Bond Man (stage)
- For the article on the boss, see Bond Man.
| 19th : Bond Man|
|I should tell the manager about that leak. Probably tell him about the eyeball monster, too.|
- "You aped the style of Mega Man 1 stages without resorting to the worst aspects of that game, and put some honest to goodness creativity into repurposed dev-kit assets."
- ―ACESpark, excerpt from judge comment.
The level begins with a simple outdoor area with several Crazy Razies, as well as a brief jump over spikes. Climbing up leads to two rooms with glue drops and Glue Devils. After that, heading to the right will lead to an area with two Glue Devils and a single Glue Telly. Following it is a longer room, utilizing glue drops, Glue Devils, and glue puddles in more complicated situations, with a few Glue Tellies and Beaks thrown in. Dropping down and falling through a room where Mega Man must avoid two Beaks, a Glue Devil, and a spike pit, Mega Man is taken to a pair of rooms where he must make jumps over single-tile platforms with glue drops right above them, with Glue Tellies, Glue Devils, Beaks, and Crazy Razies further complicating the process.
Climbing up at the end of the second of the aforementioned rooms leads to a room with the floor almost completely filled with glue, with a Crazy Razy and two Beaks also blocking the path. Carefully sliding into a small tunnel with a spike at the end grants Mega Man an E-Tank. Climbing up again leads to a room where Mega Man must carefully jump across ladders while watching out for glue drops and a Beak, with a Glue Devil also making less space at the top of the room. Following this is a room requiring carefully-timed jumps across platforms, under a spike ceiling, and around glue drops, with a single Glue Telly obstructing the path as well. After this room is a room with a Big Eye blocking the boss gate, and a large health capsule at the top left that can be reached with utilities or Hornet Chaser. Going through the boss gate and corridor leads to the battle with Bond Man himself.
|SnoruntPyro : 43 / 50|
|JupiHornet : 34 / 50|
|Enjl : 44 / 50|
|Garirry : 24 / 50|
|ACESpark : 34 / 50|
The level is a little on the generic side visually, and gimmicks are limited, but you make good use of what you've got, and there's some pretty nifty segments every so often, enough to keep the player interested with your limited set. You kept the focus where it matters, and whilst the place didn't really look like a glue factory, it felt like one.
There is one really big highlight to your stage I have to mention - I love the Glue Devils. They're a very awesome concept, and are the best of the new assets in the stage, and usually positioned exactly in the right spots to get in the player's way without being dickish. There was also a room with 3 glue drips positioned over tiny platforms, which was a great way to use this gimmick, even if the method of getting through the room unscathed requires a little outside the box thinking. But it's little pieces like that which help stages!
The Robot Master was... basically a repurposed dev-kit boss, but I appreciate the effort here, even if he particularly easy. I think, maybe the character should've been given an additional attack of some description?
I'm glad he's around all the same, because levels lacking their signature Robot Master are a disappointment.
Some good new ideas here elevate it out of the range of the truly average stages.
- This was the first level submitted to the contest, which is why it makes a cameo in the cutscene when Wily activates the Reality Core.
|Make a Good Mega Man Level 2 - Tier 8|
|But It Lacked the Depth to Convince Me That This is Really Hell • Force Man • Smed's Big Annoying Mess of a Level • Conveyor Mayhem • Aurora Man • Bouncy Castle • City Under Siege • Escape Sequence • Bond Man|
|List of Bosses|
|Mecha Dragon • Force Man • Komuso Man? • Final Toad • Super Cannopeller • Big Fire Telly • Crusher Joe • Napalm Man MK 2 • Bond Man • Boundin' Crash Man|