Cyber Man (stage)
- For article on the boss, see Cyber Man.
| 7th : Cyber Man|
|The legacy still lives on!|
- "The fact that you took what is basically an instant-death layout and Super Meat Boy'd it, was very nicely done, and a really clever way of handling it."
- ―ACESpark, excerpt from judge comment.
Cyber Man is the 7th place entry in Make a Good Mega Man Level 2. It's a remake of a level from the 2005 fangame Mega Man Final 3: The Legacy Lives On. The level's primary gimmick is blocks that warp Mega Man back in the level when touched. Secondary gimmicks include Conveyors, Compactors, Elec Blocks, CD Launchers, and Maze Warp sections.
At the start of the level, the first Noble Nickel can be seen on the left in a closed-off area, but can't be collected yet. The first room focuses mainly on combining the Warp Blocks with Mettaurs, Crazy Pellers, and a Wall Blaster II. The following room houses the midboss, the Warp Anomaly. If Mega Man gets hit by the Warp Anomaly and goes left, he will find a room containing several Gremlins, two Blade Blocks, and the second Noble Nickel. Continuing to the left takes Mega Man straight to the room preceding the boss.
If Mega Man simply avoids the Warp Anomaly's attacks, he will be taken to a room with multiple Ring Rings, a Dachone, and a Wall Blaster II, with the latter guarding an E-Tank over a bed of spikes. Using Rush Jet to traverse the top of this room wraps Mega Man back to the start of the level from the area where the first Noble Nickel is held. Going down instead leads Mega Man to a room combining Ring Rings, a Crazy Peller, and a Wall Blaster II with the Warp Blocks and Conveyors. The end of the room has two possible exits: A normal exit, and a lower exit requiring Flash Stopper. Using the latter exit makes the screen wrap around, allowing Mega Man to collect a 1-Up and small screw, then slide to the right to find a Grab Block containing 3 large screws. Taking the normal path simply lets Mega Man continue through the level.
The following room utilizes both Conveyors and Compactors, with a Wall Blaster II, a Mettaur, and a Ring Ring as additional obstacles, with a bed of Warp Blocks at the very end. The room above this introduces the Rong Rong as well as modified Elec Blocks, with the room after it adding projectile-shooting blocks into the mix. Going down in the latter room leads to a room containing the third Noble Nickel, which will wrap back to the previous room if Mega Man goes down again. Because of how the area is structured, Mega Man cannot yet collect the Nickel, but he must shoot a Grab Block in the room mid-fall if he wants to collect the Nickel later.
The next room includes a more detailed combination of CD Launchers and Elec Blocks, with a Crazy Peller and a Mettaur serving as additional obstacles. The room above uses the same gimmicks, as well as two Rong Rongs. The top of the right side of the room has an M-Tank blocked off by a Slash Block. By using Rush Jet to go through a secret passageway on the left, Mega Man can obtain the third Noble Nickel. If Mega Man goes up instead, he will have to go through two rooms that require careful maneuvering around Warp Blocks. The first of these rooms includes Conveyors and a Rong Rong, and the second requires Mega Man to fall between a diagonal tunnel of Warp Blocks, with a Wall Blaster II and a Mettaur waiting at the bottom. After a simple room with a Wall Blaster II and two Crazy Pellers comes a room with a Dachone, with a boss gate out of reach. Getting to the boss gate without weapons requires Mega Man to climb down a ladder at the right side of the screen, which will wrap him around to the top ladder on the same screen. If Mega Man climbs up the ladder instead, he will find a room filled with Blade Blocks, Sakugarne Blocks, Elec Blocks, two Coccos, and the final Noble Nickel. Going through the boss gate leads to the boss fight against Cyber Man.
|SnoruntPyro : 39 / 50|
|JupiHornet : 45 / 50|
|Enjl : 39 / 50|
|Garirry : 46 / 50|
|ACESpark : 45 / 50|
It also felt over too soon, just as it was getting really interesting. That does say everything though. I was stunned.
Not only did this feel like a Mega Man stage, this felt like an all time classic one.
Everything was really original, and when it wasn't being original, you had serious flair to back it up. Nice graphics, good music, really cool special effects and I loved the Battle Network reference! The fact that you took what is basically an instant-death layout and Super Meat Boy'd it, was very nicely done, and a really clever way of handling it.
The Noble Nickels were also very clever and sneaky, but not frustrating, although they require a little TOO much backtracking for their own good, but this sort of weapon usage for the optional stuff was pretty well handled.
The Robot Master was fun, if a little easy. Maybe he should've dealt a little more damage? I never felt in danger during the fight.
I did unfortunately have the Robot Master hilariously glitch out on me quite, quite badly, which caused a softlock. Awkward.
Still, this was such a cool stage, I loved it. Well done.
- Normally, touching any part of a Warp Block will trigger the warping effect and teleport Mega Man. Interestingly, riding Sakugarne lets Mega Man interact with the blocks as if they were normal solid tiles. Even more interestingly, this applies even if you touch the sides or bottom of the Warp Blocks.
|Make a Good Mega Man Level 2 - Tier 10|
|Boil Man • Komuso Temple • Launch Man & Shuttle Man • Cyber Man • Beneath Sand and Rock • Quarantine Woman • Neapolitan Man • Haunt Man • The Stage Nobody Asked For • Identity Crisis|
|List of Bosses|
|Boil Man • Air Capsule • Komuso Man • Launch & Shuttle Man • Cyber Man • 8 Centipeder Tower • Quarantine Woman • Neapolitan Man • Haunt Man • Spiked-Wall Man • Pharaoh Man's Revenge • Alter Man|
|The Moon • Birdo • Glass Man|