Toad Man's Underwater Sea Lab

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23rd: Toad Man's Underwater Sea Lab

Make a Good 48 Hour Mega Man Level

MaG48HMML-23-ToadMansUnderwaterSeaLab.png
Sealab 20XX, coming soon to Adult Swim.

Toad Man's Underwater Sea Lab is the 23rd place entry in Make a Good 48 Hour Mega Man Level. According to Dr. Light at the start of the level, it is a large facility used by Toad Man in a nefarious plot to weaponize the water cycle. As the name suggests, it's a water level that makes heavy use of Concrete Platforms (typically over and under lethal spikes) and Venus Waterfalls. It also uses enemies that attack Mega Man from high places, trying to knock him off a platform or into a waterfall.

Strategy

The early parts of the level are very easy, consisting of simple Concrete Platform challenges while Dockalockers attempt to snipe him. The latter can be easily avoided or taken out from a distance. Later on, Venus Waterfalls are introduced, and their pathways are marked by purple tiles. One such waterfall washes Mega Man into an underwater area filled with Swim Balls and Tondealls. In an area reached via a rising Concrete Platform is a battle against a Stompy, followed by a checkpoint. Up the ladder from there is a corridor with multiple Venus Waterfalls, all of which will wash Mega Man into either a pit or a bed of spikes. Nearby Dockalockers can potentially knock him into a waterfall, so use of either the Flame Mixer to block their shots or the Homing Sniper to quickly kill them is ideal.

After another checkpoint, the level goes dark, and only a series of Concrete Platforms are visible. All of them are suspended over spikes, so jump quickly across them. Another underwater corridor follows, this time with a spiked ceiling and Concrete Platforms that rise up into it, before another Stompy Fight appears. The arena is mostly the same, except a pair of Venus Waterfalls cascade down on either side, limiting the amount of safe space Mega Man has to work with. After killing the second Stompy, Mega Man enters yet another submerged corridor, this time with a blackout effect and spikes on the ceiling and floor. Both types of Concrete Platform hang in the air, and Swim Balls frequently swim in from the right to tackle Mega Man off of them. It is therefore advised to always have a Charge Shot ready to fire, and avoid jumping too close to the top of the screen.

The last part of the level happens on dry land and without any blackouts, and combines Venus Waterfalls, Concrete Platforms, Dockalockers, and spikes. Each Dockalocker is positioned so that it can be taken out from a safe area, so Mega Man should clear them out of the way first before moving onto less stable ground. As one would expect from the level's name, Toad Man serves as the end boss; however, his arena contains three Venus Waterfalls that wash down intermittently, their areas of influence marked as ever by purple tiles. Though it makes the fight significantly harder, Mega Man can stand roughly halfway inside a waterfall without being washed off, giving him some extra breathing room. Additionally, unlike the other waterfalls in the stage, these have a longer delay between their warning drop and their actual appearance.

Judge Comments

Judge Comments
ParmaJon ParmaJon ParmaJon : 83 / 100
Design Creativity Function Fun Aesthetic
31 / 35 12 / 15 10 / 10 21 / 25 9 / 15



My number one praise of this level is the pacing. Using the A, B, A, B, AB format really worked wonders. It means I never got bored of one gimmick while the other one always had something new to offer. Also just want to acknowledge that Venus waterfalls can be terrible gimmicks, but you made them work. The waterfall sections always felt fair and well telegraphed so you were never confused about what was going to happen. It was clear and fair, but still challenging. Going from a section based on a lot of waiting to the faster paced falling platform segment was great. Then, the final section wasn't tedious because when the waterfalls were falling, the Dockalockers kept you engaged in those moments. And I'd usually say using Venus waterfalls in a boss is a bad idea, but it's Toad Man so it was fine. Really well designed level. Good job.

PKWeegee PKWeegee PKWeeGee : 71 / 100
Design Creativity Function Fun Aesthetic
23 / 35 10 / 15 10 / 10 19 / 25 9 / 15



The combination of its two gimmicks is very well handled here, but after a bit, it feels like I'm going through the same sections again, just a bit changed to make them harder. I wish I could say more here, because I did enjoy it quite a bit, but it didn't really leave me with much to talk about, sadly.

M-Jacq M-Jacq M-Jacq : 60 / 100
Design Creativity Function Fun Aesthetic
13 / 35 8 / 15 10 / 10 19 / 25 10 / 15



Was there a subcontest going on called "Make a Hard Toad Man Fight" or something? There's about a dozen entries which have you fight Toad Man over spikes or on oil or backwards in heels or something, and all of them are just silly. Toad Man is still absurdly easy no matter how much detritus you stuff his arena with.

The level itself, though, is better than it might look at first glance. I think that what makes this level work is that there is a structure here, alternating between sections in the submarine and underwater segments, which makes it feel like you're making progress and moving forwards even though the aesthetics here are so rudimentary. I also really enjoyed some of the faster sections of the level, where you had to hold right and traverse the Concrete Man platforms - especially towards the very end of the level, where you jump past a wall of waterfalls and through boss doors to safety. That felt super cool. Now, unfortunately, this level does feel pretty empty due to the underwhelming enemy placement. I did enjoy some of the Dockalocker setups, to be fair (it was fun sniping the column of them) but they definitely didn't provide much of a challenge. And I really didn't get why the Quick Man lighting was here, or what it added to the segments where they showed up. But, you know, all things considered I mostly enjoyed this level.

Freems Freems Freems : 59 / 100
Design Creativity Function Fun Aesthetic
18 / 35 9 / 15 10 / 10 14 / 25 8 / 15



I highly doubt this is on purpose or anything, but it almost felt like I played the same level twice. The first time was pretty alright, albeit a little too empty, and the second time there were a lot more spikes and a lot more waterfalls. For the most part, I think you had a good idea about how to use the waterfalls because combining them with the lockers was a very good move, as it gives you something to avoid while you're waiting for the waterfall, but by the end of the level it started to run out of its novelty as it kept doing the same setup multiple times. While the lockers and the two gimmicks were used well, the other two enemies were left pretty ignored for the most part. I also for the life of me cannot figure out the point of having the lights go out the two times it does. It doesn't make anything impossibly hard or anything it's just... there's really no point other than for you to not always have a clear idea where the instant death ceiling is the second time it happens. Far from a bad time, but it was a little bit of a strange one.


Notes

  • If Mega Man rides the first Concrete Platform back up to the first screen, Dr. Light's dialogue will change.


Make a Good 48 Hour Mega Man Level - Tier 9
Entry Stages
Lasers and Platforms • Ice Treatment Facility • Combustion Castle • Mmmmmmmmmmmmmmmmmoon Base • Super Pipe World • Central Computer • Toad Man's Underwater Sea Lab • Darkwing City • Cornerstone to Dominate • Through the Crabacombs
List of Bosses
Spark Man • Chill Man • Mercury • Bandana Wander Bell • Quick Man Duo • Giant Suzy • Toad Man • Darkwing Duck • Metal Man • Grey Devil
Box Cartel
Square Machine
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