16th: Chroma Key
Make a Good Mega Man Level
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| And this isn't even where the sadness begins!
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| Overview
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| Creator(s):
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Gyra Solune
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| Composer(s):
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Tetsuya Komuro (original), Unknown (cover)
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| Theme Music
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| Beyond the Time (8-bit)
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- "Enemy spam is fun, right, guys?"
- ―Duvi0, judge comment.
Overview
Chroma Key is the 16th place entry in Make a Good Mega Man Level. It's arranged in a color theme.
Strategy
Aside from a Sniper Armor it's pretty much smooth sailing until a Rolling Drill chase section. Either get behind them or try to escape. After the Rolling Drills, there will be a few rewards and a small section with Blockies and Helipons. After a Hot Dog in a box (actually two) you will reach the infamous Telly Spam of 2016. Run past it and it won't do much. There's also a Hot Dog at the end, though he doesn't really matter. Finish a little simplistic platforming with Petit Snakeys. Then you will find something worse than Telly Spam: Taban Spam. Top Spin and Thunder Wool go from being nigh useless to extremely useful in this section. Then you'll fight a Petit Snakey (which can be obliterated using the Thunder Wool) that when defeated will open up the gateway to the yellow section. In the yellow section, the fans act like water without the splashing animation. After the fan, there's a badly placed Power Muscler. Level over.
| Judge Comments
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snoruntpyro : 58 / 100
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| Personal Fun Factor
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Other Fun Factor
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Uniqueness
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Creativity
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Graphics
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Music
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| 13 / 25
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9 / 25
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12 / 15
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10 / 15
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9 / 10
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5 / 10
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The idea behind this stage was super neat, and I LOVED the mixture of the included tilesets (it looked great!), but the stage in general just didn't seem too terribly fun? Parts of it really felt like enemy spam, and while there were a couple neat things (like using the Hot Dog as a stage obstacle), it felt like enemies were kinda just slapped down, especially in the section with the snake miniboss.
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Cheez8 : 33 / 100
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| Personal Fun Factor
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Other Fun Factor
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Uniqueness
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Creativity
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Graphics
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Music
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| 4 / 25
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2 / 25
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11 / 15
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2 / 15
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5 / 10
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9 / 10
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There's a right way and a wrong way even for something like enemy spam. The right way in this case is to break up a constant stream of enemies with well-placed breathers- that way the game doesn't respawn, oh, say... a pair of ballistic green clowns every time the player backs away from anything. I at least loved the look of the first half, but then the level enters the jungle and loses what little focus it had.
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Duvi0 : 16 / 100
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| Personal Fun Factor
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Other Fun Factor
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Uniqueness
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Creativity
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Graphics
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Music
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| 2 / 25
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2 / 25
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1 / 15
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3 / 15
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5 / 10
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3 / 10
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"Enemy spam is fun, right, guys?"
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Mick Galbani / Blackmore Darkwing : 50 / 100
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| Personal Fun Factor
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Other Fun Factor
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Uniqueness
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Creativity
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Graphics
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Music
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| 9 / 25
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7 / 25
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8 / 15
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9 / 15
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8 / 10
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9 / 10
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This is a unique concept! I didn't quite expect this sort of level, and it worked decently well... conceptually. However, there are definitely some issues with the level design itself. First is the absolutely insane Telly spam, if you wait for much longer than 3 seconds that room becomes basically unmanagable. The Power Massler near the end also kind of bugged me since it was almost impossible to no damage without weapons. I managed to work around these issues, but not everyone will, creating a bit of a problem with this level. Final Comment: Beyond the Time is a good song.
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MrKyurem : 36 / 100
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| Personal Fun Factor
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Other Fun Factor
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Uniqueness
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Creativity
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Graphics
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Music
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| 5 / 25
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4 / 25
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9 / 15
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6 / 15
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7 / 10
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5 / 10
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The only part of this level I found interesting was the theming. The rest of the level was usually either rather dull, swamped with enemies that really didn’t need to be there, or in some cases, a mixture of both.
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