Launch Man & Shuttle Man (stage)
- For article on the bosses, see Launch Man & Shuttle Man.
| 8th : Launch Man & Shuttle Man|
|Get ready for takeoff!|
- "Dr. Wily still has not noticed me. Unbeknownst to him, I, the almighty Dennis, have amassed an arsenal of terrifying power. The enemies of my master shall quake in fear at the sight of my numerous transformations, each one more powerful than the last. I am immortal. I am infinite. I am eternal. Wily will notice me. Please notice me, Wily."
- ―Dennis (the most fearsome enemy of all time), Log Entry, Day 7.
Launch Man & Shuttle Man is the 8th place entry in Make a Good Mega Man Level 2. It is a sky-themed stage with some jungle elements in the first portion.
Dropping down after starting the level, Mega Man is greeted with a long room consisting of a Pandeeta, Imorms, a Heli Buton, and a Power Slam. While Mega Man can choose to simply go right to proceed, he can also take an extra path by going down a ladder midway through the room. The extra path begins with a Jet Buton and two Needle Presses. Mega Man can either climb up the ladder to get a Large Screw, or use Wheel Cutter to destroy a Wheel Block and move forward. In the following two rooms, Wheel Cutter must be used to climb up walls. The second of these rooms houses the first/second Noble Nickel on its left side. Climbing up the ladder at the top of this room puts Mega Man next to a Plant Man Platform and a Yaffu.
If Mega Man takes the main path instead, he will face a Needle Press, as well as a single Pandeeta guarding the first/second Noble Nickel. Climbing up leads to a long room with Jet Butons, Plant Man Platforms (the second of which is where Mega Man exits the alternate path from), a Yaffu, an Imorm, Rackasers, a Power Slam, a Big Telly, and for the first time, Rockets. The room after this is a vertical autoscroller, where Mega Man is forced to catch up with an airship heading into the sky, while avoiding being left behind by Jet Butons, Heli Butons, and a Big Telly. Mega Man must jump onto the ship to proceed; if he climbs to the top of the structure on the left before doing so, he will be able to grab the third Noble Nickel.
Once the airship is in the sky, Mega Man must go to the right and battle Turbo Roost. The next room, houses an Imorm, a Shield Attacker GTR, and a 1-Up. Taking the ladder down will lead to a secret room housing Dennis. Defeating Dennis and using the key he holds to unlock the Key Barrier, Mega Man can destroy two Slash Blocks to grab some screws, as well as the fourth Noble Nickel. Taking the main path, the next room has several Imorms, plus a Shield Attacker GTR and a Pandeeta, with the latter standing right in front of a key, which must be used to unlock the Key Barrier blocking the path. The next room requires the player to avoid a Shield Attacker GTR, Big Tellies, a Yaffu, Propeller Eyes, Rockets, and a Power Slam while jumping across Plant Man Platforms. A platform near the start of the room can be accessed using a support weapon, granting Mega Man the final Noble Nickel.
At the end of the room is a Spinning Platform, leading to a single room combining multiple Spinning Platforms with Rockets. After passing this room and taking out the Pandeeta in the room after it, a room with a Key Barrier blocking an E-Tank can be found; the only way to unlock this Key Barrier is to keep the key Mega Man got from Dennis. In the following room, Mega Man must fight the Air Devil. Once defeated, the Air Devil will drop the Energy Element in the next room, seemingly ready to collect...until Launch Man & Shuttle Man snatch it, after which the floor will be destroyed, leading to a room with two large Weapon Energy capsules and a 1-Up. Going into the next room leads to the battle against Launch Man & Shuttle Man.
|SnoruntPyro : 41 / 50|
|JupiHornet : 40 / 50|
|Enjl : 41 / 50|
|Garirry : 40 / 50|
|ACESpark : 48 / 50|
Because... let's face it, this stage is great. The gimmicks are simple, but effective. They compliment the level layout, and whilst you don't really do anything that clever with them, you do go beyond the minimum and hit a nice middle ground.
If I felt this was a problem though, you make up for it with your boss battles. Are you a Treasure fan by any chance? Because your boss fights take what is an above average stage, and, to excuse the pun, rocket it out of the arena. All 4 of them were great, (I'm counting Dennis. <3), very creative, and... just a whole lot of fun. They hit the perfect balance of challenge, neat attacks and flair. Your Robot Masters? I fell in love.
Not only would I want to see this stage in an official Capcom title, I think this actually BEATS most Capcom stages.
- Launch Man & Shuttle Man is the only level in MaGMML2 to receive a score of 40 or higher from all 5 judges.
|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|