Difference between revisions of "Enhanced Mobility"
(Created page with "{{Levelinfo |align= right <!-- ===========Info============== --> |title= Enhanced Mobility |rank = 51st |image= File:MaGMML2-51-EnhancedMobility.png |caption= Now you're...") |
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|collectables = 3 Noble Nickels | |collectables = 3 Noble Nickels | ||
|enemies = | |enemies = | ||
| − | * Fan Fiend | + | * [[Fan Fiend] |
| − | * Shigaraki | + | * [[Shigaraki]] |
| − | * Crazy Cannon | + | * [[Crazy Cannon]] |
| − | * Tatebo | + | * [[Tatebo]] |
| − | * Cannopeller | + | * [[Cannopeller]] |
| − | * Fire Telly | + | * [[Fire Telly]] |
| − | * Swallown | + | * [[Swallown]] |
| − | * Bomb Thrown | + | * [[Bomb Thrown]] |
| − | * Skull Walker | + | * [[Skull Walker]] |
| − | * Metall K1000 | + | * [[Metall K1000]] |
| − | * Pandeeta | + | * [[Pandeeta]] |
| − | * Taban | + | * [[Taban]] |
| − | * Cocco | + | * [[Cocco]] |
| − | * Corocco | + | * [[Corocco]] |
| − | * Rock Thrown | + | * [[Rock Thrown]] |
|other = | |other = | ||
|music = Rockman 6 Complete Works - Mr. X Stages | |music = Rockman 6 Complete Works - Mr. X Stages | ||
| Line 56: | Line 56: | ||
The first part of the stage is mostly just to get used to the Galaxy portals' new physics, so you should be fine. The second screen has two paths to take, but they both lead to the same place: a vertical climbing section, where you must fling through a Galaxy portal network while avoiding spikes. There are two paths to take here: an upper path to the left and a lower one to the right. Taking the upper path then heading left leads right to first of the stage's two Energy Elements... it's literally right on the next screen. But don't grab it just yet, because the '''first Noble Nickel''' is just below, guarded by some Fire Tellies. Grab the Nickel then climb back up and grab the Element. Part one down. | The first part of the stage is mostly just to get used to the Galaxy portals' new physics, so you should be fine. The second screen has two paths to take, but they both lead to the same place: a vertical climbing section, where you must fling through a Galaxy portal network while avoiding spikes. There are two paths to take here: an upper path to the left and a lower one to the right. Taking the upper path then heading left leads right to first of the stage's two Energy Elements... it's literally right on the next screen. But don't grab it just yet, because the '''first Noble Nickel''' is just below, guarded by some Fire Tellies. Grab the Nickel then climb back up and grab the Element. Part one down. | ||
| − | Whew! That was quick, wasn't it? Now let's go do the rest of the stage, shall we? Head back in and make your way back to the vertical section and this time take the lower path. The stage's | + | Whew! That was quick, wasn't it? Now let's go do the rest of the stage, shall we? Head back in and make your way back to the vertical section and this time take the lower path. The first of the stage's two Jet Sled sections is just beyond here, but before you jump on the Sled, jump over it and head a bit to the right to grab the '''second Noble Nickel'''. Actually, you're probably better off skipping the Sled altogether: the section is very short, has little enemies and all the jumps are perfectly manageable on foot. However you choose to go, just make your way to the right and jump down. |
This next bit is just a straight platforming section with a random assortment of enemies; just make your way left. At the end is a spike drop that uses Galaxy portals to alternatively protect and hinder you. Remember that it's easy to accidentally land back in the portal you just popped out of while trying to fall past it, potentially trapping you in a loop of jumping in and out of the same portal over and over, then correcting your trajectory too much and then landing into spikes, but it's very doable. Once you reach the bottom you'll fall into an actual teleporter portal that takes you to another straight platforming section with random enemies. Again, make your way to the left. | This next bit is just a straight platforming section with a random assortment of enemies; just make your way left. At the end is a spike drop that uses Galaxy portals to alternatively protect and hinder you. Remember that it's easy to accidentally land back in the portal you just popped out of while trying to fall past it, potentially trapping you in a loop of jumping in and out of the same portal over and over, then correcting your trajectory too much and then landing into spikes, but it's very doable. Once you reach the bottom you'll fall into an actual teleporter portal that takes you to another straight platforming section with random enemies. Again, make your way to the left. | ||
Revision as of 20:57, 7 May 2018
{{Levelinfo
|align= right
|title= Enhanced Mobility
|rank = 51st
|image=
|caption= Now you're thinking with portals!
|game=Make a Good Mega Man Level 2
|creator= Trainman2177WS
|composer= Yukio Takehara,
Naoto Tanaka
|artist=
|programmer =
|gamenum = 2
|judge1 = 29
|judge2 = 21
|judge3 = 28
|judge4 = 31
|judge5 = 28
|totalscore = 25.8
|elements = 2
|collectables = 3 Noble Nickels
|enemies =
- [[Fan Fiend]
- Shigaraki
- Crazy Cannon
- Tatebo
- Cannopeller
- Fire Telly
- Swallown
- Bomb Thrown
- Skull Walker
- Metall K1000
- Pandeeta
- Taban
- Cocco
- Corocco
- Rock Thrown
|other = |music = Rockman 6 Complete Works - Mr. X Stages |location = Tier 4 |previous = Poorly Named Level |next = Holy Crap, Mega Man Can Airslide? }}
Overview
Enhanced Mobility is the 51st place entry in Make a Good Mega Man Level 2, created by Trainman2177WS. The stage's gimmick is using Galaxy Man portals as one-way boost pads that propel you upwards.
Strategy
The first part of the stage is mostly just to get used to the Galaxy portals' new physics, so you should be fine. The second screen has two paths to take, but they both lead to the same place: a vertical climbing section, where you must fling through a Galaxy portal network while avoiding spikes. There are two paths to take here: an upper path to the left and a lower one to the right. Taking the upper path then heading left leads right to first of the stage's two Energy Elements... it's literally right on the next screen. But don't grab it just yet, because the first Noble Nickel is just below, guarded by some Fire Tellies. Grab the Nickel then climb back up and grab the Element. Part one down.
Whew! That was quick, wasn't it? Now let's go do the rest of the stage, shall we? Head back in and make your way back to the vertical section and this time take the lower path. The first of the stage's two Jet Sled sections is just beyond here, but before you jump on the Sled, jump over it and head a bit to the right to grab the second Noble Nickel. Actually, you're probably better off skipping the Sled altogether: the section is very short, has little enemies and all the jumps are perfectly manageable on foot. However you choose to go, just make your way to the right and jump down.
This next bit is just a straight platforming section with a random assortment of enemies; just make your way left. At the end is a spike drop that uses Galaxy portals to alternatively protect and hinder you. Remember that it's easy to accidentally land back in the portal you just popped out of while trying to fall past it, potentially trapping you in a loop of jumping in and out of the same portal over and over, then correcting your trajectory too much and then landing into spikes, but it's very doable. Once you reach the bottom you'll fall into an actual teleporter portal that takes you to another straight platforming section with random enemies. Again, make your way to the left.
At the end of this section is another Jet Sled section, this one much longer, packed with enemies and with jumps you can't clear easily without utilities, so you might be better served taking the Sled this time. Just remember to stick to the lower path and spam the fire button, because most of the enemies are near the very edge of the platforms and getting hit will mess up your jump. The last part of the level is another vertical climbing section with the portals, this time longer and more densely packed with spikes. There are two paths you can take to start your ascent, but you should stick to the left starting point, because the right one has a part where it's impossible to avoid the death spikes. This segment can feel very narrow and intimidating at points, but the portals are so close together, and are so generous about where you can enter them, that it's easy to correct your course. At the very top is the second Energy Element, but remember to jump out to the right after the second-to-last portal to pick up the final Noble Nickel before you reach it. After that, ride the portal network back to the top and collect the Element.
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Secondly - most of the Galaxy Man Teleporters can also be outright skipped without even using weapons. This is a bit silly. This stage wants to do two paths - which is weird, because of the paths is incredibly short, so short in fact it doesn't really warrant existing (like, it feels short enough to only have a Noble Nickel in it.), the other has some thought put behind it and is a decent length at least. Enemy selection in the stage was - frankly - spotty. There are many instances of only a single enemy of a type showing up in the stage, usually without thought to their placement. It's all a hodgepodge, and really doesn't help the level any, mostly because many of these are really badly placed. The single random Cocco is an example of an enemy that shouldn't sit where it is, as it is more nuisance than challenge. The tileset appears to be random blocks placed all over the place. At no point does this level seem coherent, which makes it fairly ugly to look at. I'll give you praise where you deserve it - your checkpoint placement was great, and the final room on the long path, whilst silly, was a very clever way of using the Galaxy Man Teleporters. The spike drop earlier in the level was also well handled. Everything else was a bit lackluster, in most cases, and rubbish in others, and the fact so much of the level can be played by outright ignoring segments is ridiculous. |
| Make a Good Mega Man Level 2 - Tier 4 | |
|---|---|
| Entry Stages | |
| 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 | |
| Tier Boss | |
| The Scorching Duo | |