Grassy Plains

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157th: Grassy Plains

Make a Good Mega Man Level 3

MaGMML3-157-GrassyPlains.png
It's plain to see railways are ruining our vast green fields.

Grassy Plains is the 157th place entry in Make a Good Mega Man Level 3. Contrary to the name, the stage mostly takes place up in the sky in the first half of the level, before shifting to a cavern utilizing graphics and enemies from Rockman & Forte: Mirai Kara no Chousensha. The first half of the stage utilizes rails, both for Crash Lifts (including a unique variant that breaks when stood on for too long) and for Bouncy Tiles that only become bouncy when they reach a gap in the rail. The second half abandons both in favour of a large variety of other gimmicks.

Strategy

The level begins with two Falling Platforms, before transitioning into a section containing the primary gimmicks of the first half of the level: Crash Lifts that utilize gaps in the rails to drop Mega Man off of them, Bouncy Tiles that travel across rails, conveyors, and what appear to be upwards slopes in the ground that actually act as semisolid platforms. The only enemies in this section are sporadic Chibees that pose little threat. Entering the boss gate at the end of this section leads to a fight against two Hanabirans in a flat arena. Beating both of them causes the floor below Mega Man to be destroyed, leading to a room with Eddie. Taking the Crash Lift at the beginning of the next area to the top of the rail will activate a Gravity Flip, causing Mega Man to fall onto the ceiling of the section.

The next section of the level continues to feature Bouncy Tiles on rails, Falling Platforms, and conveyors. This room also contains a single new Crash Lift variant: a damaged lift that does not change when meeting gaps in the rail but vanishes after a few seconds. The next boss door has nothing behind it, except for a teleporter leading to the second half of the stage.

The first area in this half of the level contains a single Lever, which creates a platform that allows Mega Man to reach the higher ground, alongside a pair of Shield Guards. Falling down the large pit at the end of this section leads to a branching path. The path to the left features a series of Concrete Platforms over a pit. The path to the right features Uranus Platforms and Wander Bells. Both paths lead Mega Man to a fight with a Knuckle Duster. Defeating it leads to a section with inverted gravity and a ladder at the bottom. Attempting to go down this ladder while gravity is flipped (by using the Magnet Beam or a similar utility) will kill Mega Man as if he fell down a pit once he enters the next screen. Going to the left of the ladder leads to a single Metall Dance, and a Key Barrier. Sliding into the left gap undoes the Gravity Flip and leads to the key needed to unlock the Key Barrier. Going back and unlocking the Key Barrier allows Mega Man to reach the first ladder under normal gravity, and thus safely access the next area.

The final section begins with an invisible current pushing Mega Man in shallow water, only for the water to abruptly stop at the next screen transition. Falling down and going to the right leads to a ladder after a series of pits. Going left after dropping down leads to the boss corridor. Note that there are no checkpoints in-between the Knuckle Duster and the final boss door, so dying will force Mega Man to perform the key puzzle again. The level ends with a battle against Miner Man, a Bomb Man reskin who appears to burrow underground, but the indication of where he is can still inflict and receive damage.

Judge Comments

Judge Comments
Mick Galbani Mick Galbani Mick Galbani : 36 / 100
Design Fun Creativity Aesthetics Functionality
14 / 35 5 / 25 5 / 15 3 / 15 9 / 10



At first, this didn't strike me as great, but I was at least *intrigued.* Not many levels use grassy plainlands for their visuals, and that gave the level something unique. It also had some neat toys, including bounce platforms on rails, some baffling pit rescue service (that doesn't always work) and these broken down Crash Lifts (which don't get NEARLY enough use for what they're capable of, on top of an ineffective intro). And... weirdly enough, Double Hanabiran works okay on a flat surface. Again, not great, but it at least had a good start.

And then we randomly switch to this generic CFTF cave, and my interest takes a nosedive. There's still some interesting elements, such as the random Wander Bell river. And the reskinned Bomb Man guy has a neat sort of concept behind him - I think it's cute to turn the jumping sprites into an indicator of where he'll come out. But otherwise? This loses a lot of its former charm, and turns into something completely boring. I wasn't sure what to expect from this, but... wow, what a disappointment.

Shinryu Shinryu Shinryu : 24 / 100
Design Fun Creativity Aesthetics Functionality
5 / 35 4 / 25 4 / 15 3 / 15 8 / 10



Well...the first half resembles the level's namesake, at least. I'm not sure why it switches to a cave setting midway through, but it definitely caused some mild confusion during my first playthrough. I would say this is just a minor oddity with the level's theming, but the sudden shift in ideas doesn't stop at just the visuals.

This whole level suffers heavily from the "one and done" problem; Where a gimmick or enemy will show up for a little bit, and then is never seen or heard from again for the rest of the stage. It's unfortunate, seeing as it has two rather interesting custom gimmicks in the first half: the deteriorating Crash Man lifts, and the bouncing platforms on rails. Both of these have the potential to be fun gimmicks, but they end up feeling very mishandled here. The platforming surrounding them (and the other gimmicks, for that matter) is very awkward, especially in the rooms that come after the two Hanabrians. The deteriorating platforms are used a total of three times (the first of which you can easily skip interacting with), while the bounce rail segment is made slightly annoying thanks to how easy it is to ricochet off the other spring spheres (especially that first cluster). The bad visual conveyance here doesn't help, as part of the platform's path doesn't have any rails to show where it leads.

The second half of the stage shares most of the same issues as the first half, barring certain things (like the music now looping properly). However, it feels...strangely empty by comparison. The room layouts are overly basic, even when doing some more intricate gimmick usage (such as the reverse gravity room or the water current segment). Granted, the first half wasn't all that exciting either, but its challenges were at least a little bit more engaging. All in all, it really makes me wish the level had just focused on its two custom gimmicks, rather than shifting between different ones for two (relatively short) halves of a stage.

Pachy Pachy Pachy : 49 / 100
Design Fun Creativity Aesthetics Functionality
16 / 35 11 / 25 9 / 15 8 / 15 5 / 10



Cavey Caves May Be Included.

Weird aesthetics and overall a rather awkward stage to get through. The primary detriment is that the stage often fails to convey what the gimmicks will do or are actively doing to the player.

It took me a while to understand why the line-guided bouncy balls sometimes bounce you and sometimes don't; they bounce you if the line is in the "off" state. Yeah, the fact the ball graphics don't reflect that, and the player was never introduced to it in a more controlled environment, was a fairly annoying experience, to say the least.

Same goes to the weird, almost-glitch-looking Crash Man platforms. Their whole concept is they just disappear if you stand on them for too long, but the graphics just don't convey what it's gonna do, like the bouncy balls again.

Gonna love dealing with airborne homing enemies as you stand on a tiny platform. Just don't fall off, 4head!

The second half just feels like a completely different entry, coupled with different theming and background music, and none of the gimmicks really carry over, except the random gravity flips.

The water "current" gimmick, again, has no graphics to immediately convey that the water is in fact pushing you. It took an unfair death to realize what was going on initially.

The boss is just a Bomb Man reskin that has somewhat confusing sprites. The arena is smaller to make it a little bit more tricky than his original incarnation, so that's at least something?

Flashman85 Flashman85 Flashman85 : 24 / 100
Design Fun Creativity Aesthetics Functionality
6 / 35 6 / 25 4 / 15 4 / 15 4 / 10



I want you to play this level like I did: picking apart the details and trying to break everything.

Sigh at the self-deprecating sign setting the level up for failure. Take in the unappealingly basic surroundings, but appreciate the graphical flair of the parallax clouds. Enjoy the understated soundtrack, and try not to think about the improper looping and melange of audio styles.

Recognize that the rail-guided platforms have creative merit. Consider that the crumbling platforms need a proper destruction animation, as well as bits of debris falling off, to clearly communicate what's going on. Criticize the bouncy platform trains for their nonexistent learning curve, inappropriate use of invisible rails, and failure to look like they belong against a blue background.

Ponder why the level title only refers to the first half. Raise an eyebrow at the Drill Man switch and the key gate, which waste time and muddy the challenge focus. Lament that most challenges are either empty and dull or egregiously unfair, and that more checkpoints are needed.

Marvel at how a body of water can look perfectly still but contain rushing water, and at how the water abruptly disappears when its purpose has been fulfilled. Observe that the only way to determine what's a downward screen transition and what's a bottomless pit is to throw yourself in. Reel at the boss's incomprehensible appearance and inconsistent vulnerability to Magnetic Shockwave.

Replay the level and avoid almost every challenge with Rush Jet. Enter every screen transition with the intent of crashing into something on the other side. Notice the invisible solid objects riding around on the moving platform tracks. See what catastrophic nonsense you can achieve with Magnet Beam when gravity is reversed. Hop on Rush Bike and push against the wind for a truly surreal experience.

There's a lot to work on for next time.

ACESpark ACESpark ACESpark : 37 / 100
Design Fun Creativity Aesthetics Functionality
13 / 35 7 / 25 7 / 15 4 / 15 6 / 10



How the springs on wires are taught is so poorly introduced that I almost asked the devteam if the stage had broken. Given that is the core mechanic in your opening area... not the best of starts.

Still, I can't go too hard on this, really, it's clearly a beginner's effort. So I'll just quickly point out what needs fixing for future stages.

Several screen transitions straight-up kill you if gone through wrong (either by being shunted out from a wall or just plain not having a floor to stand on), suddenly invisible wires that you need to know exist, and let's just say the music looping in this stage was... unique.

Yeah, this is a level that was not really tested now, was it. And areas in the final portion of the stage often feel tacked on and are frequently just devoid of any content, or with a gimmick showing up once and never again. Stick to just a few, otherwise the level really does feel also devoid of challenge.

Another recurring issue is the death pits simply aren't labelled as such via graphical changes. Given that the way forward and instant death look exactly the same, you can see why this is an issue.

All that said, I think the idea of wire-riding springs has potential and, honestly, the water rush at the end of the stage is a fun idea.

There was an attempt at a new Robot Master. He uh, y'know, it's cute. This is somewhere where a custom object was needed, since he still had a hitbox even when he's supposed to be, a warning I guess?

Yeah, not much else to say really.

Learning stage design is a gradual process, my recommendation is - try looking at the source games some more, especially the later ones. See what works. Learn from it.


Gallery

Notes

  • The screen with two damaged Crash Lifts has an invisible block in the middle of the rails.
  • This level features two sections where Mega Man must go to the right, jump over a series of pits, and reach a ladder to go down one screen. Although going down either ladder leads to a section where Mega Man must head left, the pits will still kill Mega Man.


Make a Good Mega Man Level 3 - Tier 2
Entry Stages
Damp RuinsTemple of Light and DarkGrand Fire PalaceToxic TroubleThe Haymay TrialsTrouble in the FortressWilys RedemptionCall Me IshmaelGrassy PlainsQuintsMetFactoryBallade's Square of DoomGravaqua2o
Bonus Stages
Space Crusade
List of Bosses
Mega Mech SharkPerfect Solar ManDarker ManDark EnkerDark Man 4Red DevilBalladeHoney WomanSplash WomanMiner ManQuint's Met MachineGravity ManDreadnought
Tier Boss
Repair Man
Miscellaneous
Tako Trash
Make a Good Mega Man Level 3
Characters
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Special Weapons
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Contest Weapons
Mix TapeLantern FlarePrismatic LaserBeet TillerRec CanBanshee WailPropeller VortexElectro CableTrack ShoesRoyal GuardBait BobberPower Line
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Wily Stadium
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Tier X
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Locations
Victor HeightsMagic Card CasinoLimestone PagodaTier 1Tier 2Tier 3Tier 4Tier 5Tier 6Tier 7Tier 8Tier 9Tier 10Tier 11Tier 12Tier 13Tier 14Tier 15Wily StadiumTier XNEO Pit of Pits
Tier Bosses
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Robot Masters
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Air Dab ManBakery Man DeltaBakery Man OmegaBakery Man ThetaBarrage ManBee ManBlackout ManBlue Bomber ManBlue Crash Man, But With 29 HealthBomber JoeCaptain N Guts ManCrest ManDRKMAN4.BATDark EnkerDarker ManDolt ManFake CycleGilded ManGlass Man CGravity JoeGravity Man SupremeHoney JoanJudgement ManMetal Man OverdriveMetool WomanMicro Quick ManMiner ManNeon Quick ManNight Air ManPerfect Solar ManPharaoh Man in the DarkPotted Plant ManQuick MontageRockman No Constancy QuickmanScorch Man V1Spark Man FlipSplash Woman OverdriveSuperheavy Samurai Big Ben KTemporal ManTempura ManTop Man GreenUranus MetVeteran Z
Entry Bosses
28 Devil CoresAdult WishAtlantisAtlasBaby WishBattle WindowsBeam StackBeam Stack MK2Blizzard BrigadiersBlizzard BehemothBlue Power PistonBubble CrabBuckyChangkeylierChoker OhmegaCompress JoeCopy RobotCrystal CoreDark Matter CapsuleDark WyvernDennis ReturnsD.E.VDigitigerDust DevilEgg CarrierFloating PointFractureGhost LightGrand TellowGuts Dozer NeoGwyndolinHeavyheintsThe InDestructiBallJoJo JoeJunk HunkKineMaster HandMecha SonicNamonaki RoboNecrozmaOrnstein & SmoughPipi CondorPrism DevilQuint's Met MachineRed DevilSovereign MachineSuper BlockSuper Lightning LordSYSTEMCORE.EXETrain TrioVanguardroidZombie DevilZ-Tank
Fortress Guardians
Regal MachineFalcon RockTengen TophammerKouker QugeMetilda McBossfaceNeko ManBassCerberus ManElement ManForge WomanHunter WomanPrestoWily Machine SPIREWily Jet
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Ice ManBomb ManFire ManAir ManBubble ManQuick ManFlash ManHeat ManWood ManPicopico-kunGuts DozerBoobeam TrapEnkerHard ManSpark ManKamegoro MakerDyna ManSonic ManDust ManMetall DaddyGiant SuzyPunkIron BallGyro ManStone ManDark Man 4BalladeHunter Type AHunter Type BBlizzard ManYamato ManRounder IIPower PistonMercurySaturnUranusGrey DevilDangan ManOil ManHornet ManMega Mech SharkHoney WomanCommando ManSolar Man
Grey Isles Bosses
Lava Stone ManKing LeonisStrongerGEORGESmall Fry SwarmEye of Btd'nhanDiabolicoQueen of HeartsNote WomanMist Man & Bowl ManAngler FishOnoxThermae ManSwaduronImpresariaVolt Man the AnnihilatorHard SplashShade SpamNadir DevilTop DummyGharial ManReturning Flash ArmorGreat CorePillar of Nebula
Bonus Bosses
DreadnoughtUsagi WomanHyper Plant ManMagnum ManReel ManKing ManNamahage ManStatic ManSlush Man
Arena Bosses
Break ManFake ManTerraCWU-01PYellow DevilGammaAlter ManVacant Avatar
Super Bosses
Returning Regular JoeNebula GreyMagic ManSheep ManErnest Will