Wily Tower

From Make a Good Mega Man Level Contest
Revision as of 20:07, 15 November 2017 by Kyubi (talk | contribs)
Jump to: navigation, search
74th: Wily Tower

Make a Good Mega Man Level 2

WTower.PNG
Press "2" to win!
""What about the level?" "...level?""
―ACESpark, ACESpark's Judge Comment for this level

Overview

Besides small sections inbetween, this level is mostly bosses. Hilariously, the creator of the level choose the most overused devkit bosses as well, those being Volt Man, Komuso Man and Quint in order.

Strategy

In the first room, the player can either choose to go down a room and deal with a few Moliers or take out a Ben K and a Pakatto 24 to reach the boss door below immediately. The boss corridor is a fake lead-up, however, as there is a short spike drop awaiting the player that can be trivialized with Sakugarne. The first boss of this stage, Volt Man, has his weakness in the Slash Claw. It defeats him in merely five hits, dealing a whopping six damage per strike and even piercing his shield. For more daring players, he does have the same weakness in the Super Arrow, but you can hardly hit through his shield with it.

A few rooms further, the player is presented a 1-Up to refill their Life Energy in preperation for the next boss. Be careful grabbing it, however, as the lava immediately behind it is an instant death. Behind the second door lies a Komuso Man fight, also taken straight out of the dev-kit. Komuso Man's Weakness is the Grab Buster, which can also conveniently heal the player while fighting him. If his clones are hit with a shot though, it's rendered ineffective, so it's advised to only shoot him while he is preparing an attack.

The final section heavily revolves around ladders used in conjunction with the platforms found in Plant Man's Stage. These can easily be opened by any weapon to open your path upward, to the final boss of the level. After one tricky spike jump, it is time to fight Quint. Quint, quite ironcally, has his biggest weakness in Sakugarne, dealing four damage per hit. Due to the nature of the invincibility frames of bosses in this stage, it is advised to always make a big hop on him when using this strategy. If you opt to go for a safer way, however, Quint also takes two damage from Triple Blade, Wheel Cutter and Super Arrow and can thus be fight on long range as well. Upon his defeat, he drops the stage's Energy Element.

Damage Table

M.Buster H.ChaserH.Pumpkin J.SatelliteB.Barrier G.BusterN.BombL.Rocket T.BladeT.Cluster F.StopperC.Distorter S.ClawF.Beam W.CutterH.Trapper SakugarneM.Blast W.AdaptorC.Claw S.Arrow
3/3/5
1/1/3
1/2/3
0
0
1
0
0
1
1
4
1
1
1
2
N
N
N
6
2
1
1
4
2
3
3
4
1
6
1
6
2
2
Other Notes Damage Table is Volt Man, Komuso Man and Quint in order.


Judge Comments
snoruntpyro snoruntpyro snoruntpyro : 13 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
/ 15 / 10 / 15 / 5 / 5



I'm pretty sure there are about as many bosses in this level as there are enemies. Like all the screens in the level are completely featureless empty rooms. And then the occasional unmodified engine boss. ????????

JupiHornet JupiHornet JupiHornet : 8 / 50
Design Fun Creativity Aesthetics Functionality
/ 15 / 10 / 15 / 5 / 5



You could have done a lot better with the graphics instead of just using black backgrounds. The actual level was only about 40 seconds long, minus the bosses.

Enjl Enjl Enjl : 6 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
/ 15 / 10 / 15 / 5 / 5



I don't think I can give many points for a boss rush that's using just vanilla assets. The sections in between the bosses don't feel very planned or consistent, either, but more like filler areas to bridge the gaps between the bosses. This level also lacked testing, as one of the respawn points behave weirdly due to the boss door above it.

Garirry Garirry Garirry : 19 / 50
Design Fun Creativity Aesthetics Functionality
/ 15 / 10 / 15 / 5 / 5
{{{gacreativitynote}}} {{{gaaestheticsnote}}} {{{gafunctionnote}}}



Normally I like the idea of a stage like this, but this one just isn't that good. The level design is awful. Most of the level is either horrible enemy placement, long empty sections, or other fairly serious stage layout issues. Also, there's a pretty serious camera glitch here. Anyway, there's nothing else I can say here, it could've been much, much better.

ACESpark ACESpark ACESpark : 12 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
/ 15 / 10 / 15 / 5 / 5





Trivia

Upon using the Selfdestruct-Button in the room immediately after Volt Man, the game will errounously respawn the player higher up in the same room, further into the level after the Komuso Man fight. This does not save any time for the Individual Level Run, as using the Kill-Button will invalidate your run immediately, but Full-Game Speedruns use this to save about 30 Seconds in total.

Make a Good Mega Man Level 2 - Tier 2
Entry Stages
Wily TowerAirflow HubbleYggdrasilRush CityGigavolt ManDragon Lab LairColorful HallSomething Original
List of Bosses
Volt ManKomuso ManQuintMecha DragonGuts ManCratorCreamKichonaColor Man
Tier Boss
Ombuds Man
Other Goodies
Gordon Freeman