Frigid Inferno

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14th: Frigid Inferno

Make a Good 48 Hour Mega Man Level

MaG48HMML-14-FrigidInferno.png
A Stage of Ice and Fire, by BBLIR. R. Martin

Frigid Inferno is the 14th place entry in Make a Good 48 Hour Mega Man Level. It is a level that has a dual ice and fire aesthetic, complete with thematically reskinned enemies for both environments (in practice, however, it is more "fire level" than "ice level", with the latter aesthetic only appearing in the beginning and towards the end). Crystal Generators are a frequent hazard, particularly in the second half of the stage, which uses Blade Man Seesaws as a major gimmick.

Strategy

The first part of the level is almost entirely located within an icy area, and features Neo Heli Metalls, ice-themed Tamps, and crystals that drop from chutes. The crystals do not spawn from the chute opening, but instead from slightly higher up, and it can be difficult to see them before they drop. Eventually, the icy terrain gives way to a volcano-esque fire area, complete with a fire-themed Tamp. Shortly afterwards is a battle against a Changkey Dragon, with three platforms to help avoid its fire breath. After defeating it, Mega Man drops into the first checkpoint screen, which introduces a Blade Man Seesaw and has a free E-Tank on the left. This segues into multiple screens that require guiding a seesaw along a rail, either to cross over a pit, or to reach a high ledge. Most of these can be easily skipped with the Rush Jet, though this is harder to do in single-screen sections that go upwards (and contain Crystal Generators). If one elects not to use it, however, the Flame Mixer can protect Mega Man from any overhead crystals.

At the second checkpoint, a Blade Man Seesaw is needed to cross over pools of lethal lava, but there are multiple spikes dotted around the section. A few times, quick reactions are needed to avoid being carried into spikes by the seesaw's movement, but it is otherwise simple to get through. The last challenge of the level returns to the ice aesthetic of the level's beginning, and is a more dangerous seesaw gauntlet with raining crystals and easily-respawned Heli Butons. Without the Flame Mixer to handle both hazards, it is very easy to get knocked off the seesaw and fall into the lava with slim hope of recovery. However, by design or by accident, the ladder at the end is low enough that the Rush Coil can easily reach it, so there's no reason to ever take the seesaw path. At the top of said ladder is the end of the level, which contains a boss fight against the oddly-named πŸ”₯ Man in an icy battleground.

Judge Comments

Judge Comments
ParmaJon ParmaJon ParmaJon : 79 / 100
Design Creativity Function Fun Aesthetic
29 / 35 9 / 15 10 / 10 18 / 25 13 / 15



Aesthetically, this level is fantastic. Hopping between the two sections and their respective gimmicks just feels great. The crystal dropping is challenging, but not obnoxious like it can easily turn into. The seesaws, while pretty usual for the course, are executed well. Following the A, B, AB section style mostly works for this level, but when you get to the combined section it feels like you ran out of time. It's not that what you have is bad, but I want more. The level ends and it just feels incomplete. A stronger finale would've gone a long way for this, especially with how you built up the graphics with that. If you can make one, another draft or edit of this level could turn it into something really awesome. For now, it's good but a bit underdeveloped.

PKWeegee PKWeegee PKWeeGee : 66 / 100
Design Creativity Function Fun Aesthetic
21 / 35 10 / 15 10 / 10 17 / 25 8 / 15



At times, it's really fun and nicely designed; other times, I just wonder if the crystal droppers were placed randomly in some rooms. That's honestly my big gripe, that they feel...tacked on. I loved the ice and fire designs for the enemies, though; it's adorable. And maybe it's just me, but the ice tileset hurt my eyes a bit with its flashing. Oh, and the Solar Man resprite is a cool dude.

M-Jacq M-Jacq M-Jacq : 86 / 100
Design Creativity Function Fun Aesthetic
27 / 35 15 / 15 7 / 10 22 / 25 15 / 15



Oh man, this level would be SO COOL - so cool/hot, I guess, given the theming - if not for the Tamps. What you have here is a really tight set of platforming challenges which require you to include multiple moving platforms. Tamp clashes horribly with that - you need a lot of free space above you for Tamp to be a fair challenge, but here it keeps getting caught on platforms or clipping out of bounds. I think if you'd kept to the Mets and beetles during those sections you'd be in much better shape. That being said: the theming here is on-point, with a ton of care given to aesthetics (up to and including a custom boss! Wow!). The stage also uses crystal droppers well by carefully positioning the seesaws so that you can avoid their projectiles by standing on the edge and - I can't stress this enough - not putting them all over instant death. It's always obvious what you need to do to progress, and the challenge comes from executing it, with very few surprises. Beyond the Tamps, my only other problem with the level is that the ice and fire segments don't feel very distinct? Like, the ice sections do have ice physics at parts, but the challenges otherwise feel very similar, which is a little disappointing. I don't think it really hurts the level, though.

Freems Freems Freems : 65 / 100
Design Creativity Function Fun Aesthetic
20 / 35 10 / 15 8 / 10 15 / 25 12 / 15



Blade Man Seesaws are a tough thing to make interesting. It's a challenge to take a piece that says, "Hey jump back and forth nonstop" and add some life to it; especially when the enemy choice isn't entirely up to your control. All things considered, I think things turned out pretty alright. There were certainly a few seesaw sections that did feel like the same jumping back and forth with little to no excitement, but there were others where there was more thought being put into what you were doing, which was very nice. And the crystal droppers compliment the need to stand in a specific spot rather well. I do like how they were telegraphed with the pipes too. It's so easy to turn things into a guessing game but the pipes help a lot in immediately showing you what's up. Though the fact that they were not solid, while useful for some jumps, is a bit strange and perhaps could have been colored differently to help show that part. Also cute aesthetic touch on the enemies.


Notes

  • πŸ”₯ Man's unusual name came about when the Kickboxing Club was being implemented; at the time, the boss lacked a name, and when asked about it, BBLIR suggested "πŸ”₯ Man" among other names. The fire emoji was intended as a shorthand for "Fire", but it was taken literally and became part of his name.


Make a Good 48 Hour Mega Man Level - Tier 10
Entry Stages
Spicy Banana Bread Storehouse β€’ Base in the Boondocks β€’ Into the Furnace β€’ Windy Conditions β€’ Minari Hydrospace Center β€’ Frigid Inferno β€’ Cloudy City β€’ Celestial Resort β€’ Realm of the Lich Lord
List of Bosses
Berserker Merserker β€’ Fire Man β€’ Dyna Man β€’ Dust Man β€’ Air Man β€’ Mega Mech Shark β€’ πŸ”₯ Man β€’ Spark Man β€’ Lich Man
Make a Good 48 Hour Mega Man Level
Characters
Mega Man (Costumes) β€’ Dr. Light β€’ Box Cartel (Don Atetemino β€’ Kamikamin β€’ Dockalocker β€’ Blocky β€’ Square Machine) β€’ Roll β€’ Joseph β€’ Deleuze Pipi β€’ Sarge β€’ Sidequest NPCs
Special Weapons
Flame Mixer β€’ Rain Flush β€’ Spark Shock β€’ Search Snake β€’ Tengu Blade β€’ Salt Water β€’ Concrete Shot β€’ Homing Sniper β€’ Rush Coil β€’ Rush Jet β€’ Beat
Exclusive to Cheats
Treble Boost
Entries
A Waste of Space β€’ Abandoned Mine β€’ Air Labs β€’ Alpha-Omega β€’ Ancient Ziggurat β€’ Asinine Factory β€’ Base in the Boondocks β€’ blainz β€’ Braving New Depths β€’ Bunker 20XX β€’ Burning Bunker β€’ Cascade β€’ Caution: Moving Parts β€’ Celestial Resort β€’ Central Computer β€’ Cloudy City β€’ Combustible Alien Variable Events β€’ Combustible Quagmire β€’ Combustion Castle β€’ Commando Caverns β€’ Copper Cave β€’ Cornerstone to Dominate β€’ Cosmological Factory β€’ Cossack's Playground β€’ Crashing in the Dark β€’ Cryonics Lab β€’ Curious Skymachine β€’ Cutting Edge Technology β€’ Darkwing City β€’ Deep Dark Temple β€’ Deep Within the Jungle β€’ Down the Drain β€’ Enkers Revengeance β€’ Exoplanet Everest β€’ Faint Flying Factory β€’ Fire Armed to the Beak β€’ Flamecrush Forest β€’ Flaming Fortress β€’ Flower Core β€’ Flowers and Thorns β€’ Footloose β€’ Forest Castle β€’ Fortified Base β€’ Frigid Inferno β€’ Frozen Lab β€’ Gettin' out of Dogecity β€’ GraviMan INC. β€’ Hopping High Above Danger β€’ Ice Treatment Facility β€’ IHOPEIWIN β€’ Into the Furnace β€’ Just a Space Level β€’ Lasers and Platforms β€’ Lime and Lame β€’ Make a 48 Minute Mega Man Level β€’ Mega Man Saves Canada from the Evil Clutches of β€’ Megatroid β€’ Minari Hydrospace Center β€’ Mmmmmmmmmmmmmmmmmoon Base β€’ Mystic Museum β€’ Obligatory Enemy Spam Level β€’ Oh No β€’ Oh No! More Compactors β€’ One Night in Xanadu β€’ Orbital Assault β€’ Ordinance With Lyrics β€’ Outer Excavation β€’ Perilous Mountain β€’ Pint House Power House β€’ Planet Xanlordus β€’ Realm of the Lich Lord β€’ Robot Recycling Center β€’ Rocky Blocky Cavern β€’ Running Down a Drain β€’ Saturn Fortress β€’ Scissors 'n Shrimps β€’ Scrub City β€’ Seahorse City β€’ Short Base β€’ Short-Tempered Circuit β€’ Sleet Citadel β€’ Slipping Through Time β€’ Sonic Man's Spaceship β€’ Space Pipes β€’ Spicy Banana Bread Storehouse β€’ Spicy Top Action β€’ Stormy Tower β€’ Super Pipe World β€’ Taking a Dip β€’ Tesla Coil β€’ The Abyss β€’ The Bouncy Octa Boom β€’ The End of Needle Man?! β€’ The Tiki Tiki Tiki Tiki Tiki Room β€’ Through the Crabacombs β€’ Toad Man's Underwater Sea Lab β€’ Tower β€’ Twilight Fortress β€’ Untested Rush Job β€’ Void Quest β€’ Volcanic Facility β€’ Warehouse of Conveyors β€’ Water Park Sup β€’ Weapon Testing Facility β€’ Well Oiled Machine β€’ Wily Station β€’ Windy Conditions
Cartel Hideout
Deep Sea Break-In β€’ Hydrothermal Layer β€’ Pandora's Parlor
Locations
SS Elroy β€’ Tier 1 β€’ Tier 2 β€’ Tier 3 β€’ Tier 4 β€’ Tier 5 β€’ Tier 6 β€’ Tier 7 β€’ Tier 8 β€’ Tier 9 β€’ Tier 10 β€’ Tier 11 β€’ Cartel Hideout β€’ Double-Action Boutique β€’ Special Weapon Bootcamp
Devkit Bosses
Cut Man β€’ Guts Man β€’ Bomb Man β€’ Fire Man β€’ Metal Man β€’ Air Man β€’ Bubble Man β€’ Quick Man β€’ Crash Man β€’ Flash Man β€’ Heat Man β€’ Wood Man β€’ Boobeam Trap β€’ Gemini Man β€’ Top Man β€’ Spark Man β€’ Kamegoro Maker β€’ Toad Man β€’ Pharaoh Man β€’ Dust Man β€’ Metall Daddy β€’ Gravity Man β€’ Stone Man β€’ Gyro Man β€’ Dark Man 4 β€’ Blizzard Man β€’ Plant Man β€’ Rounder II β€’ Power Piston β€’ Honey Woman β€’ Mega Mech Shark β€’ Commando Man β€’ Chill Man β€’ Solar Man β€’ Enker β€’ Quint β€’ Punk β€’ Giant Suzy β€’ Ballade β€’ Hunter Type A β€’ Mercury β€’ Saturn β€’ Uranus β€’ Iron Ball β€’ Grey Devil β€’ Dangan Man β€’ Komuso Man β€’ Oil Man β€’ Sonic Man β€’ Dyna Man
Modified Bosses
BombMan.EXE β€’ Mother Brain β€’ The City of St. Petersburg β€’ Toxic Seahorse? β€’ Bandana Wander Bell β€’ Quick Man Duo β€’ Darkwing Duck β€’ Berserker Merserker β€’ πŸ”₯ Man β€’ Lich Man β€’ Empress Elysia β€’ Not Napalm Man β€’ Statue of Wizard Swenner
Box Cartel Fights
Kamikamin β€’ Dockalocker β€’ Blocky β€’ Square Machine
Fortress Guardians
Sea King: The Aftermath β€’ Shinsopod What! & Shinkhangel Where! β€’ Don Atetemino
Other Bosses
Haunted TV β€’ Shadow Imposter β€’ Pirate Man