Wily Rooms of Weapons

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72nd: Wily Rooms of Weapons

Make a Good Mega Man Level 3

MaGMML3-72-WilyRoomsOfWeapons.png
"Ben K was too busy spinning his spear and firing Laser Tridents to notice the intruder when he came in."
"Find your way to the exit in all five rooms, and you can escape! But that's unlikely."
Dr. Wily, through the initial "Wilybox 13400" sign

Wily Rooms of Weapons is the 72nd place entry in Make a Good Mega Man Level 3. A level with a heavy focus on puzzles and problem-solving, it consists of a small corridor with five teleporters, each one leading to a different puzzle room. All of Mega Man's Special Weapons are disabled, and can only be used by collecting power-ups from defeated enemies, with each one dropping a specific weapon. Only one weapon can be used at a time, however, with the challenge centering on collecting each weapon in the proper order and using them optimally to proceed. Completing the level requires solving all five puzzle rooms.

Strategy[edit]

The level's "hub" is a short corridor with five teleporters, a Skip Teleporter, and a boss door that is initially locked. To open it and face the boss, Super Block, each of the five puzzle rooms needs to be solved. While each room has a different layout and set of gimmicks, they all share the same roster of enemies, each with a distinct appearance. Though they largely act like their normal selves, some of them have modified behaviour to accomodate the puzzles. Destroying one will cause it to drop a power-up that locks Mega Man into a specific Special Weapon, giving it infinite energy. However, neither the enemies nor the power-ups respawn when defeated, unless the room is restarted.

  • Curlinger functions as it normally does, sliding across the floor and bouncing off any wall it runs into. It drops the Ice Wall when defeated.
  • Ben K will continually spin its reflective spear in one direction, occasionally firing Laser Trident projectiles. It always faces one direction, regardless of Mega Man's current position. It drops the Laser Trident when defeated.
  • Elecit only use their floor-shocking attack, and have a platform attached to their heads that Mega Man can stand on, using them as an elevator. It drops the Thunder Beam when defeated.
  • Feeber functions as it normally does, standing still and firing bubbles that drag Mega Man across the ground if they touch him. It drops the Water Shield when defeated.
  • Molier dashes straight forward, but it will bounce off Reflect Blocks or Destroyable Blocks and change directions (it will still self-destruct if it runs into a regular wall). It is also more durable than regular Moliers, with only piercing weapons being able to inflict damage. It drops the Break Dash when defeated.
  • Fan Fiend will generate green tornado barriers that push Mega Man back if he tries moving through them normally. It drops the Tornado Blow when defeated.
  • Mag Fly flies horizontally and pulls Mega Man up if he remains below it, but will change direction after hitting any sort of solid wall. It drops the Magnetic Shockwave when defeated.
  • Cutting Wheel functions as it normally does, dropping from a levitated position when it senses Mega Man and rolling in that direction. It drops the Spark Chaser when defeated.

Mega Man must figure out the proper order of obtaining and using each weapon to reach each room's exit. Every room also contains a single Trickster Token, which demands a more difficult use of weaponry in order to obtain. If a room becomes unsolvable due to lacking the proper weapon to proceed, Mega Man can return to the hub via the entrance teleporter to reset the room back to its default state; the Retry option on the pause menu provides a similar function. Each teleporter also has a sign from Dr. Wily, to whom Mega Man can "grovel" for hints about the intended solution(s).

Below is a list of solutions to the rooms; each one allows Mega Man to collect the Trickster Token in each room. Certain rooms have more than one solution, or some flexibility in the order each action must be taken.

Room 1[edit]

Hint Transcript:
You don't have to start with this room, but it would be best if you did. Or have you already come to beg for my help?
* I don't need hints.
You don't need to sound so proud of yourself! It's the first one. It's not meant to be hard.
* I can't solve this room at all.
Wait, seriously? You're stuck here? Are you saying I didn't even need to bother with the rest of the rooms? You don't exactly have a lot of choices on what to do with your weapons here. Maybe you should try actually using them?
* I can't get the token.
Of course you can't! I designed the room so you could only find a single path forward! You were doomed to fail the moment you took your first weapon!
Step Room 1 Solution:
1 Kill the Curlinger, collect the Ice Wall capsule it drops, then place an Ice Wall next to the wall to slide through the elevated opening. Optionally, use the Mega Buster before picking up the Ice Wall to clear some offscreen Dustman Blocks beyond the opening.
2 If the Ice Wall was collected before destroying the Dustman Blocks shielding the Ben K, then firing the Ice Wall into them while up close will clear them. Once cleared, destroy the Ben K and collect the Laser Trident.
3 Destroy the Laser Trident block, then ride the Elecit up to the higher path and hit the Switch Ball, turning off the blue Switch Blocks in the way.
4 Return to the middle path, destroy the Feeber, and collect the Water Shield.
5 Fire the Water Shield outwards to break the nearby Water Shield block; firing while facing left so the bubbles orbit Mega Man clockwise makes it easier for them to sneak below the Thunder Beam Block above. Once broken, the Molier down below will hit the wall and self-destruct, dropping the Break Dash.
6 Ride Elecit back up to the top path, then use the Water Shield to destroy the Mag Fly beyond the Break Dash block. Optionally, destroy the Cutting Wheel behind the Magnetic Shockwave block with the same method.
7 Return to the Elecit, destroy it, collect the Thunder Beam, then use it to destroy the corresponding block. Collect the Break Dash, and use it to charge across the conveyor and break the corresponding block.
8 Collect the Magnetic Shockwave, then use it to the destroy its block. Collect the Spark Chaser (after killing the Cutting Wheel if it wasn't already killed), and use it to destroy both the Spark Chaser block.
9 Destroy the Fan Fiend and collect the Tornado Blow. The Trickster Token is next to the exit; to collect it, jump after firing the weapon to reach it using the weapon's boosted jump height.

Room 2[edit]

Hint Transcript:
How goes it? Have you given up yet? This is only the second room, so I hope not.
* No, and I'm not going to!
It will be so satisfying to see your confidence disappear as the rooms prove to be too much for your simple mind.
* I could use a hint.
It's not really giving anything away to say that you need Break Dash in order to leave. But the Molier that drops it can't be harmed by any weapon that can't pierce its shield. Unfortunately, I wasn't able to reinforce its stability enough to let it survive a direct collision with a wall. But you'll never figure out how to make that happen to it.
* How about the token?
The token? Impossible. Sure, you can get the key with Break Dash. But how are you going to get back to the exit? There's no more MagFly[sic] to carry you, so you'd need to get Ice Wall after Break Dash. But then you couldn't destroy the block leading to the far wall. So where would the Molier die? I suppose it could hit the blue blocks, but that wouldn't be easy to accomplish. In theory you could do it if you could step on the button three times. But there's no way you could manage that. Not unless you could fly.
Step Room 2 Solution:
1 Proceed to the right until reaching the Elecit, ride it high enough to reach the Astro Switch, then press it to activate the red Switch Block above the Falling Platform.
2 Kill the Elecit and collect the Thunder Beam.
3 Using the Thunder Beam's upwards bolt, destroy the Dustman Block to the left of the Curlinger. Do not kill the Curlinger, and instead let it slide to the beginning area.
4 Destroy the Thunder Beam blocks imprisoning the Mag Fly, then use its magnetic pull to reach the Astro Switch's platform.
5 Jump on the Astro Switch to activate blue Switch Blocks, then destroy the Mag Fly and collect the Magnetic Shockwave.
6 Use Magnetic Shockwave to break the Magnetic Shockwave block, freeing the Molier. If the blue Switch Blocks are active, it will self-destruct after colliding with them.
7 Use the Falling Platform to climb back up to the switch, then jump on it again to deactivate the blue blocks.
8 Collect the Break Dash, destroy the block barricading the exit teleporter, and return to the starting area. Destroy the Break Dash block near the ladder to collect the key behind it.
9 Kill the Curlinger, collect the Ice Wall, and use it to climb back over the wall. The Key Barrier in front of the Token can be opened with the previously collected key.

Room 3[edit]

Hint Transcript:
Are you struggling yet? I'll be happy to help, if you acknowledge me as your intellectual superior.
* No way. I'll get this myself.
Fine. Be that way. But really, you could stand to learn a little humility and recognize how I'm better than you.
* Fine, you're a genius.
That's a decent start, but I'm going to need more superlatives from you later. The Molier here won't be hitting a wall any time soon. You'd need a weapon that can pierce its shield. But if you're hoping to get past the wind, well, there's a limit to how much Break Dash can fight it. You'll just need to take out the Fan Fiend from a distance. Too bad there's all these blocks in the way. Maybe you should start with the one you can get rid of.
* I want the token, genius.
You still haven't given up on those impossible tokens, I see. Well, you really should in this case. You'd need to use a jumping aid, then Water Shield, then another jumping aid. And Ice Wall requires Tornado Blow to reach! So you'd have to get to Tornado Blow without using Water Shield. With those blocks in front, though, you're not killing the Fan Fiend from the left side. You'd have to get past the wind, and Break Dash can't quite do it. And what else moves against the wind?
Step Room 3 Solution #1 - Intended:
1 Destroy the Ben K and collect the Laser Trident. Use it to destroy the Laser Trident block, then kill the Molier — but do not collect the Break Dash yet.
2 After sliding through the previously blocked passage, Mega Man must allow one of Feeber's bubbles to trap him and carry him through the tornadoes.
3 Break free from the bubble, climb up the ladder behind the Fan Fiend, and destroy the Laser Trident block in front of the X Block.
4 Kill the Fan Fiend, collect the Tornado Blow, and return through the passage it once blocked. With the weapon's added jump height, go upwards and step on both Falling Platforms, causing them to fall and freeing the Curlinger.
5 Collect the Water Shield from the Feeber, then return to the upper path and destroy the Water Shield block.
6 Collect the Ice Wall from the Curlinger, and use it to reach the passage previously barricaded by the Water Shield block. This leads to a shaft with a key.
7 Collect the Break Dash, use it to push the X Block down towards a small one-tile tall gap in the right wall, then slide through said gap to reach the exit. The Trickster Token is right next to it, behind a Key Barrier.
Step Room 3 Solution #2 - Water Shield and Tornado Blow:
1 Destroy the Ben K and collect the Laser Trident. Use it to destroy the Laser Trident block, then kill the Molier — but do not collect the Break Dash yet.
2 After sliding through the previously blocked passage, Mega Man must allow one of Feeber's bubbles to trap him and carry him through the tornadoes.
3 Break free from the bubble, climb up the ladder behind the Fan Fiend, and destroy the Laser Trident block in front of the X Block.
4 Kill the Fan Fiend, but do not collect the Tornado Blow yet. Instead, return through the passage, then destroy the Feeber and collect the Water Shield.
5 Climb up the ladder on the left, then fire the Water Shield while jumping to break the Water Shield block.
6 Return to the Tornado Blow's location, collect it, then use the increased jump height to reach the passage the Water Shield block previously obstructed, leading to a shaft with a key.
7 Collect the Break Dash, use it to push the X Block down towards a small one-tile tall gap in the right wall, then slide through said gap to reach the exit. The Trickster Token is right next to it, behind a Key Barrier.
Step Room 3 Solution #3 - Tornado Blow and Ice Wall:
1 Destroy the Ben K and collect the Laser Trident. Use it to destroy the Laser Trident block, then kill the Molier — but do not collect the Break Dash yet.
2 After sliding through the previously blocked passage, Mega Man must allow one of Feeber's bubbles to trap him and carry him through the tornadoes.
3 Break free from the bubble, climb up the ladder behind the Fan Fiend, and destroy the Laser Trident block in front of the X Block.
4 Destroy the Fan Fiend, collect the Tornado Blow, then return through the passage. Ignore the Water Shield if the Feeber is destroyed at any point.
5 Use Tornado Blow's boosted jump height to reach the Curlinger, then destroy it and collect the Ice Wall.
6 Place an Ice Wall on the left corner of the first platform in the starting area. It can be used to slide through a small gap and reach the key.
7 Collect the Break Dash, use it to push the X Block down towards a small one-tile tall gap in the right wall, then slide through said gap to reach the exit. The Trickster Token is right next to it, behind a Key Barrier.

Room 4[edit]

Hint Transcript:
As much as I'm enjoying your struggles, I'll help you if you grovel hard enough.
* No. Just no.
Have it your way, then. But if you change your mind later, I'll expect even more groveling.
* Please! Help me!
That was even more pathetic than I imagined it would be. How delightful! Your goals are simple. You need to collect the key, and defeat the BenK[sic] guarding the exit. He's the spear guy, if you didn't know. And the ones in these rooms never drop their guards. So you'll need to find something that can get past it. But it's not as simple as picking a weapon! You also need it to be something you can have when you pick up the key. And considering it's on a high ledge, with two blocks in the way, you don't really have a lot of options.
* I just want that token.
As usual, the token is completely impossible to get. You can't hit the necessary switch! It's surrounded by reflect blocks. None of your weapons can possibly hit it. I suppose the BenK's[sic] spears might be able to strike it if the blocks beneath him were removed. But that's not possible either. The reflect block in front of him ensures that. You'd have to use a weapon while sliding somehow!
Step Room 4 Solution:
1 Go right, then jump up to the Mag Fly's area. Use the Mega Buster to destroy the Dustman Blocks and allow the Mag Fly to travel further right.
2 Drop downwards, to find a Curlinger rebounding between Destroyable Blocks. Kill it first, then use the Ice Wall to jump up the right-hand wall and reach a Cutting Wheel.
3 Destroy the Cutting Wheel, collect the Spark Chaser, then climb up the ladder and destroy the Spark Chaser block.
4 Use the Elecit and/or the Mag Fly to reach a platform level with a nearby Magnetic Shockwave block.
5 Destroy the Mag Fly, collect the Magnetic Shockwave, then destroy the aforementioned block to collect a key behind it.
6 Collect the Thunder Beam from Elecit, and use it to destroy both a Feeber and the Thunder Beam block in front of it.
7 After collecting the Water Shield, return to the starting area, and climb down the ladder. By sliding through the small passage while the Water Shield is orbiting Mega Man, the weapon will be able to break the Dustman Blocks below the Ben K. Alternatively, firing the Water Shield at the right position can break the blocks without needing to use the passage, but this is risky, and may accidentally kill the Ben K.
8 Unlock the Key Barrier, then climb up to the Trickster Token. The Ben K's Laser Tridents are able to trigger the Switch Ball, and therefore it should be kept alive.

Room 5[edit]

Hint Transcript:
My last and greatest room awaits through here! Or have you already tried it and gotten hopelessly stuck?
* I don't have time for this.
Hey, get back here! I'm not done explaining how brilliant I am!
* Maybe I am a little stuck.
What do you mean the layout is confusing? Is reverse gravity giving you a headache? Well, you'll only make it worse if you try to switch sides while upside-down, because you can't do that. And obviously, you can only use each upward gravity flip once. That means you'll have to flip gravity, do what you need to on one side, and then do the other one. So which side do you do first? Well, the hardest enemy to destroy is the BenK[sic]. Think about what you would need to handle him.
* I'm trying to get the token.
You're still trying to get those tokens? It's a waste of time! You need to reach the exit upside-down! Which you can't do, because then you'd have to do the left side of the room before the right side. And how would you take care of the BenK[sic] without Tornado Blow? Only Thunder Beam could possibly hit him. But that would destroy the blocks below him. So how would you get into the passageway behind him?
Step Room 5 Solution #1 - Intended:
01 Go up, kill the Elecit, and collect the Thunder Beam from it.
02 Go left and break the Thunder Beam block imprisoning the Molier. Although it will drop down and explode, avoid collecting the Break Dash.
03 Return to the Elecit's area, and slide across the Falling Platform to reach a Gravity Flip, which will reverse Mega Man's gravity.
04 Fall upwards to find the Ben K, but avoid the Gravity Flip above it. Instead, destroy Ben K and the Thunder Beam blocks below it, while avoiding the Laser Trident dropped by the former.
05 Kill the Curlinger nearby and collect the Ice Wall. With it, place a wall in the corner Ben K guarded and slide through the gap.
06 Jump up high enough to activate the Cutting Wheel, then slide back out and use the Gravity Flip to restore normal gravity.
07 Go to the bottom-left corner and destroy the Ice Wall block, while still avoiding the Break Dash.
08 Destroy the Cutting Wheel and collect the Spark Chaser, then break the respective block between the Trickster Token and the exit teleporter.
09 Return to the bottom left, collect the Break Dash, then slide into the Gravity Flip's alcove to reverse gravity.
10 Fall up to the tornado-filled passage, then use the Break Dash to charge through them.
11 Go right to find an X Block, and use the Break Dash to push it off its platform.
12 Go left and collect the Tornado Blow from the Fan Fiend. Return through the passage it blocked, but do not use the Gravity Flip.
13 With the Tornado Blow, destroy the respective block obstructing the Trickster Token, while using the extra jump height to reach it.
14 Slide through the upper gap to collect the Token and restore Mega Man's gravity, allowing him to use the exit.
Step Room 5 Solution #2 - Ice Wall + Damage Boost:
01 Go up, ride the Elecit up to the Curlinger, then collect the Ice Wall after killing it.
02 Break the Ice Wall block in the lower left corner of the room, but do not step on the Falling Platform.
03 Return to the Elecit, and slide across the Falling Platform to find a Gravity Flip, which will reverse Mega Man's gravity.
04 Fall upwards to a Gravity Flip above Ben K, then use it to return Mega Man's gravity to normal.
05 Drop back down (taking damage from Ben K in the process), then kill Ben K and slide through the small gap.
06 After baiting the Cutting Wheel, destroy it and collect the Spark Chaser. Use it to break the Spark Chaser block between the Trickster Token and the exit teleporter.
07 Slide over the Falling Platform on the left and use the Gravity Flip to reverse gravity. Fall up to the tornado-filled passage, then use the Break Dash to charge through them.
08 Go right to find an X Block, and use the Break Dash to push it off its platform.
09 Go left and collect the Tornado Blow from the Fan Fiend. Return through the passage it blocked, but do not use the Gravity Flip.
10 With the Tornado Blow, destroy the respective block obstructing the Trickster Token, while using the extra jump height to reach it.
11 Slide through the upper gap to collect the Token and restore Mega Man's gravity, allowing him to use the exit.

Skip Status[edit]

Wily Rooms of Weapons was deemed skippable due to the difficulty of the otherwise mandatory room puzzles, and the large time investment asked of players to complete them. The methods of obtaining the Trickster Tokens in particular was noted to be very difficult.

Judge Comments[edit]

Judge Comments
Mick Galbani Mick Galbani Mick Galbani : 58 / 100
Design Fun Creativity Aesthetics Functionality
18 / 35 12 / 25 13 / 15 8 / 15 7 / 10



So... this took me a couple of days to clear 100% in my blind run, that... isn't a good thing.

The concept is interesting, don't get me wrong. 5 distinct puzzles revolving around the weapons, and you have to pick and choose the right route to success, and... it's very different! I got more use out of the weapons here than I have anywhere else (because I'm a buster snob and not afraid to admit it), and it was often satisfying to figure out the complete solutions. I particularly appreciate that there's no real death threats, it makes the level into something purely cerebral, which is a very different experience that's occasionally enjoyable.

Unfortunately, Mega Man is not a puzzle game. It is an action game first and foremost, which makes the puzzle aspects very awkward. As stated previously, this took a couple of days for me to clear, longer than any other level in the contest, and I fully expect this will be a bit Marmite (meaning love it or hate it). A single mistake on any solution can force you to restart the entire puzzle, and sometimes the mistakes aren't what you'd expect. In particular, killing Magfly while it's carrying you can trap you in mid-air, a softlock that forces you to restart. Additionally, I've (somehow) scrolled one of the keys off screen at least once, and that third puzzle has a very unorthodox bypass that I can *tell* wasn't intended.

Beyond that, it's all puzzles, with no real break for any action. This is definitely to the level's detriment, as folks aren't playing Mega Man for puzzles. I'd even go so far as to say it doesn't belong in a contest like this.

Although, there is one part that's more akin to Mega Man standard, the Weapon Block boss. It's... certainly an unusual boss, but it has a decent concept, and was a fun fight overall. The only real issue I had was that the last two phases seemed to fire just a smidge too often, but considering they're attached to the more defensive weapons, that's not a significantly important detail. Of course, the boss isn't the focus of the level, it's there to be the ending, first and foremost.

This was a very bold level to make, and to some degree I appreciate it for what it is. However, this time it's a bit *too* bold, to the point it feels very out of place. I won't be surprised if the scores for this level are all over the place.

Shinryu Shinryu Shinryu : 39 / 100
Design Fun Creativity Aesthetics Functionality
12 / 35 5 / 25 9 / 15 4 / 15 9 / 10



This is easily one of the most unconventional stages in the whole contest. That in and of itself doesn't automatically make it bad, though. Some variety here and there can go a long way to making your stage stand out. That said, while this level is pretty memorable...I don't think it's for the right reasons.

While I'll commend the attempt here to make a full-on puzzle stage, the execution creates a very mixed to frustrating experience. If you're going through each of the rooms with the goal of just getting to the end, then you probably won't have too much trouble. Most of the solutions are pretty clear-cut, and I'd be lying if I said I didn't have at least a bit of fun figuring out how to get through some of these rooms, especially with the first and second ones. While these moments can be fun, going for the tokens is another matter entirely.

Honestly, the process of getting the tokens in this stage reminds me a little too much of certain point and click adventure game puzzles. You know the ones: The kind that often have very obtuse solutions just to stretch out the game's run-time. You'll often think you have the correct solution, only to suddenly realize it's not right, meaning you need to re-do most (if not, all) of the room again just to give it another try with a different method. Incidentally, this is also what led me to discover a bug with the third room, where using the retry button gives you the key as you warp back in.

The comparisons to old school point and click adventures don't end there, as the tokens share yet another issue with them: Once you know how to do the puzzles, you can probably breeze through them without much of a second thought. To note, I'm not saying I would have preferred a set of randomized puzzles, because that would be even more nightmarish than what we have here already. A stage that had more open-ended puzzles with multiple solutions might have worked out a bit better in this case, but that's just my take on it.

Finally, we have the end boss. It...doesn't really feel well put together, to be honest. The way it fired out enemies as projectiles really screwed with my head at first, because I see those and my first instinct is to shoot them (given the obvious). That's also not to mention the way it fires them out can look incredibly janky at times too. This is especially noticeable when it fires out Ben K's, who have no animation and are flipped sideways for some reason.

Overall, while I get what you're going for here, I can't say I enjoyed it that much. There's some potential in the weapon-based puzzle elements here, that's for sure...but the trial and error nature of it (especially with the tokens) really hurts it in the end.

Pachy Pachy Pachy : 55 / 100
Design Fun Creativity Aesthetics Functionality
20 / 35 7 / 25 15 / 15 6 / 15 7 / 10



WROW: The Contest Beneath.

Neat concept for a level. I like me some puzzles, and puzzle-oriented levels are certainly a nice change of pace in a contest setting.

It's nice that the weapons are infinite and the rooms are laid out in a way that you always have a way back to the starting teleporter to reset, with a generous health refill as well. Little touches like that definitely help a lot in the long run with levels that expect the player to be stuck playing for a while.

Unfortunately, the level is very heavy on the trial-and-error side. A lot of the enemies aren't always clear with how they interact with the special weapons.

Examples such as the Ben K's projectile interacting with the switch in Room 4; Room 3's tucked-away-in-the-corner Water Shield block that has no reason to be there (as it doesn't impact the order of how you get the weapons) other than being a mean "gotcha" moment.

Other times it can be uncertain if some of the interactions were intentional or not, like with Room 3's Fan Fiend, it's still possible to kill him with the Water Shield without breaking the Break Dash block; and in Room 5, you can kill the Ben K with the buster if you get really close to him.

There also seems to be an engine-related bug where you can switch back to the Mega Buster with both weapon switch buttons pressed down, even though it is supposed to be disabled, which can get in the way of problem-solving.

With every room other than the first one requiring at least 5 brains, this makes it very taxing to get through the level. Though partially it is due to my tiny monkey brain in general, haha.

It would have probably made the few later head-scratchers less daunting to come into, if the stage had provided some more minor puzzle rooms that can also serve as tutorials for the less obvious puzzle elements that were discussed.

On the aesthetic side of things, the lack of backgrounds in the puzzle rooms make the level feel bland and incomplete. Music choice is good as a non-intrusive thinking music, though the slightly misaligned loop point can be somewhat distracting.

The boss fight is pretty basic and quite silly, which is a good thing after the player has spent much time on those puzzle rooms. It ends the level on a more pleasant note.

Flashman85 Flashman85 Flashman85 : 78 / 100
Design Fun Creativity Aesthetics Functionality
27 / 35 19 / 25 15 / 15 11 / 15 6 / 10



I love special weapons. I love puzzles. I am absolutely the target audience here. But as a judge, I need to consider how well this level teaches the basic skills and thought processes required to solve every puzzle. I need to acknowledge an accumulation of little technical issues (eg, objects that look identical but behave differently). I need to recognize that my first playthrough, while thoroughly enjoyable, lasted 60+ minutes--and 5 points of my Fun score depend on how necessary a Skip Teleporter is.

Fortunately, niceties are everywhere, from automatic health refills to a helpful (but verbose) hint system with plenty of character. Rooms can be tackled in any order and easily reset. I'm massively impressed at how the level safeguards against almost everything a player might do to break it. The only thing missing--and it's a big one--is a way of tracking which rooms have been completed.

Pleasantly minimalistic graphics keep the focus on the puzzles. The hub and puzzle rooms have totally appropriate music, though I would've liked a different (and properly looped) track for each room, to keep the atmosphere fresh. I'm bummed that the boss music isn't also in the MM7/8 style.

The puzzles make up for any shortcomings, though, with outstanding use of the assets involved. I like that more complicated solutions are required to reach the tokens. There are some especially great moments with Tornado Blow, Water Shield, Ice Wall, and Feeber bubbles. The boss is passable, but I'm not sure the level even needs one--it's hard to top the satisfaction of solving a series of creative, mind-bending puzzles.

As a judge, I will tell you that I've given you the highest score I can justify based on my interpretation of the rubric. As a player, I will tell you that the best parts make this my favorite level in the contest, and the rubric can take a hike.

ACESpark ACESpark ACESpark : 71 / 100
Design Fun Creativity Aesthetics Functionality
25 / 35 18 / 25 13 / 15 7 / 15 8 / 10



Note for anyone playing this stage using the accessibility options I use: Turn them off, for this stage and this stage alone.

Well, this is an interesting case. A Marmitey one, as it were. I can see some people absolutely loving this stage. And I can see some people absolutely hating it with a passion of a thousand suns.

I... I honestly kind of love it, at least the puzzles and concept, but I think it is hurt by the context in which it lies:

Much like everyone who decided they wanted to submit a Metroidvania as part of a contest compilation, this really does feel like the wrong place to put a concept like this.

As a puzzle stage, it's hard to note specific things without giving it all away, but I will praise this:

Your puzzle design is on point, these are really clever and you can clear the standard progress puzzles with intuition, once you understand what each room is asking of you. And getting the Trickster Tokens really requires outside-the-box thinking.

Honestly, I had fun with this, and I really think you have something here.

The boss is pretty unique, too, and a good cap to the end of the stage. An improvement would've been to have smoother transitions between phases - it's very easy to just get bodied by the boss as it switches attack patterns and moves into position, often where you are standing, and thus rather unfairly conks you. Maybe the hit invulnerability should have gone both ways here?

Would've greatly improved an otherwise fun, if simple boss.

If what's here had an entire game experience tailored to it, such as having the stages and rewards disconnected, with the option to expand the weapon set and therefore the puzzles... It would make for a truly unique fan game experience and I think it could go a long way.

Plus, you'd be able to solve the biggest gripe I have with the stage:

Having to do the entire sequence of puzzles in one sitting.

The level asks a lot of a player, and it is a rather draining experience to clear it all. This is not a small gripe: It has implications throughout the level and its pacing, fun factor, and I think severely hurt it.

Finally, it is possible to get yourself soft-locked in a few spots thanks to the Magnet enemy. This is ultimately a minor thing, but the player should be prepared to use the Retry function if needed.

So, this stage's score will probably end up being hurt through the other judges and even myself just due to context, and I honestly suspect that public opinion of the stage will be all over the place, too.

So is it a Good Level? Yes. Yes it is. But this was probably not the place for it, though. I think outside of the context of MaGMML, this could be FANTASTIC.


Trivia[edit]

  • Wily Rooms of Weapons is one of only two skippable levels in the MaGMML series to also be a judge favorite; the other being Maze of Death from the original Make a Good Mega Man Level.
  • After collecting the level's Energy Element, the lone Reflect Block in the Skip Room can be spoken to, revealing it to be Super Block.
  • In addition to the methods listed above, the key in the third puzzle room can also be collected by simply selecting "Retry" from the pause screen after the room has been entered. Mega Man will automatically collect the key upon teleporting downward into the room, bypassing all steps required to otherwise obtain it.


Make a Good Mega Man Level 3 - Tier 9
Entry Stages
Ninja of the NightBold and TrashDevil FactoryRockbound FacilityThermal TundraGirder Man StageAn Underwater Adventure? Wow!An Ice Cave in RussiaMy First Megamix Level uwu xd lmao (dab)Walk-In FreezerWily Rooms of WeaponsBeat the Security System
List of Bosses
Night Air ManDolt Man28 Devil CoresUranusThermal ManGirder ManKamegoro MakerMooger ManGemini ManGravity ManIce ManBlue Crash Man, But With 29 HealthSuper BlockA Quick Montage
Tier Boss
Pyre Duo
Make a Good Mega Man Level 3
Characters
Mega Man (Costumes) • Dr. LightErnest Will/Dr. WilyDr. RegalHunter WomanForge WomanPrestoElement ManCerberus ManBassProto ManMagic ManSheep Man
Special Weapons
Spark ChaserLaser TridentWater ShieldTornado BlowThunder BeamMagnetic ShockwaveIce WallBreak DashRush CoilRush JetRush BikeMagnet Beam
Contest Weapons
Mix TapeLantern FlarePrismatic LaserBeet TillerRec CanBanshee WailPropeller VortexElectro CableTrack ShoesRoyal GuardBait BobberPower Line
Entries
A piece of cake, but with aestheticsAbandoned MineAccess Corridor AlphaAir man's ultimate weaponAkudama Empire MothershipAlpine Weather InstituteAlraune WomanAn Ice Cave in RussiaAn Underwater Adventure? Wow!Arcade ArchivesArcane Man -Chaos Tower- (CERN HQ Remains)Assault HuntBakery ManBallade's Square of DoomBanshee WomanBeat the Security SystemBeet ManBlizzard ResortBold and TrashBoost ManBright Man RemixCable WomanCall Me IshmaelCassette ManChaos Light CityCheckmateChemical IndustryCloud NineCrashMan SimulatorCreatively Named LevelCrest ManCrosshair AwareCrystal TowerCursed DarknessCutman's New WarehouseCycle FacilityDamp RuinsDangan FactoryDark CastleDecoy ManDevil FactoryDISCHARGEEEEDisobedience of Superior MachinesDoorkmanDunes of DischargeEscape From the Wily CityEvil Energy FacilityExplosives FactoryFairly Unfocused Newcomer's Bosses And Gimmicks StageFalling System CoreFight, Kikkoman! For Everlasting Sauce!Flamboyant CastleFoo ManForgotten FactoryFrenzy ReactorFroggy GravityFruit ForestGeek ManGet Wild, Get WetGilded ManGirder Man StageGlass FactoryGlitched up BetaGlitz WomanGrand Fire PalaceGrassy PlainsGravaqua2oGravity WumboGross IncandescenceGuitar ManHazard HydroHit the Jackpot!Hornet Man got a new StageHouse of FunHunter TowerI Hope I Lose: A Grand TaleIdentity ManInterspatial CompressionIrrigation IrritationIt Was Rated ArrJudgement ManJust a Water LevelLost Caverns of JungataLuminous Tower AscentMafia Man's Gambling PalaceMalware ManMagmatic Panicmechanical factoryMediocre Oil LevelMega Man DEVMetal Man Steals Other People's ConveyorsMetall Man's Metall FactoryMilitary Training GroundsMine explorationMint Candy MatrixMirror WomanMy First Megamix Level uwu xd lmao (dab)Ninja of the NightNot Delivering On PromisesNowhere yet everywhere: When the world may loopOperation: Narcissistic StratosphereOuter ReachesPick Your PoisonPipe ManPlataform HijinksPoudrin ManPropeller Woman in the City in the CloudsPumpkin PatchesQuintsMetFactoryRadium ManRec ManRed MountainRevenge of TricastleRobogardenRockbound FacilityRock FortressRuins of a Forbidden KingdomSecluded TerminalShape WomanSkull Sans Megatale 4Skull Secret ZoneSludge ManSolar InfernoSomewhere UndergroundSparks and SocketsSpectrum ScienceStalks, Shoots, and LeavesStalling for timeStep on the GasStolen CitadelSulfurific AbyssSuperheavy Samurai Big BenKSuzy LoveTechnical SupportTeetering Over the EdgeTemple of Light and DarkThe Actual Rock ManThe Cave Level That ExistsThe Haymay TrialsThe HeistThe hero as remixedThe Invincible Robot Army! Featuring Shoe Man!The King's LairThe Level Equivalent of An Old Man Rambling at YouThe Return of Veteran ZThe StormscraperThe Warped VoidThermal TundraTop Man 2: Spin or Go HomeTower of DimentionsToxic TroubleTrailblazerTreading The Wily Sewer SystemTrouble in the FortressUndead FortressUltimate LevelUnderground RunaroundUnguarded TreasureUp Down All AroundWalk-In FreezerWater Level? Ice Level?Weapon Data CenterWestern RailwaywetWide JoepenWily in space (Roll's rescue)Wily Rooms of WeaponsWily's Haunted CastleWilys RedemptionWily's Well-fortified RoomWhere no met has gone beforeWorking in the RainWorthless ManX6MemeY.M.C.A.You Don't Know the Drill
Bonus Levels
Space CrusadeJust a Judge LevelMagnum ManReel ManKing ManStatic Man
Wily Stadium
Chaos AssaultCross ArmadaThe Bronze YardBe the Smaller PersonThe Level With a Met PunArmory CatastropheThe Greatest Show of All Time
Tier X
Ancient Wastelands GateErm... Watt the Shock!Smashed Into PiecesSparkling Shrimp StewOlive BomberHI-R@SE BOTANIXMega Man in WonderlandNote WomanGenie's AlleySecret to No OneThermae ManDetergent DeterminationThe Quickening 3DDeserted Sector G-009Big Ugly Mess 2: Acting UnwiseHollow ElysiumReturn to Universe City VShrine of Nebula
Locations
Victor HeightsMagic Card CasinoLimestone PagodaTier 1Tier 2Tier 3Tier 4Tier 5Tier 6Tier 7Tier 8Tier 9Tier 10Tier 11Tier 12Tier 13Tier 14Tier 15Wily StadiumTier XNEO Pit of Pits
Tier Bosses
Regular JoeRepair ManMuscle JugglerMad ManPuzzle ManIce BusterBoki LamiraMirage ManPyre DuoSound ManWizard ManControl ManDeath ManPunch Donkey
Robot Masters
Aether ManAlraune WomanArcane ManAssault ManBanshee WomanBattery ManBeet ManBoost ManCable WomanCassette ManCelestial WomanDecoy ManDischarge ManFoo ManGeek ManGirder ManGlitch WomanGlitz WomanGuitar ManHex ManHodenkiIdentity ManLantern ManLunar WomanMafia ManMagnet Man SFMetall ManMirror WomanMooger ManOld ManPipe ManPoudrin ManPrism WomanPropeller WomanRadium ManRailway TeamRec ManRock ManRook ManRoyal ManSecret MelonShape WomanShoe ManSkull SansSludge ManSniper ManSolaire ManStall WomanThermal ManToken WomanTreasure ManWood Man NiceYamato Man W
Modified Devkit Robot Masters
Air Dab ManBakery Man DeltaBakery Man OmegaBakery Man ThetaBarrage ManBee ManBlackout ManBlue Bomber ManBlue Crash Man, But With 29 HealthBomber JoeCaptain N Guts ManCrest ManDRKMAN4.BATDark EnkerDarker ManDolt ManFake CycleGilded ManGlass Man CGravity JoeGravity Man SupremeHoney JoanJudgement ManMetal Man OverdriveMetool WomanMicro Quick ManMiner ManNeon Quick ManNight Air ManPerfect Solar ManPharaoh Man in the DarkPotted Plant ManQuick MontageRockman No Constancy QuickmanScorch Man V1Spark Man FlipSplash Woman OverdriveSuperheavy Samurai Big Ben KTemporal ManTempura ManTop Man GreenUranus MetVeteran Z
Entry Bosses
28 Devil CoresAdult WishAtlantisAtlasBaby WishBattle WindowsBeam StackBeam Stack MK2Blizzard BrigadiersBlizzard BehemothBlue Power PistonBubble CrabBuckyChangkeylierChoker OhmegaCompress JoeCopy RobotCrystal CoreDark Matter CapsuleDark WyvernDennis ReturnsD.E.VDigitigerDust DevilEgg CarrierFloating PointFractureGhost LightGrand TellowGuts Dozer NeoGwyndolinHeavyheintsThe InDestructiBallJoJo JoeJunk HunkKineMaster HandMecha SonicNamonaki RoboNecrozmaOrnstein & SmoughPipi CondorPrism DevilQuint's Met MachineRed DevilSovereign MachineSuper BlockSuper Lightning LordSYSTEMCORE.EXETrain TrioVanguardroidZombie DevilZ-Tank
Fortress Guardians
Regal MachineFalcon RockTengen TophammerKouker QugeMetilda McBossfaceNeko ManBassCerberus ManElement ManForge WomanHunter WomanPrestoWily Machine SPIREWily Jet
Devkit Bosses
Ice ManBomb ManFire ManAir ManBubble ManQuick ManFlash ManHeat ManWood ManPicopico-kunGuts DozerBoobeam TrapEnkerHard ManSpark ManKamegoro MakerDyna ManSonic ManDust ManMetall DaddyGiant SuzyPunkIron BallGyro ManStone ManDark Man 4BalladeHunter Type AHunter Type BBlizzard ManYamato ManRounder IIPower PistonMercurySaturnUranusGrey DevilDangan ManOil ManHornet ManMega Mech SharkHoney WomanCommando ManSolar Man
Grey Isles Bosses
Lava Stone ManKing LeonisStrongerGEORGESmall Fry SwarmEye of Btd'nhanDiabolicoQueen of HeartsNote WomanMist Man & Bowl ManAngler FishOnoxThermae ManSwaduronImpresariaVolt Man the AnnihilatorHard SplashShade SpamNadir DevilTop DummyGharial ManReturning Flash ArmorGreat CorePillar of Nebula
Bonus Bosses
DreadnoughtUsagi WomanHyper Plant ManMagnum ManReel ManKing ManNamahage ManStatic ManSlush Man
Arena Bosses
Break ManFake ManTerraCWU-01PYellow DevilGammaAlter ManVacant Avatar
Super Bosses
Returning Regular JoeNebula GreyMagic ManSheep ManErnest Will