Untested Rush Job

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91st : Untested Rush Job

Make a Good 48 Hour Mega Man Level

MaG48HMML-91-UntestedRushJob.png
Stop two magnets from touching each other, and after a few years they'll stretch out like this. Trust us, we're scientists.

Untested Rush Job is the 91st place entry in Make a Good 48 Hour Mega Man Level. Short in length due to being (as the name says) a rush job, it prominently features stretched and scaled-up Magnet Machines that have greater than normal magnetic pull strength. These magnets often interfere with flipping Levers dotted around the level, particularly with one near the end next to a giant magnet.

Strategy[edit]

The bulk of the short level consists of very simple platforming and easy enemy challenges. The trickiest enemies are Hirarian 427s, which are small and quick targets that can easily ambush Mega Man and knock him into a pit. After a moment of triggering Levers over a pit while Yambows fly in from above, Mega Man comes across a Lever surrounded by Magnet Machines and a pit. To flip it, he must first jump over the gap, then jump onto the Lever from the bottom-right magnet. Following this is the level's most infamous area; a giant Magnet Machine next to a ladder, with a Lever floating directly over a pit. To activate it, Mega Man should either climb the ladder and jump off from near the top, or do a moving jump from the left side of the ladder and let the Magnet Machine pull him over to it. Dying here is incredibly easy, and even Beat can't save Mega Man thanks to the magnet's immense strength. Once he does eventually succeed, though, he comes across a pair of Dachone Ltd. Ed. that snipe him from atop a Kabatoncue platform. By riding this platform up to the top of the room, Mega Man will reach a final Lever that, when pulled down, causes the Energy Element to spawn.

Judge Comments[edit]

Judge Comments
ParmaJon ParmaJon ParmaJon : 43 / 100
Design Creativity Function Fun Aesthetic
12 / 35 5 / 15 6 / 10 14 / 25 6 / 15



Now I'm not saying that if you tested this level you definitely would've gotten a better score, but testing the level would have helped :P. From a design perspective, the level is lacking. The enemies feel haphazardly placed most of the time, and the switches are just fine. Like really, Hirarians with magnets is super unforgiving. Also, certain enemies can clip through walls. The larger stretched magnets were actually nice, though. It's not this huge new impressive thing, but it does give you something to remember this level by. The main thing I enjoyed about this level was just how many times something weird happened and I just giggled. Seeing the mess of magnets near the beginning and then especially the huge one near the end just put a big smile on my face. Also, the weird homemade boss at the end was neat for what it was. I like seeing those creative ends.

PKWeegee PKWeegee PKWeeGee : 32 / 100
Design Creativity Function Fun Aesthetic
7 / 35 5 / 15 10 / 10 4 / 25 6 / 15



HUGE MAGNET. STRETCHY MAGNET. STUPID MAGNETS THAT PULL ME INTO DEATH. Yeah, no, didn't like this one. The magnets didn't feel right, be it their hitbox or their pull strength. It all meshed together into being pulled everywhere, with little control over where you wanted to go. Although that huge magnet at the end did get a chuckle out of me.

M-Jacq M-Jacq M-Jacq : 29 / 100
Design Creativity Function Fun Aesthetic
3 / 35 10 / 15 8 / 10 8 / 25 0 / 15



You know, I can't even explain why I kind of liked this level. I think it's because it's so... guileless? Unpretentious? Whatever. You've just got some floors, and some magnets to stand on, and that's that. And then there's an adorably jerry-rigged "boss fight" at the end. There are some minor glitches (like the enemy that clips through a platform at the start of the level) but they only serve to make the level more charming, if anything. Now, charming as I found it, this level isn't all that good - you just slowly amble to the right, there's no real challenge to speak of, the magnets are a little awkward, etc. But I was never mad at this level, like I was with some ostensibly better entries. Not great, but I imagine this is going to be a welcome breather from the more infuriating low-tier levels when people play these levels in sequence.

Freems Freems Freems : 41 / 100
Design Creativity Function Fun Aesthetic
9 / 35 9 / 15 9 / 10 8 / 25 6 / 15



I appreciate the honesty. Really, the only thing I can really talk about is how janky a lot of the magnet machines felt. Ignoring how scaling them does no wonders to their appearance, a lot of this just felt like trial and error dealing with how strong and the range of the suction of the varying magnet machines, usually over instant death. It's just hard to talk about anything else when nearly everything else feels more throwaway. Your very large magnet machine certainly gave me a jump scare as it popped onto screen, I'll give you that.



Make a Good 48 Hour Mega Man Level - Tier 2
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IHOPEIWINFire Armed to the BeakAbandoned MineWater Park SupSonic Man's SpaceshipPerilous MountainblainzOh NoUntested Rush JobRobot Recycling Center
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Make a Good 48 Hour Mega Man Level
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