Weapons Playground 1-8

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Weapons Playground 1-8
If only Mega Man would think to push the box...
Information
Added as an example level in version: 1.8.0
Creator(s): JumpDashEvade
Screens: 63
Available weapons: Copy VisionThis weapon is unusable at the start of the level.
Spread DrillThis weapon is unusable at the start of the level.
Magic CardThis weapon is unusable at the start of the level.
Tengu BladeThis weapon is unusable at the start of the level.
Ice WallThis weapon is unusable at the start of the level.
Wave BurnerThis weapon is unusable at the start of the level.
Grab BusterThis weapon is unusable at the start of the level.
Salt WaterThis weapon is unusable at the start of the level.
TangoThis weapon is unusable at the start of the level.
Break DashThis weapon is unusable at the start of the level.
Electric ShockThis weapon is unusable at the start of the level.
Spark ChaserThis weapon is unusable at the start of the level.
Available characters: Mega Man
Bass
Active abilities: Slide, Charge Shot (MM6)
Bosses: None

Weapons Playground 1-8 is an Example Level created by JumpDashEvade.

This level focuses on showing various nuances of the weapons introduced in version 1.8.0.

Walkthrough

Hub Rooms: The level starts in a hub that functions as a stage select. To the left are four challenges based on weapons from Mega Man and Bass. Above the starting room is four challenges based on weapons from Mega Man V. Finally, the four challenges on the right feature two from each.

In this room, there are two Key Doors that require six Keys each. Once these are unlocked, the Energy Element will be free to collect. However, this requires clearing every weapon stage.

The final room of the hub is reached every time a stage is cleared, and exists only to reset the Music, Astro Gates, and On/Off Switchs.

Copy Vision: Upon entering, the player's health is set to 1, meaning Mega Man will die upon taking any damage.

This stage features Boobeam Rails to signal where Copy Vision must be used. First, the player must use it to fire at a Kakinbatank. Afterwards, after progressing past it, it must be used in front of, but facing away from, a Oshitsu Osarettsu. Following that, in the path of Steam to cool down some Hot Plates.

The final section is more complex. Upon reaching the Coltons, slide under them to the left side. Use Copy Vision to divert their aim to the right without despawning the copy. Climb the ladder, and create another copy to their right, diverting their aim again. Finally, create copies to defeat them and reach the end.