| 20th : Escape Sequence|
|Gotta run, gotta run now!|
- "WARNING: Self-destruct sequence activated!
Teleportation requires one Energy Element!
Execute: release weapon energy limiter.
Execute: release speed limiter.
- ―On-screen text, first room of the level
Escape Sequence is the 20th place level in Make a Good Mega Man Level 2. It was created by Doctor Novakaine. It is a fast-paced level where Mega Man is given infinite ammo and increased speed to quickly get past a variety of obstacles. While the level acts like Mega Man is being placed on a time limit, such a time limit does not exist save for a few rooms where Quick Lasers will catch Mega Man if he doesn't move quickly enough.
Completing this level unlocks the "Cut Man?" Costume.
The first area after the first room is a very long stretch of obstacles and enemies, including two split paths, one of which requires squeezing between sets of Wanaans and spikes to get the first Noble Nickel, and another giving the choice between spike dodging paired with conveyor belts or facing a barrage of enemies. After a room where Mega Man must swerve back and forth while shooting Normal Destroyable Blocks to get away from Force Beams comes a long stretch with various frail enemies, with a sign at the start of the room recommending the use of Jewel Satellite. Taking a brief detour and surviving jumps across falling blocks and Drop Platforms leads to the second Noble Nickel.
After a second room where Mega Man must swerve to the top while shooting blocks and avoiding Force Beams is a room where Mega Man must use Rush Jet to fly across gaps while shooting Dust Blocks, cracked blocks, and enemies that will try to knock him off. After that is a room requiring use of Sakugarne. There is a group of Jet Bombs in this room that Mega Man can bounce off of to reach the third Noble Nickel. Following a third room with blocks and Force Beams is a long vertical section where Mega Man must use Super Arrow (and at the start, Wire Adaptor) to make his way to the top. He must also catch up with a Cossack Platform to safely traverse a series of ladders that lead to the room's exit.
After facing a pair of Building Platforms and a spike drop, Mega Man must use Wheel Cutter to ride up the walls of another vertical room, while being careful not to touch one of the walls with his body, as it is a wall of spikes. There is also a section on the left made exclusively of spikes that Mega Man can ride up with careful use of Wheel Cutter to grab the fourth Noble Nickel. After this is another room combining Destroyable Blocks and Force Beams; the last such room in the level.
The next room may seem foreboding, being a series of Galaxy Man Portals with enemies around them, but in reality the only thing Mega Man needs to do to traverse the portals safely is continue holding left after jumping into the first portal. After this is a vertical room with a plethora of enemies trying to attack Mega Man. Much like the last room, all Mega Man needs to do to make it out safely is hold up. Once he makes it to the top, he faces the final obstacle of the level; outrunning a group of Force Beams while jumping over Vs (The final Noble Nickel is also at the end of this area). After surviving this escape, Mega Man's speed will go back to normal, and he can walk to the room on the right to collect the Energy Element.
|SnoruntPyro : 30 / 50|
|JupiHornet : 33 / 50|
|Enjl : 40 / 50|
|Garirry : 40 / 50|
|ACESpark : 32 / 50|
The fact that every weapon has infinite ammo sets up what this stage is going to do from the start. And then uses the fact you have infinite ammo to do some really insane stuff. This level is, really creative!
Theres the double move speed concept. It's a clever enough gimmick, but pretty weird to actually play.
Some of the execution in spots is baffling though. The enemy set.. is.. just.. what-ever you felt like slapping in it seems. Sometimes you are left wondering what the hell that enemy is doing in the spot it's in. Some are pretty annoyingly placed though, and this applies to pretty much every Hammer Joe, Crystal Joe, and that single solitary Tanuki enemy.
Your biggest issue is: Far, far, far too much overcrowding. Particularly the areas where you are forced to use utilities. Enemies in those segments, are usually placed in such a way that it's too easy to mess up a shot or two, usually enough to throw off your rhythm and cause you to go into a pit or spike.
The main offender was the Rush Jet segment - I'm sorry, even when you're used to it, its frustrating, if only because there are enemies that become unavoidable. Either choose enemies, or destructible blocks, but not both!
Your Wheel Cutter based Noble Nickel was IRRITATING. This would've been fine had the walls used for ascent not ALSO been spikes. Making a player lightly tap left or right to dodge incoming spikes is just awkward.
This was... a very clever level. Let's leave it at that, but there's severe frustration spikes every so often that litter the stage. If these had been evened out.. this would probably be one of the top tier levels in my eyes. Anything not mentioned should be considered a positive.
There is one highlight really worth mentioning: Good force beam usage.
- At 125 screens, it is the level with the most screens of all contest submissions.
- The contest entry originally had very long loading times whenever the level was entered or the player died (~10 seconds each time the stage loaded). This was due to the use of multiple autotilers to try to cover the several different tilesets used in the stage. In one of the updates, Entity1037 manually retiled the stage to significantly reduce this loading time.
- The Force Beams in the transition areas between sections are activated by shooting the Normal Destroyable Blocks, which creates a Quick Laser Spawner in the area below the block.
- Sakugarne can bounce off the explosion effects that occur throughout most of the level. This was an unintended byproduct of the coding for the explosions effects, and was left in due to time constraints and being considered unlikely to cause significant issues for players.
|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|