Roll-er Skate Rink

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Revision as of 02:03, 14 February 2025 by DarkiusMC (talk | contribs) (Created page with "{{Level |image=250px |caption= |creator=BushBacon |name=leftright Roll-er Skate Rink |version=1.9.0 |id= |screens=25 |weapons=Oil Slider |characters=Roll |abilities=None |bosses=Nitro Man |map=<center style="image-rendering:pixelated;">183px</center> }} '''Roll-er Skate Rink''' is an example level created by BushBacon. This lev...")
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Roll-er Skate Rink
Information
Added as an example level in version: 1.9.0
Creator(s): BushBacon
Screens: 25
Available weapons: Oil Slider
Available characters: Roll
Active abilities: None
Bosses: Nitro Man

Roll-er Skate Rink is an example level created by BushBacon. This level tasks the player to platform over Shupponpon Rails while riding Oil Slider, showcasing the weapon's ability to carry the player across them without falling.

Walkthrough

Start: Being left on a small platform with only one weapon, the player is forced to learn the interaction between Oil Slider and Shupponpon Rails immediately. Once the player starts traveling, it is a matter of timing their jumps to not fall into the pit below them. However, just after the first safe platform is reached, Bouncy Balls are thrown into the mix, requiring the player to time their jumps to get a big bounce without jumping off of Oil Slider. After a handful more jumps, the first checkpoint is reached.

Count Bomb Introduction: Just after the checkpoint, Count Bomb CDs are introduced. These are used both as ways to require jumping off immediately, or to present a timing challenge. Both types are put to use immediately, requiring the player to additionally hold left to slow their movement so they can continue safely. After a few of these challenges, the second checkpoint is reached.

Invisible Tiles: After the second checkpoint, there is an interim section that takes a break from reaction platforming. There is a simple showcase of invisible tiles and a ladder. At the top, the player must either make a tight jump or utilize Oil Slider's double jump to move to the next room, and make another simple jump to reach another ladder. At the top of this ladder, there is a small challenge requiring the player to bounce off the sides of Bouncy Balls to reach the final stretch.

Final Stretch: At the end, there is one final rail challenge, this time utilizing Count Bombs invisible tiles. Note that the red arrows are placed right above the invisible tiles, giving their location. At the end is the final checkpoint and the fight against Nitro Man. Do note, however, that there are foreground pillars obscuring parts of the fight.

Known Changes

  • N/A

Trivia

  • N/A

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
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1.3.0
Automata FortressEscape from the Space Station Puzzle
1.4.0
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1.5.0
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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
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1.8.0
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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
Upcoming
Fission Furnace Zone