Wily Coaster

From Make a Good Mega Man Level Contest
Jump to: navigation, search
42nd: Wily Coaster

Make a Good Mega Man Level 2

MaGMML2-42-WilyCoaster.png
All aboard! Must be 132 cm tall to ride.
"For a level named Wily Coaster... there wasn't a whole lot of coaster there."
―ACESpark, excerpt from judge comment.

Wily Coaster is the 42nd place entry in Make a Good Mega Man Level 2, created by PrimePasta. The stage is a short run through a Wily Fortress stage ending with a ride on the titular Coaster, where Mega Man must defend himself from numerous airborn enemies.

Strategy

There isn't much to say about the first half of the level, other than be careful during the vertical climb segment and at the end of the platforming segment in the clouds, because the combination of Picket Men and Lyrics spawning in like Tellies can quickly become claustrophobic and throw off the timing of your jumps. After this, you'll see a Sakugarne block on a high ledge with Lyric spawning holes below it. The block itself holds only a Large Energy and Large Weapon Energy, but you should practice using Sakugarne to pogo jump off the Lyrics like stepping stones, since you'll need to do that to reach the first Noble Nickel ahead.

After a short drop into the fortress itself, there will be a large collection of Gravitons in the ceiling dropping acid pellets below. The first section of this is mostly simple and comes down to careful timing, but the second segment introduces pits with Spark Man platforms alongside the Gravitons, requiring more precision and haste. After all that is a ladder leading downwards, along with another ledge with more Lyric spawners in front of it. Use the Sakugarne hopping skills you honed earlier to reach the ledge, then keep using Sakugarne on the next screen, pogo-ing off the Gravitons and Lyrics below to reach the Sakugarne block protecting the first Noble Nickel on the right side of the room. Grab the Nickel and the 1-up, then head into the teleporter to be transported to the bottom of the ladder from earlier.

Head a little to the right and you'll find a Spark Man lift over a small pit. The lift is the way to proceed, but jump down into the pit to enter a small room with the second Noble Nickel. Take the teleporter in this room to go back to the bottom of the ladder. Head back to the Spark Man lift and ride it all the way up (but remember to jump off before you get crushed on the ceiling) to finally reach the Wily Coaster itself: a small platform made of three Guts Lifts. Unfortunately, your fun ride on the Coaster is soon interrupted by more Rembakuns, Lyrics and Bomb Fliers. Using Jewel Satellite will protect you from the first two, but you'll still need to dodge the Bomb Fliers, as they will take down your barrier if they hit you. After the Coaster reaches its destination, climb up the ladder to get the Energy Element and end the stage.

Judge Comments

Judge Comments
snoruntpyro snoruntpyro snoruntpyro : 33 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
10 / 15 7 / 10 7 / 15 4 / 5 5 / 5 No



Sure takes its sweet time getting to the coaster itself lmao. That's not really a bad thing though, I really like parts of this level!! The section with Gravitrons is very well-designed and has a good difficulty curve, and I like how you used Picket Men throughout the level, having them serve as extra obsctales you can't kill immediately. The part with the coaster itself isn't too shabby, either - it has a nice difficulty curve and has some pretty good enemy placement using a lot of the enemies used in the previous sections. Overall the level is just fun and well-designed. I have two small issues though, one, that one Noble Nickel down the pit is complete bullshit, and two, the Sparkman platform leading up to the coaster can very easily catch you off guard and slam you into the ceiling because you didn't know you had to jump off.

JupiHornet JupiHornet JupiHornet : 28 / 50
Design Fun Creativity Aesthetics Functionality
7 / 15 6 / 10 8 / 15 5 / 5 2 / 5



The level started off really nicely, as kind of a tribute to old Wily stages, but those flying yellow enemies were spammed a bit too much. However, once I actually got inside the castle, I found myself stuck in a loop with seemingly no way out. I played this level twice, for about 30 minutes each time. I swear I tried every possible route, I even went backwards to make sure I didn't miss anything, but nothing seemed to work. Either this level is unbeatable or it's not nearly clear enough where the player should go. EDIT: One of the other judges told me where to go. Seriously, make it more clear that you need to keep riding the Spark Man platform. Add an up arrow or something ;-; The coaster part was fun, but it was a bit too short and didn't add much to the rest of the level.

Enjl Enjl Enjl : 21 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
5 / 15 3 / 10 6 / 15 3 / 5 4 / 5 No



Can't say I'm the biggest fan of this one, sorry. I like how this level progresses from one area to the next, ultimately ending in the coaster ride, but aside from that I don't think I can sing many praises. I've found myself having a lot of trouble with dealing with this level's enemies, as they were often positioned in such a way that a simple misstep can easily knock the player down into the nearest pit. Another thing I found questionable is how the main path moves past the secret area for one of the Nickels. I thought at that point that the level would just go in circles and had no exit and it took me a bit while to think of riding the platform further upwards. The aforementioned secret area, too, is an area I had a bit of trouble with. I'm sure it would've been super rewarding if only Sakugarne didn't tend to get hit while jumping on enemies while the player holds a direction. But this is something I can't blame the level for, it's just a circumstance which made the area feel more like a chore to me.

Garirry Garirry Garirry : 35 / 50
Design Fun Creativity Aesthetics Functionality
10 / 15 8 / 10 10 / 15 3 / 5 4 / 5
The stage design on its own is very good. There are very few issues involving bad tile placement. The enemy placement however, is not as good. It still is good and tolerable, but I think that some sections can get irritating with enemies flying at you from all sides. This level is very fun to play through. Despite some bad level design, it remained a level I really enjoyed playing. I think the overabundance of enemies made things worse in a certain area. The sakugarne sections were really fun and the noble nickel was fun getting. I like it. I think the first part (MM2 Wily 1) is unnecessary, but the rest of the level was done in an interesting manner. Sakugarne and rail sections are creative and. Nothing too impressive, but definitely worth taking a look at. Ehhhh. Nothing stood out in particular. I think some parts of the level don't look quite aesthetically pleasing, but it's still designed in a pretty manner. Music itself isn't bad, but I don't think it fits. Works just fine, though I think there are minor hiccups when it comes to camera transitions, and that one section with the noble nickel appears to glitch out a bit for me. Nothing too major though.



Definitely an enjoyable level. Despite this, it suffers from mediocre enemy placement and an overabundance of them. The usage of the Sakugarne was implemented in an interresting manner, and the stage layout was interesting. Not much of this level stands out, but nonetheless, it's well done and I appreciate it.

ACESpark ACESpark ACESpark : 27 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
8 / 15 5 / 10 6 / 15 4 / 5 4 / 5 No



I went into this thinking "This is either going to be insanely cool... or just a bunch of Guts Man platforms." And for a level named Wily Coaster... there wasn't a whole lot of coaster there. Therein lies your level's problem I think, not a whole lot was done to make the gimmicks used interesting. There were a couple of "neat" moments, such as using the Spark Man platform as a lift, as well as both Noble Nickels, but that was about it. The level's namesake was barely a thing, just enemies and like, a single platforming moment. Don't get me wrong though, a few areas show proper thought behind it, which is good. It's a bit disappointing that one or two of the bonuses such as the E-Tank and the first Sakugarne block aren't actually Noble Nickels, the rewards there seem rather lackluster compared to using the main collectable. Enemy selection wasn't bad, and certainly consistent with the lack of theming that is prevalent through Wily stages, most were used well.

I'm not sure how well this was tested, there were a couple of moments where things simply... didn't work properly? The aforementioned Sakugarne block is VERY tricky to actually activate Sakugarne nearby, because it's so high up Sakugarne despawns, and there is a random jump towards the start that is either inexplicably a pixel perfect jump, or impossible without weapons, I'm not sure which.

Not bad, but very generic. I was really hoping for the namesake to be more interesting.



Make a Good Mega Man Level 2 - Tier 6
Entry Stages
Wily Coaster • Changeable Caverns • Joe Man (stage) • Crystal Lab • Nitrogen Man • Duwang • Lava Factory • Just an Ice Level
List of Bosses
Joe Man • Joe Man R • Chill Man • Crash Man
Tier Boss
Cheat Man
Make a Good Mega Man Level 2
Characters
Mega Man (Costumes) • Dr. Light • Dr. Wily • Zero • Roll • Eddie • Knight Man • Galaxy Man
Special Weapons
Hornet Chaser • Jewel Satellite • Grab Buster • Triple Blade • Flash Stopper • Slash Claw • Wheel Cutter • Sakugarne • Rush Coil • Rush Jet • Wire Adaptor • Super Arrow
Alter Weapons
Haunt Pumpkin • Badge Barrier • Neapolitan Bomb • Truffle Cluster • Cyber Distorter • Force Beam • Hazard Trapper • Match Blast • Launch Rocket • Shuttle Jet • Chomp Claw • Carry
Entries
A Mega Man for All Seasons • AD 2101 • Airflow Hubble • Alien Temple • Ancient Tomb • Aurora Man • Beneath Sand and Rock • Biplane Bay • Blaze Man • Boil Man • Bond Man • Bouncy Castle • But it Lacked the Depth to Convince Me That This Was Really Hell • Candy Panic • Cardinal Man • Changeable Caverns • Chomp Man • City Under Siege • Colorful Hall • Combust Man • Conveyor Mayhem • Cossack's Other Citadel • Crystal Lab • Cursor Curse • Cyber Man • Donut Observation Center • Dragon Lab Lair • Duwang • Elec Dam • Enhanced Mobility • Escape Sequence • Force Man • Forgotten Fortress • Fortified Lab • Gigavolt Man • Gunpowder Cellar • Guts Man's Asteroid • Haunt Man • Holy Crap, Mega Man Can Airslide? • Identity Crisis • Joe Destruction Co. • Joe Man • Jungle Base • Just an Ice Level • Komuso Temple • Launch Man & Shuttle Man • Lava Factory • Maze of Significantly Less Death • MegaLondo • Misty Lake • Mix & Match • Mount Sabre • Neopolitan Man • Neon Man • Nitrogen Man • Orbital Station • Poorly Named Level • Quarantine Woman • Quint Stage • Quirky Unconsistent Incomprehensible Nonsensical Track • Rad Gravity • Ruined Lab • Rush City • Sector Upsilon 6 • Sheriff Man • Shovel Knight • SMB3 • Smed's Big Annoying Mess of a Level • Snow Man • Something Original • Spiky Situation • Starman Recreation • Taco Man • The Dampening • The Fall • The Stage Nobody Asked For • Truffle Man • Volcanic Furnace • Wily Coaster • Wily Tower • Yggdrasil
Wily Star II
Outer Space • Water Ducts • Classic Castle • Lever Oriental Enchanted • Inner Sanctum • Unobtainium Mine • Reality Core
Tier X
Goblins n' Ghasts • Nightwalk Castle • Metallic Ocean • Wily Fortress VR • So Good • Mario Land • Coyote Man • Hardcore Parkour • Deep Thoughts • The Quickening 2 • Swiss Hotel • Star Road • Null and Void
Secret Levels
City War • Twilight Lodge
Locations
Tier 1 - Ruined Simulation • Tier 2 - Sewers • Tier 3 - Forest • Tier 4 - Train Station • Tier 5 - Arcade • Tier 6 - Battle Network • Tier 7 - McWily's • Tier 8 - Grand Tower • Tier 9 - Festival Grounds • Tier 10 - Rainbow Road • Wily Star II • Tier X • Dr. Light's Lab • Eddie's Shop • Costume Shop • Dojo • Challenge Tent • Chateau Chevaleresque • The Pit of Pits
Tier Bosses
Milk • Ombuds Man • Door Man • The Scorching Duo • Lord Elewoofro • Cheat Man • Ghost of Christmas Future • Jet Man • Butter Nezumi
Robot Masters
Alter Man • Boil Man • Bond Man • Chomp Man • Color Man • Combust Man • Cyber Man • Force Man • Haunt Man • Joe Man • Launch Man & Shuttle Man • Match Man • Neapolitan Man • Neon Man • Quarantine Woman • Sheriff Man • Spiked-Wall Man • Taco Man • Truffle Man
Other Entry Bosses
Air Devil • Big Fire Telly • Disco Ball • Giant Metall • Green Hot Dog • Hall Master • Komuso Man? • Mixerlydia • Mush King • Joe Mob • Red Hot Dog • Super Cannopeller • Turbo Roost • Warp Anomaly • 8 Centipeder Tower • Boss Whopper • Boundin' Crash Man • Bowser • Captain Viridian • CATS • Cirno • Crator • Cream • Crusher Joe • Cursor • Doc Robot • Donut X • Guts Man Duo • Final Toad • Groovity Man • Kelbesque • Kichona • Napalm Man • Pharaoh Man's Revenge • Alien • The Kid • Romhack Top Man • Air Capsule • Avoidance Cherry • Dennis • Gangly Crash Man • Joe Man R
Fortress Guardians
Vanguard • Mecha Bubble Man • Btd'nhan • Riplings • Autobounce • Super Dachone • Seven Force • Holo Dragon • Chimerabot 1 • Chimerabot 2 • Chimerabot 3 • Chimerabot 4 • Chimerabot 5 • Wily Machine SWORD • megaman sprite game • Wily Core
Devkit Bosses
Cut Man • Guts Man • Metal Man • Crash Man • Top Man • Gemini Man • Pharaoh Man • Toad Man • Gravity Man • Plant Man • Centaur Man • Splash Woman • Chill Man • Volt Man • Komuso Man • Mecha Dragon • Quint
Tier X Bosses
Skullder • Skullder's Revenge • Excalibur Man • Air Man • Unbeatable Air Man • Holo Wily • Ronrez • Toad Man's Revenge • Coyote Man • Gigabgyo • Volt Man MK2 • Twin Cannons • Fire Man • Copy Hologram • Die Sign • Literally Just a Bee • Stone Butterfly
Secret Bosses
Quick Man • Gamma • Volt Man the Assimilator • Wishing Star • The Moon • Birdo • Glass Man
Super Bosses
Absolute ZERO • Knight Man • Galaxy Man