Tower

From Make a Good Mega Man Level Contest
Jump to: navigation, search
86th: Tower

Make a Good 48 Hour Mega Man Level

MaG48HMML-86-Tower.png
Hey, magnet guy, think you can give me a lift to the top?

Tower is the 86th place entry in Make a Good 48 Hour Mega Man Level. A stage as basic as its name, it is largely a linear set of screens with enemies, and little in the way of gimmicks or platforming. Perhaps the most interesting thing about it is its involvement in the Mutual Attraction sidequest: After speaking to Crazy Daisy, a Mag Fly in the level will start carrying her lost lower half, and needs to be destroyed to retrieve it for her.

Strategy

The most common enemy in this level are Biribarees, who often shield themselves from attack. The Tengu Blade's slash can damage them through their electricity field, but unleashing a Charge Shot once they attack is best at long range. Bladers, meanwhile, are much more aggressive foes, and are best dealt with from a distance with Beat or the Homing Sniper, or with the Flame Mixer up close. After the first checkpoint (and a visit from Eddie), actual platforming challenges appear with spikes and descending Tyhorn Platforms. One screen has Mega Man jumping over a floor of spikes on a pair of platforms, while the section below is a long vertical scrolling tower with spikes and multiple platform spawners. While it is safer to slowly ride a platform down to the bottom, it is easy to drop down and still miss hitting a spike.

After a short corridor with another Blader, there is a giant room with free scrolling and multiple ladders. A few Super Cutter Revenges are positioned to try and knock Mega Man down to the bottom, but they can be avoided by using the Rush Coil to reach a high ladder visible from the entrance to the section. If the Mutual Attraction sidequest is active, a Mag Fly near the top of the room will be carrying Crazy Daisy's upside down legs, and is easily killed using long-range and/or homing weapons. At the very top is a ladder leading to the boss door, guarded by a single Biribaree. A fight with Komuso Man in a room with spikes follows; try not to kill him while he is over a spike, or else the Energy Element will drop onto said spike.

Judge Comments

Judge Comments
ParmaJon ParmaJon ParmaJon : 59 / 100
Design Creativity Function Fun Aesthetic
20 / 35 9 / 15 9 / 10 13 / 25 8 / 15



The whole first half of the level is alright; you get the basic introduction to everything and that's good, though just placing combinations of two assets in an empty room isn't getting you brownie points. The second half of the level where you start to actually do things with the tops is pretty fun. The downward top section isn't a boring elevator section like it could've been, but it's still rather easy. Either I would've made them death spikes, as just damage boosting through the whole section is extremely easy and negates the challenge, or working enemies that shoot you into it to add an extra challenge could've added a lot. The last section was also good but way too easy to parmesan cheese. The going back and forth is fun, but the magnets let you just skip half the challenges. They're not even rewarding or difficult skips, I originally thought that was the intended method. This level isn't bad but it just leaves more to be desired.

PKWeegee PKWeegee PKWeeGee : 43 / 100
Design Creativity Function Fun Aesthetic
12 / 35 5 / 15 10 / 10 9 / 25 7 / 15



Boring. A collection of bland rooms with a bland tileset, and everything ends before anything interesting has a chance to happen.

M-Jacq M-Jacq M-Jacq : 26 / 100
Design Creativity Function Fun Aesthetic
6 / 35 3 / 15 9 / 10 5 / 25 3 / 15



Some of the level design here is so minimalist - nay, spartan - that it almost loops over into brilliant. A blank room with a single Blader in it? Very chic. Way better than a room with a dozen Bladers in it, am I right? But that emptiness gets boring fast, especially because the level never really figures out how to use the cutters or Mag Flies in any interesting setups. And also because there's no theming - the level's called "Tower" but it doesn't resemble a tower, or anything at all, really. This is one of the many reasons why eight-way scrolling doesn't work in a Mega Man context: the run-and-gun aspects of the average MM level are predicated on the stage geography being as obvious as possible. "Go right." "Go up this ladder (and not down this pit)." It's why "leaps of faith" are bad design - figuring out which way to go in this genre should not be a matter of guesswork. At least fighting Komuso Man is fun!

Freems Freems Freems : 37 / 100
Design Creativity Function Fun Aesthetic
13 / 35 4 / 15 10 / 10 6 / 25 4 / 15



Sometimes a level's worst sin is that it's just kind of boring. Just some big empty spaces with mostly enemies that are right in your path. The gimmicks decide to show up every once and a while, but by the time they do they only give a half hearted dance before they vanish for a little bit more. The thing with long vertical rooms that you're meant to descend is that it's very easy just to skip past all of it if the room isn't designed carefully. And the big open room near the end was just strange to navigate, to the point where I'm still not sure if I did it in the intended method. I guess there was climbing a few ladders while avoiding the cutters, but besides that there wasn't much going on. I guess the level name does hold true, it is a tower... just not much more than that.



Make a Good 48 Hour Mega Man Level - Tier 3
Entry Stages
The Bouncy Octa Boom • The Abyss • Obligatory Enemy Spam Level • Tower • Hopping High Above Danger • Forest Castle • Megatroid • The Tiki Tiki Tiki Tiki Tiki Room • Down the Drain • Deep Dark Temple
List of Bosses
Spark Man • Komuso Man • Punk • Bomb Man • Rounder II • Mother Brain • Toad Man • Pharaoh Man
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