Automata Fortress

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Automata Fortress
Information
Added in version: 1.3.0
Creator(s): Nickelasse
Screens: 33
Available Weapons: Mega Buster
Flash Stopper
Available Characters: Mega Man
Active Abilities: Slide
Bosses: None

Automata Fortress is an example level created by Nickelasse. This level requires quick uses of Flash Stopper for its puzzles and platforming segments.

This level was added as an example lever after winning first place in the non-traditional category of the 2017 Mega Man Maker Level Creation Contest.

Walkthrough

Warning: Although this level supplies several Weapon Energy Pickups for Flash Stopper, overusing the weapon during certain segments may lead to the level being impossible to finish, requiring a restart.

This level begins with a slow descent on a Cossack Platform. This only provides theming and presents no danger.

The first real challenge requires the player to time their usage of Flash Stopper to land on some Yoku Blocks without touching the Force Beams. After shooting a Weapon Block in the way, the player must freeze time so they may platform over some blocks without another Force Beam killing them. Afterwards, the player must jump down past two more to shoot another Weapon Block in the way.

Following that is a small hallway with two Hotheads and some Coumb Bombs. Simply blow up the bombs blocking the way and move on. Afterwards, the player must platform across a long room over Yoku Blocks. At the end of the room is an optional checkpoint.

Following this, the player must platform to the top of the room, avoiding attacks from a Beak, then use some Lift Platforms to reach a ladder.

The next room contains only a single Hothead in the way. However, sliding into the left wall will reward the player with Weapon Energy and an M-Tank.

Afterwards, a room with more focus on puzzle solving is shown to the player. The player must freeze time and quickly run to activate a Count Bomb over a Spring before running back to safety. Once the bomb has exploded, the player must repeat their action to bounce off the Spring and activate a second Count Bomb. After retreating to safety again, the player can progress.

The next room is more of the same, detonating a Count Bomb, running to safety, and moving through once the path is safe. The following screen features only a few enemies.

The following screen requires the player to freeze time to avoid setting off a Count Bomb so the player can reach the Door safely, while avoiding two Fire Beams. Afterwards, there is a long platforming segment where the player must time when to activate a Lift Platform to get through safely. At the end is a few enemies and the Energy Element, ending the stage.

Trivia

Navigation

Example Levels
1.0.0
Aquatic RuinsChamber of TrialsComputer LabCrash Bomb PalaceForgotten FortressMM1 MashupNapalm FactoryStandup ComedyTrial of ForceTrio Towers AscentWily 1 Remix (Mecha Dragon)
1.1.0
Authentic MM1 Oil ManAuthentic MM1 Time Man
1.3.0
Automata FortressEscape from the Space Station Puzzle
1.4.0
Creepy CastleKerosene FaneStorm FortressThe Tower of Wily
1.5.0
Sword and ShieldDesert BaseDouble TroubleInfiltrationObligatory Boss Rush LevelWhirlpool Ocean
1.6.0
Blast Mans Hot CaveClimate ManDeveloper ChallengesGreen HeavenIcy ParkourRide it RightScorchthaw SummitSkullsteam FactorySkullsteam Ruins - Zirate InterventionWily Public WorksWind City
1.7.0 & 1.7.5
Better TogetherBlast from the PastFlappy PhoenixMecha Cavern CantonWall Kicks Will WorkWily Airlines - Disaster TransportMagnetic Interference
1.8.0
Abandoned MineDr Crossfits Navigation StationGood Key Bad KeyRush HourWilys Museum
1.8.1, 1.8.2, & 1.8.4
Weapons Playground 1-8Wilys Dark CastlePit of 100 TrialsBushido - Warriors WaySeaside Steamworks
1.9.0 & 1.9.2
Drowned MinesForbidden IslandForest of RetributionHide And SeekRoll-er Skate RinkCrispy Kickin Cayenne Chicken