Difference between revisions of "Lost Caverns of Jungata"

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|caption=Not surprising it got lost amongst the other Napalm Man tileset levels.
 
|caption=Not surprising it got lost amongst the other Napalm Man tileset levels.
 
|game=''[[Make a Good Mega Man Level 3]]''  
 
|game=''[[Make a Good Mega Man Level 3]]''  

Revision as of 01:59, 10 July 2024

85th: Lost Caverns of Jungata

Make a Good Mega Man Level 3

MaGMML3-85-LostCavernsOfJungata.png
Not surprising it got lost amongst the other Napalm Man tileset levels.

Lost Caverns of Jungata is the 85th place entry in Make a Good Mega Man Level 3. Taking place on the lost jungle island Jungata, the level centers around the Vanguardroid series of enemies and a mixture of different gimmicks from Mega Man 2, Mega Man 3 and Mega Man 5, primarily the Crash Man lifts, the collapsing red platforms and the jet bike from their respective games.

Strategy

It's a fairly straightforward romp through the first part of the stage. You'll have to carefully jump on a series of collapsing red platforms to go across a small lake. You'll run into two new enemies of the stage, the green Vanguardroid MK5 and a blue Vanguardroid MK4. The green Vanguardroids can rapidly fire their blasters and jump in the air. The blue Vanguardroids carry a ballistic shield that can block the player's shots. At the end of the first section you'll climb down a ladder and fall down another pit to the second section of the level.

You'll walk through an underground cavern filled with pits, waterfalls and the first Energy Element of the stage. The first energy The waterfalls' currents push you towards the edges of the platforms, which can lead to players falling to their deaths if they are not careful. At the end of the section, you'll come across a drop off section with spikes lining the walls. If you land on a small ledge at the last part of the drop off section, you'll see a wall of shootable blocks. Destroy those blocks and you'll enter a secret room with some random item boxes and an Energy Element. At the bottom of the drop off section, you'll encounter this stage's mini boss, the Roller Dragon MK2. It's basically a reskin of the Gorilla Tank from Mega Man 6. Its mouth cannon fires slightly faster than the Gorilla Tank and the rocket drill fires a bit faster as well. Shoot the Roller Dragon MK2's eyes to defeat it.

The next section has players walking through the jungle once more. There's a giant lake with two collapsible bridges. This section branches off into two separate paths. One path takes you to an underground river jet ski section and the other path takes you to another series of underground waterfalls and Crash Man lifts.

Jet Ski Path

If you go through the underwater entrance located at the bottom of the second collapsible bridge, this will take you to the jet ski path. You'll ride through the underground river dodging a variety of different enemies. There's an Energy Element floating in the air that you'll need to catch before you drive past it. After passing this section, you'll encounter a Giant Octopus mini boss. After defeating the mini boss, you'll encounter the ruins of an abandoned submarine. There are several item boxes and an E Tank you can pick up. There are a few rooms with Crash Man platforms that are floating above spikes and populated with Batton bats. Once you leave this section, you'll see a floating spinning platform. Climb aboard it and it will take you across a large pit and land next to a platform with a ladder. Climb up the ladder to the surface, which leads up to the final stretch of jungle that leads up to the boss room.

Underground Waterfalls and Crash Lift Path

If you pass the underwater entrance at the second collapsible bridge, you will walk across a small stretch of jungle until you encounter an entrance to an underground cavern. This section has a series of underground waterfalls and Crash Man lifts. You will need to carefully travel along the Crash Man lifts and watch your footing on the fast moving currents from the underground waterfalls. There is an Energy Element floating underneath a platform. Travelling along a series of Crash Man lifts, you'll find a platform with a ladder. Climb up the ladder to the surface, which leads up to the final stretch of jungle that leads up to the boss room.

Boss

The red Vanguardroid Commander Type is basically an edited Pharaoh Man boss. It will occasionally jump around the room, sometimes while shooting at the same time. It will occasionally stand still to charge up its buster and shoot a powerful, fast moving charge shot. The player's full charge shot is capable of doing a good deal of damage to the boss, however, the Laser Trident is just as effective against the boss.

Judge Comments

Judge Comments
Mick Galbani Mick Galbani Mick Galbani : 50 / 100
Design Fun Creativity Aesthetics Functionality
18 / 35 9 / 25 5 / 15 8 / 15 10 / 10



So... is there some reference here that I'm not getting? Or is Jungata not really a thing? Either way, this is an okay level with fairly inoffensive design. It makes decent use of its various cannon-based enemies, has some pretty neat Crash Lifts, and it was cool to see the beached submarine on the alternate path. It also has some decent Joe lookalikes: the regular one makes a decent obstacle. And while fighting it head-on can be a pain, I appreciate that the blue one is more challenging than a typical Sniper Joe.

Unfortunately, between the militaristic enemy set, the aesthetic, and the use of gimmicks like Waterfalls? Jungata feels less like its own thing and more like a Napalm Man 2.0. This... is a bit of a weakness, the lack of significant personal identity means Jungata fails to leave an impression. And while the Crash Lift sections are of some interest (though I wish they got more time without waterfalls), the combat sections and the jetski feel very 'standard', with no real interest. This level is still inoffensive, but it's also very unmemorable. For future levels, I would advise something that feels less derivative.

Shinryu Shinryu Shinryu : 44 / 100
Design Fun Creativity Aesthetics Functionality
14 / 35 8 / 25 5 / 15 7 / 15 10 / 10



This is a level that, at first, I didn't really have a strong opinion on one way or the other. There's nothing outstanding here, but it's also relatively inoffensive...at least until about one or two minutes in.

Starting off, the platforming/enemy placements are all pretty basic, barring a few questionable things here and there: The introductions to the Machine Gun Joe reskins could have been a bit better, plus there's one Batabattan during the first waterfall section that can easily catch you off guard and lead to a cheap death (seeing as he shows up right next to a Shadow Man platform). Those aside, however, I didn't have any other issues with the opening of the level...at least until I got to the spike drop.

For the record, I didn't have a problem with the spike drop itself (it's very easy, in fact). What I do take issue with, however, is putting a small side room with a token in it during that segment, and then putting a checkpoint at the end so you can't quickly redo it. Thankfully, it doesn't take that long to get back to that specific part, but even so, going through the opening section again just for another chance at that token room is still pretty tedious.

Unfortunately, the issues with tokens in this level don't stop there. The two remaining ones are on split paths, both with checkpoints at the start of them. I get this is probably meant to introduce replay value, but I still dislike the notion of having to redo a large portion of a level just to go down one other path for a single collectible. Granted, you can bypass this altogether if you take the bottom route with the Wave Rider segment, then backtrack a little to get the other token once the path converges. I'm not sure if this is intentional or not, but either way, it cuts out a lot of backtracking.

And really...that's all the notable stuff I can think of for this level. What remains after the tokens are pretty standard platforming challenges, with maybe the exception of the waterfall/Crash Man platform segment (which I actually found pretty engaging without utilities). If there were more sections like that, I definitely think this level would have fared better. Instead, the token routes and the potential tedious backtracking they represent largely overshadowed the rest of the stage for me.

Pachy Pachy Pachy : 65 / 100
Design Fun Creativity Aesthetics Functionality
19 / 35 16 / 25 8 / 15 12 / 15 10 / 10



Relic of Past Civilization!

Pretty straight forward level. A little bit generic as far as gimmicks go, with the Shadow and Crash platforms. There's also some weird reskins going on, possibly of references I don't really get. Despite that, the level still makes decent use of its gimmicks, and it's also fun looking at the supposed Jungata robots of the lost civilization.

During the spike drop there is a sudden split path for the token, which is a bit rude since it's easy to miss the platform first time around and be forced to restart when you reach the bottom and trigger a checkpoint.

Third token in the wave bike side section is a bit obscure to get to, not too bad though once you notice the hints.

Boss is a reskin of Pharaoh Man pretty much, with a few tweaks on the damage number to make it more punishing. Pretty nice attention with the respite work, though.

Flashman85 Flashman85 Flashman85 : 60 / 100
Design Fun Creativity Aesthetics Functionality
19 / 35 13 / 25 8 / 15 11 / 15 9 / 10



It must be a requirement that any jungle-themed level in this contest has to feel like it's missing some context. Between the unique-looking Joe enemies, the (very cool) beached submarine, and the intriguing secret room, there must be more of a story behind this level than the player can see.

Thankfully, I'm only curious, and not confused. Confusion only comes into play if I unwittingly go the wrong direction when the split paths reconnect. Polish issues like that are the level's biggest struggle.

Take the tile work, for example. The level does a good job of smashing together familiar tilesets to create something new (especially outdoors), and I dig the big hollow water pipe that spills into a pool. At the same time, the different tilesets don't always transition smoothly into each other, and individual tiles (usually corner tiles) look a bit off.

One thing that annoys me is falling blindly down a shaft, spotting what looks like a secret area, and then hitting a checkpoint before I have any opportunity to throw myself into a pit and go back for the secret. Waiting endlessly for moving platforms to sync up or loop back around is another annoyance. Special weapons certainly help, but they often remove the challenge entirely, which is the case with the tokens.

For me, set pieces such as the falling bridge and the dinosaur tank are the most memorable parts of the level. The soundtrack, too. Platforming and combat are fine--not overwhelmingly novel or engaging, but by no means terrible. Power-ups and checkpoints are decent, attempts are made to introduce new concepts safely, and it's nice that the boss's projectiles are destroyed along with the boss.

Focusing on a slightly smaller group of assets, fleshing out the story, and keeping a closer eye on the little details are what I'd like to see most here.

ACESpark ACESpark ACESpark : 66 / 100
Design Fun Creativity Aesthetics Functionality
23 / 35 16 / 25 7 / 15 10 / 15 10 / 10



This is a stage that lands in the realm of 'Fine'. It's a nice romp with a few flaws that knock it down, but overall still a fairly above-average Mega Man stage. It really leans rather heavily into Napalm Man, but does enough to not feel like a total rehash.

And it is a romp - I don't really come away from this stage marvelling at the enemy placement, but they also don't fall into the camp of mindless timesinks and nuisances - bar a few exceptions I'll note later, and some of the 1hp enemies that are a danger only as you're crossing platforms are honestly well positioned and fun.

Honestly? That first waterflow room ala Napalm Man is a blast - I think the lack of Copter Joes by itself does that. The use of Crash Man platforms overall did the job for me. Some fun timing challenges, but I think the waterfalls made the odd one a bit too tight.

The Battontons were really rather mean in this room though. This is probably the part of the stage I took the longest to clear, by a long shot. It didn't quite fall into frustrating but - I think this section might be rather divisive, as it's cutting it real close.

I appreciate the new enemy types - basic and familiar though they are - and I think they look rather nice, graphically. But they stick out like a sore thumb next to the cutesy Mega Man enemies. Ideally, it'd be rather nice to see the entire roster at least graphically swapped to be consistent, if possible.

The actual tiling on the stage is respectable and looks good to me. The shipwrecked submarine from Blizzard Man is a really cool segment to mix things up.

In many stages, the fact that death pits aren't graphically marked would be a knock against it - but a notable thing here is the stage design - basically makes that a non-issue, with the only exception being a weird water-pit on the Wave Bike path.

The use of split paths doesn't really detract here, and but don't really add anything either - I will say that the point where they reconnect is rather needlessly obtuse and confusing.

This stage has a rare case when I think a checkpoint is rather badly positioned - and too early. The drop for the Club token, is not at all easy to parse - so when you fail with a checkpoint immediately on landing - it makes repeated attempts require a total forced restart - really was rather vexing.

The boss, what-ever its name is, is a positive end to the stage and is also a simple fun romp. The charge shot probably does way more damage than it should - but it's also so well telegraphed that reliably dodging becomes second nature. Like, seriously, this is how to do telegraphed attacks of this nature - build up and a telltale sign it's about to launch. Good stuff.


Trivia

  • Both the Vanguardroid enemies and the island name "Jungata" originate from Lizardcommando's past Doom mods, with the former being enemies in his "Lizard Squad" mod.
  • The level design past the Roller Dragon MK2 fight incorporates many concepts and level fragments from Lizardcommando's past Mega Man Maker levels, namely "Mt. Shasta Mining Facility", "Jungle Iron Fortress", "Submerged Cavern" and "Escape the Submerged Cavern".
  • The level originally intended to have direct references to Lizardcommando's MaGMML2 entry SMB3, which were scrapped and replaced with the jetski section after playtesters pointed out such overt references could risk a leak penalty. These include:
    • The remains of a destroyed airship
    • Surrendering Koopa Troopa NPCs
    • A miniboss fight against a group of Koopa Troopas in an armoured bunker
    • A secret boss fight against a red Koopa Troopa going by the name of "Char AznaKoopa"
  • The Octoper OA fight in the jetski section was originally supposed to be a giant Loch Ness Monster-inspired custom miniboss, but it was scrapped due to Lizardcommando being unsure about how implement it.


Make a Good Mega Man Level 3 - Tier 8
Entry Stages
Metal Man Steals Other People's Conveyors • Worthless Man • Rock Fortress • Technical Support • Mirror Woman • Working in the Rain • The Stormscraper • Step on the Gas • Sparks and Sockets • Lost Caverns of Jungata • Gross Incandescence • Foo Man
Bonus Stages
King Man
List of Bosses
Metal Man • Honey Joan • JoJo Joe • Lunar Woman • Celestial Woman • Metall Daddy • Copy Robot • Hunter Type A • Hunter Type B • DRKMAN4.BAT • SYSTEMCORE.EXE • Mirror Woman • Toad Man • Gyro Man • Fake Cycle • Neon Quick Man • Vanguardroid • Ornstein & Smough • Gwyndolin • Foo Man • Battle Windows • Glitch Woman • King Man
Tier Boss
Mirage Man
Make a Good Mega Man Level 3
Characters
Mega Man (Costumes) • Dr. Light • Ernest Will/Dr. Wily • Dr. Regal • Hunter Woman • Forge Woman • Presto • Element Man • Cerberus Man • Bass • Proto Man • Magic Man • Sheep Man
Special Weapons
Spark Chaser • Laser Trident • Water Shield • Tornado Blow • Thunder Beam • Magnetic Shockwave • Ice Wall • Break Dash • Rush Coil • Rush Jet • Rush Bike • Magnet Beam
Contest Weapons
Mix Tape • Lantern Flare • Prismatic Laser • Beet Tiller • Rec Can • Banshee Wail • Propeller Vortex • Electro Cable • Track Shoes • Royal Guard • Bait Bobber • Power Line
Entries
A piece of cake, but with aesthetics • Abandoned Mine • Access Corridor Alpha • Air man's ultimate weapon • Akudama Empire Mothership • Alpine Weather Institute • Alraune Woman • An Ice Cave in Russia • An Underwater Adventure? Wow! • Arcade Archives • ArcaneMan -CHAOS TOWER- (CERN HQ Remains) • Assault Hunt • Bakery Man • Ballade's Square of Doom • Banshee Woman • Beat the Security System • Beet Man • Blizzard Resort • Bold and Trash • Boost Man • Bright Man Remix • Cable Woman • Call Me Ishmael • Cassette Man • Chaos Light City • Checkmate • Chemical Industry • Cloud Nine • CrashMan Simulator • Creatively Named Level • Crest Man • Crosshair Aware • Crystal Tower • Cursed Darkness • Cutman's New Warehouse • Cycle Facility • Damp Ruins • Dangan Factory • Dark Castle • Decoy Man • Devil Factory • DISCHARGEEEE • Disobedience of Superior Machines • Doorkman • Dunes of Discharge • Escape From the Wily City • Evil Energy Facility • Explosives Factory • Fairly Unfocused Newcomer's Bosses And Gimmicks Stage • Falling System Core • Fight, Kikkoman! For Everlasting Sauce! • Flamboyant Castle • Foo Man • Forgotten Factory • Frenzy Reactor • Froggy Gravity • Fruit Forest • Geek Man • Get Wild, Get Wet • Gilded Man • Girder Man Stage • Glass Factory • Glitched up Beta • Glitz Woman • Grand Fire Palace • Grassy Plains • Gravaqua2o • Gravity Wumbo • Gross Incandescence • Guitar Man • Hazard Hydro • Hit the Jackpot! • Hornet Man got a new Stage • House of Fun • Hunter Tower • I Hope I Lose: A Grand Tale • Identity Man • Interspatial Compression • Irrigation Irritation • It Was Rated Arr • Judgement Man • Just a Water Level • Lost Caverns of Jungata • Luminous Tower Ascent • Mafia Man's Gambling Palace • Malware Man • Magmatic Panic • mechanical factory • Mediocre Oil Level • Mega Man DEV • Metal Man Steals Other People's Conveyors • Metall Man's Metall Factory • Military Training Grounds • Mine exploration • Mint Candy Matrix • Mirror Woman • My First Megamix Level uwu xd lmao (dab) • Ninja of the Night • Not Delivering On Promises • Nowhere yet everywhere: When the world may loop • Operation: Narcissistic Stratosphere • Outer Reaches • Pick Your Poison • Pipe Man • Plataform Hijinks • Poudrin Man • Propeller Woman in the City in the Clouds • Pumpkin Patches • QuintsMetFactory • Radium Man • Rec Man • Red Mountain • Revenge of Tricastle • Robogarden • Rockbound Facility • Rock Fortress • Ruins of a Forbidden Kingdom • Secluded Terminal • Shape Woman • Skull Sans Megatale 4 • Skull Secret Zone • Sludge Man • Solar Inferno • Somewhere Underground • Sparks and Sockets • Spectrum Science • Stalks, Shoots, and Leaves • Stalling for time • Step on the Gas • Stolen Citadel • Sulfurific Abyss • Superheavy Samurai Big BenK • Suzy Love • Technical Support • Teetering Over the Edge • Temple of Light and Dark • The Actual Rock Man • The Cave Level That Exists • The Haymay Trials • The Heist • The hero as remixed • The Invincible Robot Army! Featuring Shoe Man! • The King's Lair • The Level Equivalent of An Old Man Rambling at You • The Return of Veteran Z • The Stormscraper • The Warped Void • Thermal Tundra • Top Man 2: Spin or Go Home • Tower of Dimentions • Toxic Trouble • Trailblazer • Treading The Wily Sewer System • Trouble in the Fortress • Undead Fortress • Ultimate Level • Underground Runaround • Unguarded Treasure • Up Down All Around • Walk-In Freezer • Water Level? Ice Level? • Weapon Data Center • Western Railway • wet • Wide Joepen • Wily in space (Roll's rescue) • Wily Rooms of Weapons • Wily's Haunted Castle • Wilys Redemption • Wily's Well-fortified Room • Where no met has gone before • Working in the Rain • Worthless Man • X6Meme • Y.M.C.A. • You Don't Know the Drill
Bonus Levels
Space Crusade • Just a Judge Level • Magnum Man • Reel Man • King Man • Static Man
Wily Stadium
Chaos Assault • Cross Armada • The Bronze Yard • Be the Smaller Person • The Level With a Met Pun • Armory Catastrophe • The Greatest Show of All Time
Tier X
Ancient Wastelands Gate • Erm... Watt the Shock! • Smashed Into Pieces • Sparkling Shrimp Stew • Olive Bomber • HI-R@SE BOTANIX • Mega Man in Wonderland • Note Woman • Genie's Alley • Secret to No One • Thermae Man • Detergent Determination • The Quickening 3D • Deserted Sector G-009 • Big Ugly Mess 2: Acting Unwise • Hollow Elysium • Return to Universe City V • Shrine of Nebula
Locations
Victor Heights • Magic Card Casino • Limestone Pagoda • Tier 1 • Tier 2 • Tier 3 • Tier 4 • Tier 5 • Tier 6 • Tier 7 • Tier 8 • Tier 9 • Tier 10 • Tier 11 • Tier 12 • Tier 13 • Tier 14 • Tier 15 • Wily Stadium • Tier X • NEO Pit of Pits
Tier Bosses
Regular Joe • Repair Man • Muscle Juggler • Mad Man • Puzzle Man • Ice Buster • Boki Lamira • Mirage Man • Pyre Duo • Sound Man • Wizard Man • Control Man • Death Man • Punch Donkey
Robot Masters
Aether Man • Alraune Woman • Arcane Man • Assault Man • Banshee Woman • Battery Man • Beet Man • Boost Man • Cable Woman • Cassette Man • Celestial Woman • Decoy Man • Discharge Man • Foo Man • Geek Man • Girder Man • Glitch Woman • Glitz Woman • Guitar Man • Hex Man • Hodenki • Identity Man • Lantern Man • Lunar Woman • Mafia Man • Magnet Man SF • Metall Man • Mirror Woman • Mooger Man • Old Man • Pipe Man • Poudrin Man • Prism Woman • Propeller Woman • Radium Man • Railway Team • Rec Man • Rock Man • Rook Man • Royal Man • Secret Melon • Shape Woman • Shoe Man • Skull Sans • Sludge Man • Sniper Man • Solaire Man • Stall Woman • Thermal Man • Token Woman • Treasure Man • Wood Man Nice • Yamato Man W
Modified Devkit Robot Masters
Air Dab Man • Bakery Man Delta • Bakery Man Omega • Bakery Man Theta • Barrage Man • Bee Man • Blackout Man • Blue Bomber Man • Blue Crash Man, But With 29 Health • Bomber Joe • Captain N Guts Man • Crest Man • DRKMAN4.BAT • Dark Enker • Darker Man • Dolt Man • Fake Cycle • Gilded Man • Glass Man C • Gravity Joe • Gravity Man Supreme • Honey Joan • Judgement Man • Metal Man Overdrive • Metool Woman • Micro Quick Man • Miner Man • Neon Quick Man • Night Air Man • Perfect Solar Man • Pharaoh Man in the Dark • Potted Plant Man • Quick Montage • Rockman No Constancy Quickman • Scorch Man V1 • Spark Man Flip • Splash Woman Overdrive • Superheavy Samurai Big Ben K • Temporal Man • Tempura Man • Top Man Green • Uranus Met • Veteran Z
Entry Bosses
28 Devil Cores • Adult Wish • Atlantis • Atlas • Baby Wish • Battle Windows • Beam Stack • Beam Stack MK2 • Blizzard Brigadiers • Blizzard Behemoth • Blue Power Piston • Bubble Crab • Bucky • Changkeylier • Choker Ohmega • Compress Joe • Copy Robot • Crystal Core • Dark Matter Capsule • Dark Wyvern • Dennis Returns • D.E.V • Digitiger • Dust Devil • Egg Carrier • Floating Point • Fracture • Ghost Light • Grand Tellow • Guts Dozer Neo • Gwyndolin • Heavy • heints • The InDestructiBall • JoJo Joe • Junk Hunk • Kine • Master Hand • Mecha Sonic • Namonaki Robo • Necrozma • Ornstein & Smough • Pipi Condor • Prism Devil • Quint's Met Machine • Red Devil • Sovereign Machine • Super Block • Super Lightning Lord • SYSTEMCORE.EXE • Train Trio • Vanguardroid • Zombie Devil • Z-Tank
Fortress Guardians
Regal Machine • Falcon Rock • Tengen Tophammer • Kouker Quge • Metilda McBossface • Neko Man • Bass • Cerberus Man • Element Man • Forge Woman • Hunter Woman • Presto • Wily Machine SPIRE • Wily Jet
Devkit Bosses
Ice Man • Bomb Man • Fire Man • Air Man • Bubble Man • Quick Man • Flash Man • Heat Man • Wood Man • Picopico-kun • Guts Dozer • Boobeam Trap • Enker • Hard Man • Spark Man • Kamegoro Maker • Dyna Man • Sonic Man • Dust Man • Metall Daddy • Giant Suzy • Punk • Iron Ball • Gyro Man • Stone Man • Dark Man 4 • Ballade • Hunter Type A • Hunter Type B • Blizzard Man • Yamato Man • Rounder II • Power Piston • Mercury • Saturn • Uranus • Grey Devil • Dangan Man • Oil Man • Hornet Man • Mega Mech Shark • Honey Woman • Commando Man • Solar Man
Grey Isles Bosses
Lava Stone Man • King Leonis • Stronger • GEORGE • Small Fry Swarm • Eye of Btd'nhan • Diabolico • Queen of Hearts • Note Woman • Mist Man & Bowl Man • Angler Fish • Onox • Thermae Man • Swaduron • Impresaria • Volt Man the Annihilator • Hard Splash • Shade Spam • Nadir Devil • Top Dummy • Gharial Man • Returning Flash Armor • Great Core • Pillar of Nebula
Bonus Bosses
Dreadnought • Usagi Woman • Hyper Plant Man • Magnum Man • Reel Man • King Man • Namahage Man • Static Man • Slush Man
Arena Bosses
Break Man • Fake Man • Terra • CWU-01P • Yellow Devil • Gamma • Alter Man • Vacant Avatar
Super Bosses
Returning Regular Joe • Nebula Grey • Magic Man • Sheep Man • Ernest Will