37th: Duwang
Make a Good Mega Man Level 2
|
|
|
|
| Got a feeling so complicated
|
|
|
| Overview
|
|
|
| Creator(s):
|
QuestMark
|
| Composer(s):
|
Maurizio Dejorio, K. Aoki + D Hisegawa
|
|
|
|
| Theme Music
|
*Diamond Is Unbreakable - Great Days (Level)
- Initial D - Running in the '90's (Boss)
|
|
|
|
- "What a beautiful Duwang! chew"
- ―Yoshikage Kira, hidden room.
Overview
Duwang is the 37th placed level in Make A Good Mega Man Level 2. The stage is one giant reference to JoJo's Bizarre Adventure; specifically the fourth part, Diamond Is Unbreakable.
The stage can be accurately divided into three sections: the streets, the sky, and the alley. The streets are populated with enemies, especially Gabyoalls. It also contains a few pits with Bombombombs. The sky section is full of Plant Man platforms, as well as Cannopellers and Bomb Fliers. The final stage in this is the alley, where you will die if you look to the left.
Strategy
The first part of this stage, the streets, can be almost entirely passed through with the use of the Jewel Satellite. The only thing you'll need to watch out for is the Tatepakkans. However, before you reach the first Tatepakkan, the level goes up a bit, and there is a drop to the area with the Tatepakkans. Instead of jumping down and completing this part of the level normally, you can use a super arrow to pass over the rest of the street segment.
In the sky, you have to get across large pits using plant man platforms whilst avoiding enemies. The level requires you at points to shoot multiple platforms from one platform, and also requires you to backtrack a bit to shoot some other platforms.
Make sure to jump down this gap for the Nobel Nickels.
Once you finish that, you enter the alleyway. As the sign warns, you are not to face left at any point while going through this section. If you look left, you will hear a sound, then you will be instantly killed. This can make certain enemies hard or impossible to kill if you aren't using certain special weapons.
The boss is not mandatory, and you receive no reward for beating him. There is no reason to fight the boss anyway, as the energy element is right in front of the boss, and the boss does absolutely nothing apart from look left and right on the spot.
| Judge Comments
|
snoruntpyro : 34 / 50
|
| Design
|
Fun
|
Creativity
|
Aesthetics
|
Functionality
|
Skip Teleporter?
|
| 9 / 15
|
7 / 10
|
9 / 15
|
4 / 5
|
5 / 5
|
No
|
is this memes. Pretty good level! The aesthetics are pretty weird and definitely not something I've seen in Mega Man before :V. The design isn't THE BEST EVER but I like some of the ideas present. I like how Spines are used in the first section, and there are some kinda neat setups with the Plantman platforms in the second section. I don't like some of the enemy placement in the second section tho, there's enemies like Crazy Cannons that just seem placed to waste your time rather than actually provide a challenge. The third section is interesting (and REALLY stressful) but I think the gimmick is badly introduced. I didn't get what the sign meant until my second playthrough, so on the first playthrough I was just trying to get through the section as fast as possible and getting extremely paranoid of the death wall coming out of nowhere. It's an interesting stipulation when you get it, though, and it affected my playstyle personally quite a lot. So, while it's not perfect, the level has some interesting ideas, and it's a good level overall. Also that meme room, smh
|
JupiHornet : 29 / 50
|
| Design
|
Fun
|
Creativity
|
Aesthetics
|
Functionality
|
| 5 / 15
|
5 / 10
|
15 / 15
|
3 / 5
|
1 / 5
|
Picture this: you're just strolling through a city, shooting a bunch of enemies, admiring the cool graphics, and minding your own business, and then OH MAN A GIANT WALL OF HANDS COMES OUT OF NOWHERE AND KILLS YOU INSTANTLY AAAAAAAAA. That's what happened to me in the second half of the stage. The first time I played this I had no clue what caused that to happen, but the second time I noticed the picture on the wall and realized that it happens whenever you press the left arrow. A text sign saying "don't look back" or something similar would have been nice. Also, some of the Plant Man platforms in the aerial secton despawned, so I had to use Rush Jet. Maybe add a few "safe" platforms in case that happens, like count bombs.
|
Enjl : 27 / 50
|
| Design
|
Fun
|
Creativity
|
Aesthetics
|
Functionality
|
Skip Teleporter?
|
| 7 / 15
|
5 / 10
|
9 / 15
|
1 / 5
|
5 / 5
|
No
|
Probably the most memorable thing about this level is the section of death hands. Only for the hands. Loving those. My favourite section to play through, however, was the platforming section. While it doesn't do anything particularly innovative I like how it makes you shoot a long distance to activate a platform or take down a foe. The first section suffers a lot from the background and the no-left-section has some spam issues near the end and ends up getting rather repetitive. I'm not a big fan of this level's visuals.
|
Garirry : 40 / 50
|
| Design
|
Fun
|
Creativity
|
Aesthetics
|
Functionality
|
| 11 / 15
|
8 / 10
|
12 / 15
|
4 / 5
|
5 / 5
|
| It's pretty okay. Nothing too spectacular, some sections are a bit rough, but the design is fairly solid. Really liked some sections there.
|
I really enjoyed this one. Nothing too spectacular, but it's good. The weird grey hands section thingy was horrifying though.
|
I really liked the concept here. Not sure if there's a reference there but I liked how it was done.
|
Ouch, the visuals are a bit nauseating. Music is good, but I gotta have to penalise for that.
|
Works just fine.
|
I really enjoyed playing this stage. The level design is very solid, and the ideas behind it are very interesting. I also like the aesthetics and music used in this stage. However, there are quite a bit of problems. The section with the creepy grey hands thing is confusing and I have no idea what causes them to trigger. Aside from that, the visuals, although as mentioned previously, look good, it still feels a bit nauseating just looking at all this blend of colours. And finally, the Noble Nickels didn't need to be where they are. To conclude, this is definitely one great level, but it has some issues.
|
ACESpark : 19 / 50
|
| Design
|
Fun
|
Creativity
|
Aesthetics
|
Functionality
|
Skip Teleporter?
|
| 4 / 15
|
3 / 10
|
8 / 15
|
1 / 5
|
3 / 5
|
No
|
I.. what. The hell. I don't... even... if I could leave the review there, I would. I have no idea what was going on and at this point I'm afraid to ask.
This was... creative? I guess? The idea here was actually fine. But your implementation killed it.
That is single handedly the WORST gimmick introduction to an instant-death mechanic I've come across. Yikes. It took me so many attempts to even figure out what was going on. What was looking like a decent, if unoriginal level, was just killed stone dead by that gimmick, my word, you need to find a way to explain it better. I don't mind dying to figure out a gimmick... but when your playthrough comes to a complete dead stop because it's bungled so badly, it's a big problem. I was stuck here for a significant level of time.
And, no, I do not think the background details are enough to understand it, because there are arrows EVERYWHERE ELSE in the level. What is one more background arrow supposed to mean? The new element was also fairly glitchy too.
Yeesh.
As for the new tileset, it was, in a word, hideous, from the colour palette, to the shading, to the new elements to... what-ever that scary thing was at the end of the stage was. And even then you have tiles that clearly should be animated that weren't.. and the cloud's just appear without any indication you're going to a cloudy area... and... yes, it's all very ugly.
Oh, and those Nickels?... and why the heck did you put them all in the same room? What was the point?
There is one highlight to this stage - the bit in the clouds. I there was some really good implementation of the Plant Man platforms. But... the rest?
I'll say it again: Yeesh.
|
Trivia
- "Holy crap, is that a motherfrickin' JoJo reference?!":
- The level is set in Morioh, the town that Diamond is Unbreakable takes place in. The bright colour pallete is derived from the equally psychedelic artstyle used for the 2016 anime adaptation.
- The level's name comes from the 'Duwang' scanlation of Diamond is Unbreakable, infamous among the JoJo fandom for its poor English and low-quality scans. 'Duwang' is the mistranslated name of Morioh used in those scanlations.
- The level's theme is an 8-bit remix of the third opening theme for the anime adaption of Diamond is Unbreakable, 'Great Days'.
- The lighthouse is a reference to the ending credits of the season.
- The tower that one has to jump down in order to get to the Noble Nickel room is a reference to "Superfly", an enemy Stand in that part which is also a telephone tower.
- The Noble Nickel room contains a picture of the main antagonist of Diamond is Unbreakable, Yoshikage Kira, from the previously mentioned scanlation.
- The Walking Bomb is a reference to Sheer Heart Attack, one of Kira's bombs (essentially a heatseeking indestructable bomb).
- The Pepsi sign is a reference to the Pepsi sign that gets struck by lightning at the beginning of the penultimate arc.
- The alley section is a reference to the Ghost Alley, a location in Diamond is Unbreakable. It loops infinitely until you proceed a certain way, and if one looks back while leaving, many ghost hands will appear from the alley and drag them away.
- The boss room is a reference to the villain of that part, Yoshikage Kira (pictured in the Noble Nickel room). Crash Man has similar powers to Kira, creating bombs.
- The ambulance at the end reflects Kira's ultimate fate, being run over by an ambulance.
- The location of the boss room, at the end of the ghost alley, also references Kira's fate.
- The 'To Be Continued...' arrow under the floor in the boss room is a reference to when a chapter or episode ends in a cliffhanger for the next episode.
- The boss room contains a character named Takumi and an 8-bit remix of 'Running in the 90s', which are references to the anime Initial D.
Gallery
This is what happens if you face left.