45th: A Mega Man For All Seasons
Make a Good Mega Man Level 2
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| Overview
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| Creator(s):
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Z-Saber
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| Composer(s):
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Z-Saber
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| Theme Music
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| Mega Man 2 - Bubble Man (Various arrangements by Z-Saber)
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- "Sir More, I presume. Hast ye any last words?"
- ―Executioner, the boss of the level.
Overview
A Mega Man For All Seasons is the 45th place level in Make a Good Mega Man Level 2. The level has a central theme of time travel, with the player traversing through the same area four times, a different season each time.
Strategy
All of this level's Noble Nickels are in the lower areas that have Sir Thomas More's cell in them.
| Judge Comments
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snoruntpyro : 26 / 50
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| Design
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Fun
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Creativity
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Aesthetics
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Functionality
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Skip Teleporter?
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| 7 / 15
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5 / 10
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6 / 15
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3 / 5
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5 / 5
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No
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Cute little level, though I do feel it kinda decreased in quality at the end and sorta became a mess. I liked the initial room with the setups with the Mummiras, but later rooms just kinda felt like enemy spam, especially the spring (?) one with the chicken enemies. The level is pretty short, so there isn't really much to say, though in the winter and spring sections it looked really weird when there was snow and rain that didn't animate. The idea is cool, and the dialogue with Thomas More and the executioner is funny, but there's not that much level design to go with it, and what is there is just okay. There's some weird enemy placement throughout, like, there's a Lightning Lord at the start you can just snipe from the ladder and never poses an actual threat, among other things. It's a cute and good attempt, but I feel like it just needed more content in general and needed a better central focus.
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JupiHornet : 19 / 50
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| Design
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Fun
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Creativity
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Aesthetics
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Functionality
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| 6 / 15
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3 / 10
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8 / 15
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1 / 5
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1 / 5
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As time went on, this level made less and less sense, and the enemy placement felt very spammy. The 3rd part was especially weird and nonsensical, with all the random flying shrimp. The graphics were pretty messy, especially the 4th section with the random sand everywhere. Overall, the time travel thing is neat, but it kinda feels like the level just copied the same section 4 times and changed the enemies around every time, sometimes adding more hazards. The gimmick started off nicely, but the level just feels really rushed, especially towards the end. Overall, good concept, bad execution.
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Enjl : 39 / 50
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| Design
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Fun
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Creativity
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Aesthetics
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Functionality
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Skip Teleporter?
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| 8 / 15
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9 / 10
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12 / 15
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5 / 5
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5 / 5
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No
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The plot in this level is what made it for me tbh. Throwing Mega Man into this timeline like that is pretty silly and while it is just the same few rooms over and over with a slight twist on it I found myself just smiling at the charm nonstop. I wonder how this level could've done more to mix things up. It tries its best by introducing elements like water and quicksand, though I found them to be more of a hassle than an addition to the formula, and while it did shake the environment up it went away before I was able to get accustomed to it. In a sense, I like the janky, rapidly changing environment that tries to get in the player's way over and over with different methods, I'm just thinking if there was a layout that would've allowed for more customisation between seasons... Sorry for rambling. Really fun level!
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Garirry : 30 / 50
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| Design
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Fun
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Creativity
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Aesthetics
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Functionality
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| 6 / 15
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6 / 10
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10 / 15
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3 / 5
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5 / 5
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| It's kinda meh. It's nothing too cheap or unfair, but it just doesn't feel like it's well built, with the stage layout and enemy placement being kinda random.
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I admit it was enjoyable. However, playing through the same design four times was kinda irritating.
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I really liked the concept here and I'm kinda surprised that nobody else used it. I liked the main idea behind the boss choice.
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It could be better. There are tiles that are just placed at random, and other broken tiles...
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Works just fine.
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It's a nice little stage. I liked the main concept behind it and I'm surprised that the seasons gimmick wasn't used in any other level. I also liked the boss choice and mini-plot. However, this level has many problems. Looking at the primitive stage layout as well as the bad enemy placement, I can say that I don't like the level design here. Additionally, I felt that getting through the same stage with minor variations four times was tiring. Also, the tiles are really broken and don't look good at times. Decent level overall, but it could be better.
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ACESpark : 27 / 50
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| Design
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Fun
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Creativity
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Aesthetics
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Functionality
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Skip Teleporter?
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| 6 / 15
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9 / 10
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9 / 15
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1 / 5
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2 / 5
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No
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This has to be the just about the oddest Mega Man stage I have ever played.
I mean, for all the issues, it's not without charm, and I personally found it entertaining... probably for the same reasons you chose to do such a thing, actually. I dig this area of history, and found the entire thing rather fascinating! The item hunt for the Nickels was pretty cool too, they're not hard, but they are neat 'can you spot the stray pixel clue', or 'spot this tiny hint' challenges.
The whole concept behind revisiting an area several times over the seasons was, great. It's almost handled well enough.. but not quite, as the further you get into the level, the less sense the obstacles make. Enemy selection was also all over the place, but not terrible, just some odd choices every so often.
Neat idea aside, this stage does have some glaring issues: There is a complete lack of challenge, outside of maybe the Squiddon mid-boss, and far, far, far too many power ups around the place make an already easy stage even easier!
By far the most noticeable problem is... I am not sure what is going on with the graphics here. For every well chosen tile there is two really weird choices, and the level almost feels like you're playing a glitched stage. I get the general look of the stage and what each bit is supposed to mean, but it looks so bizarre, and does not help the stage at all.
I also feel really sorry for Komuso Man right now. I'm not sure why he was stripped of his hit invincibility here.
There is also a potential soft lock in this fight, if Komuso isn't killed in time, he'll run out of the arena, and leave Mega Man stranded. Whoops, you, er, kind of needed a wall in this battle.
This was certainly an interesting level, I'd be interested to see what other weird ideas you could come up with next!
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Trivia
- This level was Z-Saber's first ever attempt at level design.
- Z-Saber has stated that the Komuso Man lacks invincibility frames because she wanted to make him easier, as she's not very good at Mega Man.
- The plot of this stage is based off of a movie called A Man For All Seasons.