Jungle Base

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55th: Jungle Base

Make a Good Mega Man Level 2

MaGMML2-55-JungleBase.png
Don't make any sudden movements...
"Weirdly designed level...Most of the obstacles you can basically just blow through with a charge shot or effortlessly slide past."
―SnoruntPyro, excerpt from judge comment.

Overview

Jungle Base is the 55th place level in Make a Good Mega Man Level 2. True to its name, it is a jungle-themed level that involves traversing an underground base with several enemies blocking the way, particularly Subeils and Tondealls.

Strategy

The level starts with a long horizontal stretch with four Sumatrans. After dropping down past a room with a single Met, Mega Man must perform careful jumps across platforms while avoiding the pit below, with Pottons, Subeils, Rock Throwns, a Met, a Sumatran, and a Tondeall blocking his way. Following this is two rooms that go upwards, with the first including a pair of Hammer Joes and the second including a pair of Mets. The next room is a long stretch of land outside, with New Shotmen, Tondealls, Bubukans, and a Rock Thrown serving as obstacles. After that is three rooms with Petit Snakeys as obstacles (with Tondealls and a Hammer Joe also appearing), with the third room having a large health capsule and large weapon energy capsule that are obtainable by sliding under the snake block on the left side of the second room. These three rooms lead up to a battle against a Big Snakey.

After defeating the Big Snakey and walking through an empty room followed by a room with a Tondeall and a Rock Thrown, Mega Man is faced with three consecutive battles against Hot Dogs. The first two battles lack any obstacles aside from a single pit in each, while the third Hot Dog is guarded by two Tondealls and a a Returning Sniper Joe. After defeating the third Hot Dog, going to the right will lead to two rooms where Pottons and Tondealls primarily serve as obstacles, with a Returning Sniper Joe also present in the second room. After that is a room filled with Subeils, which requires either careful timing or use of a special weapon like Hornet Chaser or Jewel Satellite to get through successfully. Following a room with a single Hammer Joe and Tondeall is another room with a similar Subeil infestation, with a Hammer Joe also guarding the top of the screen. Making it past this leads to one final stretch of land, where Walking Bombs and Tondealls will try to overwhelm Mega Man as he shoots through Normal Blocks, with a Sniper Armor, a Returning Sniper Joe, and a Sniper Joe all waiting at the end. Walking through the boss gate and corridor following this will lead to an empty room with the Energy Element in the middle.

Judge Comments

Judge Comments
snoruntpyro snoruntpyro snoruntpyro : 25 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
6 / 15 6 / 10 4 / 15 4 / 5 5 / 5 No



Weirdly designed level...Most of the obstacles you can basically just blow through with a charge shot or effortlessly slide past. The level also doesn't play terribly well because the majority of enemies that take more than a charge shot are Sniper Joes. The enemies seem less 'placed to be a threat' and more 'placed to be in your way'. It's just kind of a bleh level. There's effort, and the theme is okay (music is pretty great), the design just...isn't there.

JupiHornet JupiHornet JupiHornet : 25 / 50
Design Fun Creativity Aesthetics Functionality
9 / 15 5 / 10 5 / 15 2 / 5 4 / 5



That was a pretty boring level. It was mostly just running to the right, charging your buster, and shooting enemies without giving it a second thought. There were some rooms where you didn't even have to stop moving. I kind of liked the use of the different tilesets, but there were a few rooms towards the end that were a bit hard on the eyes. Try to make it more clear what's a background and what isn't.

Enjl Enjl Enjl : 26 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
8 / 15 6 / 10 4 / 15 4 / 5 4 / 5 No



A pretty nice, rompy jungle level. It presents its ideas in an organised fashion and expands on some of them throughout the level. Sadly, it often forgets about some of the assets it introduced, making the level feel more segmented than coherent in parts. It also likes to throw in a little too many enemies at 1 occasionally, with airborne enemies serving as a projectile dispenser that can't easily be taken care of unless you fire hornets or throw swords at them, a method not otherwise encouraged in the level. As far as the mutation of setups is concerned, the level leans towards repetition moreso than mutation, with many consecutive instances of the same premise being very similar to each other. Nontheless, this is a fun level to play through that presents itself as fair towards the player and just needs that polish in order to be much more satisfying to play.

Garirry Garirry Garirry : 28 / 50
Design Fun Creativity Aesthetics Functionality
9 / 15 6 / 10 4 / 15 4 / 5 5 / 5
It's... meh. Nothing too bad here, but nothing too spectacular. Some sections are tiring, but nothing else strikes me as either awful or amazing. It's okay at best. Nothing here is amazing, and it gets boring. I don't think there's a lot of interesting stuff here. It's kindof a Napalm Man ripoff tbh. Looks okay. Works just fine.



There's not a lot to say about this level. Nothing in it feels either awful or awesome. The level design is actually fairly decent, but it's not something that is particularly amazing. Admitedly, this stage does look a bit too similar to Napalm Man's stage, but it still has a few pretty decent ideas. Other than that... there's just not much I can say. It's decent, but nothing too spectacular here.

ACESpark ACESpark ACESpark : 20 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
6 / 15 3 / 10 2 / 15 4 / 5 5 / 5 No



I get it. Going for the Contra theme. Fair enough. But Mega Man is not a run and gun game. It's a full on platformer. You really can't just get away with plonking enemies willy nilly and expect it to be fun. Even Contra on the NES bothered with stage gimmick to prevent stagnation. This did nothing.

There is nothing horrible about this, but why not explore the dev kit a little? There is a metric TON of gimmicks in there, more than just enemies! Please use them.

To give you SOME credit, even on overcrowded screens it never felt unmanageable, and the look of the stage was absolutely fine if generic. You're decent at getting tilesets to work together, and the layout wasn't bad. But boy was this stage horrifically dull. At least some of the other 'enemy only' stages managed to have some originality behind them. Also: Boss Corridor, no boss or climax. If you weren't going to use any other Mega Man tropes, why use this one?



Make a Good Mega Man Level 2 - Tier 4
Entry Stages
Alien Temple • Joe Destruction Co. • Neon Man • Jungle Base • Orbital Station • Shovel Knight • Poorly Named Level • Enhanced Mobility
List of Bosses
Alien • Neon Man • Whopper • Volt Man
Tier Boss
The Scorching Duo
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