Water Park Sup

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96th : Water Park Sup

Make a Good 48 Hour Mega Man Level

I don't know, not much.

Water Park Sup is the 96th place entry in Make a Good 48 Hour Mega Man Level. It is a level that mostly focuses on avoiding M-422As and custom spawners that create Commando Man's shockwave attack. Because the level's two box gimmicks are fundamentally incompatible with each other, the latter serves as the main gimmick for most of the stage. Water Park Sup is also notable for being an exceptionally high quality level despite its placement in Tier 2, with it only scoring as low as it did by being 67 minutes late and suffering a score cap.


The level begins with Twin Cannons and a series of floating M-422As, the latter of which can be easily evaded by sliding, before shockwave generators are introduced. One is positioned behind a pair of large Bolts, which require either careful timing, use of the Tengu Blade's dash, or Beat (if the Beat Fetch upgrade has been bought) to safely collect. Immediately afterwards is a Falling Tower with mostly spaced-out Darkman Blocks. A Twin Cannon sits in front of one such block, so be careful not to get crushed via accidentally firing too many shots while fighting it. Near the top of the tower is a shockwave generator besides a ladder, with two blocks right above Mega Man and a single block at ground level. Though it may be tempting to shoot the latter straight away, doing so will result in death; instead, climb the ladder to shoot the two ceiling blocks (or use a weapon like the Flame Mixer) before destroying the lower block.

After leaving the tower, Pelicanus are introduced flying near a set of small pits. This precedes a single room with upside down M-422As, and a purple flower that spawns Pelicanus at a regular rate. With the Mega Buster, destroying the Pelicanus is tricky due to the M-422As acting as shields if Mega Man is too close; however, the Flame Mixer is able to instantly kill Pelicanus without being reflected. At the next checkpoint is a relatively slow Frost Sled ride, which starts off with a set of Twin Cannons before quickly becoming more about avoiding hazards; first M-422As, then shockwaves. Both times, Pelicanu is present to act as an additional threat, so either always have a Charge Shot ready for them, or keep the Flame Mixer on as a shield against them and their fish.

Once the sled ride ends, a boss fight against the Mega Mech Shark ensues. Although only the tail part is fought, the room has a shockwave generator right below the tail, forcing Mega Man to keep moving and jumping. Notably, the shockwaves can and will damage Mega Man even after collecting the Energy Element, although thankfully they cannot kill him before he leaves.

Judge Comments[edit]

Judge Comments
ParmaJon ParmaJon ParmaJon : 66 / 100
Design Creativity Function Fun Aesthetic
24 / 35 9 / 15 10 / 10 15 / 25 8 / 15

Immediately I can imagine there was frustration because the two gimmicks just can't function at all together. Despite that, this level is still really good. The falling tower segment actually makes you think about what you have to do, it's not just "shoot random crap", it's actual puzzles so I commend you. The sled section is fun, but not groundbreaking. The use of m422a[sic] was also exceptional.

PKWeegee PKWeegee PKWeeGee : 70 / 100
Design Creativity Function Fun Aesthetic
24 / 35 9 / 15 10 / 10 17 / 25 10 / 15

I would say something about not combining both gimmicks together, but you got sorta unlucky with that. They just don't mesh at all. So segmenting it was your best bet, honestly. But maybe another tower section and another sled section would have been nice, to round it out more, with a difficulty curve. But what is there is not bad; quite the opposite. It's fun and has some nice execution.

M-Jacq M-Jacq M-Jacq : 80 / 100
Design Creativity Function Fun Aesthetic
30 / 35 12 / 15 9 / 10 19 / 25 10 / 15

The two gimmicks you rolled are totally incompatible, which raises the question: how do you use the Dark Man tower and the sled together? This level comes up with the correct answer: you don't! Which isn't to say this level doesn't use the tried-and-true "obstacle A, obstacle B, obstacles A and B together" method of ramping up difficulty - the first handful of screens do precisely that with M422A and a Twin Cannon - but it's to this level's credit that it's willing to just have the gimmicks show up once and leave them be, rather than milk them dry.
This level is more than a little silly thematically, but I think the goofy "sea fauna on land" premise glues everything together. (It's also charming in its own right.) Because the enemy set is so distinctive, each screen of the level always feels like part of a cohesive whole. It helps that the horizontal pulses that recur throughout the level are malleable enough that they can fit into any environment without looking out-of-place.
Now, that being said, I really did not enjoy the boss fight, which adds an extra layer of complication to the first part of the shark tank fight that makes it more annoying rather than more interesting. (Plus, you tank two hits during the victory jingle no matter what you do, which is a little insulting.) Beyond that, though, there's a lot to like in this level.

Freems Freems Freems : 62 / 100
Design Creativity Function Fun Aesthetic
20 / 35 10 / 15 8 / 10 16 / 25 8 / 15

It almost felt like I played two different levels here. It was very "Time for the first gimmick, and now time for the other" kinda level. I realize it would be next to impossible to have a Dark Man Tower section while on a sled but it's just so strange that they happen once, the quota is filled and then they're never seen again. Plus you have those little in between sections which are simple but inoffensive. The Dark Man tower did have some nice setups (if not a couple rude moves but I'm willing to look past it) and the little shockwave things would be a cute little unique gimmick... if they weren't so loud. Like it was all fun and games until you had to fight a boss with the constant screeching of these explosions playing until the end of time. They don't even stop going after the boss is defeated so I'm just convinced I'll be hearing them in my sleep. It really doesn't help that the inclusion of the gimmick makes fighting the Shark's butt just a little more tedious than it already is. Outside of that it was mostly a nice, albeit a little too bland, level.


  • Water Park Sup's 67 minute time penalty came about as a result of Big Fish holding the level back to properly finish it, instead of submitting it on time in an unpolished and broken state.
    • Without time penalties capping its score to 33, Water Park Sup would have had a score of 69.50, which would have put it at 20th place overall.
  • After the submission period, confusion over Water Park Sup's time penalty (thanks to the Discord bot being rebooted and somehow changing timezones) resulted in the level being disqualified, then undisqualified, then re-disqualified, and then finally undisqualified again, all within the same day.
  • Water Park Sup has the second-highest time penalty in the contest, behind Space Pipes (which deliberately tried to get the highest possible time penalty).

Make a Good 48 Hour Mega Man Level - Tier 2
Entry Stages
IHOPEIWINFire Armed to the BeakAbandoned MineWater Park SupSonic Man's SpaceshipPerilous MountainblainzOh NoUntested Rush JobRobot Recycling Center
List of Bosses
Chill ManSolar ManBombMan.EXEMega Mech SharkSonic ManPlant ManGyro ManToad ManDust Man
Box Cartel
Make a Good 48 Hour Mega Man Level
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
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
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