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61 Frames Per Second

The Ten Greatest Classic Mega Man Levels, Part 2

Posted by Peter Smith

Metal Man



More than your average Mega Man stage, Metal Man's feels collosal. Who knows why — maybe it's the giant screws and gears in the foreground, or the dense, heavily animated background (technically quite impressive) of pistons and cogs. Or maybe it's that Metal Man's stage actually has somewhat less variety than most of Mega Man II's stages, thereby suggesting a larger size. Whatever the reason, the scope seems massive. The stage itself is relatively short, but it feels like just a small part of a vast, rusted-out fortress of industry. — PS

Toad Man



For all of Mega Man IV 's missteps (downgraded music, overemphasized story, increasingly nonsensical characters), it's not without its highlights. Toad Man's stage bombards you with intimidating elements from the start, buffeting seemingly easy jumps with heavy wind and pouring rain. As you descend deeper into the sewers of 200X, waterfalls crush, overflows lead to bottomless pits, and robotic vermin (rats, slugs, snails) take full advantage of your decreased mobility. The stage is emblematic of the series' descent into comic absurdity, but it's flawlessly laid out and challenging. — JC

Spark Man Revisited



Mega Man II is an undisputed classic, but for a NES game, it's pretty damn easy, a fault that Mega Man III hastens to correct. By the time you get around to the "dark" versions of conquered stages, III is offering you no quarter. When you walk into Spark Man's second stage, you're at the bottom of a room with no ladder to the top; as you go to summon Rush Coil, just imagine Keiji Inafune giving you the finger. Spark Man 2 is also a long haul, with some truly nasty spike placement and two bosses to tackle; for an added touch of creepiness, it's also got a damaged background texture that suggests the whole place has been bombed out. Ominous stuff. — PS


Click here for Part 1.
Click here for Part 3.


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  • about the blogger

    John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

    Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a Led Zeppelin/Talking Heads/Police/Replacements-covering power trio called Shovel, and will gladly rock your world if you so desire.

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