Outer Excavation

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79th: Outer Excavation

Make a Good 48 Hour Mega Man Level

MaG48HMML-79-OuterExcavation.png
There's gold in them thar asteroids! Or at least, there's diamonds.

Outer Excavation is the 79th place entry in Make a Good 48 Hour Mega Man Level. It is a cave level that predominantly uses Drill Man's tileset (after an opening area that uses Guts Man's), and features Falling Platforms as its primary gimmick. Almost every one of these platforms is positioned over or near a hazard, such as a bottomless pit, death spikes, or Crystal Generators marked with chutes. The level is also noticeably starved of checkpoints, with the entire underground part having none between its start and the end, forcing Mega Man to redo much of the level whenever he dies.

Strategy

The beginning of the level has Room Low Gravity, giving Mega Man a much higher jump. As the only enemies here are stationary Metall Cannons and Picket Men, jumping past them to avoid fights is very easy to do. Falling Platforms and Crystal Droppers are introduced simultaneously over a bottomless pit, but the low gravity takes the edge off of things. Eventually, a Giant Metall Cannon blocks a boss door; behind which is a corridor that reinstates normal gravity and contains Wandering Heads bouncing everywhere. Guts Man is then fought as a midboss in an arena with three chutes dropping crystals from above; defeating him causes the floor to collapse, leading to the level's one and only checkpoint prior to the boss. Be mindful of a Jumbig lurking behind the door, aiming to strike as soon as Mega Man passes through.

For the next few screens, there's little of note save for simple Falling Platform setups and Metall Cannons often blocking the path. Joining them are La Jabas that attempt to ambush Mega Man, and Battontons that perch on the ceiling and target him. To help with jumping across Falling Platforms, keep jumping on one to stop it from dropping down. The Flame Mixer can also be used as protection against falling crystals, although it's possible for them to slip between the flames. Another Giant Metall Cannon appears directly next to a bottomless pit, from which a Wandering Head emerges roughly every seven seconds; without caution, it can easily knock Mega Man into the pit. A final Falling Platform gauntlet over spikes and pits precedes the end of the level, which culminates in a battle against Uranus. Dying here, however, means redoing the entire second half of the level again, so using the Rush Jet to fly over everything may be preferable to trying to complete it the normal way.

Judge Comments

Judge Comments
ParmaJon ParmaJon ParmaJon : 45 / 100
Design Creativity Function Fun Aesthetic
15 / 35 7 / 15 10 / 10 8 / 25 5 / 15



When the level started, I was really into it. The gimmicks worked really well with low gravity, and the enemies felt more like something to avoid than something to fight. The Guts Man tileset mixed with the space one looked really good. Then, when you get to the miniboss, the level starts to go downhill. Two minibosses in a row was just too much of a drain, and suddenly losing the low gravity just felt weird. Then the level turns into just being in Drill Man's stage and all the cool stuff from the first section is gone. For the love of God this section needed another checkpoint. It's super instant death heavy, overly long, and it's just okay otherwise. This level felt like just a big letdown to me. It's not awful, but I just don't think the underground section is terribly fun. It's just okay. It feels like such a departure from the earlier part where that feels out of place. I think pursuing either idea would be better than just throwing the two together like this. I'd have preferred a level more like the first part, but if the whole level was the underground and just more fleshed out, it could have also been better. It just feels too disjointed.

PKWeegee PKWeegee PKWeeGee : 60 / 100
Design Creativity Function Fun Aesthetic
17 / 35 9 / 15 10 / 10 14 / 25 10 / 15



The part before Guts Man was boring and dragged a bit. After that, though, it certainly picked up a lot. It would have easily done without the beginning part, starting you right off in the caves. Besides that, the cave section was fun, the combo of the bubble platforms and the crystal droppers was well handled inside of there. Also, Pluto's theme is amazing <3

M-Jacq M-Jacq M-Jacq : 40 / 100
Design Creativity Function Fun Aesthetic
10 / 35 5 / 15 10 / 10 4 / 25 11 / 15



Sometimes, one little thing completely incidental to the level design can completely destroy your enjoyment of a level. For me, it was the lack of a checkpoint before or after the midboss. I understand the logic behind not placing it there, given that there are the requisite two checkpoints at the "midpoint" and right before the final boss, but in practice every single death I had in the second half of the level happened at exactly the same point in the level, where that godforsaken Pepsi can was hopping around on the Bubble Man platforms, and I did not enjoy wasting a minute between attempts at that part. Eventually, I just stood backwards on a Rush Jet and crossed my fingers that I wouldn't get hit. This level mostly struggles from poor use of the Crystal Man drops, which were awful in Mega Man 5 but even worse here. With no tell to when they're going to fire, they're either a lame waiting game if you have solid ground to stand on or a nail-biting hellride if you're hopping between falling platforms and thus have to chance not getting hit. There's also a handful of extremely inconvenient enemy placements, almost all of which involve enemies that are hard to dispose of quickly being placed right by platforms over spikes/pits. The parts of the level that DON'T rely on those sorts of scenarios are handled well enough, but they're overshadowed by those truly annoying sections.

Freems Freems Freems : 50 / 100
Design Creativity Function Fun Aesthetic
14 / 35 8 / 15 10 / 10 10 / 25 8 / 15



It feels weird to play what is essentially two mini levels shoved together into one. I always have to question the use of an actual Robot Master as a miniboss, especially when there are two other minibosses in the same stage. I don't know if it's padding but something like that always feels off to me. The general gist of the level is pretty average with not much to talk about but I want to bring special notice to the problems with the Bubble Man platform introduction. You immediately pair them up with the falling crystals which combines a waiting challenge with that of a "gotta get off these platforms fast" challenge, which is good and all if it wasn't the first time we see the platforms in the entire level. Especially if someone doesn't know that you can jump on them repeatedly it just makes the opening needlessly difficult for someone who wouldn't know how the platforms work. I think it would work great as an end of the level challenge... Except it is an end of the level challenge but shorter. It may seem weird to say from someone who knows how all these gimmicks work already, but even when you know how they work, a cohesive difficulty curve is really important for making a level click.


Notes


Make a Good 48 Hour Mega Man Level - Tier 4
Entry Stages
Outer Excavation • Air Labs • Flower Core • Stormy Tower • Mega Man Saves Canada from the Evil Clutches of • Gettin' out of Dogecity • Cosmological Factory • Fortified Base • Saturn Fortress • Sleet Citadel
List of Bosses
Guts Man • Uranus • Blizzard Man • Dark Man 4 • The City of St. Petersburg • Air Man • Wood Man • Mercury • Giant Suzy • Saturn • Metall Daddy
Box Cartel
Dockalocker
Make a Good 48 Hour Mega Man Level
Characters
Mega Man (Costumes) • Dr. Light • Box Cartel (Don Atetemino • Kamikamin • Dockalocker • Blocky • Square Machine) • Roll • Joseph • Deleuze Pipi • Sarge • Sidequest NPCs
Special Weapons
Flame Mixer • Rain Flush • Spark Shock • Search Snake • Tengu Blade • Salt Water • Concrete Shot • Homing Sniper • Rush Coil • Rush Jet • Beat
Exclusive to Cheats
Treble Boost
Entries
A Waste of Space • Abandoned Mine • Air Labs • Alpha-Omega • Ancient Ziggurat • Asinine Factory • Base in the Boondocks • blainz • Braving New Depths • Bunker 20XX • Burning Bunker • Cascade • Caution: Moving Parts • Celestial Resort • Central Computer • Cloudy City • Combustible Alien Variable Events • Combustible Quagmire • Combustion Castle • Commando Caverns • Copper Cave • Cornerstone to Dominate • Cosmological Factory • Cossack's Playground • Crashing in the Dark • Cryonics Lab • Curious Skymachine • Cutting Edge Technology • Darkwing City • Deep Dark Temple • Deep Within the Jungle • Down the Drain • Enkers Revengeance • Exoplanet Everest • Faint Flying Factory • Fire Armed to the Beak • Flamecrush Forest • Flaming Fortress • Flower Core • Flowers and Thorns • Footloose • Forest Castle • Fortified Base • Frigid Inferno • Frozen Lab • Gettin' out of Dogecity • GraviMan INC. • Hopping High Above Danger • Ice Treatment Facility • IHOPEIWIN • Into the Furnace • Just a Space Level • Lasers and Platforms • Lime and Lame • Make a 48 Minute Mega Man Level • Mega Man Saves Canada from the Evil Clutches of • Megatroid • Minari Hydrospace Center • Mmmmmmmmmmmmmmmmmoon Base • Mystic Museum • Obligatory Enemy Spam Level • Oh No • Oh No! More Compactors • One Night in Xanadu • Orbital Assault • Ordinance With Lyrics • Outer Excavation • Perilous Mountain • Pint House Power House • Planet Xanlordus • Realm of the Lich Lord • Robot Recycling Center • Rocky Blocky Cavern • Running Down a Drain • Saturn Fortress • Scissors 'n Shrimps • Scrub City • Seahorse City • Short Base • Short-Tempered Circuit • Sleet Citadel • Slipping Through Time • Sonic Man's Spaceship • Space Pipes • Spicy Banana Bread Storehouse • Spicy Top Action • Stormy Tower • Super Pipe World • Taking a Dip • Tesla Coil • The Abyss • The Bouncy Octa Boom • The End of Needle Man?! • The Tiki Tiki Tiki Tiki Tiki Room • Through the Crabacombs • Toad Man's Underwater Sea Lab • Tower • Twilight Fortress • Untested Rush Job • Void Quest • Volcanic Facility • Warehouse of Conveyors • Water Park Sup • Weapon Testing Facility • Well Oiled Machine • Wily Station • Windy Conditions
Cartel Hideout
Deep Sea Break-In • Hydrothermal Layer • Pandora's Parlor
Locations
SS Elroy • Tier 1 • Tier 2 • Tier 3 • Tier 4 • Tier 5 • Tier 6 • Tier 7 • Tier 8 • Tier 9 • Tier 10 • Tier 11 • Cartel Hideout • Double-Action Boutique • Special Weapon Bootcamp
Devkit Bosses
Cut Man • Guts Man • Bomb Man • Fire Man • Metal Man • Air Man • Bubble Man • Quick Man • Crash Man • Flash Man • Heat Man • Wood Man • Boobeam Trap • Gemini Man • Top Man • Spark Man • Kamegoro Maker • Toad Man • Pharaoh Man • Dust Man • Metall Daddy • Gravity Man • Stone Man • Gyro Man • Dark Man 4 • Blizzard Man • Plant Man • Rounder II • Power Piston • Honey Woman • Mega Mech Shark • Commando Man • Chill Man • Solar Man • Enker • Quint • Punk • Giant Suzy • Ballade • Hunter Type A • Mercury • Saturn • Uranus • Iron Ball • Grey Devil • Dangan Man • Komuso Man • Oil Man • Sonic Man • Dyna Man
Modified Bosses
BombMan.EXE • Mother Brain • The City of St. Petersburg • Toxic Seahorse? • Bandana Wander Bell • Quick Man Duo • Darkwing Duck • Berserker Merserker • 🔥 Man • Lich Man • Empress Elysia • Not Napalm Man • Statue of Wizard Swenner
Box Cartel Fights
Kamikamin • Dockalocker • Blocky • Square Machine
Fortress Guardians
Sea King: The Aftermath • Shinsopod What! & Shinkhangel Where! • Don Atetemino
Other Bosses
Haunted TV • Shadow Imposter • Pirate Man