Force Man (stage)
- For the article on the boss, see Force Man.
| 25th : Force Man|
|Gee, that's pretty forceful of you.|
- "I actually just enjoyed a Force Beam stage. Me! ...I need time to process this."
- ―RoahmMythril, [Make A Good Mega Man Level 2 Let's Play]
Force Man is the 25th place level in Make a Good Mega Man Level 2, created by CosmicGem. The level focuses on using Quick Lasers in creative ways. The stage is also notable for its overuse of the Pakatto 24 cannon, an enemy choice maligned by all five judges.
The stage opens with some simple platforming segments, with the Quick Lasers not yet posing a threat to the player. The first horizontal-scrolling area introduces the stage's primary enemy: the infamous Pakatto 24. The first Noble Nickel is at the very end of this area, in a side-room guarded by Pakatto 24s and Birees; use Wire Adaptor to reach the ladder in the ceiling. On the screen immediately after this one, there's a side-path on the right behind more Pakatto 24s that leads to the second Nickel, reachable with any utility. The Nickel itself is at the end of a small platforming segment with low-ceiling jumps over bottomless pits, so jump carefully.
The next few screens introduce a new mechanic: slow-firing Quick Lasers that the player must race against before the laser blocks off their exit. Slide quickly through the three vents to get past the first Slow Laser, then drop right past the second one (dealing with or ignoring the Pakatto 24 just before it). The next room is another horizontal-scrolling area, where you must outrun a Slow Laser at the bottom of the screen to reach the exit on the other side of the room. The third Noble Nickel is also here, so you'll need to quickly double back from the exit drop to reach it before the Slow Laser blocks it off from you.
The stage now introduces blue Quick Lasers that periodically fire a finite beam in short intervals, requiring careful timing to get past. Just past the first Blue Force Beam is another Slow Laser at the end of a long, winding vent, behind a Finite Quick Laser shooting up from the floor, along with another Pakatto 24 and Biree. Quickly destroy the Pakatto, time your way past the laser beam and the Biree, then slide down past the Slow Laser. The fourth Nickel is easily spotted on the main path, up a pair of ladders protected by Finite Quick Lasers. Things get trickier now with platforming segments punctuated by more Pakatto 24s and double Finite Quick Lasers shooting up from the pits below. The final Nickel comes just at the end of this section in another side-room guarded by a Pakatto 24 and some Birees; use Super Arrow to clear the gap. You'll also need Wire Adaptor or Super Arrow to reach the Nickel itself. The final challenge of the level before Force Man himself comes from a tricky jump guarded by two Pakatto 24s and two Finite Quick Lasers firing onto the platform in the middle. Destroy the upper Pakatto 24 first, then jump onto the middle platform while the Finite Quick Lasers are off and quickly eliminate the lower one (or just use Super Arrow to skip the challenge entirely). After that, it's mostly a straight shot to the boss gate.
|SnoruntPyro : 37 / 50|
|JupiHornet : 36 / 50|
|Enjl : 32 / 50|
|Garirry : 37 / 50|
|ACESpark : 22 / 50|
Here's the issue: your enemy set, your primary gimmick, and your level layout do not mix. And frankly, I think Pakatto 24 was a HORRIBLE choice for your primary enemy in this level. This could've been mitigated by another enemy, or more enemy variety. Having only the two.. especially when one of them is almost at the complete antitheses of your level's gimmick, I'm sorry, I think this was one of your biggest mistakes. One of the problems early on is the fact that the player can get stuck, and are forced to kill themselves. This goes against Mega Man design, wherein gimmicks should either kill the player outright if they fail the challenge, or reset somehow. Forcing the player to kill hemselves goes against every player instinct. The other issues are very much related to my first comment: The timing of your enemies and your laser desync, forcing the player to either wait for them to sync again, or go ahead and get lucky. This really disrupts the flow of what is basically a revamped Quick Man stage. And it disrupts the fun aspect.
... and then the end of the level happens. There is a segment towards the end of the stage that is seriously cramped with a low ceiling, have the shielded enemies shooting at you, AND lasers?! This is too much. It is so awkward to time, and not helped by how easy it is to hit your head off the ceiling in that segment and fall to your doom. UGH. This segment, is your absolute low point. And I'll be honest, anyone playing should really just use Super Arrow in that segment. It is seriously awful.
I also have no idea what is, and isn't a pit. There are two drops almost on the same screen, one leads to a pit, the other leads to you continuing the level. I either need some way to tell where I should go, or you should use 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|