| 54th : Orbital Station|
|I know this is a big emergency, but can we please lower the volume on the alarms?|
This level is known for softlocking the player. If this happens to you, press 2 to suicide."
- ―Info Box at the beginning of the level, providing a worrisome first impression.
Orbital Station is the 54th place level in Make a Good Mega Man Level 2. It is a stage taking place on a space station, with several sudden Gravity Flips.
After going right and climbing up a ladder guarded by a Crazy Cannon, Mega Man finds himself in a room with a Metall on the right, and a Blade Block and two Slash Blocks on the left. Destroying the Blade and Slash Blocks reveals the first Noble Nickel. Climbing up into a room with Eddie and walking to the right leads Mega Man to a room where he can choose between two sets of platforms to jump across: a series of stationary Daidines on the bottom, or a series of Drop Platforms on the top accompanied by Tellies. Taking the top path leads to an item that unlocks Wire Adaptor. Halfway through the room following this, a loud alarm blares as a warning that the hatches are opening, and Mega Man gets sucked towards the open hatches. Using a utility to go over the block straight above the hatch lets Mega Man reach the other side and collect the second Noble Nickel.
After dropping through the hatch, Mega Man loses control of his movement until he lands. If Mega Man jumps right under the platform on the left, he will flip upside down, and find himself on a secret route. The first room of this route is a long room with sudden gravity flips accompanied by spikes. If Mega Man keeps his gravity reversed, he can grab the third Noble Nickel. After this room is an elevator, which slowly leads Mega Man to a lower area while dropping spikes that he must avoid. At the end of the elevator is a route leading to the final Noble Nickel, located much later in the level.
Going to the right and dropping down (while also avoiding a Metall Mommy), Mega Man must fight a Kabatoncue while also watching out for four Space Metalls. After defeating the Kabatoncue and dropping through another room with Eddie, Mega Man goes through a small stretch of horizontal area with an Imorm, a Graviton, and a Crystal Joe. At the end of the room is a series of sudden Gravity Flips, which are also present in the following room. Mega Man then falls past one room (the same room holding the final Noble Nickel) and lands in a room with a swerving path below spike dropping machines, which can be avoided using utilities. At the end of the room is a boss gate, leading to the main boss, Boss Whopper.
This level was deemed skippable by the judges due to being extremely buggy and unpredictable, even being prone to softlocks.
|SnoruntPyro : 22 / 50|
|JupiHornet : 29 / 50|
|Enjl : 26 / 50|
|Garirry : 37 / 50|
|ACESpark : 11 / 50|
Why...would you put in such a complex gimmick...and barely test it!?
This level caused me so many soft locks with Mega Man - stuck in mid-air like a lemon. I just...this is almost unplayayble. Its not even hard to do this! Simple exploration by the player will get them stuck!
Don't get me wrong, cool concept... horrid execution.
So, even if your primary gimmick wasnt functionally busted, it usually doesn't even make sense when it does work. There's invisible gravity switches, random moments where the player just can't control Mega Man... none of this with any graphical indication of where and why this is occurring at all.
Yeah, no. This is horrendous.
By the way, your boss doesn't even want to face in my general direction. Quality.
Please - learn to test your levels!
|Make a Good Mega Man Level 2 - Tier 4|
|Alien Temple • Joe Destruction Co. • Neon Man • Jungle Base • Orbital Station • Shovel Knight • Poorly Named Level • Enhanced Mobility|
|List of Bosses|
|Alien • Neon Man • Whopper • Volt Man|
|The Scorching Duo|