.

Before long, a short underwater area appears, with multiple enemies spawning in at once just before a checkpoint. The Rain Flush is once again a useful method of crowd control and Napalm-extinguishing here. What follows is a semi-spike drop over a trio of Air Tikis; between the multiple spikes, the Air Tikis' horns, and the Gremlins that fly out from their sides, avoiding damage here can be rather difficult without either very quick and precise movement, or a level of patience and caution. A pair of Napalm flames conveniently sit on either side of the third Air Tiki, and will instantly kill the Gremlins it spawns while allowing for Mega Man to concentrate on jumping past spikes.

The last few screens of the level are relatively simple, with only a few strategically placed Sonic Bills posing much of a threat. As they're either protected by an Air Tiki or too low to hit with the Mega Buster, using a homing weapon like Beat or the Homing Sniper to take them out from afar helps. The last screen before the end is filled with Sonic Bills, Napalm, and a Scissascissor that is immediately neutered by the fire. In the very last room is a massive Napalm fire atop a set of spikes, with the Energy Element sitting to the side. Even if Mega Man dies here, a checkpoint is present here. As an Easter egg, extinguishing the Napalm will reveal a large sea monster hiding in a cave.

Shadow Imposter Graffiti[edit]

The hidden message is located at the very end of the level, on the large sculpture obscured by the giant Napalm fire. By using the Rain Flush to put it out, the message can be read either while falling down to the spikes below, or (more sensibly) while riding the Rush Jet over to it. While looking for the message, a Shadow Turret flies from left to right across the top of the screen, shooting at Mega Man provided he isn't holding onto a ladder.

Judge Comments[edit]

Judge Comments
ParmaJon ParmaJon ParmaJon : 54 / 100
Design Creativity Function Fun Aesthetic
15 / 35 7 / 15 10 / 10 14 / 25 8 / 15



This one is honestly really inoffensive other than some stupid jumps. The box assets are used okay, but not super creatively. I like that you tried to use the Tikis in different environments, that aspect of it was pretty nice. A few spots, one being underwater, are too dense and have too much going on at once. That could be fine-tuned, but it's not deal breaking. The flames really just kinda feel like they are there. Once you realize you can extinguish them, half the challenge in the level is gone. I like the way the level looks, but the music just feels extremely unfitting to me. I can't explain why, but I really really don't like the music choice. I'd go for something spacier or more of a lab-like theme. Maybe Gemini Man's theme, or Galaxy Man's, or even Gravity Man's. Stone Man's theme felt wrong.

PKWeegee PKWeegee PKWeeGee : 47 / 100
Design Creativity Function Fun Aesthetic
15 / 35 7 / 15 10 / 10 11 / 25 6 / 15



Yeah, I'm not feeling this one that much. For the sake of a buster-only run, the fires were only acting as spikes, and even if you use weapons to extinguish them, it just makes the challenges too easy. Maybe you could have focused more on using Rain Flush, to traverse fiery rooms or something.

M-Jacq M-Jacq M-Jacq : 38 / 100
Design Creativity Function Fun Aesthetic
9 / 35 8 / 15 10 / 10 4 / 25 7 / 15



Uh oh.
Actually, this level does do one thing very right - I thought the scissors were used extremely well, both in concert with the Tikis and during the vertical sections. I was less enthused with... other parts of the level. Like, you did playtest this and realize that enemies die when they collide with the fire, right? Because sometimes that looks deliberate (as with the fires on the sides of the Tikis, thus declawing them), but on other screens it's kind of comical watching enemies careen to their deaths. I suspect there's supposed to be some sort of "pick a path" motif running through the level - at the very beginning, for instance, you can travel along the Tikis' heads or beneath them. And there are some other screens where you get two choices of which path to take - wallow through three-tile-high water segments or take the (literal) high road? Etc. That's fine, but it's obscured by this level's scattershot approach to placing down obstacles, where there are little fires burning everywhere (including underwater?) that make everything a lot more confusing than it really is. I dunno - there's a solid *idea* here, but the execution leaves a lot to be desired.

Freems Freems Freems : 48 / 100
Design Creativity Function Fun Aesthetic
14 / 35 7 / 15 10 / 10 11 / 25 6 / 15



A little bit of an odd level. While there were a handful of clever setups using the Air Tikis (the two right next to each other with the single spike of fear causing you to think just a little more carefully about shooting the little guys) most of the level just sort of existed. With a few exceptions, the enemy placement was completely pointless as the bullets would just destroy themselves, the scissors would oftentimes just be handled by doing nothing (thinking mostly on the ladder room where a ton of them come in at once) and some of the fish can do things... except half the time they're useless because the missiles shoot up and you happen to be below them. Outside of that, at times there seemed to be little rhyme or reason for the spike and fire placement. There were plenty of checkpoints everywhere so it never really got annoying, it was just... very odd to say the least.



Trivia[edit]

  • The level's name is derived from the song "The Tiki Tiki Tiki Room", which plays at the Disneyland attraction Walt Disney's Enchanted Tiki Room.
  • The level's geometry forms a perfect square, with the player moving towards the centre in a clockwork spiral.
  • The level was designed with a difficulty in mind that would be accessible to players of all skill levels.


Make a Good 48 Hour Mega Man Level - Tier 3
Entry Stages
The Bouncy Octa BoomThe AbyssObligatory Enemy Spam LevelTowerHopping High Above DangerForest CastleMegatroidThe Tiki Tiki Tiki Tiki Tiki RoomDown the DrainDeep Dark Temple
List of Bosses
Spark ManKomuso ManPunkBomb ManRounder IIMother BrainToad ManPharaoh Man
Make a Good 48 Hour Mega Man Level
Characters
Mega Man (Costumes) • Dr. LightBox Cartel (Don AteteminoKamikaminDockalockerBlockySquare Machine) • RollJosephDeleuze PipiSargeSidequest NPCs
Special Weapons
Flame MixerRain FlushSpark ShockSearch SnakeTengu BladeSalt WaterConcrete ShotHoming SniperRush CoilRush JetBeat
Exclusive to Cheats
Treble Boost
Entries
A Waste of SpaceAbandoned MineAir LabsAlpha-OmegaAncient ZigguratAsinine FactoryBase in the BoondocksblainzBraving New DepthsBunker 20XXBurning BunkerCascadeCaution: Moving PartsCelestial ResortCentral ComputerCloudy CityCombustible Alien Variable EventsCombustible QuagmireCombustion CastleCommando CavernsCopper CaveCornerstone to DominateCosmological FactoryCossack's PlaygroundCrashing in the DarkCryonics LabCurious SkymachineCutting Edge TechnologyDarkwing CityDeep Dark TempleDeep Within the JungleDown the DrainEnkers RevengeanceExoplanet EverestFaint Flying FactoryFire Armed to the BeakFlamecrush ForestFlaming FortressFlower CoreFlowers and ThornsFootlooseForest CastleFortified BaseFrigid InfernoFrozen LabGettin' out of DogecityGraviMan INC.Hopping High Above DangerIce Treatment FacilityIHOPEIWINInto the FurnaceJust a Space LevelLasers and PlatformsLime and LameMake a 48 Minute Mega Man LevelMega Man Saves Canada from the Evil Clutches ofMegatroidMinari Hydrospace CenterMmmmmmmmmmmmmmmmmoon BaseMystic MuseumObligatory Enemy Spam LevelOh NoOh No! More CompactorsOne Night in XanaduOrbital AssaultOrdinance With LyricsOuter ExcavationPerilous MountainPint House Power HousePlanet XanlordusRealm of the Lich LordRobot Recycling CenterRocky Blocky CavernRunning Down a DrainSaturn FortressScissors 'n ShrimpsScrub CitySeahorse CityShort BaseShort-Tempered CircuitSleet CitadelSlipping Through TimeSonic Man's SpaceshipSpace PipesSpicy Banana Bread StorehouseSpicy Top ActionStormy TowerSuper Pipe WorldTaking a DipTesla CoilThe AbyssThe Bouncy Octa BoomThe End of Needle Man?!The Tiki Tiki Tiki Tiki Tiki RoomThrough the CrabacombsToad Man's Underwater Sea LabTowerTwilight FortressUntested Rush JobVoid QuestVolcanic FacilityWarehouse of ConveyorsWater Park SupWeapon Testing FacilityWell Oiled MachineWily StationWindy Conditions
Cartel Hideout
Deep Sea Break-InHydrothermal LayerPandora's Parlor
Locations
SS ElroyTier 1Tier 2Tier 3Tier 4Tier 5Tier 6Tier 7Tier 8Tier 9Tier 10Tier 11Cartel HideoutDouble-Action BoutiqueSpecial Weapon Bootcamp
Devkit Bosses
Cut ManGuts ManBomb ManFire ManMetal ManAir ManBubble ManQuick ManCrash ManFlash ManHeat ManWood ManBoobeam TrapGemini ManTop ManSpark ManKamegoro MakerToad ManPharaoh ManDust ManMetall DaddyGravity ManStone ManGyro ManDark Man 4Blizzard ManPlant ManRounder IIPower PistonHoney WomanMega Mech SharkCommando ManChill ManSolar ManEnkerQuintPunkGiant SuzyBalladeHunter Type AMercurySaturnUranusIron BallGrey DevilDangan ManKomuso ManOil ManSonic ManDyna Man
Modified Bosses
BombMan.EXEMother BrainThe City of St. PetersburgToxic Seahorse?Bandana Wander BellQuick Man DuoDarkwing DuckBerserker Merserker🔥 ManLich ManEmpress ElysiaNot Napalm ManStatue of Wizard Swenner
Box Cartel Fights
KamikaminDockalockerBlockySquare Machine
Fortress Guardians
Sea King: The AftermathShinsopod What! & Shinkhangel Where!Don Atetemino
Other Bosses
Haunted TVShadow ImposterPirate Man