| 23rd : Conveyor Mayhem|
|Where should I go next?|
- "Mega Man, I've detected two Robot Master signatures from this robotics factory. If you can defeat them, we'll be able to shut down this place and cripple Dr. Wily's current schemes of world domination."
- ―Dr. Light, In-level comment box.
Conveyor Mayhem is the 23rd place entry in Make a Good Mega Man Level 2. It is a huge, maze-like stage with branching paths, and an emphasis on conveyor belts, moving platforms, and spikes. Rush Coil and Rush Jet are also disabled, but the spikes throughout the level only deal 7 points of damage to Mega Man instead of killing him instantly.
The level starts with two rooms with several different enemies (including a unique fire variant of Ratton), and introduces moving ladders. The room after these two is gigantic, consisting of several moving ladders, Guts Lifts, conveyor belts, and unique variants of Cannopellers, among other things. The room also splits into two paths. One path can be accessed by breaking a Wheel Block past the first two Fire Cannopellers, then climbing up an area with a moving ladder and a Guts Lift. The other path (the alternate route) can be accessed by dropping down the gap that the first Fire Cannopeller is over, then holding left to avoid falling into a pit. Both paths can also be accessed using a moving ladder at the bottom of the room.
The second room of the first main route has another fork. One path drops Mega Man straight down, while the other is a detour where Mega Man must make his way to the bottom while avoiding spikes and riding on moving ladders and a Crash Lift, with a Noble Nickel available at the bottom. Both paths lead to the Big Fire Telly. After the Big Fire Telly is defeated, Mega Man can continue into a room with four Shield Cannopellers, two of which are guarding a Fire Boy and a large screw, with the other two guarding a Hothead and the entry into the next room. Mega Man must ride Guts Lifts and moving ladders to make it to a lower room, where he must ride a Guts Lift along segmented tracks. Partway through the ride is a moving ladder, which can be used to either carefully maneuver between spikes to grab a Noble Nickel, or go through a boss gate leading to Napalm Man. Riding the Guts Lift all the way to the end will lead back to a side-area in the above room with Shield Attackers, Presses, Camons, and Fire Camons, leading to a Noble Nickel otherwise blocked off by a Shield Guarder. The Nickel can also be obtained without taking the path by using Wheel Cutter or Super Arrow to reach the Shield Guarder, then attacking it with Slash Claw.
The alternate route is behind a Slash Block, and the entry to the route has a Noble Nickel next to it. The first room of the alternate route is a long stretch focusing mainly on conveyor belts and Fire Cannopellers, with a split path at the very end. Both paths lead to the same room, but the upper path allows Mega Man to grab some screws he would otherwise need Hornet Chaser to access. The area below includes a series of horizontal Presses, followed by a battle against the Super Cannopeller. After the Super Cannopeller is defeated, Mega Man must choose between two paths.
The right path is a large room with Guts Lifts, moving ladders, and Presses all being utilized. Partway through, a room on the right guarded by a Cannon Joe can be found, leading to another boss gate with Napalm Man behind it. Continuing to the end of the path will lead to a Noble Nickel.
The left path begins with a vertical room Mega Man must climb up while avoiding horizontal Presses, Camons, and a Wall Blaster II. The room above it is an area where Mega Man must shoot Twin Cannons to avoid being knocked off Guts Lifts and an incredibly fast moving platform. The end of this room is a boss gate leading to Crusher Joe.
|SnoruntPyro : 41 / 50|
|JupiHornet : 34 / 50|
|Enjl : 29 / 50|
|Garirry : 30 / 50|
|ACESpark : 34 / 50|
But, to be fair, this is not an art compo!
The other issue is the sheer number of routes does lead itself to not every path being equally given attention - some were better than others, and guts-platform/ladder combo ... leads itself to potential desync issues and makes certain areas more awkward than others. The stage feels like its held together with duct tape, and its easily possible to glitch through your main gimmick. You missed a few pits too, causing me to reset, as a result of so many issues, you threw away your entire Aesthetic and Functional score. [PIT ISSUE FIXED POST JUDGING]
With the critique aside, the level itself was pretty damn awesome! You used the pre-existing graphical assets in creative ways and graphics aside, the new gimmicks worked brilliantly. Fun times were had, I particularly like how simple but effective the moving ladder is!
The bosses had a few niggles here and there: Crusher Joe needed more of a tell for his main attack (I liked his second attack though!), the Propeller boss was pretty awkward to fight (and.. glitched out on me, so he was skippable, I'm not sure this was your fault though), I really liked Big Telly though.
The main Robot Master was pretty good though! Just align your sprites properly in the future. As an aside, props for putting Health Bars on the mid-bosses! All in all, consider this a win.
- Dr. Light's message at the beginning of the level suggests that, since Rush is disabled, you should use your other utilities more. This is a hint that each of the level's bosses is weak to a weapon that is primarily used as, if not doubles as, a utility; Big Fire Telly is easily damaged by Wire Adaptor, Super Cannopeller is hurt by Super Arrow, Napalm Man MK2 is weak to Wheel Cutter and Crusher Joe is vulnerable to Sakugarne
- During the judging period, the Super Cannopeller fight was skippable. It is unknown why this happened, as it was fixed in the final game.
- During Garirry's initial run through the level, several glitches occurred that strongly affected his opinion on the level. When the glitches were revealed to be a result of an error during distribution of game files and weren't originally in the level, Garirry changed his score and revised his judge comment. As his judge notes weren't designed for public viewing, they were never updated to reflect this, hence the notes being much more critical than the actual score and comment.
- The non-lethal spikes used by the level (and their editor graphics, normally unseen in gameplay) are included in the Megamix Engine and all games using it, where they are known as Damage Spikes.
|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|