Meet the Judges
Each level is judged by five judges based on a score rubric, out of 100 points, and is ranked based on the average of each judge's total score. Each level is also given a comment by each judge that conveys their thoughts about it. Below are messages from the five judges introducing and talking about themselves.
Mick Galbani

But what's my judging gonna be like? Well, I've seen a lot of Mega Man levels, which means I've seen a lot of concepts. If you want to stick out to me, you'll have to make something that feels unique, like it's more than just a good level. However, new experiences mean nothing without the basic building blocks: Maintain a reasonable pace and length, don't cheap out your player, a well-rounded difficulty curve, easily understood elements, and an engaging climax. If you can do all that? You'll be alright by me.



I’m co-host this time, in no small thanks to the outpouring of support I received from the last contest. You guys convinced me to come back! In MaGMML terms I’m responsible for a lot of the boss fights in the series, the well-received Seven Force from the Wily stages of MaGMML2, several tier bosses and even a fair chunk of the dev-kit bosses. I also did stages such as Goblins n’ Ghasts and Twilight Lodge. I built the fangames Quint’s Revenge and the Mega Man Christmas Carol series, under some incredibly strict time limits, and am putting my all into two other projects: The fangame sequel Quint’s Revenge 2 and original (and very furry) IP, Time Fox.
This is of course, not counting the effort I’ve put forth into MaGMML3 already!
While I love good boss fights, the stages themselves need to be up to snuff too, give me something solid, and well thought out. A wow factor won’t hurt, and I always appreciate something creative, but solid stage design trumps that every time.



I've played a lot of Mega Man. I'm the curator of what might be the most comprehensive list of Mega Man fangames on the Internet, and I've beaten more Mega Man games than most people have heard of. At this point, there are hundreds of good levels I can play—so I'd rather see clever and creative levels that are rough around the edges than perfectly polished levels that don't try anything new. Any difficulty is fine with me, as long as the challenges are thoughtful and fair. Perfection is nice, but not required; just give me something I can say was worth the time and effort to play.
Shinryu
Hello there. I'm Shinryu, otherwise known as Neo-Shinryu in some circles. I'm mainly known for my YouTube channel centered around playthroughs and critiques of Mega Man related games. I've played and done reviews of nearly every major Mega Man fan-game release since 2013, with a couple of ROM hacks here and there as well. You may or may not recognize me as actually being a beta tester for a few fan-games as well, such as "Super Fighting Robot" and "OH JOES!" Most likely however, you might know me for one of two things in particular: Being the guy who made (most) of the
Mega Man Maker trailers, and the one behind the design of MaGMML2's 1st place entry, "Identity Crisis."
In regards to my judging process, I mainly value well crafted and thoughtful level design above all else. Custom and unique content is always nice to see, but I don't consider it necessary to do well in these types of contests. There are plenty of stages in MaGMML2 and the 48H contest that prove you can make something good with default assets if they're used well. Good stage design is just one part of the whole picture, though. Consistent and/or appropriate aesthetics are important, as is being creative with your stage assets. Any level of challenge is fine by me, so long as your stage isn't easy to the point of being boring, or frustrating to the point of being annoying. By my own admission, I tend to be a bit of a nitpick when it comes to analyzing and reviewing levels. With that being said, I'm not the type who will dock points off your level for one or two minor things.

In regards to my judging process, I mainly value well crafted and thoughtful level design above all else. Custom and unique content is always nice to see, but I don't consider it necessary to do well in these types of contests. There are plenty of stages in MaGMML2 and the 48H contest that prove you can make something good with default assets if they're used well. Good stage design is just one part of the whole picture, though. Consistent and/or appropriate aesthetics are important, as is being creative with your stage assets. Any level of challenge is fine by me, so long as your stage isn't easy to the point of being boring, or frustrating to the point of being annoying. By my own admission, I tend to be a bit of a nitpick when it comes to analyzing and reviewing levels. With that being said, I'm not the type who will dock points off your level for one or two minor things.



All the chit-chatty aside, how I like to base my judging on is regarding to the level's accessibility. I enjoy stages that are built to be playable for both newcomers and veteran players. To make challenges fun and fair, the level should properly introduce its gimmicks in safe and basic manners, before gradually putting the players into trickier setups. Of course, it doesn't necessary mean the whole level has to be a walk in the park, but a good difficulty curve can go a long way for the level's overall enjoyability.