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		<id>http://magmmlcontest.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ANueUtsuho</id>
		<title>Make a Good Mega Man Level Contest - User contributions [en]</title>
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		<updated>2026-05-24T02:55:43Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Fan_Fiend&amp;diff=26936</id>
		<title>Fan Fiend</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Fan_Fiend&amp;diff=26936"/>
				<updated>2025-02-07T12:38:44Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{enemy&lt;br /&gt;
|name=Fan Fiend&lt;br /&gt;
|image=[[File:FanFiendArt.jpg|230px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|jname=Matasaburo&lt;br /&gt;
|script=マタサブロー&lt;br /&gt;
|romaji=Matasaburō&lt;br /&gt;
|altname=&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=[[snoruntpyro]]&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=10{{1}}&amp;lt;br&amp;gt;5{{2}}{{3}}&lt;br /&gt;
|at=3 (contact){{1}}&amp;lt;br&amp;gt;6 (contact){{2}}{{3}}&lt;br /&gt;
|weak=[[Pharaoh Shot]]{{1}}&amp;lt;br&amp;gt;[[Gemini Laser]], [[Pharaoh Shot]]{{1R}}&amp;lt;br&amp;gt;[[Grab Buster]], [[Sakugarne]]{{2}}&amp;lt;br&amp;gt;[[Tornado Blow]], [[Beet Tiller]]{{3}}&amp;lt;br&amp;gt;[[Salt Water]], [[Concrete Shot]]{{48H}}&amp;lt;br&amp;gt;[[Plant Barrier]]{{Megamix}}&lt;br /&gt;
|category=Semi Bulky&lt;br /&gt;
|location='''MaGMML(1R):'''&amp;lt;br&amp;gt;[[The Quickening]]&amp;lt;br&amp;gt;[[Hard to See Land]]&amp;lt;br&amp;gt;[[Everything's Blowing Up]]&amp;lt;br&amp;gt;'''MaGMML2:'''&amp;lt;br&amp;gt;[[Cardinal Man]]&amp;lt;br&amp;gt;[[Airflow Hubble]]&amp;lt;br&amp;gt;[[Rush City]]&amp;lt;br&amp;gt;[[Colorful Hall]]&amp;lt;br&amp;gt;[[MegaLondo]]&amp;lt;br&amp;gt;[[Enhanced Mobility]]&amp;lt;br&amp;gt;[[Elec Dam]]&amp;lt;br&amp;gt;[[Quint Stage]]&amp;lt;br&amp;gt;[[Starman Recreation]]&amp;lt;br&amp;gt;[[Duwang]]&amp;lt;br&amp;gt;[[Fortified Lab]]&amp;lt;br&amp;gt;[[Bouncy Castle]]&amp;lt;br&amp;gt;[[Komuso Temple]]&amp;lt;br&amp;gt;[[Identity Crisis]]&amp;lt;br&amp;gt;[[Classic Castle]]&amp;lt;br&amp;gt;[[Inner Sanctum]]&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;[[The Quickening 2]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&amp;lt;br&amp;gt;[[Null and Void (MaGMML2)|Null and Void]]&amp;lt;br&amp;gt;'''MaGMML3:'''&amp;lt;br&amp;gt;[[You Don't Know the Drill]]&amp;lt;br&amp;gt;[[Not Delivering On Promises]]&amp;lt;br&amp;gt;[[A piece of cake, but with aesthetics]]&amp;lt;br&amp;gt;[[Ultimate Level]]&amp;lt;br&amp;gt;[[Hunter Tower]]&amp;lt;br&amp;gt;[[Air man's ultimate weapon]]&amp;lt;br&amp;gt;[[Wily Rooms of Weapons]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]]&amp;lt;br&amp;gt;'''MaG48HMML:'''&amp;lt;br&amp;gt;[[Down the Drain]]&amp;lt;br&amp;gt;[[Deep Dark Temple]]&amp;lt;br&amp;gt;[[Burning Bunker]]&amp;lt;br&amp;gt;'''MaGMML3 Judge Application Levels:'''&amp;lt;br&amp;gt;[[Space Crusade]]&lt;br /&gt;
|OffAppear=[[Mega Man 2]]&amp;lt;br&amp;gt;[[Mega Man II]]&amp;lt;br&amp;gt;[[Mega Man: The Wily Wars]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (Enemy)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]] (Enemy)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|MaGMML3]] (Enemy, NPC)&amp;lt;br&amp;gt;[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] (Enemy)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3 Judge Application Levels|MaGMML3 Judge Application Levels]] (Enemy)&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:FanFiend.png]][[File:MaGMML2_FanFiendAlts.png|Alternate colors (Identity Crisis)]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|An enemy from Air Man's stage. Whenever it's onscreen, it will push away (or pull, if you set it to that) Mega Man.|Note in Fan Fiend's code|[[Megamix Engine]]}}&lt;br /&gt;
'''Fan Fiend''' is an enemy from ''[[Mega Man 2]]''. It is a portly humanoid robot with a fan on its abdomen, built as a prototype of [[Air Man]].&lt;br /&gt;
&lt;br /&gt;
Fan Fiend was first made available in the devkit for the original ''[[Make a Good Mega Man Level]]'', where it appeared in the entries [[The Quickening]] and [[Hard to See Land]], as well as the Wily stage [[Everything's Blowing Up]].&lt;br /&gt;
&lt;br /&gt;
Fan Fiend returned in ''[[Make a Good Mega Man Level 2]]'', where it appeared in 14 entries, as well as the Wily stages [[Classic Castle]], [[Inner Sanctum]], and [[Reality Core]], the [[Tier X (MaGMML2)|Tier X]] stage [[The Quickening 2]], the [[The Pit of Pits|Pit of Pits]] sub-levels &amp;quot;City Night&amp;quot;, &amp;quot;Night Way&amp;quot; and &amp;quot;No Room to Breathe&amp;quot;, and in [[Null and Void (MaGMML2)|Null and Void]]. It also appeared in the [[Make a Good Mega Man Level 3 Judge Application Levels|''Make a Good Mega Man Level 3'' Judge Application Level]] [[Space Crusade]], and the ''[[Make a Good 48 Hour Mega Man Level]]'' entries [[Down the Drain]], [[Deep Dark Temple]], and [[Burning Bunker]].&lt;br /&gt;
&lt;br /&gt;
In ''[[Make a Good Mega Man Level 3]]'', Fan Fiend was used in the entries [[You Don't Know the Drill]], [[Not Delivering On Promises]], [[A piece of cake, but with aesthetics]], [[Ultimate Level]], [[Hunter Tower]], [[Air man's ultimate weapon]], and [[Wily Rooms of Weapons]]. It also appeared in the [[NEO Pit of Pits]] sublevel &amp;quot;Room with Missile Launchers&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Fan Fiends will simply stand in place and blow [[Mega Man]] away from them. Though harmless by themselves, they can potentially blow him towards hazards depending on where they are.&lt;br /&gt;
&lt;br /&gt;
Creation code can be used to modify the strength of Fan Fiend's wind, with negative numbers causing the Fan Fiend to suck Mega Man toward it. The default value is 0.5.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; |Sprite&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; |Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |MaGMML Appearance(s)&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Location(s)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Description&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Designer(s)&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |HP&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:FanFiendKikkoman.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Fan Fiend (Fight, Kikkoman! For Everlasting Sauce!)&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[Make a Good Mega Man Level 3|MaGMML3]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Fight, Kikkoman! For Everlasting Sauce!]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A Fan Fiend reskinned into an ASCII creature.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[LobsterKing]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|6 (contact)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level===&lt;br /&gt;
{{Damagetable1&lt;br /&gt;
|buster=1/1/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|metal=2&amp;lt;br&amp;gt;1&lt;br /&gt;
|gemini=4&amp;lt;br&amp;gt;3&lt;br /&gt;
|solar=3&amp;lt;br&amp;gt;2&lt;br /&gt;
|top=0&amp;lt;br&amp;gt;3&lt;br /&gt;
|wool=2&amp;lt;br&amp;gt;0.5&lt;br /&gt;
|black=1&amp;lt;br&amp;gt;3&lt;br /&gt;
|phar=1/1/99&amp;lt;br&amp;gt;1/5&lt;br /&gt;
|magic=3&amp;lt;br&amp;gt;2&lt;br /&gt;
|notes=Top row is damage in ''MaGMML''; bottom row is damage from ''MaGMML'' weapons in the Megamix Engine.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level Remastered===&lt;br /&gt;
{{Damagetable1R&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|metal=1&lt;br /&gt;
|gemini=3&lt;br /&gt;
|solar=2&lt;br /&gt;
|top=3&lt;br /&gt;
|wool=1&lt;br /&gt;
|black=3&lt;br /&gt;
|phar=1/20&lt;br /&gt;
|magic=2&lt;br /&gt;
|orb=3&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 2===&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/1/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|hornet=1&amp;lt;br&amp;gt;2&lt;br /&gt;
|jewel=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|grab=3&amp;lt;br&amp;gt;3&lt;br /&gt;
|triple=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|flash=Y&amp;lt;br&amp;gt;Y&lt;br /&gt;
|slash=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|wheel=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|sakugarne=4&amp;lt;br&amp;gt;4&lt;br /&gt;
|wire=1&amp;lt;br&amp;gt;3&lt;br /&gt;
|arrow=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|notes=Top row is damage in ''MaGMML2''; bottom row is damage from ''MaGMML2'' weapons in the Megamix Engine.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 3===&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|spark=1&lt;br /&gt;
|laser=1&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=4&lt;br /&gt;
|thunder=3&lt;br /&gt;
|magnetic=2&lt;br /&gt;
|ice=2&lt;br /&gt;
|break=2&lt;br /&gt;
|tape=2/3/Y&lt;br /&gt;
|lantern=1&lt;br /&gt;
|prismatic=1/2/3&lt;br /&gt;
|beet=4&lt;br /&gt;
|rec=4/3&lt;br /&gt;
|banshee=4&lt;br /&gt;
|propeller=0.5&lt;br /&gt;
|cable=1&lt;br /&gt;
|shoes=0.5&lt;br /&gt;
|royal=3&lt;br /&gt;
|bait=3/1&lt;br /&gt;
|power=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 24 Hour Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable24HM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|super=4/2&lt;br /&gt;
|chill=1/5&lt;br /&gt;
|pakkajoe=99&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 48 Hour Mega Man Level===&lt;br /&gt;
{{Damagetable48H&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|flame=2&lt;br /&gt;
|rain=2&lt;br /&gt;
|spark=0&lt;br /&gt;
|snake=2&lt;br /&gt;
|tengu=1/1/2&lt;br /&gt;
|water=3&lt;br /&gt;
|concrete=3&lt;br /&gt;
|homing=2&lt;br /&gt;
|beat=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Megamix Engine===&lt;br /&gt;
{{DamagetableM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|time=Y&lt;br /&gt;
|stone=2&lt;br /&gt;
|plant=4&lt;br /&gt;
|block=2&lt;br /&gt;
|ice=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Related Enemies==&lt;br /&gt;
*[[Yaffu]]&lt;br /&gt;
*[[Fankurow]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]][[Category:Devkit Enemies (MaGMML1)]][[Category:Mega Man 2 Enemies]][[Category:Semi Bulky Enemies]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:TheKman100/Shrine_of_Nebula_Draft&amp;diff=26874</id>
		<title>User:TheKman100/Shrine of Nebula Draft</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:TheKman100/Shrine_of_Nebula_Draft&amp;diff=26874"/>
				<updated>2025-02-05T14:32:34Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo&lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Shrine of Nebula&lt;br /&gt;
|rank=X&lt;br /&gt;
|image=[[File:MaGMML3-TF-ShrineofNebula.png|256px]]&lt;br /&gt;
|caption= &amp;quot;This again? Maybe I should call in some allies…&amp;quot;&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[:Category:MULTIPERSON Levels|MULTIPERSON]]&lt;br /&gt;
|composer=[[MiniMacro]]&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|enemies=&lt;br /&gt;
'''Floor 1:'''&lt;br /&gt;
*[[ _ ]]&lt;br /&gt;
'''Floor 2:'''&lt;br /&gt;
*[[ _ ]]&lt;br /&gt;
'''Floor 3:'''&lt;br /&gt;
*[[ _ ]]&lt;br /&gt;
'''Floor 4'''&lt;br /&gt;
*[[ _ ]]&lt;br /&gt;
'''Floor 5:'''&lt;br /&gt;
*[[ _ ]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
'''Entrance:'''&lt;br /&gt;
*[[ _ ]]&lt;br /&gt;
'''Main Hub:'''&lt;br /&gt;
*[[ _ ]]&lt;br /&gt;
'''Floor 1:'''&lt;br /&gt;
*[[ _ ]]&lt;br /&gt;
'''Floor 2:'''&lt;br /&gt;
*[[ _ ]]&lt;br /&gt;
'''Floor 3:'''&lt;br /&gt;
*[[ _ ]]&lt;br /&gt;
'''Floor 4'''&lt;br /&gt;
*[[ _ ]]&lt;br /&gt;
'''Floor 5:'''&lt;br /&gt;
*[[ _ ]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
'''Floor 1:'''&lt;br /&gt;
*[[Frost Lord]]&lt;br /&gt;
*[[Changekey Dragon|Geary Dragon]]&lt;br /&gt;
'''Floor 2:'''&lt;br /&gt;
*[[Hyoey|E101B]]&lt;br /&gt;
*[[Takyusha]]&lt;br /&gt;
*[[Giant Suzy|Lavender House Suzy]]&lt;br /&gt;
'''Floor 3'''&lt;br /&gt;
*[[Cat Static Lightning Brusher]]&lt;br /&gt;
*[[Hopeful Sign]]&lt;br /&gt;
*[[Hyoey|Space Hyoey]]&lt;br /&gt;
*[[Gamarn and Gamadayu|Gamoriyu]]&lt;br /&gt;
'''Floor 4'''&lt;br /&gt;
*[[Face Of VAN]]&lt;br /&gt;
*[[Shade Spam]]&lt;br /&gt;
*[[Nadir Devil]]&lt;br /&gt;
*[[Octosniper]]&lt;br /&gt;
'''Floor 5'''&lt;br /&gt;
*[[Big Pets 2: This Time, He Has An Axe]]&lt;br /&gt;
*[[Mecha Spear Man]]&lt;br /&gt;
*[[Great Core]]&lt;br /&gt;
|bosses=&lt;br /&gt;
'''Floor 3:'''&lt;br /&gt;
*[[Hard Splash]]&lt;br /&gt;
'''Floor 5:'''&lt;br /&gt;
*[[Top Dummy]]&lt;br /&gt;
*[[Gharial Man]]&lt;br /&gt;
*[[Returning Flash Armor]]&lt;br /&gt;
'''Finale:'''&lt;br /&gt;
*[[Nebula Grey]]&lt;br /&gt;
|other=&lt;br /&gt;
*True final stage&lt;br /&gt;
|music='''Floor 1:''' Movement I: Seeking a Nexus&amp;lt;br&amp;gt;&lt;br /&gt;
P-Switch (Nectar Sector)&amp;lt;br&amp;gt; &lt;br /&gt;
'''Floor 2:''' Movement II: Halcyon's End&amp;lt;br&amp;gt;&lt;br /&gt;
'''Floor 3:''' Movement III: Running to the Beacon&amp;lt;br&amp;gt;&lt;br /&gt;
'''Floor 4:''' Movement IV: Identity Ultimatum&amp;lt;br&amp;gt;&lt;br /&gt;
'''Floor 5:''' Movement V: Nearing War's Light&amp;lt;br&amp;gt;&lt;br /&gt;
'''Nebula Grey Phase 1:''' SOULBREAKER&amp;lt;br&amp;gt;&lt;br /&gt;
'''Nebula Grey Phase 2:''' Movement VI: End of an Age&amp;lt;br&amp;gt;&lt;br /&gt;
|location=[[Tier X (MaGMML3)|Tier X]]&lt;br /&gt;
|previous=_&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{quote|Just past here... is the fated sealing grounds of an ancient evil. None other than... The Shrine of Nebula! These [[Tier X (MaGMML3)|Grey Isles]] exist outside the boundaries of time, space, and logic... And with the Shrine within my grasp, I'm itching to test their limits!! |[[Dr. Regal]]| just before entering the Shrine.}}&lt;br /&gt;
&lt;br /&gt;
'''Shrine of Nebula''' is the true final stage in ''[[Make a Good Mega Man Level 3]]'', accessible from the last island of [[Tier X (MaGMML3)|Tier X]] after all other [[Energy Element|Energy Elements]] in the game have been collected. When [[Mega Man]] first approaches the Shrine, he runs into [[Dr. Regal]], who boasts his intention of releasing [[Nebula Grey]] for his own evil ends before heading further in. Mega Man pursues, fearing the worst if Dr. Regal is successful.&lt;br /&gt;
&lt;br /&gt;
Similar to [[Null and Void (MaGMML2)|Null and Void]] from the [[Make a Good Mega Man Level 2|previous game]], the Shrine of Nebula contains several &amp;quot;floors&amp;quot; of mini-stages created by multiple people, only some of which must be completed in order to progress. There are six floors, with the first five each containing eight mini-stage portals, one key, and one [[Trickster Token]], the latter two locked behind gates. An elevator connects all six floors, requiring the key from each floor to open up the floor below. At least two mini-stages on each floor (ten overall) must be completed to reach the bottom floor, while at least four mini-stages on each floor (twenty overall) are required to obtain the last five Trickster Tokens in the game.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
===Floor 1===&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-Floor1.png|thumb|left|_]]&lt;br /&gt;
After a brief, dimly-lit hallway of [[MetFire]] and [[Sparky]] enemies, [[Mega Man]] will arrive at a door leading into the first floor hub. The hub has no gimmicks, just ladders and platforms among the eight mini-stage portals.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Clockwork Castle by [[michaelwave]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-ClockworkCastle.png|thumb|right|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is themed after both a clock tower and a solar inferno, crossing explosive cannons and mini-[[Mecha Dragon]] enemies with lava pits, swinging suns and flame-jet floor tiles.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Mixed &amp;amp; Matched by [[BigFish]] &amp;amp; [[CSketch]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-MixedandMatched.png|thumb|left|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The enemies in this level all have traits of other Robot Masters - [[Yonbain]] that release Solar Blazes upon destruction, [[Au-Au]] that send out Blizzard Attack snowflakes, [[Returning Monking]] that fire off Hard Knuckle fists, and Clock Men-themed [[Wanderbell]] that summon lightning bolts. Even the [[Count Bomb]] platforms have a springy surprise in them. [[Frost Lord]], a giant Lightning Lord themed after Frost Man, appears as a sub-boss at the end.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Nectar Sector by [[babyjeff]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineofNebula-NectarSector.png|thumb|right|If honey's what you covet,&amp;lt;br&amp;gt;You'll find out, they ''love'' it.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In this hive-themed level, Mega Man contends with several bee enemies, pouring honey hazards, and honeycomb-shaped P-Switches that make certain platforms appear or disappear for a short period of time. &lt;br /&gt;
{{-}}&lt;br /&gt;
====Watch for Rolling Rockmen by [[Snessy]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-WatchForRollingRockmen.png|thumb|left|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level has a lot of spike pits, which Mega Man must make careful use of rolling boulders and [[Move Hover|Move Hovers]] to traverse.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Castle of Diamonds by [[DetectiveZvarri]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-CastleOfDiamonds.png|thumb|right|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level uses many elements that are either &amp;quot;shiny&amp;quot; (Crystal Man aesthetics, [[Ring Platform|Ring Platforms]], [[Merserker|Merserkers]]) or come from Mega Man 5 ([[Pukapelly|Pukapellies]], [[Twin Cannons]], [[Gravity Flip|Gravity Flips]] and [[Suzy G]]). As such, [[Crystal Generator|Crystal Generators]] are featured quite prominently, with some even firing crystals sideways.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Rock, Rock, Rocket by [[MaestroSinc]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-RockRockRocket.png|thumb|left|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is themed after a mining camp on a distant planet, with several Pickelmen riding jackhammers across the ground (overseen by [[Guts Man]]-looking [[Kakinbatank]] enemies), and floating rocks that launch themselves at Mega Man. Sideways-flying [[Jet Bomb|Jet Bombs]] and upward-launching rockets make the terrain even trickier to traverse.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Rusted Cog Keep by [[Incinoratormk4]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-RustedCogKeep.png|thumb|right|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is themed after an old metal processing plant, with several fire-themed enemies, [[Compactor|Compactors]], and lanterns that create fiery shockwaves on the floor underneath. [[Changkey Dragon|Geary Dragon]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Scrolling Scrutiny by [[Ratty]] &amp;amp; [[Big Fish]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-ScrollingScrutiny.png|thumb|left|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is an upward climb, with several platforms and spikes scrolling continuously from one side of the screen to the other. Some scrolling lines will intermittently stop or change speed, and various [[Bukiset]] enemies will complicate the platforming.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
===Floor 2===&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-Floor2.png|thumb|right|_]]&lt;br /&gt;
The Floor 2 lobby is more spaced out than the Floor 1 lobby, and features [[Dangan Platform|Dangan Platforms]]s to access the higher portals.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Run Shoot Think Live by [[Mabrick]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-RunShootThinkLive.png|thumb|left|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is themed after a military base, with tank enemies, land mines, bazooka-wielding soldiers and turrets triggered by security lasers. The base also has destructible blocks that send out a [[Solar Blaze]] (unless destroyed with [[Water Shield]] or [[Tornado Blow]]), reminiscent of the thermal generator seen in the background. [[Takyusha]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Forgotten Tower of Folded Space by [[Samario]], [[Yoshiatom]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineofNebula-ForgottenTowerofFoldedSpace.png|thumb|right|Always check for secrets on the left.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is an upward climb that makes use of horizontal screen-wrap. A [[Donkey Joe]] appears at the top as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
====PUBLIC TRANSPORTATION!!!!! by [[InUniverse]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-PUBLICTRANSPORTATION.png|thumb|left|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level primarily takes place on an inverted freeway, where a [[Nitro Truck]] drives through the center road. Mega Man must use the alcoves and [[Gravity Flip|Gravity Flips]] to either avoid the Nitro Trucks or jump on top of them.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Deconstruction Zone by [[Solo Oashisu]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-DeconstructionZone.png|thumb|right|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This construction-themed level is riddled with hazards - [[Byouz]] and bomb-dropping [[Metool Nana||Metool Nanas]] on the ceiling, skateboard robots and  [[Doncatch]]-esque hammer [[Spine|Spines]] rolling along the floors, and enough spikes and bottomless pits to warrant [[Guts Hover]] travel.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Windy &amp;amp; Ripply Deck by [[02gn]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-WindyandRipplyDeck.png|thumb|left|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level takes place high in the sky, where Mega Man has to contend with both wind effects and robots reskinned to look like Badniks. [[Hyoey|E101B]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Werewire Wednesday by [[J8-Bit]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-WerewireWednesday.png|thumb|right|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Taking place within an area reminiscent of the Pandora Palace from Chapter 2 of ''Deltarune'', this level features platforming challenges involving [[Revealing Tile|Revealing Tiles]] illuminated by everything except the player (&amp;quot;Magical Glass&amp;quot;) and battery acid which deals damage and teleports the player to safety. Some enemies featured within the level are minor recolors or edits of preexisting ''Mega Man'' series enemies, such as the blue-and-yellow [[Graviton|Gravitons]] and [[Mousubeil|Mousubeils]] recolored to resemble the Maus enemy from Deltarune (aptly nicknamed &amp;quot;Mausubeil&amp;quot; in the game's files). The others are enemies with unique behavior based on designs from ''Deltarune'' — Virovirokun travel along a diagonal path bouncing off of solid objects and screen borders, while Werewires prepare themselves with a Plugboy and shoot a spread shot of electricity towards the player at a regular interval.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Rails &amp;amp; Smiles by [[Telaherz]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-RailsandSmiles.png|thumb|left|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The two major presences of this level are [[Blader]] enemies and voodoo doll rails from [[Evil Energy Facility]]. While some Bladers fly or move back and forth on &amp;quot;closed&amp;quot; rails, others (some with voodoo doll bodies, some with bodies and bike-shaped platforms) must be pushed along their rail with buster shots until they fall off the open end.&lt;br /&gt;
{{-}}&lt;br /&gt;
====The House of Eyes by [[citrusnoelle]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-TheHouseOfEyes.png|thumb|right|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level takes place in a purple-and-black void with massive eyes scrolling in the background, eye-themed [[Block Train|block trains,]] eyes that fire various projectiles, and one-eyed enemies like [[Sniper Joe]] and [[Petit Devil]]. [[Giant Suzy|Lavender House Suzy]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
===Floor 3===&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-Floor3.png|thumb|left|_]]&lt;br /&gt;
The floor 3 lobby has a wind effect that pushes Mega Man across the ramped floor, with all the portals arranged in a roughly horizontal line.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Fizzy Lifting Drinks by [[Gannio]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineofNebula-FizzyLiftingDrinks.png|thumb|right|Come along, you belong,&amp;lt;br&amp;gt;Feel the fizz of Coo-Coo Cola!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This stage is an homage to the ''Chip 'n Dale: Rescue Rangers'' video games, borrowing some of their level assets and enemy designs. The titular drink, which spouts from uncorked bottles and dented pipes, provides a bubbly environment where Mega Man's jump height is increased. [[Cat Static Lightning Brusher]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Unlikely Alliance by [[Buster]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-UnlikelyAlliance.png|thumb|left|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This ninja heist-themed level begins with an introduction to dash tiles; touching one sends Mega Man soaring through the air for a brief period, during which time he can jump out in any direction. Further in, [[Cut Man]] assists by tossing Mega Man up from his wall-latch points, and contributes offensively with his own Rolling Cutter. Later trials will coordinate both gimmicks… and require both robots to coordinate in turn.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Gravity of the Situation by [[Trooper3]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-GravityOfTheSituation.png|thumb|right|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is themed after a space station, with walls indicating a gravity direction similar to levels in ''Super Mario Galaxy.'' [[Adamski]], [[Bukiset]] and [[Yaffu]] will attempt to hinder Mega Man's process, while [[Galaxy Man]] can sometimes be seen waving from the glass windows in the background. &lt;br /&gt;
{{-}}&lt;br /&gt;
====Frog Sign: Wily's Toad by [[TruffledToad]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-FrogSignWilysToad.png|thumb|left|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This woodland-themed level contains only three types of enemies: [[Gerosene]], [[Pole|Poles]] (from [[Pole Egg]] barriers that Mega Man needs to destroy) and [[Petit Snakey]]. Destroying the head of a Petit Snakey will cause a chain reaction that not only destroys [[Petit Snakey Pillar|its body]] like a bomb fuse, but automatically hatches any Pole Eggs ingrained in its segments. [[Gamarn and Gamadayu|Gamoriyu]] appears at the end of this stage as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Cliff of Power by [[Spade_Magnes]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineofNebula-CliffofPower.png|thumb|right|Seems a bit excessive for pest control.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This mine-themed level has stronger versions of familiar enemies: [[Ratton]] that jump more swiftly, [[Doncatch]] that can quake the ground even harder, and [[Battonton]] that blast self-destructive lightning bolts. Even a [[Hopeful Sign|pair of signboards]] have been empowered - blasting a [[I Hope I Win|familiar stream of letters]] at intruders.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Shift Posting 2: The Shift Hits the Fan by [[CWU10P]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-ShiftPosting2TheShiftHitsTheFan.png|thumb|left|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A successor to [[Shift Posting]] from ''[[Make a Good Mega Man Level: Episode Zero|Episode Zero]]'', this stage contains several platforming challenges that involve [[Shift|shifting]] [[Fan|fans]] above and below Mega Man, mostly in conjunction with spikes. [[Schrodinger's Cat]] appears at the end of this stage as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Temporal Swing by [[DragonFogel]] &amp;amp; [[snoruntpyro]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-TemporalSwing.png|thumb|right|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level takes place within a clock tower, with swinging pendulums, clock enemies that fire their hands at Mega Man, and walking Count Bombs. [[Kachikachi]] appears as a sub-boss near the end, with only two swinging platforms to stand on.&lt;br /&gt;
{{-}}&lt;br /&gt;
====The Hardest Level by [[NDraxian0]] &amp;amp; [[Big Fish]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-TheHardestLevel.png|thumb|left|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level features a host of enemies with Hard Man's likeness and attacks, including [[Foot Holder|Foot Holders]] that slam themselves into the ground. [[Gamarn and Gamadayu|Hard Gamarn and Hard Gamadayu]] appear as a sub-boss, with [[Hard Splash]] appearing as a more official boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
===Floor 4===&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-Floor4.png|thumb|right|_]]&lt;br /&gt;
The Floor 4 lobby has its portals arranged in two columns of four, with [[Yoku Blocks]] following an upward climbing pattern on one side of each column and a downward falling pattern on the other side.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Nadir of the Crawling Chaos by [[VoidVisitor]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-NadirOfTheCrawlingChaos.png|thumb|left|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level takes place in a bizarre world of grey [[Petit Devil|Devil]]-like creatures that serve as enemies, platforms and hazards. Some areas have Evil Energy [[Acid Drop|Acid Drops]] that agitate the Devil creatures - enemies become stronger and healthier, platforms briefly grow spikes on the top and bottom surfaces, and &amp;quot;Crunchan&amp;quot; become larger and able to attack higher. The giant three-eyed [[Nadir Devil]] appears as a sub-boss at the end.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Consequences of Timpani by [[snoruntpyro]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-ConsequencesOfTimpani.png|thumb|right|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In this cliffside level, periodic quakes (indicated by a countdown at the top of the screen) will bounce Mega Man, pickups and [[Subwoofer|Subwoofers]] high off the ground they were standing on. These quakes often come in conjunction with downward scrolling platforms, [[Guitar Platform|Guitar Platforms,]] and spiky ceilings, with one or two [[Trumpy|Tromby]] causing trouble where the quakes die down.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Fooley Cooley 2 by [[LOLIPOP1136]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-FooleyCooley2.png|thumb|left|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The main gimmick of this wintry level is snowfall (sometimes sprinkled down by a [[Fooley]]) that makes Mega Man invincible while standing under it. A lengthy (and hopefully harmless) walk across a spike pit leads into a series of [[Key Barrier]] puzzles involving arrow and napalm traps that will hurt Mega Man if he's not standing under the snowfall.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Don't Shock the Rock! by [[CapedLuigisYoshi]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-DontShockTheRock.png|thumb|right|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This forest-themed level makes use of the Gravity Button gimmick from [[Falling System Core]], which Mega Man must use to traverse a tree full of electric roots, [[Lightning Lord|Lightning Lords]], [[Elecit|Elecits]], [[Yaffu]] and [[Electric Gabyoall]]. [[Devilish Woods]] appears as a sub-boss at the end, with an electric vine on the floor and four Gravity Buttons at the corners of the room.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Charmingly Haphazard Assortment Of Trials In Chambers by [[Flashman85]] &amp;amp; [[Riguor]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-CharminglyHaphazardAssortmentOfTrialsInChambers.png|thumb|left|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is a multi-layer gauntlet with enemies and gimmicks from several stage entries. &lt;br /&gt;
{{-}}&lt;br /&gt;
====Shade Spam by [[JaxOf7]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-ShadeSpam.png|thumb|right|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This haunted house-themed level is meant to simulate the boss fight against Spamton NEO in Chapter 2 of ''Deltarune'', with close quarters similar to the game's &amp;quot;bullet board&amp;quot;. During two auto-scroll sections, waves of Zombieg heads, [[Batton|Battons]], [[Blocky|Blockies]], [[Pipi|Pipis]], [[Flying Shell|Flying Shells]] and [[Mole|Moles]] appear somewhat reminiscent to Spamton NEO's attacks, with [[Face of VAN]] after the first auto-scroll) mimicking his &amp;quot;Eyes, Nose and Mouth&amp;quot; attack, and [[Shade Spam]] himself (after the second auto-scroll) mimicking the &amp;quot;Chained Heart&amp;quot; attack.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Before Alterna by [[Yoshiatom]],  [[rcrdcat]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-BeforeAlterna.png|thumb|left|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is an homage to Splatoon, with enemies reskinned to look like Octarians, and Callie &amp;amp; Marie offering Mission Control commentary. Three [[Octosniper|Octosnipers]] appear throughout the stage as sub-bosses.&lt;br /&gt;
{{-}}&lt;br /&gt;
====eSports Championship at the Thunderdome by [[Pineappler]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-eSportsChampionshipAtTheThunderdome.png|thumb|right|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level crosses a sports stadium setting with electric and plant elements - Dandelions tossing around electrified volleyballs, Adrenal [[Cannopeller|Cannopellers]], Battery Mets, and football-tossing [[Choker Oh|Choker Ohs]] that charge at Mega Man after getting attacked. In addition, the stage's conveyor belts always change direction when Mega Man turns left or right - orange ones in the same direction, blue ones in the opposite direction. The stage's sub-boss is [[Theodore Thunderdunk: Owner of the Thundervale Thunderdome]].&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
===Floor 5===&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-Floor5.png|thumb|left|_]]&lt;br /&gt;
The floor 5 lobby is much wider than those of previous floors, with [[Conveyor|conveyor belts]] and [[Low Gravity]] making each of the portals simple enough to reach.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Mobile Blockyade by [[Pineappler]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-MobileBlockyade.png|thumb|right|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This temple-themed level contains several enemies crossed with [[Blocky]], such as [[Swim Ball|Swim Balls]], [[Bubukan MK-II]] and [[Brown|Browns]]. While contending with these detachable enemies, Mega Man must traverse the darker parts of the temple carefully, as the purple platforms, walls and ladders only become visible when he gets close to them.&lt;br /&gt;
&lt;br /&gt;
{{-}}&lt;br /&gt;
s====The Chomp Attacker by [[Soulephant]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-TheChompAttacker.png|thumb|left|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is themed after a bayou, with water, [[Pole Egg|Pole Eggs]] and [[Kamegoro Tornado Spawner|Kamegoro Tornadoes]]. The titular boss, [[Gharial Man]], appears throughout the stage to slow Mega Man down, either by firing wall-crawling Gharial Drones or lunging out of the water to ambush him. Gharial Man can be damaged when he appears on screen, weakening him before his boss fight, if not skipping him altogether.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Cuts &amp;amp; Scraps by [[CWU01P]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-CutsAndScraps.png|thumb|right|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This stage features [[Snippscissor|Snipscissors]], [[Conveyor|Conveyor Belts]] that switch direction at intervals, [[Uranus Platform|Uranus Platforms]], [[L. E. C]], unique variants of other common enemies, and cameo appearances from every devkit enemy that went unused in other stages. The sub-boss at the end is [[Big Pets 2: This Time, He Has An Axe]].&lt;br /&gt;
{{-}}&lt;br /&gt;
====Sniper Armor Certified by [[ThatEntityGirl]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-SniperArmorCertified.png|thumb|left|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level, reminiscent of [[Flash Man|Flash Man's]] stage, allows Mega Man to pilot an empty [[Sniper Armor]] tank. The Sniper Armor can stomp enemies, walk across spikes, and fire a spread shot of bullets, but takes damage separately from Mega Man, exploding for a few seconds after rescuing its limit. [[Returning Flash Armor]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Shock Chaser by [[snoruntpyro]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-ShockChaser.png|thumb|right|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This toy store-themed level features several platforming challenges involving [[Top Platform|Top Platforms]], [[Komasaburo|top-]] and [[Electriri|electric-]]themed enemies, and [[Spiny]]-esque top hazards that always try to spin toward Mega Man. [[Top Dummy]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Defeat the Mecha Spear Man! by [[Scatman's World]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-DefeatTheMechaSpearMan.png|thumb|left|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level crosses the sewer setting of [[Pipe Man|Pipe Man's]] stage with the spear-toting enemies and &amp;quot;charging&amp;quot; challenges of ''Wario Land 2''. The titular [[Mecha Spear Man]] appears as a boss at the end of the stage.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Restored Beta by [[SpinAttaxx]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-RestoredBeta.png|thumb|right|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level depicts the abandoned fortress from [[Tier 1 (MaGMML3)|Tier 1]] as a classic-game Wily Fortress in its prime. The familiar entrance architecture is followed up by gauntlets of prototype Robot Masters as active enemies, some in conjunction with conveyor belts and [[Shift|shifting trash compactors]].&lt;br /&gt;
{{-}}&lt;br /&gt;
====MM8Rushdius by [[Zatsupachi]]====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-MM8Rushdius.png|thumb|left|_]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level functions more as a side-scrolling shoot-'em-up (akin to ''Gradius'' or Mega Man 8's Rush Jet sections) than a typical platforming level. Like the [[Stone Butterfly]] boss fight from the previous game, only a small red dot on Mega Man's chest takes damage, and like the MM8 Rush Jet sections, there are power-up capsules that can summon [[Auto]], [[Eddie]] and [[Beat]] to assist, or allow [[Rush]] to fire bullets. [[Great Core]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
===Finale===&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-Floor6.png|thumb|right|_]]&lt;br /&gt;
After clearing five floors, the player finds themselves in an empty hallway with several chains and pillars in the background, as well as a Yasichi and a Tank Vending Machine in the foreground. Moving further right will begin the fight against the '''Pillar of Nebula''', awakened by Dr. Regal's interference, followed by Nebula Grey itself. Defeating Nebula Grey will reward the player with the game's true credits, as well as the final Energy Element.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* &amp;quot;Deconstruction Zone&amp;quot; utilizes a great amount of unused content throughout the Mega Man series: the Metool Nanas, unused from [[Mega Man 2]]; the city background and Spark Man spikes &amp;amp; ladders from [[Mega Man 3]]; the unused hammer enemies and Tonedall graphics from [[Mega Man 5]]; and the surfer enemies from [[Mega Man 9]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier X}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier X (MaGMML3)]][[Category:MULTIPERSON Levels]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Whopper&amp;diff=26865</id>
		<title>Whopper</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Whopper&amp;diff=26865"/>
				<updated>2025-02-05T03:11:18Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{enemy&lt;br /&gt;
|name= [[File:BossWhopperMugshot.png|left]][[File:BossWhopperMugshot.png|right]]Whopper&lt;br /&gt;
|image=[[File:WhopperArt.png|230px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|jname=&lt;br /&gt;
|script=ワッパー&lt;br /&gt;
|romaji=Wappā&lt;br /&gt;
|altname=Spring King (Nintendo Power)&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=[[Sharb]]&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=9 (Whopper)&amp;lt;br&amp;gt;28 (Boss Whopper)&lt;br /&gt;
|at=8 (contact)&amp;lt;br&amp;gt;4 (rings)&amp;lt;br&amp;gt;4 (contact, Boss Whopper)&lt;br /&gt;
|weak=[[Sakugarne]]{{2}}&amp;lt;br&amp;gt;[[Hornet Chaser]] (Boss Whopper){{2}}&amp;lt;br&amp;gt;[[Tornado Blow]], [[Prismatic Laser]], [[Banshee Wail]]{{3}}&amp;lt;br&amp;gt;[[Concrete Shot]]{{48H}}&amp;lt;br&amp;gt;[[Pharaoh Shot]], [[Power Stone]]{{Megamix}}&lt;br /&gt;
|category=Floating, Shielded&lt;br /&gt;
|location='''MaGMML2:'''&amp;lt;br&amp;gt;[[Chomp Man (stage)|Chomp Man]]&amp;lt;br&amp;gt;[[Orbital Station]] (boss)&amp;lt;br&amp;gt;[[Guts Man's Asteroid]]&amp;lt;br&amp;gt;[[Lever Oriental Enchanted]]&amp;lt;br&amp;gt;[[Star Road]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&amp;lt;br&amp;gt;'''MaGMML3:'''&amp;lt;br&amp;gt;[[Trouble in the Fortress]]&amp;lt;br&amp;gt;[[Tower of Dimentions]]&amp;lt;br&amp;gt;[[Fairly Unfocused Newcomer's Bosses And Gimmicks Stage]]&amp;lt;br&amp;gt;'''MaG48HMML:'''&amp;lt;br&amp;gt;[[Minari Hydrospace Center]]&lt;br /&gt;
|OffAppear=[[Mega Man 4]]&amp;lt;br&amp;gt;[[Mega Man IV]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Midboss, Boss)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|MaGMML3]] (Midboss)&amp;lt;br&amp;gt;[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] (Midboss)&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:Whopper.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|A dancing pair of eyes covered in rings, when he opens his eyes he becomes vulnerable, and the rings move away and come back like boomerangs.|Note in Whopper's code|[[Megamix Engine]]}}&lt;br /&gt;
'''Whopper''' is a midboss from ''[[Mega Man 4]]''. It is a robot that looks like a pair of eyes with a group of rings surrounding it.&lt;br /&gt;
&lt;br /&gt;
Whopper was first made available in the devkit for ''[[Make a Good Mega Man Level 2]]'', and it appears in the levels [[Chomp Man (stage)|Chomp Man]], [[Guts Man's Asteroid]], [[Lever Oriental Enchanted]], and [[Star Road]], as well as the [[The Pit of Pits|Pit of Pits]] level &amp;quot;Skull Man Kills&amp;quot;. It also appears in [[Orbital Station]] as a boss battle, under the name '''Boss Whopper'''. The normal version of Whopper appears again in the ''[[Make a Good 48 Hour Mega Man Level]]'' entry [[Minari Hydrospace Center]].&lt;br /&gt;
&lt;br /&gt;
Whopper returned in ''[[Make a Good Mega Man Level 3]]'', and is found in the entries [[Trouble in the Fortress]], [[Tower of Dimentions]], and [[Fairly Unfocused Newcomer's Bosses And Gimmicks Stage]].&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Whopper follows a simple pattern of staying idle for a period of time before shooting rings out in six directions, with the rings returning to it shortly after. The rings deflect projectiles both when being shot out and when surrounding the eyes.&lt;br /&gt;
&lt;br /&gt;
As Boss Whopper, it functions mostly the same, save for the addition of invincibility frames.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable1M&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|metal=1&lt;br /&gt;
|gemini=1&lt;br /&gt;
|solar=2&lt;br /&gt;
|top=3&lt;br /&gt;
|wool=0.5&lt;br /&gt;
|black=3&lt;br /&gt;
|phar=1/5&lt;br /&gt;
|magic=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 2===&lt;br /&gt;
====Whopper====&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/1/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|hornet=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|jewel=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|grab=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|triple=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|flash=Y&amp;lt;br&amp;gt;Y&lt;br /&gt;
|slash=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|wheel=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|sakugarne=4&amp;lt;br&amp;gt;4&lt;br /&gt;
|wire=1&amp;lt;br&amp;gt;3&lt;br /&gt;
|arrow=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|notes=Top row is damage in MaGMML2; bottom row is damage from MaGMML2 weapons in the Megamix Engine.&lt;br /&gt;
}}&lt;br /&gt;
====Boss Whopper====&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/2/3&lt;br /&gt;
|hornet=10&lt;br /&gt;
|jewel=3&lt;br /&gt;
|grab=2&lt;br /&gt;
|triple=7&lt;br /&gt;
|flash=Y*&lt;br /&gt;
|slash=4&lt;br /&gt;
|wheel=3&lt;br /&gt;
|sakugarne=4&lt;br /&gt;
|wire=1&lt;br /&gt;
|arrow=2&lt;br /&gt;
|notes=*Disables the boss's invincibility frames while in effect.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 3===&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|spark=1&lt;br /&gt;
|laser=2&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=6&lt;br /&gt;
|thunder=3&lt;br /&gt;
|magnetic=1&lt;br /&gt;
|ice=2&lt;br /&gt;
|break=2&lt;br /&gt;
|tape=2/1/Y&lt;br /&gt;
|lantern=1&lt;br /&gt;
|prismatic=2/3/4&lt;br /&gt;
|beet=2&lt;br /&gt;
|rec=4/3&lt;br /&gt;
|banshee=4&lt;br /&gt;
|propeller=1&lt;br /&gt;
|cable=2&lt;br /&gt;
|shoes=1&lt;br /&gt;
|royal=1&lt;br /&gt;
|bait=1/0.5&lt;br /&gt;
|power=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 24 Hour Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable24HM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|super=4/2&lt;br /&gt;
|chill=1/5&lt;br /&gt;
|pakkajoe=99&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 48 Hour Mega Man Level===&lt;br /&gt;
{{Damagetable48H&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|flame=2&lt;br /&gt;
|rain=2&lt;br /&gt;
|spark=0&lt;br /&gt;
|snake=2&lt;br /&gt;
|tengu=1/1/2&lt;br /&gt;
|water=2&lt;br /&gt;
|concrete=3&lt;br /&gt;
|homing=2&lt;br /&gt;
|beat=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Megamix Engine===&lt;br /&gt;
{{DamagetableM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|time=Y&lt;br /&gt;
|stone=4&lt;br /&gt;
|plant=4&lt;br /&gt;
|block=2&lt;br /&gt;
|ice=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Entry Bosses}}&lt;br /&gt;
{{MaGMML2 Tier 4}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]][[Category:Devkit Enemies (MaGMML2)]][[Category:Mega Man 4 Enemies]][[Category:Midbosses]][[Category:Devkit Midbosses (MaGMML2)]][[Category:Floating Enemies]][[Category:Shielded Enemies]][[Category:Bosses]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User_talk:ANueUtsuho&amp;diff=26864</id>
		<title>User talk:ANueUtsuho</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User_talk:ANueUtsuho&amp;diff=26864"/>
				<updated>2025-02-05T03:06:31Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a heads-up, wiki staff have decided that plushies shouldn't be included in level screenshots. They tend to be visually distracting (particularly the larger ones), and that's a detriment when the screenshot's purpose is to demonstrate the level, not the player. The FUNBAGS screenshots you uploaded recently with the big Block plushie are unfortunately a good example of why this can be a problem. --[[User:Spin Attaxx|Spin Attaxx]] ([[User talk:Spin Attaxx|talk]]) 20:54, 4 February 2025 (CST)&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
That's fine. I do apologize for the mess-up regarding the uploading of Mediocre Oil Level's image as well.&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-123-MediocreOilLevel.png&amp;diff=26862</id>
		<title>File:MaGMML3-123-MediocreOilLevel.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-123-MediocreOilLevel.png&amp;diff=26862"/>
				<updated>2025-02-05T02:32:51Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: ANueUtsuho uploaded a new version of File:MaGMML3-123-MediocreOilLevel.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-123-MediocreOilLevel.png&amp;diff=26861</id>
		<title>File:MaGMML3-123-MediocreOilLevel.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-123-MediocreOilLevel.png&amp;diff=26861"/>
				<updated>2025-02-05T02:30:33Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: ANueUtsuho uploaded a new version of File:MaGMML3-123-MediocreOilLevel.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-123-MediocreOilLevel.png&amp;diff=26860</id>
		<title>File:MaGMML3-123-MediocreOilLevel.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-123-MediocreOilLevel.png&amp;diff=26860"/>
				<updated>2025-02-05T02:27:21Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-104-FUNBAGS-East.png&amp;diff=26859</id>
		<title>File:MaGMML3-104-FUNBAGS-East.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-104-FUNBAGS-East.png&amp;diff=26859"/>
				<updated>2025-02-05T02:26:20Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-104-FUNBAGS-South.png&amp;diff=26858</id>
		<title>File:MaGMML3-104-FUNBAGS-South.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-104-FUNBAGS-South.png&amp;diff=26858"/>
				<updated>2025-02-05T02:26:11Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-104-FUNBAGS-North.png&amp;diff=26857</id>
		<title>File:MaGMML3-104-FUNBAGS-North.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-104-FUNBAGS-North.png&amp;diff=26857"/>
				<updated>2025-02-05T02:25:53Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-104-FUNBAGS-Start.png&amp;diff=26856</id>
		<title>File:MaGMML3-104-FUNBAGS-Start.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-104-FUNBAGS-Start.png&amp;diff=26856"/>
				<updated>2025-02-05T02:25:34Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Suzy_Love&amp;diff=26849</id>
		<title>Suzy Love</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Suzy_Love&amp;diff=26849"/>
				<updated>2025-02-04T23:37:03Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Suzy Love&lt;br /&gt;
|rank=143rd&lt;br /&gt;
|image=[[File:MaGMML3-143-SuzyLove.png|256px]]&lt;br /&gt;
|caption=''Bullets from a revolver, bullets from a snake,''&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[Moony Moon]]&lt;br /&gt;
|composer=They Might Be Giants, Keiichi Suzuki, Hirokazu Tanaka (originals)&amp;lt;br&amp;gt;Max Demski (cover)&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=38&lt;br /&gt;
|judge2=28&lt;br /&gt;
|judge3=52&lt;br /&gt;
|judge4=43&lt;br /&gt;
|judge5=38&lt;br /&gt;
|totalscore=39.80&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Chainsoar]]&lt;br /&gt;
*[[Colton]]&lt;br /&gt;
*[[Petit Snakey]]&lt;br /&gt;
*[[Sniper Joe]]&lt;br /&gt;
*[[Octopus Battery|R Suzy]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Dustman Block]]&lt;br /&gt;
*[[Flip Platform]]&lt;br /&gt;
*[[Press]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Hot Dog]]&lt;br /&gt;
*[[Big Snakey]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Giant Suzy]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Flood - Sapphire Bullets of Pure Love&amp;lt;br&amp;gt;'''Boss:''' Earthbound - Kraken of the Sea&lt;br /&gt;
|location=[[Tier 3 (MaGMML3)|Tier 3]]&lt;br /&gt;
|previous=[[Fruit Forest]]&lt;br /&gt;
|next=[[Glass Factory]]&lt;br /&gt;
}}&lt;br /&gt;
'''Suzy Love''' is the 143rd place entry in ''[[Make a Good Mega Man Level 3]]''. The level centers around [[Octopus Battery|R Suzies]] that Mega Man can stand on, in addition to Octopus Batteries who can be talked to. These Suzies reveal themselves to be an interconnected hivemind, who slowly reveals their awkward crush on Mega Man throughout the level. The level also features both [[Petit Snakey]]s and [[Big Snakey]]s. &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level begins with an [[Octopus Battery|R Suzy]] NPC introducing itself, followed by a pair of [[Flip Platform]]s, and then a pair of [[Colton]]s. &lt;br /&gt;
&lt;br /&gt;
Falling down the hole leads to an entire floor made of Suzies. This introduces the level's gimmick of friendly Suzies that can be safely stood on. Jumping down the hole made by the Suzies that rise up is what progresses the level. However, going to the left leads to a platforming puzzle and the first Trickster Token, while going to the right leads to three large Bolts. &lt;br /&gt;
&lt;br /&gt;
The following screen contains a ladder, which leads to a miniboss fight against a [[Hot Dog]], which can be defeated without taking any damage by standing on the raised ledge, and an E-Tank. Progressing requires destroying the [[Dustman Block]] blocking an R Suzy. Failing to get on the Suzy before it leaves requires entering and exiting the E-Tank room to reload the puzzle. &lt;br /&gt;
&lt;br /&gt;
From here is a series of challenges involving hopping from one Suzy to the next. The [[Sniper Joe]]s and [[Chainsoar]] can be ignored. The second Trickster Token can be found on top of an R Suzy at the bottom of the screen, requiring a quick jump before the Suzy starts moving. At the end of this ride is the level's first checkpoint, and a ladder. This leads to a fight against a [[Big Snakey]]. &lt;br /&gt;
&lt;br /&gt;
The third Trickster Token is found by quickly sliding under the block in the Suzy ride in the next room. The fourth Trickster Token requires another precise Suzy jump, then going to the left edge of the screen. Note that failing to get either Token requires a restart to before the Big Snakey fight. The fifth and final Trickster Token is much easier to obtain, as it is simply found through a hole in the wall in the middle of the next screen down.  &lt;br /&gt;
&lt;br /&gt;
Going to the left from the Token room leads to another Suzy ride, which ends with Mega Man being pushed by a wall down to an area containing [[Press|Presses]], and another Big Snakey fight. Going up the ladder in the right screen leads to the boss gate. The boss of the level is revealed to be the R Suzy hivemind's overprotective father: [[Giant Suzy]].  &lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=...Okay, lemme see if I've got the plot straight. We've just met a friendly Suzy hive-mind, who actively encourages us to talk to them throughout the level about various mundane things. Their dad is a Giant Suzy who doesn't like you for some reason, and has a bunch of unruly pet snakes. Considering the level's called &amp;quot;Suzy Love&amp;quot;, my first instinct is that we have an Overprotective Dad on our hands, especially considering his hive mind of kids seems particularly eager for conversation? Maybe? I'm gonna be frank I have no idea what's actually going on here, I didn't expect to be saying any of these sentences and I'm very confused.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As for the actual level, while I like the concept of friendly Suzies (about time they start paying their dues), they don't really do a lot. Their interest level peaks with the first Token, after that it's pretty much just &amp;quot;ride the Suzy until you need to jump off&amp;quot;. And if you miss? Well, better hope you have Jet and/or Magnet energy, maybe the occasional Bike. It's an all right idea, but it needs FAR more variety, and also to be a bit less awkwardly punishing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As for the rest of the level's denizens? They're all just... there. I barely remember any of the enemy encounters that didn't relate to the weird plot, which isn't helped by the largely non-existent (and slightly broken) visuals. Overall, this is... a very bizarre nothing level.&lt;br /&gt;
|mickscore=38&lt;br /&gt;
|mgdesign=13&lt;br /&gt;
|mgfun=6&lt;br /&gt;
|mgcreativity=5&lt;br /&gt;
|mgaesthetics=5&lt;br /&gt;
|mgfunctionality=9&lt;br /&gt;
|shin=I have many questions, none of which I'm sure have straight answers.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In all seriousness, this level is just...odd, to the point where I'm a little unsure on what to make of it. The whole idea of using Suzies as platforms is an interesting idea at first glance, but there's only so much you can do with what's essentially a small, fast platform that can only move from side to side (since the up and down variant would likely crush you more often than not). That said, they still probably could have worked with a few supporting gimmicks. The dust blocks in particular had the potential to make things more interesting, but they're only used once in the whole stage. Since the main gimmick is so bare bones on its own, most of the level essentially amounts to a series of basic platforming segments with some precision jumps/falls if you're going for the tokens. It feels like the core concept is there, but wasn't fleshed out fully, which is always a bit disheartening to see.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There's not even much more to the stage beyond that, aside from some strange aesthetic choices (such as water tiles being used as solid ground) and some glaring functionality issues to go with them. There's a spot near the last token where you can get above the ceiling of the next segment (along with phasing through what should be solid tiles in the process), which is very easy to stumble across even by accident. There's also the Suzy NPCs, whose positions get offset when you talk to them from the opposite direction. Then again, that's not the most confusing thing about them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I usually don't account for flavor text and lore in reviews, so this is more of an idle observation than anything...but most of the Suzies' dialogue was straight up bizarre. It was almost a little unnerving in some aspects (such as that &amp;quot;hive mind&amp;quot; comment), to the point where I was wondering if the stage was going to take a dark turn later on.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Of course, there's no big twist or anything like that. This is just a rather strange, but ultimately basic level.&lt;br /&gt;
|shinscore=28&lt;br /&gt;
|sdesign=7&lt;br /&gt;
|sfun=6&lt;br /&gt;
|screativity=4&lt;br /&gt;
|saesthetics=3&lt;br /&gt;
|sfunctionality=8&lt;br /&gt;
|pachy=Ride on the Air of Love!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;An odd premise, of building a level where you're given the ability to ride on the Suzies. The way the level uses this, it's somewhat awkward.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With how fast the Suzies move and how you are stuck with a one-tile platform throughout the ride, that doesn't really allow for a whole lot of complexity and variety. As a result, the challenge progression throughout the level feels bumpy and unnatural, when each time a Suzy-type manoeuvring is demanded, it's one quick fall to spiky doom if ya ain't careful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Trying to slide through a one-tile gap on one of these things is tense, I'm glad it's only really required to do on one occasion.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The rest of the level is just random Suzy NPCs, I guess, which I really don't have a comment about. Doesn't really add to the design of the level, just strange.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The graphics aren't much to write home about, non-coherent theming of tilesets that seems to change every room, with bare minimum amount of background decoration. The music is definitely love-struck, but not exactly fitting for an action-filled platforming blue bomber game.&lt;br /&gt;
|pachyscore=52&lt;br /&gt;
|pdesign=18&lt;br /&gt;
|pfun=11&lt;br /&gt;
|pcreativity=8&lt;br /&gt;
|paesthetics=7&lt;br /&gt;
|pfunctionality=8&lt;br /&gt;
|flashman=I don't even know where to start with this one. Maybe I had fun? I laughed a few times, enjoyed the creativity of a couple screens, and got swept up in the surreal experience of mistaking this 8-bit rendition of They Might Be Giants' &amp;quot;Sapphire Bullets of Pure Love&amp;quot; for a cover of Owl City's &amp;quot;Dental Care.&amp;quot; Everybody wants a Rockman to wind a piece of floss around.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This level confuses me on every...uh...level.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Scatterbrained, that's the word. There's *almost* a unified theme, *almost* a coherent narrative, *almost* a sense of flow to the gameplay, but something always gets in the way. The end of the level is a good example: the last NPC tells a joke that doesn't offer any closure to the story and (to me) doesn't make any sense. Suzies have been friendly the whole time, but now we inexplicably need to fight one. The boss music is in a different style that doesn't fit with They Might Be Owl City.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Anything that isn't a Snakey or a Suzy never sticks around long enough to feel like a meaningful part of the level. NPCs break the fourth wall in a way that makes me wonder if it's the dialogue writer, not the characters, trying to communicate with me. Each area feels like it was constructed in isolation and then attached to the rest of the level wherever it would fit.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I like the miniboss fights. Any token challenge with Suzy platforms (which should really be indestructible) is actually pretty decent. By my standards, Sniper Joes are used correctly. Thinking that Dr. Wily created these Suzies, I got a good chuckle out of &amp;quot;Our dad doesn't like you&amp;quot;; in retrospect, maybe that was referring to the boss?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I was going to prolong this review by thinking of another song reference to shoehorn (the kind with teeth), but it's old and it's totally over now.&lt;br /&gt;
|flashmanscore=43&lt;br /&gt;
|fmdesign=12&lt;br /&gt;
|fmfun=11&lt;br /&gt;
|fmcreativity=7&lt;br /&gt;
|fmaesthetics=7&lt;br /&gt;
|fmfunctionality=6&lt;br /&gt;
|ace=I think the level is best exemplified by the introduction of the main gimmick to the level, the titular Suzies. It is barely functional, somewhat confusing, feeling just plain wrong, with a smidge of random, instant death out of nowhere. The Suzies seem to get stuck on invisible blocks, warp around the room, and can inexplicably crush the player. In certain rooms they can permanently despawn, leaving the player stranded and forcing suicide.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Further hampering things is the unfinished nature of the graphics and tilework. This means that conveyance is non-existent, including moments where the player has multiple &amp;quot;paths&amp;quot;, but does not know where to go. Due to the background being black at all times, there is no difference between a pit and the path you are meant to travel down.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There are virtually no enemies in the stage other than the two mid bosses, which are simply time wasters; and the room layouts with these enemies is poorly thought out, making avoiding damage very difficult. Outside of these two encounters, there is no challenge to the level. The boss certainly exists and is 100% expected. Kind of wish the Daddy Suzy at least had a sprite edit. Think of it, give papa a moustache!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If this review sounds negative, well, I didn't *dislike* playing this. I did like the idea you had going with the gimmick of the stage, but it was just poorly executed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It does have charm in its own way - it's one of the few stages of this contest to manage to maintain its charm in spite of the large numbers of NPCs - mostly down to some not-cringeworthy writing. But charm doesn't carry too far when the stage it's a part of is merely just below average.&lt;br /&gt;
|acescore=38&lt;br /&gt;
|asdesign=11&lt;br /&gt;
|asfun=10&lt;br /&gt;
|ascreativity=5&lt;br /&gt;
|asaesthetics=4&lt;br /&gt;
|asfunctionality=8&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 3}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 3 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Suzy_Love&amp;diff=26846</id>
		<title>Suzy Love</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Suzy_Love&amp;diff=26846"/>
				<updated>2025-02-04T23:15:54Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: Created the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Suzy Love&lt;br /&gt;
|rank=143rd&lt;br /&gt;
|image=[[File:MaGMML3-143-SuzyLove.png|256px]]&lt;br /&gt;
|caption=''Bullets from a revolver, bullets from a snake,''&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[Moony Moon]]&lt;br /&gt;
|composer=They Might Be Giants, Keiichi Suzuki, Hirokazu Tanaka (originals)&amp;lt;br&amp;gt;Max Demski (cover)&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=38&lt;br /&gt;
|judge2=28&lt;br /&gt;
|judge3=52&lt;br /&gt;
|judge4=43&lt;br /&gt;
|judge5=38&lt;br /&gt;
|totalscore=39.80&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Chainsoar]]&lt;br /&gt;
*[[Colton]]&lt;br /&gt;
*[[Petit Snakey]]&lt;br /&gt;
*[[Sniper Joe]]&lt;br /&gt;
*[[Octopus Battery|R Suzy]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Dustman Block]]&lt;br /&gt;
*[[Flip Platform]]&lt;br /&gt;
*[[Press]]&lt;br /&gt;
|subboss=&lt;br /&gt;
*[[Hot Dog]]&lt;br /&gt;
*[[Big Snakey]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Giant Suzy]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Flood - Sapphire Bullets of Pure Love&amp;lt;br&amp;gt;'''Boss:''' Earthbound - Kraken of the Sea&lt;br /&gt;
|location=[[Tier 3 (MaGMML3)|Tier 3]]&lt;br /&gt;
|previous=[[Fruit Forest]]&lt;br /&gt;
|next=[[Glass Factory]]&lt;br /&gt;
}}&lt;br /&gt;
'''Suzy Love''' is the 143rd place entry in ''[[Make a Good Mega Man Level 3]]''. The level centers around [[Octopus Battery|R Suzies]] that Mega Man can stand on, in addition to Octopus Batteries who can be talked to. These Suzies reveal themselves to be an interconnected hivemind, who slowly reveals their awkward crush on Mega Man throughout the level. The level also features both [[Petit Snakey]]s and [[Big Snakey]]s. &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level begins with an [[Octopus Battery|R Suzy]] NPC introducing itself, followed by a pair of [[Flip Platform]]s, and then a pair of [[Colton]]s. &lt;br /&gt;
&lt;br /&gt;
Falling down the hole leads to an entire floor made of Suzies. This introduces the level's gimmick of friendly Suzies that can be safely stood on. Jumping down the hole made by the Suzies that rise up is what progresses the level. However, going to the left leads to a platforming puzzle and the first Trickster Token, while going to the right leads to three large Bolts. &lt;br /&gt;
&lt;br /&gt;
The following screen contains a ladder, which leads to a miniboss fight against a [[Hot Dog]], which can be defeated without taking any damage by standing on the raised ledge, and an E-Tank. Progressing requires destroying the [[Dustman Block]] blocking an R Suzy. Failing to get on the Suzy before it leaves requires entering and exiting the E-Tank room to reload the puzzle. &lt;br /&gt;
&lt;br /&gt;
From here is a series of challenges involving hopping from one Suzy to the next. The [[Sniper Joe]]s and [[Chainsoar]] can be ignored. The second Trickster Token can be found on top of an R Suzy at the bottom of the screen, requiring a quick jump before the Suzy starts moving. At the end of this ride is the level's first checkpoint, and a ladder. This leads to a fight against a [[Big Snakey]]. &lt;br /&gt;
&lt;br /&gt;
The third Trickster Token is found by quickly sliding under the block in the Suzy ride in the next room. The fourth Trickster Token requires another precise Suzy jump, then going to the left edge of the screen. Note that failing to get either Token requires a restart to before the Big Snakey fight. The fifth and final Trickster Token is much easier to obtain, as it is simply found through a hole in the wall in the middle of the next screen down.  &lt;br /&gt;
&lt;br /&gt;
Going to the left from the Token room leads to another Suzy ride, which ends with Mega Man being pushed by a wall down to an area containing [[Press|Presses]], and another Big Snakey fight. Going up the ladder in the right screen leads to the boss gate. The boss of the level is revealed to be the R Suzy hivemind's overprotective father: [[Giant Suzy]].  &lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=...Okay, lemme see if I've got the plot straight. We've just met a friendly Suzy hive-mind, who actively encourages us to talk to them throughout the level about various mundane things. Their dad is a Giant Suzy who doesn't like you for some reason, and has a bunch of unruly pet snakes. Considering the level's called &amp;quot;Suzy Love&amp;quot;, my first instinct is that we have an Overprotective Dad on our hands, especially considering his hive mind of kids seems particularly eager for conversation? Maybe? I'm gonna be frank I have no idea what's actually going on here, I didn't expect to be saying any of these sentences and I'm very confused.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As for the actual level, while I like the concept of friendly Suzies (about time they start paying their dues), they don't really do a lot. Their interest level peaks with the first Token, after that it's pretty much just &amp;quot;ride the Suzy until you need to jump off&amp;quot;. And if you miss? Well, better hope you have Jet and/or Magnet energy, maybe the occasional Bike. It's an all right idea, but it needs FAR more variety, and also to be a bit less awkwardly punishing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As for the rest of the level's denizens? They're all just... there. I barely remember any of the enemy encounters that didn't relate to the weird plot, which isn't helped by the largely non-existent (and slightly broken) visuals. Overall, this is... a very bizarre nothing level.&lt;br /&gt;
|mickscore=38&lt;br /&gt;
|mgdesign=13&lt;br /&gt;
|mgfun=6&lt;br /&gt;
|mgcreativity=5&lt;br /&gt;
|mgaesthetics=5&lt;br /&gt;
|mgfunctionality=9&lt;br /&gt;
|shin=I have many questions, none of which I'm sure have straight answers.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In all seriousness, this level is just...odd, to the point where I'm a little unsure on what to make of it. The whole idea of using Suzies as platforms is an interesting idea at first glance, but there's only so much you can do with what's essentially a small, fast platform that can only move from side to side (since the up and down variant would likely crush you more often than not). That said, they still probably could have worked with a few supporting gimmicks. The dust blocks in particular had the potential to make things more interesting, but they're only used once in the whole stage. Since the main gimmick is so bare bones on its own, most of the level essentially amounts to a series of basic platforming segments with some precision jumps/falls if you're going for the tokens. It feels like the core concept is there, but wasn't fleshed out fully, which is always a bit disheartening to see.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There's not even much more to the stage beyond that, aside from some strange aesthetic choices (such as water tiles being used as solid ground) and some glaring functionality issues to go with them. There's a spot near the last token where you can get above the ceiling of the next segment (along with phasing through what should be solid tiles in the process), which is very easy to stumble across even by accident. There's also the Suzy NPCs, whose positions get offset when you talk to them from the opposite direction. Then again, that's not the most confusing thing about them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I usually don't account for flavor text and lore in reviews, so this is more of an idle observation than anything...but most of the Suzies' dialogue was straight up bizarre. It was almost a little unnerving in some aspects (such as that &amp;quot;hive mind&amp;quot; comment), to the point where I was wondering if the stage was going to take a dark turn later on.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Of course, there's no big twist or anything like that. This is just a rather strange, but ultimately basic level.&lt;br /&gt;
|shinscore=28&lt;br /&gt;
|sdesign=7&lt;br /&gt;
|sfun=6&lt;br /&gt;
|screativity=4&lt;br /&gt;
|saesthetics=3&lt;br /&gt;
|sfunctionality=8&lt;br /&gt;
|pachy=Ride on the Air of Love!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;An odd premise, of building a level where you're given the ability to ride on the Suzies. The way the level uses this, it's somewhat awkward.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With how fast the Suzies move and how you are stuck with a one-tile platform throughout the ride, that doesn't really allow for a whole lot of complexity and variety. As a result, the challenge progression throughout the level feels bumpy and unnatural, when each time a Suzy-type manoeuvring is demanded, it's one quick fall to spiky doom if ya ain't careful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Trying to slide through a one-tile gap on one of these things is tense, I'm glad it's only really required to do on one occasion.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The rest of the level is just random Suzy NPCs, I guess, which I really don't have a comment about. Doesn't really add to the design of the level, just strange.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The graphics aren't much to write home about, non-coherent theming of tilesets that seems to change every room, with bare minimum amount of background decoration. The music is definitely love-struck, but not exactly fitting for an action-filled platforming blue bomber game.&lt;br /&gt;
|pachyscore=52&lt;br /&gt;
|pdesign=18&lt;br /&gt;
|pfun=11&lt;br /&gt;
|pcreativity=8&lt;br /&gt;
|paesthetics=7&lt;br /&gt;
|pfunctionality=8&lt;br /&gt;
|flashman=I don't even know where to start with this one. Maybe I had fun? I laughed a few times, enjoyed the creativity of a couple screens, and got swept up in the surreal experience of mistaking this 8-bit rendition of They Might Be Giants' &amp;quot;Sapphire Bullets of Pure Love&amp;quot; for a cover of Owl City's &amp;quot;Dental Care.&amp;quot; Everybody wants a Rockman to wind a piece of floss around.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This level confuses me on every...uh...level.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Scatterbrained, that's the word. There's *almost* a unified theme, *almost* a coherent narrative, *almost* a sense of flow to the gameplay, but something always gets in the way. The end of the level is a good example: the last NPC tells a joke that doesn't offer any closure to the story and (to me) doesn't make any sense. Suzies have been friendly the whole time, but now we inexplicably need to fight one. The boss music is in a different style that doesn't fit with They Might Be Owl City.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Anything that isn't a Snakey or a Suzy never sticks around long enough to feel like a meaningful part of the level. NPCs break the fourth wall in a way that makes me wonder if it's the dialogue writer, not the characters, trying to communicate with me. Each area feels like it was constructed in isolation and then attached to the rest of the level wherever it would fit.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I like the miniboss fights. Any token challenge with Suzy platforms (which should really be indestructible) is actually pretty decent. By my standards, Sniper Joes are used correctly. Thinking that Dr. Wily created these Suzies, I got a good chuckle out of &amp;quot;Our dad doesn't like you&amp;quot;; in retrospect, maybe that was referring to the boss?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I was going to prolong this review by thinking of another song reference to shoehorn (the kind with teeth), but it's old and it's totally over now.&lt;br /&gt;
|flashmanscore=43&lt;br /&gt;
|fmdesign=12&lt;br /&gt;
|fmfun=11&lt;br /&gt;
|fmcreativity=7&lt;br /&gt;
|fmaesthetics=7&lt;br /&gt;
|fmfunctionality=6&lt;br /&gt;
|ace=I think the level is best exemplified by the introduction of the main gimmick to the level, the titular Suzies. It is barely functional, somewhat confusing, feeling just plain wrong, with a smidge of random, instant death out of nowhere. The Suzies seem to get stuck on invisible blocks, warp around the room, and can inexplicably crush the player. In certain rooms they can permanently despawn, leaving the player stranded and forcing suicide.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Further hampering things is the unfinished nature of the graphics and tilework. This means that conveyance is non-existent, including moments where the player has multiple &amp;quot;paths&amp;quot;, but does not know where to go. Due to the background being black at all times, there is no difference between a pit and the path you are meant to travel down.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There are virtually no enemies in the stage other than the two mid bosses, which are simply time wasters; and the room layouts with these enemies is poorly thought out, making avoiding damage very difficult. Outside of these two encounters, there is no challenge to the level. The boss certainly exists and is 100% expected. Kind of wish the Daddy Suzy at least had a sprite edit. Think of it, give papa a moustache!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If this review sounds negative, well, I didn't *dislike* playing this. I did like the idea you had going with the gimmick of the stage, but it was just poorly executed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It does have charm in its own way - it's one of the few stages of this contest to manage to maintain its charm in spite of the large numbers of NPCs - mostly down to some not-cringeworthy writing. But charm doesn't carry too far when the stage it's a part of is merely just below average.&lt;br /&gt;
|acescore=38&lt;br /&gt;
|asdesign=11&lt;br /&gt;
|asfun=10&lt;br /&gt;
|ascreativity=5&lt;br /&gt;
|asaesthetics=4&lt;br /&gt;
|asfunctionality=8&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 3}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 3 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-143-SuzyLove.png&amp;diff=26844</id>
		<title>File:MaGMML3-143-SuzyLove.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-143-SuzyLove.png&amp;diff=26844"/>
				<updated>2025-02-04T23:02:44Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: Not sure if a Token room was the best choice, but it showed both Suzies and Petit Snakey.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not sure if a Token room was the best choice, but it showed both Suzies and Petit Snakey.&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Air_man%27s_ultimate_weapon&amp;diff=26808</id>
		<title>Air man's ultimate weapon</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Air_man%27s_ultimate_weapon&amp;diff=26808"/>
				<updated>2025-02-03T23:43:54Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: Created the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Air man's ultimate weapon&lt;br /&gt;
|caption=Air Man did it once, and he will do it again!&lt;br /&gt;
|rank=147th&lt;br /&gt;
|image=[[File:MaGMML3-147-AirMansUltimateWeapon.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[Tarkan809]]&lt;br /&gt;
|composer=Takashi Tateishi&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
MaGMML3: 1: Mick, 2: Shinryu, 3: Pacchy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=18&lt;br /&gt;
|judge2=28&lt;br /&gt;
|judge3=57&lt;br /&gt;
|judge4=49&lt;br /&gt;
|judge5=37&lt;br /&gt;
|totalscore=37.80&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Big Eye]]&lt;br /&gt;
*[[Fan Fiend]]&lt;br /&gt;
*[[Pipi]]&lt;br /&gt;
*[[Neo Metall]]&lt;br /&gt;
*[[Sniper Joe]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Air Tiki]]&lt;br /&gt;
*[[Sheep Block]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Hot Dog]]&lt;br /&gt;
*[[Melody Response Cannon]] (buttons only)&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Air Man|Air Dab Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man 2 - Air Man&amp;lt;br&amp;gt;'''Boss:''' Mega Man 2 - Boss&lt;br /&gt;
|location=[[Tier 3 (MaGMML3)|Tier 3]]&lt;br /&gt;
|previous=[[The Return of Veteran Z]]&lt;br /&gt;
|next=[[I Hope I Lose: A Grand Tale]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Air man's Ultimate Weapon''' is the 147th place entry in ''[[Make a Good Mega Man Level 3]]''. The level primarily uses the same enemies and gimmicks as Air Man's stage did in Mega Man 2, albeit with a different tileset. &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level begins with a straightforward path containing a [[Neo Metall]], a [[Sniper Joe]], and a [[Big Eye]], in that order. The next two screens feature additional Sniper Joes, although they are less of a threat than usual due to their attempting to jump backwards in an enclosed area. &lt;br /&gt;
&lt;br /&gt;
The next section is a horizontal walkway containing [[Fan Fiend]]s and [[Pipi]]s. After this is a miniboss fight against a [[Hot Dog]], although simply standing at the left edge of the screen allows Mega Man to shoot it while avoiding its fire completely. Falling down leads to a screen of green [[Sheep Block]]s over spikes. &lt;br /&gt;
&lt;br /&gt;
The next area features a puzzle utilizing the [[Melody Response Cannon]]'s buttons. However, the cannon itself is absent, so there is no punishment for failing the memorization puzzle besides doing it over again. Note that the bottom two buttons may be difficult to jump between, necessitating utilities to jump from one end of the platform to the other. Another screen utilizing Sheep Blocks follows, this time utilizing all four colors and Sheep Spikes. After this is a stretch of [[Air Tiki]]s, and finally the boss gate. &lt;br /&gt;
&lt;br /&gt;
The boss fight is against [[Air Man]], who reveals his ultimate weapon: he dabs, as he once did in [[Boil Man (stage)|Boil Man]]'s stage in ''MaGMML2''. This causes him to use a glitchy attack pattern. First, he fires Air Shooters that disappear after a single frame. After 1-3 patterns of this, he begins to stop time and fire three energy waves in a row. These energy waves deal 7 damage each, enough to reduce Mega Man to a quarter of his health with a single time stop. &lt;br /&gt;
&lt;br /&gt;
==Easter Eggs==&lt;br /&gt;
Hidden in the Melody Response puzzle room, on the right side of the wall, is a cameo by the level's creator, Tarkan809. They will warn you in advance about Air Man's ultimate technique. &lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=Well, one thing's for sure, this level is extremely green, and... not a whole lot else. There's a few kinda unique moments, if only because I've never seen a Passworder lock without the actual cannon-meaning it's absolutely no threat, but the level is primarily encounters with generic goons or Air Man's regular goons. Unfortunately, this is nothing we haven't seen before, and even when the level adds on Sheep Blocks, it continues to be unremarkable. Probably the only thing I need to remark on is the absurd amount of green-mainly because green spikes and green all-the-other-solids equals readability havoc.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The boss, however, is borderline unplayable nonsense. His regular attack spawns and dies immediately, so he's basically just dabbing uselessly. But then every so often, he'll freeze time and fire large wind waves that tear off large pieces of your health bar, and if you happen to be grounded when he does this you're pretty much dead... with no warning. When the most prominent element of a level is this thoroughly broken? And it's got nothing else going for it? It needs to go back to the drawing board.&lt;br /&gt;
|mickscore=18&lt;br /&gt;
|mgdesign=9&lt;br /&gt;
|mgfun=2&lt;br /&gt;
|mgcreativity=0&lt;br /&gt;
|mgaesthetics=4&lt;br /&gt;
|mgfunctionality=3&lt;br /&gt;
|shin=During the process of judging these levels, we were tasked with giving each a personal difficulty score. This one got a 3/5 from me, and the one (and only) reason it even got that high is due to the boss.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As far as the stage itself goes, it's pretty short with not much to talk about, save for a few aspects. The color palette is certainly one, given how...overly green the tiles are. They don't look that bad when paired with the sky background, but the indoor segments are a bit harder to look past. That aside, the Melody Response Cannon (minus the cannon) part is probably the most notable section of the stage, but not for the right reasons. Two of the buttons aligned underneath a low platform, making it impossible to jump over said buttons without hitting them. It's a very tedious segment to an otherwise bland level. As implied before, however, the boss is what really pushes it over the edge.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Air Man has a plethora of problems, with the most obvious being that his tornadoes don't spawn correctly. They flash in for a split second (and can actually damage you if you're standing in a spot where they briefly appear), then immediately go away while Air Man casually pushes you back. Then there's his &amp;quot;air wave&amp;quot; attack, which does enough damage to kill you in four hits. Thankfully, it's relatively easy to avoid...until he pulls out a version of it that stops time. There's no telegraph for when he's about to do this, which means if you get frozen while facing him on the ground, you'll be losing a ton of health (or depending on how much damage you've taken prior, all of it) with no way to retaliate. Thankfully, he's incredibly weak to the Spark Chaser...which can also easily trigger a soft-lock. If you kill Air Man while time is frozen (via Spark Chaser or by just timing your shots right), the time freezing effect doesn't go away, no matter how long you wait.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;All things considered, I think it's pretty safe to say this could have done with a lot more playtesting.&lt;br /&gt;
|shinscore=28&lt;br /&gt;
|sdesign=7&lt;br /&gt;
|sfun=4&lt;br /&gt;
|screativity=3&lt;br /&gt;
|saesthetics=7&lt;br /&gt;
|sfunctionality=7&lt;br /&gt;
|pachy=Lookie, Airy Does the Funny.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Green room green spike green ladder.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Simon Says miniboss with no threat of failing other than the annoyance of needing to use special weapons to traverse through the buttons without triggering them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;No checkpoint after that until right before the boss. I guess this is supposed to be making fun of MM1 and 2 level design? Ehh, the stage is short enough, I guess.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Air Man fight is silly, I guess; definitely rude when getting caught by that Flash Stopper attack the first time around, being stuck and not being able to deal with the onslaught is not good boss design. Also really weird that the tornados he summons show up for one frame and then despawn immediately, can't tell if it's intentional behavior.&lt;br /&gt;
|pachyscore=57&lt;br /&gt;
|pdesign=15&lt;br /&gt;
|pfun=15&lt;br /&gt;
|pcreativity=12&lt;br /&gt;
|paesthetics=7&lt;br /&gt;
|pfunctionality=8&lt;br /&gt;
|flashman=With 176 levels to judge, I've tried to balance detail with brevity and limit myself to around 300 words per review. That adds up to more than 52,000 words...which is longer than The Great Gatsby. And those are just the words that made the final cut. I can't tell you how many times I've revised and completely rewritten these reviews.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As long as a level's premise, atmosphere, challenges, and polish give me something worth writing about, I don't mind producing another 300-odd words. Here, I'm struggling.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The level is playable. It meets my expectations for length, general layout, and other fundamental aspects of design. But when competing against 175 other levels, &amp;quot;playable&amp;quot; is only a starting point.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Theming, novelty, fairness, purpose - that's what I'm looking for on every screen. Color-contrasting spikes of a uniform design, two-way ladder transitions, and a boss fight with stable programming would be nice, too.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;From the enemies to the music, none of the elements from Air Man's level in MM2 are used in a way that feels original. The button puzzle is awkward filler; it doesn't fit with the rest of the level, there's no risk or danger involved, and the low ceiling makes some button sequences impossible without using special weapons to get around the room. Sheep Man blocks are a rough surprise for players who haven't encountered them before, and it's a shame they're never combined with any enemies.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Metalls and Joes are thoroughly exhausting in these stale configurations. Air Man jokes have run their course. At least the tileset is simple and clean; the boss chamber looks particularly good.&lt;br /&gt;
|flashmanscore=49&lt;br /&gt;
|fmdesign=20&lt;br /&gt;
|fmfun=9&lt;br /&gt;
|fmcreativity=3&lt;br /&gt;
|fmaesthetics=9&lt;br /&gt;
|fmfunctionality=8&lt;br /&gt;
|ace=This stage doesn't have it easy bein' green. In fact, it rather hurts the eyes at some points.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Also, fun fact - when instant death spikes should probably not be the same colour as the background to which they're on.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Most of this stage is just oh so very basic. The most stock of stock asset enemies, a very badly placed mini-boss, and...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Well, to top the stage off, we have what is the most pointless of pointless Simon Says Doors - said section is absurd to try and navigate, and the fact the checkpoint is BEFORE it rather than after it makes dying to the Air Tikis way more annoying than it had any right to be.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then... Air Man. I mean, his sprite looks good, but it's also not yours - it's straight from Boil Man's stage in MaGMML2.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And honestly - what, the, bleedin' hell. Either he freezes time, in which case he throws attacks that knock off a whopping quarter of your health and you can't even slightly avoid it, cause, y'know, he's frozen time without a tell he was going to do so...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Or his attacks refuse to spawn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Yeah, obviously, not a fan of any of this.&lt;br /&gt;
|acescore=37&lt;br /&gt;
|asdesign=14&lt;br /&gt;
|asfun=8&lt;br /&gt;
|ascreativity=3&lt;br /&gt;
|asaesthetics=5&lt;br /&gt;
|asfunctionality=7&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML3 Tier 3}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 3 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-147-AirMansUltimateWeapon.png&amp;diff=26807</id>
		<title>File:MaGMML3-147-AirMansUltimateWeapon.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-147-AirMansUltimateWeapon.png&amp;diff=26807"/>
				<updated>2025-02-03T23:32:29Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:ANueUtsuho&amp;diff=26806</id>
		<title>User:ANueUtsuho</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:ANueUtsuho&amp;diff=26806"/>
				<updated>2025-02-03T23:24:18Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello,&lt;br /&gt;
I haven't been too big a part of this community in a while, but MAN is MaGMML3 good. So, I've taken it upon myself to help document things on the wiki. &lt;br /&gt;
I still haven't finished MaG48HMML, though.&lt;br /&gt;
&lt;br /&gt;
Cannot tell the difference between Neo Metalls and walking Metall DXs. &lt;br /&gt;
&lt;br /&gt;
To do: &lt;br /&gt;
Articles on Air Man's Ultimate Weapon, Suzy Love, Mediocre Oil Level.&lt;br /&gt;
Ultimate Goal: Making an article for F.U.N.B.A.G.S.&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Zatsupachi&amp;diff=26697</id>
		<title>Zatsupachi</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Zatsupachi&amp;diff=26697"/>
				<updated>2025-01-30T05:18:48Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Zatsupachi''' (also known as dracmeister (Youtube), precision_bomber (moddb), and more) is an aspiring video game designer. Under dracmeister, he has uploaded over 500 videos of varying content. His early content before he had established a format was rather bizarre, but he gained a small cult following when he uploaded a series of playthroughs of ''Half-Life'' mods. However, he tends to upload his videos in bulk, leading to a rather inconsistent upload schedule.&lt;br /&gt;
&lt;br /&gt;
precision_bomber in moddb is the sole creator of Death Label, a modification of ''Command and Conquer: Generals Zero Hour''. This undertaking took him 4 years until an official release on Christmas Day, 2016. Patches followed after, to fix oversights and game-breaking glitches.&lt;br /&gt;
&lt;br /&gt;
==Make a Good Mega Man Level Series==&lt;br /&gt;
Zatsupachi entered ''[[Make a Good Mega Man Level 2]]''.  While he was excited to enter (As he missed the first contest), due to constant his schedule and general overall laziness, he procrastinated on his level and wound up producing [[Yggdrasil]] in ~4-5 days, resulting in one of the most infamous levels in the contest, due to its sub-par graphical fidelity, gut-wrenching difficulty and downright glitchiness.&lt;br /&gt;
&lt;br /&gt;
Aside from his entry, he was invited to submit two stages for the [[The Pit of Pits|Pit of Pits]]: &amp;quot;Showdown At Dusk&amp;quot; and &amp;quot;Stairway to Nether&amp;quot;, both of which are enemy rush stages. He also participated in [[Null and Void (MaGMML2)|Null and Void]], and made [[Stone Butterfly]].&lt;br /&gt;
&lt;br /&gt;
He later entered into ''[[Make a Good 48 Hour Mega Man Level]]'' with the level [[Super Pipe World]], which got 25th place out of 107 entries, a massive leap over the previous contest. He also entered ''[[Make a Good Mega Man Level 3]]'' with the level [[Assault Hunt]], which, while not as well-received as Super Pipe World, was still considered an improvement compared to Yggdrasil. &lt;br /&gt;
&lt;br /&gt;
==Other Info==&lt;br /&gt;
Zatsupachi, along with his college friends, write stories. Zatsupachi's Cutezome Mythos has some documentation not made public yet and the story is all over the place, has somewhat organized it between three specific time groups. All of their stories go to a &amp;quot;Lore dump&amp;quot; in where they essentially put all their ideas in stasis until one person of the group decides to use the material.&lt;br /&gt;
&lt;br /&gt;
Zatsupachi is also working on a game in the style of ''Mega Man X'' featuring characters from his Cutezome mythos called ''Cream's Adventure,'' and a Mega Man Classic fangame, ''Rockman Doomsday,'' as a side project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{People}}&lt;br /&gt;
[[Category:Contest Participants]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Tier_3_(MaGMML)&amp;diff=26696</id>
		<title>Tier 3 (MaGMML)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Tier_3_(MaGMML)&amp;diff=26696"/>
				<updated>2025-01-30T04:08:21Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=The Caverns&lt;br /&gt;
|image=[[File:MaGMML1Tier3.png]]&amp;lt;br&amp;gt;[[File:MaGMML1RTier3.png|256px]]&lt;br /&gt;
|caption=We're almost halfway through, now the quality's starting to crystallize.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level]]'' ''([[Make a Good Mega Man Level Remastered|Remastered]])''&lt;br /&gt;
|creator=[[snoruntpyro]]&lt;br /&gt;
|composer=Mari Yamaguchi (original)&amp;lt;br&amp;gt;TheLegendofRenegade (cover)&lt;br /&gt;
|artist=NemZ{{1}}&amp;lt;br&amp;gt;[[MiniMacro]]{{1R}}&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=4&lt;br /&gt;
|collectables=&lt;br /&gt;
|music=Mega Man 5 - Gravity Man&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Yoku Man]]{{1}}&lt;br /&gt;
*[[Dagger Man]]{{1R}}&lt;br /&gt;
|previous=[[Tier 2 (MaGMML)|Tier 2]]&lt;br /&gt;
|next=[[Tier 4 (MaGMML)|Tier 4]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|SHINIES !! SHINIES EVERYWHERE!|[[Jewel Man]]|referencing [[RoahmMythril|a certain Scottish Dragon]]}}&lt;br /&gt;
'''The Caverns''' are the third Tier in ''[[Make a Good Mega Man Level]]'' and [[Make a Good Mega Man Level Remastered|its remake]]. They are a crystal maze filled with pink and blue-coloured crystals and bricks, set against a starry sky. In ''Make a Good Mega Man Level Remastered'', the crystals flash between pink and blue, and [[Gravity Flip|the gravity is reversed]], putting [[Mega Man]] and many of the Robot Masters upside down. An attraction known as The Big Drop serves as a shortcut back to the tier's entrance.&lt;br /&gt;
&lt;br /&gt;
The tier has the levels ranked 12th to 9th, with [[Yoku Man]] as the boss in the original game, and [[Dagger Man]] taking his place in ''Remastered''.&lt;br /&gt;
&lt;br /&gt;
==Levels==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Rank&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Score&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Skippable?&lt;br /&gt;
|-&lt;br /&gt;
|12th&lt;br /&gt;
|[[Wily Combo]]&lt;br /&gt;
|[[Mitcheddar93]]&lt;br /&gt;
|48.4/ 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11th&lt;br /&gt;
|[[Napalm Forest and Caves]]&lt;br /&gt;
|[[Thoron]]&lt;br /&gt;
|52.2 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10th&lt;br /&gt;
|[[Hard to See Land]]&lt;br /&gt;
|[[ParmaJon]]&lt;br /&gt;
|52.4 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9th&lt;br /&gt;
|[[Maze of Death]]&lt;br /&gt;
|[[Flashman85]]&lt;br /&gt;
|63.8 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:Skip.png]]{{1R}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
===[[Jewel Man]]===&lt;br /&gt;
&amp;quot;'''SHINIES !! SHINIES EVERYWHERE!'''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Crystal Man===&lt;br /&gt;
'''Original:''' &amp;quot;The next level is to the far left of this area, NOT directly below me.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Remastered:''' &amp;quot;I'm confused...are we falling or rising upwards here...?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Napalm Man]]===&lt;br /&gt;
'''Original:''' &amp;quot;how come i wasn't the boss of the last stage i am going to sue the level maker&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Remastered:''' &amp;quot;They kicked me out of my summer home just so they could expand it for some part of the festival here... I swear, real estate these days...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Flash Man]]===&lt;br /&gt;
'''Original:''' &amp;quot;Quick warning - the level to the right of me is very, very long, Bring in lives and E-Tanks if needed.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Remastered:''' &amp;quot;I heard that if you hang upside down, the oil rushes to your head and you think better. But I'm not feeling anything...am i doing something wrong?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rainbow Man===&lt;br /&gt;
'''Original:''' &amp;quot;Wily revived me, but i don't really care about fighting you. I just want to hang out in this cool crystal cave. &amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Remastered:''' &amp;quot;This cave could really use some more saturation...All blue and purple. Where's the love for the other colors?!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Dompan]]{{1R}}===&lt;br /&gt;
&amp;quot;Whoa... '''The Big Drop''' is really intense! Just looking at the bottom from here gives me vertigo...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Gravity Man]]{{1R}}===&lt;br /&gt;
&amp;quot;Ladies and gentlemen, step right up if you dare face...'''The Big Drop!!''' (Trademarked)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Tier 3 features the lowest ranked stage to receive a Judge favourite in the game. It originally had the lowest ranked favorite of any ''MaGMML'' game, until being surpassed by [[Wily Rooms of Weapons]] from ''[[Make a Good Mega Man Level 3]]''.&lt;br /&gt;
* As with every tier in the original game, it lacked an official name before it was given one in ''Make a Good Mega Man Level Remastered''.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML Tier 3}}&lt;br /&gt;
{{MaGMML}}&lt;br /&gt;
[[Category:Tiers]][[Category:Make a Good Mega Man Level Tiers]][[Category:Tier 3 (MaGMML)]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Submission_amount_bets&amp;diff=26631</id>
		<title>Submission amount bets</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Submission_amount_bets&amp;diff=26631"/>
				<updated>2025-01-28T04:01:51Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:The guesses.png|thumb|right|200px|The original set of guesses for ''MaGMML2''.]]&lt;br /&gt;
'''Betting the amount of submissions''' has been a running joke in the ''MaGMML'' community ever since Discord servers for the contests were created. All three contests that have had major public Discord servers have engaged in some sort of betting, and it has become somewhat of a tradition to give whoever was the closest to the actual number of submissions a special role.&lt;br /&gt;
&lt;br /&gt;
== ''[[Make a Good Mega Man Level 2]]'' ==&lt;br /&gt;
The tradition originated during the development of this game. Several devteam members made guesses on February 15th, 2017 (approximately 4 days before the deadline). [[NaOH]]'s guess, [[81]], turned out to be exactly on the money, and she received a joke &amp;quot;Smartass&amp;quot; role.&lt;br /&gt;
&lt;br /&gt;
== ''[[Make a Good Mega Man Level 3]]'' ==&lt;br /&gt;
During the lead-up to ''[[Make a Good Mega Man Level 3]]'', guessing the submission count ended up being an officially tracked activity with all of the guesses kept in a pinned message list.  Here is a list of all tracked guesses, in ascending order:&lt;br /&gt;
&lt;br /&gt;
* '''TigerKiller003''': 97&lt;br /&gt;
* '''[[Yoshiatom]]''': 100&lt;br /&gt;
* '''That Brawl Mario Main''': 105&lt;br /&gt;
* '''[[TruffledToad]]''': 108&lt;br /&gt;
* '''[[CosmicGem]]''': 111&lt;br /&gt;
* '''[[Soulephant]]''': 112&lt;br /&gt;
* '''Kyubi''': 120&lt;br /&gt;
* '''Elwan''': 121&lt;br /&gt;
* '''[[BBLIR]]''': 123&lt;br /&gt;
* '''Fabián''': 124&lt;br /&gt;
* '''[[Schmidkalkan]]''': 126&lt;br /&gt;
* '''reflux''': 128&lt;br /&gt;
* '''[[MystSvin]]''': 131&lt;br /&gt;
* '''[[happygreenfrog]]''': 132&lt;br /&gt;
* '''[[CSketch]]''': 136&lt;br /&gt;
* '''Rhythm''': 137&lt;br /&gt;
* '''David van Muijden''': 137&lt;br /&gt;
* '''[[128-Up]]''': 139&lt;br /&gt;
* '''[[Riguor]]''': 140&lt;br /&gt;
* '''[[TimeLink]]''': 141&lt;br /&gt;
* '''[[Entity1037]]''': 146&lt;br /&gt;
* '''CHAOS_FANTAZY''': 146&lt;br /&gt;
* '''Lenny''': 147&lt;br /&gt;
* '''[[Eclipsestriker]]''': 150&lt;br /&gt;
* '''[[Big Fish]]''': 151&lt;br /&gt;
* '''[[Camwoodstock]]''': 152&lt;br /&gt;
* '''[[ParmaJon]]''': 153&lt;br /&gt;
* '''[[Garirry]]''': 160&lt;br /&gt;
* '''[[Alm]]''': 161&lt;br /&gt;
* '''[[Darkness]]''': 161&lt;br /&gt;
* '''[[MiniMacro]]''': 162&lt;br /&gt;
* '''[[NaOH]]''': 172&lt;br /&gt;
* '''[[CWU01P]]''': 174.65&lt;br /&gt;
* '''[[UberCatSR]]''': 175&lt;br /&gt;
* '''[[MegaVile]]''': 176&lt;br /&gt;
* '''[[StOil]]''': 180&lt;br /&gt;
* '''[[Nitro Striker]]''': 190&lt;br /&gt;
* '''[[Zynx]]''': 194&lt;br /&gt;
* '''[[M-Jacq]]''': 196&lt;br /&gt;
* '''[[Samario]]''': 200&lt;br /&gt;
* '''[[LanternCorp Yohltel]]''': 226&lt;br /&gt;
* '''[[ThatOneEnder]]''': 231&lt;br /&gt;
* '''[[Pachy]]''': 256&lt;br /&gt;
&lt;br /&gt;
The total number of submissions to ''Make a Good Mega Man Level 3'' was 190 (Though 11 of these levels would be excluded for breaking contest rules), making Nitro Striker the one to correctly guess the number, although MegaVile guessed the number of entries to actually make it into the final game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''[[Make a Good 48 Hour Mega Man Level]]'' ===&lt;br /&gt;
Several submission guesses were informally made for this contest as well. [[TimeLink]] ended up being the closest, with an original guess of 110 (which initially seemed to be right, until several DQs were issued for various reasons), only 3 levels away from the actual total of 107.&lt;br /&gt;
&lt;br /&gt;
[[Category:Memes]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Crabbot&amp;diff=26630</id>
		<title>Crabbot</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Crabbot&amp;diff=26630"/>
				<updated>2025-01-28T03:56:13Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{enemy&lt;br /&gt;
|name=Crabbot&lt;br /&gt;
|image=[[File:CrabbotArt.jpg|230px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|jname=Tanishi&lt;br /&gt;
|script=タニッシー&lt;br /&gt;
|romaji=Tanisshī&lt;br /&gt;
|altname=&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=[[snoruntpyro]]&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=2&lt;br /&gt;
|at=3 (contact, shell){{1}}&amp;lt;br&amp;gt;4 (contact){{1R}}{{2}}{{3}}&amp;lt;br&amp;gt;2 (shell){{1R}}{{2}}{{3}}&lt;br /&gt;
|weak=[[Gemini Laser]], [[Pharaoh Shot]], [[Magic Card]]{{1}}&amp;lt;br&amp;gt;[[Metal Blade]], [[Top Spin]], [[Black Hole Bomb]], [[Power Orb]]{{1R}}&amp;lt;br&amp;gt;[[Sakugarne]]{{2}}&amp;lt;br&amp;gt;[[Tornado Blow]], [[Thunder Beam]], [[Magnetic Shockwave]], [[Ice Wall]], [[Break Dash]]{{3}}&amp;lt;br&amp;gt;[[Flame Mixer]], [[Search Snake]], [[Concrete Shot]]{{48H}}&amp;lt;br&amp;gt;[[Wheel Cutter]], [[Plant Barrier]]{{Megamix}}&lt;br /&gt;
|category=Grounded, Nature&lt;br /&gt;
|location='''MaGMML(1R):'''&amp;lt;br&amp;gt;[[Level]]&amp;lt;br&amp;gt;[[Napalm Forest and Caves]]&amp;lt;br&amp;gt;[[Flashback Database]]{{1R}}&amp;lt;br&amp;gt;'''MaGMML2:'''&amp;lt;br&amp;gt;[[A Mega Man for All Seasons]]&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;[[Metallic Ocean]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&amp;lt;br&amp;gt;'''MaGMML3:'''&amp;lt;br&amp;gt;[[Hunter Tower]]&amp;lt;br&amp;gt;[[Sulfurific Abyss]]&amp;lt;br&amp;gt;[[Treading The Wily Sewer System]]&amp;lt;br&amp;gt;[[It Was Rated Arr]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]]&amp;lt;br&amp;gt;'''MaGMML3 Judge Application Levels:'''&amp;lt;br&amp;gt;[[Gate 303]]&lt;br /&gt;
|OffAppear=[[Mega Man 2]]&amp;lt;br&amp;gt;[[Mega Man: The Wily Wars]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (Enemy)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]] (Enemy)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3 Judge Application Levels|MaGMML3 Judge Application Levels]] (Enemy)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|MaGMML3]] (Enemy)&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:Crabbot.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|This enemy will move around and turn on ledges, if his shell falls off he will get mad and move faster|Note in Crabbot's code|[[Megamix Engine]]}}&lt;br /&gt;
'''Crabbot''' is an enemy from ''[[Mega Man 2]]''. It is a robot reminiscent of a snail or hermit crab, with a loose shell that can easily be knocked off.&lt;br /&gt;
&lt;br /&gt;
Crabbot was first made available in the devkit for the original ''[[Make a Good Mega Man Level]]'' contest, where it appeared in the entries [[Level]] and [[Napalm Forest and Caves]] (and, in ''[[Make a Good Mega Man Level Remastered]]'', in the Wily stage [[Flashback Database]]).&lt;br /&gt;
&lt;br /&gt;
Crabbot returned in ''[[Make a Good Mega Man Level 2]]'', where it appeared in the entry [[A Mega Man for All Seasons]], as well as the Wily stage [[Reality Core]], the [[Tier X (MaGMML2)|Tier X]] stage [[Metallic Ocean]], and the [[The Pit of Pits|Pit of Pits]] sub-levels &amp;quot;Ancient Town&amp;quot; and &amp;quot;Labyrinthe Throwback&amp;quot;. It also appeared in the ''[[Make a Good Mega Man Level 3 Judge Application Levels|Make a Good Mega Man Level 3 Judge Application Level]]'' [[Gate 303]]. In ''[[Make a Good Mega Man Level 3]]'', it appeared in the levels  [[Hunter Tower]], [[Sulfurific Abyss]], [[Treading The Wily Sewer System]], and [[It Was Rated Arr]], as well as the [[NEO Pit of Pits]] sublevel &amp;quot;Lock and 'Fall Torture&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Crabbot will move forward, turning around if it hits a wall or a ledge. If it takes damage, its shell will fly off in an arc. If it isn't already defeated once this happens, it will begin to move faster.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; |Sprite&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; |Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |MaGMML Appearance(s)&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Location(s)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Description&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Designer(s)&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |HP&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:BubbleCrabbot.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Bubble Crabbot&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Bubble Base]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A teal Crabbot that shoots bubbles periodically instead of speeding up once its shell is gone.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[SCMidna]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|4 (contact)&amp;lt;br&amp;gt;2 (shell)&amp;lt;br&amp;gt;4 (bubble)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level===&lt;br /&gt;
{{Damagetable1&lt;br /&gt;
|buster=1/1/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|metal=2&amp;lt;br&amp;gt;3&lt;br /&gt;
|gemini=4&amp;lt;br&amp;gt;1&lt;br /&gt;
|solar=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|top=0&amp;lt;br&amp;gt;3&lt;br /&gt;
|wool=2&amp;lt;br&amp;gt;0.5&lt;br /&gt;
|black=1&amp;lt;br&amp;gt;3&lt;br /&gt;
|phar=2/2/4&amp;lt;br&amp;gt;1/5&lt;br /&gt;
|magic=3&amp;lt;br&amp;gt;2&lt;br /&gt;
|notes=Top row is damage in ''MaGMML''; bottom row is damage from ''MaGMML'' weapons in the Megamix Engine.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level Remastered===&lt;br /&gt;
{{Damagetable1R&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|metal=3&lt;br /&gt;
|gemini=1&lt;br /&gt;
|solar=2&lt;br /&gt;
|top=3&lt;br /&gt;
|wool=1&lt;br /&gt;
|black=3&lt;br /&gt;
|phar=1/20&lt;br /&gt;
|magic=2&lt;br /&gt;
|orb=3&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 2===&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/2/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|hornet=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|jewel=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|grab=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|triple=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|flash=Y&amp;lt;br&amp;gt;Y&lt;br /&gt;
|slash=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|wheel=2&amp;lt;br&amp;gt;3&lt;br /&gt;
|sakugarne=4&amp;lt;br&amp;gt;4&lt;br /&gt;
|wire=1&amp;lt;br&amp;gt;3&lt;br /&gt;
|arrow=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|notes=Top row is damage in ''MaGMML2''; bottom row is damage from ''MaGMML2'' weapons in the Megamix Engine.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 3===&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|spark=1&lt;br /&gt;
|laser=1&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=4&lt;br /&gt;
|thunder=3&lt;br /&gt;
|magnetic=4&lt;br /&gt;
|ice=3&lt;br /&gt;
|break=3&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 24 Hour Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable24HM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|super=4/2&lt;br /&gt;
|chill=1/5&lt;br /&gt;
|pakkajoe=99&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 48 Hour Mega Man Level===&lt;br /&gt;
{{Damagetable48H&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|flame=4&lt;br /&gt;
|rain=2&lt;br /&gt;
|spark=0&lt;br /&gt;
|snake=3&lt;br /&gt;
|tengu=1/1/2&lt;br /&gt;
|water=2&lt;br /&gt;
|concrete=3&lt;br /&gt;
|homing=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level: Episode Zero===&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1&lt;br /&gt;
|saber=1&lt;br /&gt;
|burst=2&lt;br /&gt;
|drive=99&lt;br /&gt;
|cutbuster=1&lt;br /&gt;
|cutsaber=1&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=2&lt;br /&gt;
|flamebuster=2&lt;br /&gt;
|flamesaber=3&lt;br /&gt;
|flameburst=3&lt;br /&gt;
|flamedrive=2&lt;br /&gt;
|icebuster=2&lt;br /&gt;
|icesaber=3&lt;br /&gt;
|iceburst=2&lt;br /&gt;
|icedrive=3&lt;br /&gt;
|zapbuster=2&lt;br /&gt;
|zapsaber=4&lt;br /&gt;
|zapburst=3&lt;br /&gt;
|zapdrive=4&lt;br /&gt;
|psybuster=1&lt;br /&gt;
|psysaber=1&lt;br /&gt;
|psyburst=2&lt;br /&gt;
|psydrive=2&lt;br /&gt;
|notes=Damage pertains to Bubble Crabbot.&lt;br /&gt;
}}&lt;br /&gt;
===Megamix Engine===&lt;br /&gt;
{{DamagetableM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|time=Y&lt;br /&gt;
|stone=2&lt;br /&gt;
|plant=4&lt;br /&gt;
|block=2&lt;br /&gt;
|ice=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]][[Category:Devkit Enemies (MaGMML1)]][[Category:Custom Enemies (MaGMML:EZ)]][[Category:Mega Man 2 Enemies]][[Category:Grounded Enemies]][[Category:Nature Enemies]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Marine_Compendium&amp;diff=26629</id>
		<title>Marine Compendium</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Marine_Compendium&amp;diff=26629"/>
				<updated>2025-01-28T03:54:32Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MarineCompendiumIcon.png|right]]&lt;br /&gt;
&lt;br /&gt;
The '''Marine Compendium''' is an item in ''[[Make a Good Mega Man Level 3]]''. It is an encyclopedia of fish-themed robots, although other aquatic robots (such as those based on crabs and amphibians) are also included. The Marine Compendium is given by the Fish Fiend in FREE FISH Inc., found below [[Tier 7 (MaGMML3)|Tier 7]]. The compendium can be read at any time from the pause menu or by using the item from the Quick Item menu; a monitor in FREE FISH Inc. will also display the compendium when interacted with.&lt;br /&gt;
&lt;br /&gt;
To fill in the Marine Compendium, an enemy must be defeated using the [[Bait Bobber]]. A successful capture will result in a unique &amp;quot;catch&amp;quot; animation playing, where the caught enemy flashes in place before vanishing, leaving behind a certain amount of bolts. Minibosses, bosses, and even a handful of non-harmful entities are included in the compendium alongside enemies. Entries in the compendium will display the enemy's sprite, their habitat (with a list of locations where they may be caught), and a brief description about them. If an enemy has alternate palettes, they will be displayed too if that palette has been caught, but this is purely cosmetic, and catching every palette isn't required to complete the compendium.&lt;br /&gt;
&lt;br /&gt;
Even if an entry is blank, the habitat list for it will still be displayed, making it easy to discern where to find it. However, some habitats (e.g. the [[NEO Pit of Pits]]) will not be displayed if those areas have not been unlocked yet. An alternate means of capturing fish for the compendium is located in [[Tier X (MaGMML3)|Tier X]], where a fishing minigame can be played to automatically capture a random fish, with a slight bias towards uncaptured entries.&lt;br /&gt;
&lt;br /&gt;
The Marine Compendium has a total of 96 entries. Upon completing it and showing it to the Fish Fiend, the Wonder Hook upgrade is awarded. This upgrade is purely cosmetic and causes fish to spring out from defeated enemies. Completing the Marine Compendium will also award the Fish Fear Me [[Achievements|achievement]].&lt;br /&gt;
&lt;br /&gt;
==List of entries==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Habitat&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Croaker]]&lt;br /&gt;
|[[Not Delivering On Promises]]&amp;lt;br&amp;gt;[[Creatively Named Level]]&amp;lt;br&amp;gt;[[Froggy Gravity]]&amp;lt;br&amp;gt;[[Working in the Rain]]&amp;lt;br&amp;gt;[[Sulfurific Abyss]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]] (Lock and 'Fall Torture, Bigger Fish, Aquatic Aerials)&lt;br /&gt;
|A robot that releases miniatures of itself. It was built to perform at the underwater robot carnival. Attempts in France to serve its legs as a delicacy have been mixed.&lt;br /&gt;
|The Croakers in [[Hunter Tower]] are omitted due to the [[Contest Weapon Data|Contest Weapons]] not being able to be used in the stage.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Croaker|Petit Croaker]]&lt;br /&gt;
|[[Not Delivering On Promises]]&amp;lt;br&amp;gt;[[Creatively Named Level]]&amp;lt;br&amp;gt;[[Froggy Gravity]]&amp;lt;br&amp;gt;[[Working in the Rain]]&amp;lt;br&amp;gt;[[Sulfurific Abyss]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]] (Lock and 'Fall Torture, Bigger Fish, Aquatic Aerials)&lt;br /&gt;
|Small frog robots constructed by Croaker. They're weak, so they rely on large numbers to subdue attackers.&lt;br /&gt;
|The Petit Croakers in [[Hunter Tower]] are omitted due to the [[Contest Weapon Data|Contest Weapons]] not being able to be used in the stage.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Crabbot]]&lt;br /&gt;
|[[Sulfurific Abyss]]&amp;lt;br&amp;gt;[[Treading The Wily Sewer System]]&amp;lt;br&amp;gt;[[It Was Rated Arr]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]] (Lock and 'Fall Torture)&lt;br /&gt;
|A seafloor exploration robot. It rampages if it loses its shell. Perhaps because it's named Crabbot, despite clearly being based on a pond snail?&lt;br /&gt;
|The Crabbots in [[Hunter Tower]] are omitted due to the [[Contest Weapon Data|Contest Weapons]] not being able to be used in the stage.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[Lantern Fish]]&lt;br /&gt;
|[[Not Delivering On Promises]]&amp;lt;br&amp;gt;[[The Cave Level That Exists]]&amp;lt;br&amp;gt;[[Hazard Hydro]]&amp;lt;br&amp;gt;[[The Arena|Arena - Colosseum of Cohorts]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]] (Copse and Bobbers)&lt;br /&gt;
|A deep sea exploration mecha that doubles as a mobile base... Or it would, if development costs hadn't forced it to remain immobile.&lt;br /&gt;
|The Lantern Fish in the NEO Pit of Pits sublevel &amp;quot;Masquerade Ball&amp;quot; is omitted from the habitat list due to being impossible to capture.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[Shrink]]&lt;br /&gt;
|[[Not Delivering On Promises]]&amp;lt;br&amp;gt;[[The Cave Level That Exists]]&amp;lt;br&amp;gt;[[The Arena|Arena - Colosseum of Cohorts]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]] (Masquerade Ball, Open-Air Dining, Styx Helix)&lt;br /&gt;
|A deep sea exploration robot often housed inside Lantern Fish. They're not very tasty, but supposedly their thrusters can fry some mean rice.&lt;br /&gt;
|The Shrinks in [[Hunter Tower]] are omitted due to the [[Contest Weapon Data|Contest Weapons]] not being able to be used in the stage.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[M-445]]&lt;br /&gt;
|[[NEO Pit of Pits]] (Bigger Fish)&lt;br /&gt;
|A miniaturized offshoot of [[CWU-01P]], with the body of a jellyfish. They attack in large schools, to rid their waters of all impurities and intruders.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[Claw]]&lt;br /&gt;
|[[Not Delivering On Promises]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]] (Lock and 'Fall Torture)&lt;br /&gt;
|A crab robot that performs alongside Croaker in the underwater robot carnival. Despite its large claws, it's mostly harmless.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[Big Fish]]&lt;br /&gt;
|[[Not Delivering On Promises]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]] (I Like'em Big, I Like'em Chunco)&lt;br /&gt;
|Built to take a bite out of crime, this security robot hides in ponds and jumps at intruders. Its thick armor is impervious to any weapon, or tooth!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[Mechakkero]]&lt;br /&gt;
|[[Not Delivering On Promises]]&amp;lt;br&amp;gt;[[Top Man 2: Spin or Go Home]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]] (Downwell)&lt;br /&gt;
|A redesigned [[Flea]] resembling a frog. Though built to protect crops, it often flattens them when chasing pests, and so became less popular among farmers than [[Yambow]].&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|[[Pole]]&lt;br /&gt;
|[[The Level Equivalent of An Old Man Rambling at You]]&amp;lt;br&amp;gt;[[Water Level? Ice Level?]]&amp;lt;br&amp;gt;[[The Warped Void]]&amp;lt;br&amp;gt;[[Gross Incandescence]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]] (Masquerade Ball)&amp;lt;br&amp;gt;[[Shrine of Nebula]] (The Chomp Attacker)&lt;br /&gt;
|A tadpole robot designed to detect energy resources. They're stored in egg-shaped capsules, and are often found in large clusters. Destroying large swarms has been known to increase serotonin levels.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|[[Gyoraibo]]&lt;br /&gt;
|[[Toxic Trouble]]&lt;br /&gt;
|This fish robot acts as a miniature battleship! Its torpedoes can sink targets many times its size... but perhaps they also give this fish some flavor?&lt;br /&gt;
|The Gyoraibos in the NEO Pit of Pits sublevel &amp;quot;Drain Assembly&amp;quot; are omitted from the habitat list due to being impossible to capture.&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|[[Kamegoro Maker|Kamegoro]]&lt;br /&gt;
|[[Stalling for time]]&amp;lt;br&amp;gt;[[An Underwater Adventure? Wow!]]&amp;lt;br&amp;gt;[[The Arena|Arena - The Skull Caverns]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]] (Hotel Mega Man)&lt;br /&gt;
|A water quality surveyor robot, once used by [[Doctor Albert W. Wily|Dr. Wily]] as security robots. Their shells contain explosives, but it seems they don't work in modern Kamegoro models due to an oversight.&lt;br /&gt;
|Description references an oversight in ''MaGMML3'' where Kamegoro shells will not explode after a delay, unlike in ''[[Mega Man 3]]''.&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|[[Gyotot]]&lt;br /&gt;
|[[Skull Secret Zone]]&amp;lt;br&amp;gt;[[Reel Man (stage)|Reel Man]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]] (Bridge of Gyotots)&lt;br /&gt;
|Built to patrol the seas, this robot leaps out from water to attack enemies. It has a small but surprisingly loyal circle of fans.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Bigger Gyotot&lt;br /&gt;
|[[NEO Pit of Pits]] (Bigger Fish)&lt;br /&gt;
|A supersized version of Gyotot built to withstand the pressures of deep sea exploration. While this robot is good at capturing undersea data and footage, its tendency to destroy everything in its path causes it to see little use.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|[[M-422A]]&lt;br /&gt;
|[[Radium Man (stage)|Radium Man]]&amp;lt;br&amp;gt;[[An Underwater Adventure? Wow!]]&amp;lt;br&amp;gt;[[It Was Rated Arr]]&lt;br /&gt;
|This aquatic survey robot has thick armor that repels all attacks. It resembles a jellyfish, but it has sometimes been mistaken for an alien lifeform.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|[[Mantan]]&lt;br /&gt;
|[[Radium Man (stage)|Radium Man]]&amp;lt;br&amp;gt;[[Skull Secret Zone]]&amp;lt;br&amp;gt;[[Reel Man (stage)|Reel Man]]&lt;br /&gt;
|Dr. Wily designed this robot to clean underwater areas. Its narrow body makes it hard to hit with weapons, so it's a surprisingly effective attacker.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|[[Moby]]&lt;br /&gt;
|[[The Arena|Arena - Colosseum of Cohorts]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]] (A Level my Sister Created, Non-Stop Plumbing Action)&lt;br /&gt;
|A fishing robot that was modified for combat. Now the fisher has become the fished. Please note that fishing of Moby is seen as unethical and illegal in many parts of the world.&lt;br /&gt;
|The Moby from [[Disobedience of Superior Machines]] is omitted due to the [[Contest Weapon Data|Contest Weapons]] not being able to be used in the stage. &lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|[[Toad Man]]&lt;br /&gt;
|[[Revenge of Tricastle]]&amp;lt;br&amp;gt;[[Working in the Rain]]&amp;lt;br&amp;gt;[[Rec Man (stage)|Rec Man]]&amp;lt;br&amp;gt;[[The Arena|Arena - Ghosts of Yamato]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]] (Bigger Fish, You Have Fail'd Me!)&lt;br /&gt;
|A Robot Master built for crop irrigation, before being remodeled into a combat robot by Dr. Wily. His acidic Rain Flush is unblockable, so keep him hopping to stop him using it!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|[[Irucan]]&lt;br /&gt;
|[[An Underwater Adventure? Wow!]]&lt;br /&gt;
|A dolphin robot built for ocean surveillance, now modified for combat. Upon seeing an attacker, it skims the water's surface and jumps towards them. They can't, however, do tricks.&amp;lt;br&amp;gt;A lavaproof variant, Irucan't, manages smelted industrial waste.&lt;br /&gt;
| Habitat list included &amp;quot;[[Rec Man (stage)|Rec Man]] (requires death)&amp;quot; up until version 1.1, as &amp;quot;Irucan't&amp;quot; were deemed unfairly difficult to catch.&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|[[Hirarian 427]]&lt;br /&gt;
|[[Underground Runaround]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]] (Cryogenic Lab)&lt;br /&gt;
|Though it resembles a jellyfish, it's often found above water, on ceilings. When it senses an intruder, it will drop down and charge towards them. Be careful, they're explosive!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|[[Octoper OA]]&lt;br /&gt;
|[[Chemical Industry]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]] (They Call Him Flipper)&lt;br /&gt;
|This large octopus mecha was built to monitor water quality. It is invincible, save for the core. Sightings of models with tentacles are uncommon, but unconfirmed.&lt;br /&gt;
|Encounters where Octoper OA is fought while riding a [[Wave Man Jetski]] are omitted from the habitat list.&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|[[Octoboss]]&lt;br /&gt;
|[[Chemical Industry]]&amp;lt;br&amp;gt;[[It Was Rated Arr]]&lt;br /&gt;
|A smaller and cheaper version of Octoper OA. It retains the original's strong armor, and will speed up when its core is at a critical level.&lt;br /&gt;
|Encounters where Octoboss is fought while riding a [[Wave Man Jetski]] are omitted from the habitat list.&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|[[Gabgyo]]&lt;br /&gt;
|[[The Cave Level That Exists]]&amp;lt;br&amp;gt;[[Sulfurific Abyss]]&amp;lt;br&amp;gt;[[wet]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]] (Bridge Between Zones)&lt;br /&gt;
|A smaller, low cost version of Big Fish. It can leap out of ponds and patrol underwater areas, all for an affordable price!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|[[Pelicanu]]'s Fish&lt;br /&gt;
|[[Y.M.C.A.]]&amp;lt;br&amp;gt;[[Reel Man (stage)|Reel Man]]&amp;lt;br&amp;gt;[[The Quickening 3D]]&lt;br /&gt;
|Robotic fish carried by Pelicanu, to be dropped down onto intruders. Supposedly, Dr. Wily was its very first target, when he made Pelicanu to carry food.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|[[Squidon]]&lt;br /&gt;
|[[Wilys Redemption]]&amp;lt;br&amp;gt;[[The Return of Veteran Z]]&amp;lt;br&amp;gt;[[Glass Factory]]&amp;lt;br&amp;gt;[[Mediocre Oil Level]]&amp;lt;br&amp;gt;[[Y.M.C.A.]]&amp;lt;br&amp;gt;[[Chemical Industry]]&amp;lt;br&amp;gt;[[Poudrin Man (stage)|Poudrin Man]]&amp;lt;br&amp;gt;[[Walk-In Freezer]]&amp;lt;br&amp;gt;[[Blizzard Resort]]&amp;lt;br&amp;gt;[[The Arena|Arena - Colosseum of Cohorts]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]] (Filched Fortress)&lt;br /&gt;
|A mecha built for seafloor defense. Beware its guided missiles and large ice blocks! Though often seen as a &amp;quot;miniboss&amp;quot;, some have disputed its status as such.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|[[Gamarn and Gamadayu|Gamarn]]&lt;br /&gt;
|[[Ballade's Square of Doom]]&amp;lt;br&amp;gt;[[Froggy Gravity]]&amp;lt;br&amp;gt;[[Ninja of the Night]]&amp;lt;br&amp;gt;[[Superheavy Samurai Big BenK]]&amp;lt;br&amp;gt;[[Shrine of Nebula]] (Frog Sign: Wily's Toad)&amp;lt;br&amp;gt;[[The Arena|Arena - Colosseum of Cohorts]]&lt;br /&gt;
|A robot tank built in the shape of a frog, armed with a laser cannon in its mouth. It's never seen without its pilot, Gamadayu.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|[[Enker]]&lt;br /&gt;
|[[A piece of cake, but with aesthetics]]&amp;lt;br&amp;gt;[[Temple of Light and Dark]]&amp;lt;br&amp;gt;[[Escape From the Wily City]]&amp;lt;br&amp;gt;[[Rec Man (stage)|Rec Man]]&amp;lt;br&amp;gt;[[The Arena|Arena - The Skull Caverns]]&lt;br /&gt;
|In the past, an American magazine mistook Enker for the elusive Fish Man (and his fellow Mega Man Killers as Spiky Man and Ox Man). The incident has only fuelled his dislike of foreigners.&lt;br /&gt;
|Enker's inclusion references Nintendo Power #97, [https://kobun20.interordi.com/wp-content/uploads/2010/06/gameboy2-1024x399.jpg which misnamed him &amp;quot;Fish Man&amp;quot;] in a section detailing ''[[Mega Man V]]'''s bosses.&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|[[Feeber]]&lt;br /&gt;
|[[House of Fun]]&amp;lt;br&amp;gt;[[Chemical Industry]]&amp;lt;br&amp;gt;[[It Was Rated Arr]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]]&amp;lt;br&amp;gt;(Bubble Trouble, The Only Prescription)&amp;lt;br&amp;gt;[[Shrine of Nebula]] (Restored Beta)&lt;br /&gt;
|This crab robot entraps its enemies in large bubbles. It's harmless by itself, but it often lies near dangerous spots, so be careful!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|Rare Feeber&lt;br /&gt;
|[[Shrine of Nebula]] (Restored Beta)&lt;br /&gt;
|A rare version of Feeber that blows smaller, heavier bubbles that can be used as platforms. Only seen in deep space stations, it's considered an endangered species.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|[[Kintot]]&lt;br /&gt;
|[[Alpine Weather Institute]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]] (Hard Example, Diving on the Depths)&lt;br /&gt;
|A fish robot that can swim even inside chemical vats. Don't let it stay out of water for too long, though, or it'll suffer a fatal breakdown!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|[[Shell'n]]&lt;br /&gt;
|[[Just a Water Level]]&lt;br /&gt;
|An oyster robot that hides in an armored shell, before attacking with a bubble spread. A few noted crackpots have theorized it to be an aquatic evolution of Metall.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|[[Surumaker]]&lt;br /&gt;
|[[Just a Water Level]]&lt;br /&gt;
|This cuttlefish robot patrols sea environments and marine bases. When it senses a target, it aggressively swims towards them.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|[[Ace Manbow]]&lt;br /&gt;
|[[Damp Ruins]]&amp;lt;br&amp;gt;[[Toxic Trouble]]&amp;lt;br&amp;gt;[[The Haymay Trials]]&amp;lt;br&amp;gt;[[Revenge of Tricastle]]&amp;lt;br&amp;gt;[[Hazard Hydro]]&amp;lt;br&amp;gt;[[An Underwater Adventure? Wow!]]&amp;lt;br&amp;gt;[[Plataform Hijinks]]&amp;lt;br&amp;gt;[[wet]]&lt;br /&gt;
|A sunfish mecha, thought to have arrived from the near future. It swims in a wave pattern and attacks with an eight-way spreadshot.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|[[Glooper]]&lt;br /&gt;
|[[Toxic Trouble]]&amp;lt;br&amp;gt;[[Trouble in the Fortress]]&amp;lt;br&amp;gt;[[Chemical Industry]]&lt;br /&gt;
|This futuristic frog mecha contains a sticky, poisonous solvent, which it fires at enemies. If you get covered in it, shoot to break it off, before it slowly drains all your energy!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|[[Hammerfall]]&lt;br /&gt;
|[[The Actual Rock Man]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]] (Flickering Issues Devs, Flopside Pit)&lt;br /&gt;
|Designed after a hammerhead shark, this futuristic robot strikes the ground to attack enemies. Beware of the rocks it digs up!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|[[L.E.C]]&lt;br /&gt;
|[[Shrine of Nebula]] (Cuts &amp;amp; Scraps)&lt;br /&gt;
|Short for Large Enemy Crab, it blows large bubbles that can trap enemies, while also protecting them from spikes. Some roboticists believe it's an upgraded Feeber from the future.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|[[Octo Generator]]&lt;br /&gt;
|[[House of Fun]]&amp;lt;br&amp;gt;[[The Arena|Arena - Colosseum of Cohorts]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]] (This Text is Probably Covering a Wall Blaster)&lt;br /&gt;
|A large octopus mecha that can build and summon small robots. It's lazy and hides out of attacking range, preferring to let its Fatools do all the fighting. Use their helmets to your advantage, and bounce your shots up at their master!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|[[Octone]]&lt;br /&gt;
|[[The Cave Level That Exists]]&amp;lt;br&amp;gt;[[Mediocre Oil Level]]&amp;lt;br&amp;gt;[[Irrigation Irritation]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]] (Book It, They Call Him Flipper)&amp;lt;br&amp;gt;[[Shrine of Nebula]] (Defeat the Mecha Spear Man!)&lt;br /&gt;
|This octopus robot guards the seafloor. It hides its vulnerable head and tentacles inside its armored body. If its ink pellets strike, you'll be covered in black ink!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|[[Tropish]]&lt;br /&gt;
|[[NEO Pit of Pits]] (Aquatic Aerials, Diving on the Depths, Reverse Ascend)&lt;br /&gt;
|This swift, sneaky swordfish robot likes to ambush intruders from hidden areas, often in large schools. If you see one, watch out: there are almost certainly more waiting nearby!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|[[Splash Woman]]&lt;br /&gt;
|[[The Haymay Trials]]&amp;lt;br&amp;gt;[[Call Me Ishmael]]&amp;lt;br&amp;gt;[[Gravaqua2o]]&amp;lt;br&amp;gt;[[Hazard Hydro]]&amp;lt;br&amp;gt;[[Foo Man (stage)|Foo Man]]&amp;lt;br&amp;gt;[[The Arena|Arena - Ghosts of Yamato]]&lt;br /&gt;
|A robot designed by [[Doctor Thomas Light|Dr. Light]] to aid in maritime rescue efforts. Her unique body gives her unparalleled movement in water. Her [[Laser Trident]] can pierce even the toughest hulls and shields!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|Splash Flounder&lt;br /&gt;
|[[The Haymay Trials]]&amp;lt;br&amp;gt;[[Call Me Ishmael]]&amp;lt;br&amp;gt;[[Gravaqua2o]]&amp;lt;br&amp;gt;[[Hazard Hydro]]&amp;lt;br&amp;gt;[[The Arena|Arena - Ghosts of Yamato]]&lt;br /&gt;
|These small fries come to Splash Woman's aid when they hear her melodious voice. They're not very strong, but their devotion to their idol is unmatched.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|[[Mega Mech Shark]]&lt;br /&gt;
|[[Damp Ruins]]&amp;lt;br&amp;gt;[[The Arena|Arena - The Skull Caverns]]&lt;br /&gt;
|A giant airship attack robot built by Dr. Wily. It's armed to the teeth with missiles, spikes, attack drones, and a laser cannon. Taking this monstrosity down is practically a three course meal!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|Samen FC&lt;br /&gt;
|[[Damp Ruins]]&amp;lt;br&amp;gt;[[The Arena|Arena - The Skull Caverns]]&lt;br /&gt;
|A smaller robot spawned by Mega Mech Shark for floor coverage, hence FC. Its lower body is covered in a slick oil that allows it to swim along even rough surfaces. Despite its name, its paintjob is actually closer to framboise than salmon.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|[[Shrimparge 91]]&lt;br /&gt;
|[[Hazard Hydro]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]] (Malicious Sewer)&lt;br /&gt;
|An improved model of Shrink, it uses a screw for propulsion instead of jets. They can move deceptively fast, so watch out!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|[[Octobulb]]&lt;br /&gt;
|[[An Underwater Adventure? Wow!]]&amp;lt;br&amp;gt;[[The Arena|Arena - Colosseum of Cohorts]]&lt;br /&gt;
|An electrical robot resembling an octopus. Despite this, it is not designed for underwater areas. Putting one in such an environment is probably a very, very, very bad idea. So don't do it.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|[[Little Pachipachi]]&lt;br /&gt;
|[[An Underwater Adventure? Wow!]]&amp;lt;br&amp;gt;[[The Arena|Arena - Colosseum of Cohorts]]&lt;br /&gt;
|Small support drones created by Octobulb to chase down attackers directly. They also double as lightbulbs. Theoretically they could work better in water than their parent, but this remains untested.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|[[Bubble Crab]]&lt;br /&gt;
|[[Just a Water Level]]&amp;lt;br&amp;gt;[[The Arena|Arena - Judges' Choice Arena]]&lt;br /&gt;
|An underwater combat robot. Precious little is known or even understood about him. He attacks with dense bubbles and can control the water level.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|[[Gordo]]&lt;br /&gt;
|[[Foo Man (stage)|Foo Man]]&amp;lt;br&amp;gt;[[Dark Castle]]&amp;lt;br&amp;gt;[[Just a Water Level]]&amp;lt;br&amp;gt;[[Shrine of Nebula]] (Forgotten Tower of Folded Space)&lt;br /&gt;
|An armored creature from another world, resembling a sea urchin. Attacking it is usually useless, so it's better to just avoid them.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|[[Glunk]]&lt;br /&gt;
|[[Just a Water Level]]&lt;br /&gt;
|A living sea anemone, it prefers to stay rooted to one spot. To protect itself, it shoots strong bubbles out from the top of its head.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|[[Kine]]&lt;br /&gt;
|[[wet]]&amp;lt;br&amp;gt;[[The Arena|Arena - Judges' Choice Arena]]&lt;br /&gt;
|An intelligent sunfish from the planet Pop Star. Don't be fooled: he's helped save his world numerous times from matters most dark. Where he got those weapons, though, we may never know...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|[[Gabgyo|Chopper]]&lt;br /&gt;
|[[Skull Secret Zone]]&lt;br /&gt;
|An aquatic Badnik built by the wicked Dr. Eggman. Though it resembles a fish, it often attacks foes by pouncing from bodies of water, eager to bite with razor sharp teeth.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|[[Mega Mech Shark|Egg Carrier]]&lt;br /&gt;
|[[Red Mountain]]&lt;br /&gt;
|A downscaled robot version of Dr. Eggman's floating masterpiece, the Egg Carrier. After the destruction of the Egg Carrier II, which occurred only minutes after launch, Eggman did not feel like building a proper Egg Carrier III.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|Egg Torpedo&lt;br /&gt;
|[[Red Mountain]]&lt;br /&gt;
|A fish themed torpedo that Dr. Eggman built to protect the Egg Carrier's underside. He forgot to install any explosives, so the torpedo part of their name may be a bit of a misnomer.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|Kikkoman Statue&lt;br /&gt;
|[[Fight, Kikkoman! For Everlasting Sauce!]]&lt;br /&gt;
|The great hero Kikkoman!&amp;lt;br&amp;gt;Soy sauce makes the difference,&amp;lt;br&amp;gt;Pour it, taste it, be amazed!&amp;lt;br&amp;gt;Restaurants are no match for him,&amp;lt;br&amp;gt;Take his blow, the &amp;quot;Kikko-punch&amp;quot;!&amp;lt;br&amp;gt;(Eat sunny-side up with soysauce!)&amp;lt;br&amp;gt;Show me, Show you, Kikkoman Kikkoman&amp;lt;br&amp;gt;Show me, Show you, Kikkoman!&amp;lt;br&amp;gt;The Star of Soy has sent him here,&amp;lt;br&amp;gt;The cool guy called Kikkoman!&amp;lt;br&amp;gt;Try soy sauce and be healthy,&amp;lt;br&amp;gt;Did you know that it kills germs!&amp;lt;br&amp;gt;Sauce? Ketchup? Nonsense!&amp;lt;br&amp;gt;Vanish them with &amp;quot;Kikko Beam&amp;quot;!&amp;lt;br&amp;gt;I said eat eggs with soysauce, idiot!&amp;lt;br&amp;gt;Show me, Show you, Kikkoman, Kikkoman,&amp;lt;br&amp;gt;Show me, Show you, Kikkoman!&amp;lt;br&amp;gt;Alright!&lt;br /&gt;
|The description consists of translated lyrics for &amp;quot;Fight! Kikkoman!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|[[Shrink|&amp;quot;Fish&amp;quot;]]&lt;br /&gt;
|[[Fight, Kikkoman! For Everlasting Sauce!]]&lt;br /&gt;
|An ASCII art of a fish. It is not a fan of Kikkoman, as it finds Kikkoman's choice of headwear disturbing.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|[[Claws]]&lt;br /&gt;
|[[Akudama Empire Mothership]]&lt;br /&gt;
|A squid themed robot used by the Akudama Empire for protection of underwater areas. While their claws are strong weapons, the fact they can only move horizontally greatly limits their effectiveness.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|[[Stella]]&lt;br /&gt;
|[[Akudama Empire Mothership]]&lt;br /&gt;
|Starfish robots used by the Akudama Empire. Spawning in groups of three, they love to execute ambushes on the enemies of their empress on land and in sea!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|[[Water Boomer]]&lt;br /&gt;
|[[Akudama Empire Mothership]]&lt;br /&gt;
|A mechanical fish that guards underwater areas. It doesn't swim, but stands upright on its tailfins. Watch out for their boomerangs!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|[[Water Rider]]&lt;br /&gt;
|[[Akudama Empire Mothership]]&lt;br /&gt;
|A foot soldier of the Akudama Empire used for underwater areas. Its octopus theming was created by the engineers to justify an increased budget. Had they just modified the regular land-based Rider, they could have saved a lot of money.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|[[Water Fly]]&lt;br /&gt;
|[[Akudama Empire Mothership]]&lt;br /&gt;
|Fish robots used by the Akudama Empire. It is not very strong, so it tends to attack with other soldiers of the Empire. This makes them fairly unpopular, as they are often accused of kill stealing.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|[[Water Glider]]&lt;br /&gt;
|[[Akudama Empire Mothership]]&lt;br /&gt;
|A popular bath toy, weaponized by the Akudama Empire. Wind it up, point it at your enemies, and release! Good for hours of fun and conquest.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|[[Megakkero]]&lt;br /&gt;
|[[Top Man 2: Spin or Go Home]]&lt;br /&gt;
|Due to a unit conversion error, this Mechakkero was made several times bigger than designed. No longer suited for farm work, the farm that bought this robot instead repurposed it as a greenhouse guard.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|[[Sulfish]]&lt;br /&gt;
|[[Sulfurific Abyss]]&lt;br /&gt;
|This fish is greatly disliked due to its toxic personality and lack of consideration for others.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|[[Baby Wish]]&lt;br /&gt;
|[[Sulfurific Abyss]]&lt;br /&gt;
|A recon robot created for tandem use with the purification robot Adult Wish. In addition to performing recon duties, it also serves as an emergency backup power supply for Adult Wish.&lt;br /&gt;
|Cannot be caught with Bait Bobber.&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|[[Adult Wish]]&lt;br /&gt;
|[[Sulfurific Abyss]]&lt;br /&gt;
|A water purification robot, specifically designed for managing acidity levels. They rose in spite of this, causing its creators to abandon it and deem the sea a lost cause. Despite this, Adult Wish continues its job alone.&lt;br /&gt;
|Catching Adult Wish also adds Baby Wish to the compendium.&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|[[Bireezu]]&lt;br /&gt;
|[[Sludge Man (stage)|Sludge Man]]&amp;lt;br&amp;gt;[[Shrine of Nebula]] (Charmingly Haphazard Assortment Of Trials In Chambers)&amp;lt;br&amp;gt;[[The Arena|Arena - Judges' Choice Arena]]&lt;br /&gt;
|An electric sea robot modelled after a catfish, designed to deliver emergency power to stranded underwater robots. Rumour has it they're a common target for theft by octopus robots.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|[[Bireezu King]]&lt;br /&gt;
|[[Sludge Man (stage)|Sludge Man]]&amp;lt;br&amp;gt;[[The Arena|Arena - Judges' Choice Arena]]&lt;br /&gt;
|A gigantic catfish robot designed to command Bireezus and supply power to underwater research stations. Its maximum output could power an entire city!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|[[Gerosene]]&lt;br /&gt;
|[[Sludge Man (stage)|Sludge Man]]&amp;lt;br&amp;gt;[[Shrine of Nebula]] (Frog Sign: Wily's Toad)&lt;br /&gt;
|A frog robot with a flamethrower. We're honestly not sure what the engineers involved in its creation were thinking for this one. Maybe they just wanted to watch the world burn.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|[[Flash Man|Tempura Man]]&lt;br /&gt;
|[[Fairly Unfocused Newcomer's Bosses And Gimmicks Stage]]&lt;br /&gt;
|A Robot Master created to cook various recipes using shrimp. He gets so many orders that he often sends his lackey Temporal Man to find fresh ingredients for him. Despite many requests, Tempura Man has no interest in making Atomic Shrimp-Blazed Rice.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|[[Atlantis]] (Blue Form)&lt;br /&gt;
|[[Access Corridor Alpha]]&lt;br /&gt;
|A robot stationed on a defense outpost on Pluto that went berserk with others in 2501. This robot is capable of shifting between three different attack patterns by shifting its components.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|[[Shoe Man]]&lt;br /&gt;
|[[The Invincible Robot Army! Featuring Shoe Man!]]&amp;lt;br&amp;gt;[[The Arena|Arena - Judges' Choice Arena]]&lt;br /&gt;
|Since time immemorial, humans have fished up boots by accident. No-one can explain how or why, but it appears this universal constant is the one crack in Shoe Man's otherwise impervious hide.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|[[Gluttoad]]&lt;br /&gt;
|[[Beet Man (stage)|Beet Man]]&amp;lt;br&amp;gt;[[Ancient Wastelands Gate]]&lt;br /&gt;
|A drastic reimagining of the Mechakkero crop protection robot line, this frog robot protects crops by eating pests directly. Due to a programming oversight, these robots interpret projectiles as pests; this rarely ends well for them.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|[[Anchorvy]]&lt;br /&gt;
|[[Reel Man (stage)|Reel Man]]&lt;br /&gt;
|This escaped convict fish was part of a chain gang. It was unable to get rid of its chain, and so continues to drag it around. In its defense, being put on a chain gang was a bit of an overreaction to diving in a no-dive zone.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|[[Lark]]&lt;br /&gt;
|[[Chaos Assault]]&lt;br /&gt;
|A manta ray robot that flies with a propeller hat. This robot is relatively slow but can shoot wide shots of highly pressurized water.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|[[Fishy]]&lt;br /&gt;
|[[Cross Armada]]&lt;br /&gt;
|This counts as a fish? It looks more like some kind of bird. Something about this catch seems... questionable.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|[[Angler Fish]]&lt;br /&gt;
|[[Secret to No One]]&lt;br /&gt;
|This Nightmare of a fish once resided in the Angler's Cavern on Koholint Island. It guarded the Surf Harp, one of the eight Instruments of the Sirens needed to wake the Wind Fish. No, you cannot catch the Wind Fish.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|Angler Fry&lt;br /&gt;
|[[Secret to No One]]&lt;br /&gt;
|A smaller infant Angler Fish, these weak fishes will swim by mindlessly while Angler Fish fights on. Their name is not a cooking suggestion.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|[[Bubble Hirarian]]&lt;br /&gt;
|[[Detergent Determination]]&lt;br /&gt;
|A Hirarian 427 retrofitted with an anti-gravity unit and a bubble shield. Though the bubbles protect it from attacks, you can't help but admit they look very pretty in motion.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|[[Octone|Bubble Octone]]&lt;br /&gt;
|[[Detergent Determination]]&lt;br /&gt;
|An Octone repurposed for industrial cleaning. Instead of shooting ink, they shoot industrial cleaning solvents. They did not sell well, however, as their immobility made them inefficient for most cleaning projects.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|[[Pistol Shrink]]&lt;br /&gt;
|[[Sparkling Shrimp Stew]]&lt;br /&gt;
|A criminal Shrink retrofitted with a pistol. With its new weapon, there's no wicked deed it won't do. It'll even shoot its own allies!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|[[Shrimp Platform]]&lt;br /&gt;
|[[Sparkling Shrimp Stew]]&lt;br /&gt;
|Who gave this Shrink a mobile battle platform!? The machine's guns and bombs make it a force to be reckoned with... but destroy the pilot, and the machine is yours to command!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|[[Lance Shrimparge]]&lt;br /&gt;
|[[Sparkling Shrimp Stew]]&lt;br /&gt;
|At first glance, this may look like a Shrimparge 91 that was retrofitted to wield a lance. That is a mistake: this is a normal Shrimparge 91 that just got really angry, picked up a lance, and started swinging.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|[[Small Fry Swarm|Small Fry]]&lt;br /&gt;
|[[Sparkling Shrimp Stew]]&lt;br /&gt;
|A smaller, mass-produced version of Shrimparge 91, these robots attack in a swarm. Despite their small size, they're strong enough to move box-shaped weapons that fire projectiles at any intruders.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|Fisht&lt;br /&gt;
|[[Shrine of Nebula]] (The Hardest Level)&lt;br /&gt;
|A fierce aquatic combatant shaped like a fist, this species routinely dominates underwater boxing competitions. It would seem that the spirit of [[Hard Man]] has allied itself with them.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|[[Hard Splash]]&lt;br /&gt;
|[[Shrine of Nebula]] (The Hardest Level)&lt;br /&gt;
|Nobody is exactly sure what caused a fusion of Hard Man, Splash Woman, and Dive Man to exist. Most theories believe it is due to some sort interaction with the energies from the Grey Isles.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|[[Octotrooper]]&lt;br /&gt;
|[[Shrine of Nebula]] (Before Alterna)&lt;br /&gt;
|Born from the severed tentacle of an Octoling, Octotroopers make up the main grunt force of the Octarian military.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|[[Octocopter]]&lt;br /&gt;
|[[Shrine of Nebula]] (Before Alterna)&lt;br /&gt;
|An Octarian fitted with a propeller helmet. And unfortunately for you, the helmet hasn't been loaded with the usual ink-based weaponry...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|[[Octodisco]]&lt;br /&gt;
|[[Shrine of Nebula]] (Before Alterna)&lt;br /&gt;
|Flying Octoballs who normally generate shields to defend fellow Octarians. But something seems to have panicked them too much to deploy a bubbler...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|[[Tentakook]]&lt;br /&gt;
|[[Shrine of Nebula]] (Before Alterna)&lt;br /&gt;
|A very slippery Octarian whose usual M.O. is keeping valuable items away from intruders. Coming face-to-face with a robot seems to have messed with their usual instincts.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|[[Octomissile]]&lt;br /&gt;
|[[Shrine of Nebula]] (Before Alterna)&lt;br /&gt;
|A missile with an Octarian tentacle implanted into it to improve its navigational capabilities. A bit pointless as it navigates the exact same paths each time...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|[[Octosniper]]&lt;br /&gt;
|[[Shrine of Nebula]] (Before Alterna)&lt;br /&gt;
|A taller-than-average Octarian with an equally intimidating gun. However, they're bad at taking the charge time into account. Perhaps they should try using the Bamboozler.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|Gharial Drone&lt;br /&gt;
|[[Shrine of Nebula]] (The Chomp Attacker)&amp;lt;br&amp;gt;[[The Arena|Arena - True Arena]]&lt;br /&gt;
|Explosive drones fired by Gharial Man, they climb up and down walls but will drop down from the ceiling if their target is directly below them.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|[[Gharial Man]]&lt;br /&gt;
|[[Shrine of Nebula]] (The Chomp Attacker)&amp;lt;br&amp;gt;[[The Arena|Arena - True Arena]]&lt;br /&gt;
|Built by Dr. Siegmund Kreuz to remove defective robots from the sewers - and to keep any trespassers away from the doctor's property. His jaws pack a mean bite, but perhaps his proactivity can work against him...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|Hammerchase&lt;br /&gt;
|[[The Greatest Show of All Time]]&amp;lt;br&amp;gt;[[The Arena|Arena - True Arena]]&lt;br /&gt;
|A Hammerfall installed with a heat-seeking guidance system. It takes aim at potential targets, but will wait for the command of its master before ramming them at full speed.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|[[Bass]]&lt;br /&gt;
|[[The Greatest Show of All Time]]&amp;lt;br&amp;gt;[[The Arena|Arena - True Arena]]&lt;br /&gt;
|A super robot created by Dr. Wily to outperform Mega Man. Many have mispronounced his name like the fish, not helped by his distinctive finned helmet. (In truth, he's meant to resemble a cobra.)&lt;br /&gt;
|Cannot be caught with Bait Bobber.&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|Killer Bass, Armed Finomenon&lt;br /&gt;
|[[The Greatest Show of All Time]]&amp;lt;br&amp;gt;[[The Arena|Arena - True Arena]]&lt;br /&gt;
|Dr. Wily developed this transformation to boost Bass's underwater combat performance. It seems Bass was never shown what the end result looked like, or else he might never have agreed to it...&lt;br /&gt;
|Catching Killer Bass also adds Bass to the compendium.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Make a Good Mega Man Level 3]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Crabbot&amp;diff=26628</id>
		<title>Crabbot</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Crabbot&amp;diff=26628"/>
				<updated>2025-01-28T03:50:30Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{enemy&lt;br /&gt;
|name=Crabbot&lt;br /&gt;
|image=[[File:CrabbotArt.jpg|230px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|jname=Tanishi&lt;br /&gt;
|script=タニッシー&lt;br /&gt;
|romaji=Tanisshī&lt;br /&gt;
|altname=&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=[[snoruntpyro]]&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=2&lt;br /&gt;
|at=3 (contact, shell){{1}}&amp;lt;br&amp;gt;4 (contact){{1R}}{{2}}{{3}}&amp;lt;br&amp;gt;2 (shell){{1R}}{{2}}{{3}}&lt;br /&gt;
|weak=[[Gemini Laser]], [[Pharaoh Shot]], [[Magic Card]]{{1}}&amp;lt;br&amp;gt;[[Metal Blade]], [[Top Spin]], [[Black Hole Bomb]], [[Power Orb]]{{1R}}&amp;lt;br&amp;gt;[[Sakugarne]]{{2}}&amp;lt;br&amp;gt;[[Tornado Blow]], [[Thunder Beam]], [[Magnetic Shockwave]], [[Ice Wall]], [[Break Dash]]{{3}}&amp;lt;br&amp;gt;[[Flame Mixer]], [[Search Snake]], [[Concrete Shot]]{{48H}}&amp;lt;br&amp;gt;[[Wheel Cutter]], [[Plant Barrier]]{{Megamix}}&lt;br /&gt;
|category=Grounded, Nature&lt;br /&gt;
|location='''MaGMML(1R):'''&amp;lt;br&amp;gt;[[Level]]&amp;lt;br&amp;gt;[[Napalm Forest and Caves]]&amp;lt;br&amp;gt;[[Flashback Database]]{{1R}}&amp;lt;br&amp;gt;'''MaGMML2:'''&amp;lt;br&amp;gt;[[A Mega Man for All Seasons]]&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;[[Metallic Ocean]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&amp;lt;br&amp;gt;'''MaGMML3:'''&amp;lt;br&amp;gt;[[Sulfurific Abyss]]&amp;lt;br&amp;gt;[[Treading The Wily Sewer System]]&amp;lt;br&amp;gt;[[It Was Rated Arr]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]]&amp;lt;br&amp;gt;'''MaGMML3 Judge Application Levels:'''&amp;lt;br&amp;gt;[[Gate 303]]&lt;br /&gt;
|OffAppear=[[Mega Man 2]]&amp;lt;br&amp;gt;[[Mega Man: The Wily Wars]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (Enemy)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]] (Enemy)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3 Judge Application Levels|MaGMML3 Judge Application Levels]] (Enemy)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|MaGMML3]] (Enemy)&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:Crabbot.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|This enemy will move around and turn on ledges, if his shell falls off he will get mad and move faster|Note in Crabbot's code|[[Megamix Engine]]}}&lt;br /&gt;
'''Crabbot''' is an enemy from ''[[Mega Man 2]]''. It is a robot reminiscent of a snail or hermit crab, with a loose shell that can easily be knocked off.&lt;br /&gt;
&lt;br /&gt;
Crabbot was first made available in the devkit for the original ''[[Make a Good Mega Man Level]]'' contest, where it appeared in the entries [[Level]] and [[Napalm Forest and Caves]] (and, in ''[[Make a Good Mega Man Level Remastered]]'', in the Wily stage [[Flashback Database]]).&lt;br /&gt;
&lt;br /&gt;
Crabbot returned in ''[[Make a Good Mega Man Level 2]]'', where it appeared in the entry [[A Mega Man for All Seasons]], as well as the Wily stage [[Reality Core]], the [[Tier X (MaGMML2)|Tier X]] stage [[Metallic Ocean]], and the [[The Pit of Pits|Pit of Pits]] sub-levels &amp;quot;Ancient Town&amp;quot; and &amp;quot;Labyrinthe Throwback&amp;quot;. It also appeared in the ''[[Make a Good Mega Man Level 3 Judge Application Levels|Make a Good Mega Man Level 3 Judge Application Level]]'' [[Gate 303]]. In ''[[Make a Good Mega Man Level 3]]'', it appeared in the levels  [[Sulfurific Abyss]], [[Treading The Wily Sewer System]], and [[It Was Rated Arr]], as well as the [[NEO Pit of Pits]] sublevel &amp;quot;Lock and 'Fall Torture&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Crabbot will move forward, turning around if it hits a wall or a ledge. If it takes damage, its shell will fly off in an arc. If it isn't already defeated once this happens, it will begin to move faster.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; |Sprite&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; |Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |MaGMML Appearance(s)&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Location(s)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Description&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Designer(s)&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |HP&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:BubbleCrabbot.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Bubble Crabbot&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Bubble Base]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A teal Crabbot that shoots bubbles periodically instead of speeding up once its shell is gone.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[SCMidna]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|4 (contact)&amp;lt;br&amp;gt;2 (shell)&amp;lt;br&amp;gt;4 (bubble)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level===&lt;br /&gt;
{{Damagetable1&lt;br /&gt;
|buster=1/1/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|metal=2&amp;lt;br&amp;gt;3&lt;br /&gt;
|gemini=4&amp;lt;br&amp;gt;1&lt;br /&gt;
|solar=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|top=0&amp;lt;br&amp;gt;3&lt;br /&gt;
|wool=2&amp;lt;br&amp;gt;0.5&lt;br /&gt;
|black=1&amp;lt;br&amp;gt;3&lt;br /&gt;
|phar=2/2/4&amp;lt;br&amp;gt;1/5&lt;br /&gt;
|magic=3&amp;lt;br&amp;gt;2&lt;br /&gt;
|notes=Top row is damage in ''MaGMML''; bottom row is damage from ''MaGMML'' weapons in the Megamix Engine.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level Remastered===&lt;br /&gt;
{{Damagetable1R&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|metal=3&lt;br /&gt;
|gemini=1&lt;br /&gt;
|solar=2&lt;br /&gt;
|top=3&lt;br /&gt;
|wool=1&lt;br /&gt;
|black=3&lt;br /&gt;
|phar=1/20&lt;br /&gt;
|magic=2&lt;br /&gt;
|orb=3&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 2===&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/2/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|hornet=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|jewel=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|grab=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|triple=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|flash=Y&amp;lt;br&amp;gt;Y&lt;br /&gt;
|slash=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|wheel=2&amp;lt;br&amp;gt;3&lt;br /&gt;
|sakugarne=4&amp;lt;br&amp;gt;4&lt;br /&gt;
|wire=1&amp;lt;br&amp;gt;3&lt;br /&gt;
|arrow=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|notes=Top row is damage in ''MaGMML2''; bottom row is damage from ''MaGMML2'' weapons in the Megamix Engine.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 3===&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|spark=1&lt;br /&gt;
|laser=1&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=4&lt;br /&gt;
|thunder=3&lt;br /&gt;
|magnetic=4&lt;br /&gt;
|ice=3&lt;br /&gt;
|break=3&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 24 Hour Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable24HM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|super=4/2&lt;br /&gt;
|chill=1/5&lt;br /&gt;
|pakkajoe=99&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 48 Hour Mega Man Level===&lt;br /&gt;
{{Damagetable48H&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|flame=4&lt;br /&gt;
|rain=2&lt;br /&gt;
|spark=0&lt;br /&gt;
|snake=3&lt;br /&gt;
|tengu=1/1/2&lt;br /&gt;
|water=2&lt;br /&gt;
|concrete=3&lt;br /&gt;
|homing=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level: Episode Zero===&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1&lt;br /&gt;
|saber=1&lt;br /&gt;
|burst=2&lt;br /&gt;
|drive=99&lt;br /&gt;
|cutbuster=1&lt;br /&gt;
|cutsaber=1&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=2&lt;br /&gt;
|flamebuster=2&lt;br /&gt;
|flamesaber=3&lt;br /&gt;
|flameburst=3&lt;br /&gt;
|flamedrive=2&lt;br /&gt;
|icebuster=2&lt;br /&gt;
|icesaber=3&lt;br /&gt;
|iceburst=2&lt;br /&gt;
|icedrive=3&lt;br /&gt;
|zapbuster=2&lt;br /&gt;
|zapsaber=4&lt;br /&gt;
|zapburst=3&lt;br /&gt;
|zapdrive=4&lt;br /&gt;
|psybuster=1&lt;br /&gt;
|psysaber=1&lt;br /&gt;
|psyburst=2&lt;br /&gt;
|psydrive=2&lt;br /&gt;
|notes=Damage pertains to Bubble Crabbot.&lt;br /&gt;
}}&lt;br /&gt;
===Megamix Engine===&lt;br /&gt;
{{DamagetableM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|time=Y&lt;br /&gt;
|stone=2&lt;br /&gt;
|plant=4&lt;br /&gt;
|block=2&lt;br /&gt;
|ice=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]][[Category:Devkit Enemies (MaGMML1)]][[Category:Custom Enemies (MaGMML:EZ)]][[Category:Mega Man 2 Enemies]][[Category:Grounded Enemies]][[Category:Nature Enemies]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-104-FUNBAGS.png&amp;diff=26625</id>
		<title>File:MaGMML3-104-FUNBAGS.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-104-FUNBAGS.png&amp;diff=26625"/>
				<updated>2025-01-28T03:29:36Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: Closest thing to a central gimmick the level has is the branching paths, so here they are.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Closest thing to a central gimmick the level has is the branching paths, so here they are.&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Hot_Dog&amp;diff=26624</id>
		<title>Hot Dog</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Hot_Dog&amp;diff=26624"/>
				<updated>2025-01-28T03:09:27Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{enemy&lt;br /&gt;
|name=Hot Dog&lt;br /&gt;
|image=[[File:HotDogArt.jpg|230px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|jname=Friender&lt;br /&gt;
|script=フレンダー&lt;br /&gt;
|romaji=Furendā&lt;br /&gt;
|altname=&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=[[snoruntpyro]]{{1}}&amp;lt;br&amp;gt;[[Sharb]]{{2}}{{3}}&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=20{{1}}&amp;lt;br&amp;gt;10{{1R}}{{2}}{{3}}&lt;br /&gt;
|at=8 (contact){{1}}&amp;lt;br&amp;gt;3 (fire){{1}}&amp;lt;br&amp;gt;4 (contact){{1R}}{{2}}{{3}}&amp;lt;br&amp;gt;2 (fire){{1R}}{{2}}{{3}}&lt;br /&gt;
|weak=[[Pharaoh Shot]]{{1}}{{1R}}&amp;lt;br&amp;gt;[[Sakugarne]]{{2}}&amp;lt;br&amp;gt;[[Tornado Blow]], [[Rec Can]], [[Banshee Wail]]{{3}}&amp;lt;br&amp;gt;[[Flame Mixer]], [[Rain Flush]]{{48H}}&amp;lt;br&amp;gt;[[Metal Blade]], [[Wheel Cutter]], [[Block Dropper]]{{Megamix}}&lt;br /&gt;
|category=Fire, Nature&lt;br /&gt;
|location='''MaGMML(1R):'''&amp;lt;br&amp;gt;[[Chroma Key]]&amp;lt;br&amp;gt;[[Thunderclyffe Plant]]&amp;lt;br&amp;gt;[[Be the Bigger Person]]{{1R}}&amp;lt;br&amp;gt;[[Flashback Database]]{{1R}}&amp;lt;br&amp;gt;'''MaGMML2:'''&amp;lt;br&amp;gt;[[Something Original]]&amp;lt;br&amp;gt;[[Jungle Base]]&amp;lt;br&amp;gt;[[Quint Stage]]&amp;lt;br&amp;gt;[[Blaze Man]]&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&amp;lt;br&amp;gt;'''MaGMML3:'''&amp;lt;br&amp;gt;[[You Don't Know the Drill]]&amp;lt;br&amp;gt;[[Not Delivering On Promises]]&amp;lt;br&amp;gt;[[Hunter Tower]]&amp;lt;br&amp;gt;[[Disobedience of Superior Machines]]&amp;lt;br&amp;gt;[[Air man's ultimate weapon]]&amp;lt;br&amp;gt;[[Suzy Love]]&amp;lt;br&amp;gt;[[Fairly Unfocused Newcomer's Bosses And Gimmicks Stage]]&amp;lt;br&amp;gt;[[Beat the Security System]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]]&amp;lt;br&amp;gt;'''MaG48HMML:'''&amp;lt;br&amp;gt;[[Gettin' out of Dogecity]]&amp;lt;br&amp;gt;'''MaGMML3 Judge Application Levels:'''&amp;lt;br&amp;gt;[[Midnight Man]]&amp;lt;br&amp;gt;[[Gate 303]]&lt;br /&gt;
|OffAppear=[[Mega Man 2]]&amp;lt;br&amp;gt;[[Mega Man II]]&amp;lt;br&amp;gt;[[Mega Man: The Wily Wars]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (Midboss)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]] (Midboss)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|MaGMML3]] (Midboss)&amp;lt;br&amp;gt;[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] (Midboss, NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3 Judge Application Levels|MaGMML3 Judge Application Levels]] (Midboss)&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:HotDog.png]]&lt;br /&gt;
}}&lt;br /&gt;
'''Hot Dog''' is a midboss from ''[[Mega Man 2]]''. It is a large robotic wolf originally built for firefighting, before being modified by [[Doctor Albert W. Wily|Dr. Wily]] to breathe fire.&lt;br /&gt;
&lt;br /&gt;
Hot Dog was first made available in the devkit for the original ''[[Make a Good Mega Man Level]]'', where it appeared in [[Chroma Key]] and [[Thunderclyffe Plant]]. ''[[Make a Good Mega Man Level Remastered]]'' adds it to the remade Wily stages [[Be the Bigger Person]] and [[Flashback Database]].&lt;br /&gt;
&lt;br /&gt;
Hot Dog returned in ''[[Make a Good Mega Man Level 2]]'', where it appears in the entries [[Something Original]], [[Jungle Base]], [[Quint Stage]], and [[Blaze Man]], as well as the Wily stage [[Reality Core]], and [[The Pit of Pits|Pit of Pits]] levels &amp;quot;Chroma Key?&amp;quot; and &amp;quot;Hot Mess&amp;quot;. It also appears in the [[Make a Good Mega Man Level 3 Judge Application Levels|''Make a Good Mega Man Level 3'' Judge Application Levels]] [[Midnight Man]] and [[Gate 303]], as well as the ''[[Make a Good 48 Hour Mega Man Level]]'' entry [[Gettin' out of Dogecity]].&lt;br /&gt;
&lt;br /&gt;
In ''[[Make a Good Mega Man Level 3]]'', Hot Dog appears in a total of eight entries, and is also present in the [[NEO Pit of Pits]] sublevels &amp;quot;Cross Fire Sequence&amp;quot;, &amp;quot;Fall Season&amp;quot;, and &amp;quot;Trial of Might&amp;quot;. A modified Hot Dog that shoots water from its tail also appears in the sublevel &amp;quot;Fire Torched Woods&amp;quot;, but does not need to be fought.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Hot Dogs stand in a single spot, periodically shooting streams of fireballs that curve upwards.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; |Sprite&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; |Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |MaGMML Appearance(s)&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Location(s)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Description&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Designer(s)&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |HP&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:FanHotDog.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Fan Hot Dog&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[Make a Good Mega Man Level 3|MaGMML3]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Fairly Unfocused Newcomer's Bosses And Gimmicks Stage]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A purple Hot Dog who breathes yellow fire in a downward stream. &lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[GrimSpecs]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|15&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|4 (contact)&amp;lt;br&amp;gt;3 (projectile)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:GutsHotDog.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Guts Hot Dog&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[Make a Good Mega Man Level 3|MaGMML3]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Fairly Unfocused Newcomer's Bosses And Gimmicks Stage]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A yellow Hot Dog who breathes blue fire in a long sine wave. &lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[GrimSpecs]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|25&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|4 (contact)&amp;lt;br&amp;gt;4 (projectile)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:PsychHotDog.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Psych Hot Dog&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[Make a Good Mega Man Level 3|MaGMML3]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Fairly Unfocused Newcomer's Bosses And Gimmicks Stage]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A green Hot Dog who breathes purple fireballs aimed at Mega Man. Has the least health, but is protected by [[Reflect Block]]s for several seconds. &lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[GrimSpecs]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|4 (contact)&amp;lt;br&amp;gt;2 (projectile)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:TrickHotDog.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Trick Hot Dog&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[Make a Good Mega Man Level 3|MaGMML3]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Fairly Unfocused Newcomer's Bosses And Gimmicks Stage]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A red Hot Dog whose green fireballs bounce around like a [[Tama]]'s yarn balls. &lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[GrimSpecs]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|12&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|4 (contact)&amp;lt;br&amp;gt;2 (projectile)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:TwinDog.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Twin Dog&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[Make a Good Mega Man Level 3|MaGMML3]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Rec Man (stage)|Rec Man]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A two-headed Hot Dog that alternates between shooting upward arcing and downward arcing fireball streams.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Gannio]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|10&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|4 (contact)&amp;lt;br&amp;gt;2 (fire breath)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level===&lt;br /&gt;
{{Damagetable1&lt;br /&gt;
|buster=1/1/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|metal=3&amp;lt;br&amp;gt;3&lt;br /&gt;
|gemini=5&amp;lt;br&amp;gt;1&lt;br /&gt;
|solar=1&amp;lt;br&amp;gt;2&lt;br /&gt;
|top=0&amp;lt;br&amp;gt;3&lt;br /&gt;
|wool=3&amp;lt;br&amp;gt;0.5&lt;br /&gt;
|black=1&amp;lt;br&amp;gt;3&lt;br /&gt;
|phar=1/1/99&amp;lt;br&amp;gt;1/5&lt;br /&gt;
|magic=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|notes=Top row is damage in ''MaGMML''; bottom row is damage from ''MaGMML'' weapons in the Megamix Engine.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level Remastered===&lt;br /&gt;
{{Damagetable1R&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|metal=1&lt;br /&gt;
|gemini=1&lt;br /&gt;
|solar=2&lt;br /&gt;
|top=3&lt;br /&gt;
|wool=1&lt;br /&gt;
|black=3&lt;br /&gt;
|phar=1/20&lt;br /&gt;
|magic=2&lt;br /&gt;
|orb=3&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 2===&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/1/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|hornet=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|jewel=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|grab=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|triple=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|flash=Y&amp;lt;br&amp;gt;Y&lt;br /&gt;
|slash=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|wheel=2&amp;lt;br&amp;gt;3&lt;br /&gt;
|sakugarne=4&amp;lt;br&amp;gt;4&lt;br /&gt;
|wire=1&amp;lt;br&amp;gt;3&lt;br /&gt;
|arrow=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|notes=Top row is damage in ''MaGMML2''; bottom row is damage from ''MaGMML2'' weapons in the Megamix Engine.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 3===&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|spark=1&lt;br /&gt;
|laser=1&lt;br /&gt;
|water=3&lt;br /&gt;
|tornado=6&lt;br /&gt;
|thunder=3&lt;br /&gt;
|magnetic=2&lt;br /&gt;
|ice=3&lt;br /&gt;
|break=2&lt;br /&gt;
|tape=2/3/Y&lt;br /&gt;
|lantern=0.5&lt;br /&gt;
|prismatic=1/2/3&lt;br /&gt;
|beet=1&lt;br /&gt;
|rec=5/4&lt;br /&gt;
|banshee=6&lt;br /&gt;
|propeller=0.5&lt;br /&gt;
|cable=1&lt;br /&gt;
|shoes=1&lt;br /&gt;
|royal=3&lt;br /&gt;
|bait=3/1&lt;br /&gt;
|power=1&lt;br /&gt;
|notes=Damage values are identical for Twin Dog.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 24 Hour Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable24HM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|super=4/2&lt;br /&gt;
|chill=1/5&lt;br /&gt;
|pakkajoe=99&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 48 Hour Mega Man Level===&lt;br /&gt;
{{Damagetable48H&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|flame=4&lt;br /&gt;
|rain=4&lt;br /&gt;
|spark=0&lt;br /&gt;
|snake=2&lt;br /&gt;
|tengu=1/1/2&lt;br /&gt;
|water=2&lt;br /&gt;
|concrete=3&lt;br /&gt;
|homing=2&lt;br /&gt;
|beat=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Megamix Engine===&lt;br /&gt;
{{DamagetableM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|time=Y&lt;br /&gt;
|stone=2&lt;br /&gt;
|plant=1&lt;br /&gt;
|block=3&lt;br /&gt;
|ice=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Related Articles==&lt;br /&gt;
*[[Green Hot Dog]]&lt;br /&gt;
*[[Red Hot Dog]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]][[Category:Devkit Enemies (MaGMML1)]][[Category:Midbosses]][[Category:Devkit Midbosses (MaGMML1)]][[Category:Mega Man 2 Enemies]][[Category:Fire Enemies]][[Category:Nature Enemies]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:ANueUtsuho&amp;diff=26621</id>
		<title>User:ANueUtsuho</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:ANueUtsuho&amp;diff=26621"/>
				<updated>2025-01-28T02:08:05Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello,&lt;br /&gt;
I haven't been too big a part of this community in a while, but MAN is MaGMML3 good. So, I've taken it upon myself to help document things on the wiki. &lt;br /&gt;
I still haven't finished MaG48HMML, though.&lt;br /&gt;
&lt;br /&gt;
To do: &lt;br /&gt;
Articles on Air Man's Ultimate Weapon, Mediocre Oil Level.&lt;br /&gt;
Ultimate Goal: Making an article for F.U.N.B.A.G.S.&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=The_Warped_Void&amp;diff=26620</id>
		<title>The Warped Void</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=The_Warped_Void&amp;diff=26620"/>
				<updated>2025-01-28T01:56:16Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: Created page with &amp;quot;{{Levelinfo  |align=right &amp;lt;!-- ===========Info============== --&amp;gt; |title=The Warped Void |caption=Steal the Wily's treasure! |rank=122nd |image=File:MaGMML3-122-TheWarpedVoid...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=The Warped Void&lt;br /&gt;
|caption=Steal the Wily's treasure!&lt;br /&gt;
|rank=122nd&lt;br /&gt;
|image=[[File:MaGMML3-122-TheWarpedVoid.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[8SomaCruz]]&lt;br /&gt;
|composer=Yoko Shimomura, Keiichi Suzuki, Hirokazu Tanaka, Kozue Ishikawa, Mari Yamaguchi (orignals)&amp;lt;br&amp;gt;8SomaCruz (cover)&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
MaGMML3: 1: Mick, 2: Shinryu, 3: Pacchy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=33&lt;br /&gt;
|judge2=25&lt;br /&gt;
|judge3=72&lt;br /&gt;
|judge4=44&lt;br /&gt;
|judge5=51&lt;br /&gt;
|totalscore=45.0&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Crystal Joe]]&lt;br /&gt;
*[[Cutting Wheel]]&lt;br /&gt;
*[[Giant Springer]]&lt;br /&gt;
*[[Metall]]&lt;br /&gt;
*[[Metall Dance]]&lt;br /&gt;
*[[Metall Swim]]&lt;br /&gt;
*[[Neo Metall]]&lt;br /&gt;
*[[Nitron]]&lt;br /&gt;
*[[Nobita]]&lt;br /&gt;
*[[Pole]]&lt;br /&gt;
*[[Shield Attacker]]&lt;br /&gt;
*[[Suzy G]]&lt;br /&gt;
*[[Wandering Head]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Bubble Platform]]&lt;br /&gt;
*[[Gravity Change]]&lt;br /&gt;
*[[Gravity Flip]]&lt;br /&gt;
*[[Pole Egg]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Melody Response Cannon]]&lt;br /&gt;
|other=&lt;br /&gt;
|music='''Intro &amp;amp; Outro:''' Mario &amp;amp; Luigi: Superstar Saga - Welcome to the Beanbean Kingdom&amp;lt;br&amp;gt;'''Cutscene:''' Earthbound Beginnings - Poltergeist&amp;lt;br&amp;gt;'''Void:''' Wario Land II - The Really Final Chapter&amp;lt;br&amp;gt;'''Boss:''' Mega Man 5 - Boss&lt;br /&gt;
|location=[[Tier 5 (MaGMML3)|Tier 5]]&lt;br /&gt;
|previous=[[Mediocre Oil Level]]&lt;br /&gt;
|next=[[Operation: Narcissistic Stratosphere]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Warped Void''' is the 122nd place entry in ''[[Make a Good Mega Man Level 3]]''. The level's name is a reference to the ''Wario Land 3'' level of the same name, although the level's tileset and music is that of &amp;quot;The Really Final Chapter&amp;quot; from ''Wario Land II'', which is similar in appearance. The level initially appears to be a ''Super Mario World''-styled level similar to [[Mario Land]], only to fall apart and reveal its true nature after a few screens.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level begins with a loose remake of Yoshi's Island 1 from ''Super Mario World''. The first [[Trickster Token]] is readily available at the top of the first slope. Shortly after the [[Shield Attacker]], however, a cutscene plays where Mega Man states he needs to get out of the area. The music changes, and the camera begins to shake, although there is no actual time limit to the section. A teleporter to the proper level is only a screen away.&lt;br /&gt;
&lt;br /&gt;
After entering the titular void, Gemini Man as an NPC can be seen walking around. The crystal ball objects are actually [[Pole Egg]]s. The next screen has the first of many purple platforms, as well as [[Neo Metall]]s. Note that the edge of these platforms is an entire tile of collision, so Mega Man may bump into the edge while jumping onto one. Shortly thereafter, the level's primary gimmick is introduced: [[Gravity Flip]]s, which are marked by the background waterfalls reversing direction. [[Gravity Man]] appears a few screens down as an NPC, shortly before a miniboss fight with a [[Melody Response Cannon]]. Defeating it leads to a checkpoint, and a long vertical section containing [[Bubble Platform]]s. Arrows in the background lead to the rest of the level, but riding the leftmost Bubble Platform all the way to the top of the section leads to the second Token. Riding the third giant bubble from the left is the easiest way to reach the ledge to the next area. The immediate next screen is another Melody Response Cannon. &lt;br /&gt;
&lt;br /&gt;
The next part of the level features a black background, [[Crystal Joe]]s, and increased gravity. The [[Gravity Change]] is marked by grey pillars in the background. The next set of screens combines the Gravity Change and Gravity Flip gimmicks. Note that certain areas require the use of utilities to progress if Mega Man is travelling on the ceiling. Falling through a hole in the ceiling while gravity is inverted will lead to a long ladder, a [[Wandering Head]], and the third and final Trickster Token. Note again that utilities will be needed to get the token if Mega Man does not get it while falling up. Going to the left after the Token leads to a room that reverts Mega Man's gravity back to normal, at which point Mega Man can backtrack to the previous room.&lt;br /&gt;
&lt;br /&gt;
Entering the boss gate leads to gravity being flipped again, followed by an apparent fight against Crystal Man, only for him to die on the spikes at the bottom of his arena before his health bar can even fill up. The next screen restores gravity to normal, and the screen after this returns Mega Man to the Super Mario World area. The final obstacle of the level is a single [[Giant Springer]] before the [[Energy Element]]. &lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=Wow... not the best first impression. Non-threatening enemies and a free Token is one thing, but a surprise Shield Attacker, a cutscene that can hurt you, and screen shake that induced a mild headache? Yeah, this is off to a poor start.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I think I get the idea here, this is supposed to be bizarre and inexplicable. Did it succeed? Erm... no. The vast majority of the level is basic enemy scenarios and very little platforming, any variety is caused by poor design. In particular, the several screen bubble room is *tedious*, especially if you want the token. There's also not enough warning when double gravity triggers, which has caused at least one cheap hit.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Now, this isn't completely bland. The attempt to show Wandering Head's flight path is appreciated-assuming that's the intent behind the wall decals in their rooms. There's also Melody Response Cannon, perhaps the most interesting part of the level... but the second one bungles it when you realise you can leave the room on the ceiling. The rest of the level was not designed for that, to say the least.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;One thing that could've made this more fun was a proper boss. Unfortunately, Crystal Man just dies, and then you randomly return to normal space. That's an anti-climax in an already boring level, creating an end result that's playable, but not fun.&lt;br /&gt;
|mickscore=33&lt;br /&gt;
|mgdesign=13&lt;br /&gt;
|mgfun=3&lt;br /&gt;
|mgcreativity=3&lt;br /&gt;
|mgaesthetics=7&lt;br /&gt;
|mgfunctionality=7&lt;br /&gt;
|shin=Well...that happened, I guess?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Honestly, outside of the strange visuals, this stage...doesn't really have a whole lot of substance to it. The room layouts are all rather basic, enemies are pretty much a non-issue (except maybe for the Crystal Joes and their usual absurd damage output), and the gimmicks are severely underutilized.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Everything is mostly regulated to its own little section, which really hurts when it's easy to see how the stage could've been more refined. Combining reversed gravity, bubbles, and lower/higher jumps was an opportunity that feels completely missed out on here. Similarly, fighting Crystal Man while upside-down might have been a decent spin on his boss fight...but unfortunately, we'll never know if it was or not, since it was reduced to a gag.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Those issues aside, there's one more glaring oversight that can actually cause the player to get stuck. After dealing with the second Melody Response Cannon, it's very easy to enter the next room while upside-down. Doing this puts you in a situation where you can't progress, since you need to slide through an opening at the end of the room (which you can't reach while on the ceiling).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Besides the above oversight, the overly long bubble riding segment, and the Melody Response cannons, the visuals are probably the most memorable thing about this stage. While I usually like abstract aesthetics, I can't help but feel they were somewhat wasted here. If you're going to make a level as visually strange as this one, then it wouldn't hurt to capitalize on it and make it a more integral part of the level instead of just some odd/fancy window dressing.&lt;br /&gt;
|shinscore=25&lt;br /&gt;
|sdesign=5&lt;br /&gt;
|sfun=3&lt;br /&gt;
|screativity=4&lt;br /&gt;
|saesthetics=4&lt;br /&gt;
|sfunctionality=9&lt;br /&gt;
|pachy=Twisty Turnies!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Certainly a very bizarre stage.. It's kinda charming in a way, though.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Some neat ideas such as the gravity flipper against the Simon Says miniboss.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It's a bit on the short side, though, and the stage doesn't really push its gimmicks more outside of the miniboss, and the strange non-mazey maze near the end. It's fine as a little sightseeing kind of level just from the odd aesthetics alone.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;One troubling section would be the one with the bubble riding, it's a bit of a crawl having to wait for the bubbles to raise to reach the right screen again to jump across the tiny bubbles in order to proceed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I was also expecting something to jumpscare you in the final room where everything is normal again, like a Monty Python foot coming down after grabbing the element.&lt;br /&gt;
|pachyscore=72&lt;br /&gt;
|pdesign=19&lt;br /&gt;
|pfun=18&lt;br /&gt;
|pcreativity=12&lt;br /&gt;
|paesthetics=14&lt;br /&gt;
|pfunctionality=9&lt;br /&gt;
|flashman=I'm of the opinion that a crossover level is only as good as its fidelity to the source material. Aesthetics are a nice start, but if you're going to reference Wario Land II, go all out: conveyors, more pass-through platforms, things dropping from the mouths in the background. Lock all weapons except Break Dash.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The level is weird enough for Wario, but not for the right reasons--it's weird because there's no unified tone to the humor and no underlying logic to the design. I can live with the ho-hum Super Mario World endcaps; they provide appropriate contrast to make the weird seem weirder. But everything else is a mess of random challenges with a loose aquatic theme.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Instead of teaching and then testing, the level plops obstacles in front of the player and proceeds to waste their time. The whole reason I made OH JOES! was to inspire people to design differently. Well, I'll give you partial credit for the first high-gravity Joe encounter.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I love puzzles, but it's hard to love gravity flips that don't consistently correspond with the background graphics, interminable trial-and-error bubble rides, a memory game with a switch hidden behind the health bar, and secret paths that look identical to bottomless pits. Only the bubble token is passable. It doesn't help that the checkpoint that'll likely get the most use is *before* the tedious, time-consuming segments that should only need to be cleared once.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Myriad polish issues bring the level down further. Try riding Rush Jet across the opening section, or leaving the miniboss chamber with gravity still reversed, or backtracking from the final screen. Notice the couple invisible blocks, and the absent tiles beyond the edge of the screen when everything is shaking.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The level is *playable*, sure...but I want more than *playable*. At least I got an Energy Element out of it.&lt;br /&gt;
|flashmanscore=44&lt;br /&gt;
|fmdesign=15&lt;br /&gt;
|fmfun=10&lt;br /&gt;
|fmcreativity=5&lt;br /&gt;
|fmaesthetics=10&lt;br /&gt;
|fmfunctionality=4&lt;br /&gt;
|ace=Some stages are weird for the sake of weird, and yet others don't really go far enough to be all that memorable. This is the case here; we have a fairly low key stage that hinders itself by a severe lack of conveyance. Oftentimes new gravity switches are indicated in a fairly nondescript manner-I guess this is actually intentional, but it makes for a puzzling first impression when my jump randomly goes from full height to low and I get smacked in the head by a Crystal Joe. The Wave Man bubble segment is interesting, but makes a rather baffling first impression, which is fine and all, but the lack of rules makes the associated Token all rather irritating-Maybe it is doable conventionally, but trying to repeatedly throw yourself at the damn thing and taking such a long time to reset... ultimately ending with the realisation that the solution seems to be 'screw it, I'm using Magnet Beam'-not a great feeling to invoke.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There's also the glitches; nothing game breaking but giving an aura of lack of polish. Gemini Man just appears kind of broken, and there's buggy collision detection (with the same tile being used for different types of collision, or having collision that is invisible). It's hard to know if these are intentional or not, but again, that's not a great feeling to invoke.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I did rather like how Melody Response Cannon got used. Many stages use this thing in an absolutely dreadful manner, but the restraint is appreciated.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The graphics and atmosphere is a mixed bag for me; The tileset seems intentionally limited, but the occasions of tile cutoff means that yet again it falls under the aura of lacking polish. The music is weird for the sake of weird, but it's probably an acquired taste. It took me multiple playthroughs for it to start to grow on me.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The stage also manages to completely end on an anti-climax. The Crystal Man gag doesn't quite have the punch of Combust Man from the previous contest, and the stage just really peters out after an ending cutscene. For once, I'm actually rather disappointed by the lack of fake out at the Energy Element.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There are some creative moments here and there but it just never pushes it above 'average', and the issues though small, drag it below that.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There always seems to be Mario, or in this case Wario Land, themed levels in these contests. I guess you chose something less generic, so that's a positive at least. Shame the stage seems to be relying on the weirdness to make it work.&lt;br /&gt;
|acescore=51&lt;br /&gt;
|asdesign=18&lt;br /&gt;
|asfun=12&lt;br /&gt;
|ascreativity=8&lt;br /&gt;
|asaesthetics=7&lt;br /&gt;
|asfunctionality=6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 5}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 5 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]][[Category:Tier 5 Stages]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-122-TheWarpedVoid.png&amp;diff=26619</id>
		<title>File:MaGMML3-122-TheWarpedVoid.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-122-TheWarpedVoid.png&amp;diff=26619"/>
				<updated>2025-01-28T01:36:09Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Grassy_Plains&amp;diff=26531</id>
		<title>Grassy Plains</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Grassy_Plains&amp;diff=26531"/>
				<updated>2025-01-25T03:12:58Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: Created the page. Apologies if the summary is awkward.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=GrassyPlains&lt;br /&gt;
|caption=On A Rail, for the first half.&lt;br /&gt;
|rank=157th&lt;br /&gt;
|image=[[File:MaGMML3-157-GrassyPlains.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[Raptarr8]]&lt;br /&gt;
|composer=Fish Meat Man, Yuki Iwai, Manami Matsumae&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
MaGMML3: 1: Mick, 2: Shinryu, 3: Pachy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=36&lt;br /&gt;
|judge2=24&lt;br /&gt;
|judge3=49&lt;br /&gt;
|judge4=24&lt;br /&gt;
|judge5=37&lt;br /&gt;
|totalscore=34.0&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Chibee]]&lt;br /&gt;
*[[Hornet Racer]]&lt;br /&gt;
*[[Metall Dance]]&lt;br /&gt;
*[[Shield Guard]]&lt;br /&gt;
*[[Wander Bell]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Bouncy Tile]]&lt;br /&gt;
*[[Concrete Platform]]&lt;br /&gt;
*[[Conveyor|Conveyor (MM2)]]&lt;br /&gt;
*[[Crash Lift]]&lt;br /&gt;
*[[Falling Platform|Falling Platform (MM2, MM5)]]&lt;br /&gt;
*[[Gravity Flip]]&lt;br /&gt;
*[[Key Barrier]]&lt;br /&gt;
*[[Lever]]&lt;br /&gt;
*[[Rock Platform]]&lt;br /&gt;
*[[Uranus Platform]]&lt;br /&gt;
*[[Wind]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Hanabiran]]&lt;br /&gt;
*[[Knuckle Duster]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Bomb Man|Miner Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music='''Sky Half:''' Nezumi Man - Dr. Gyoniku Stage 1&amp;lt;br&amp;gt;'''Cave Half:''' Wily &amp;amp; Right's RockBoard: That's Paradise! - Title&amp;lt;br&amp;gt;'''Boss:''' Mega Man - Boss&lt;br /&gt;
|location=[[Tier 2 (MaGMML3)|Tier 2]]&lt;br /&gt;
|previous=[[Call Me Ishmael]]&lt;br /&gt;
|next=[[QuintsMetFactory]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Grassy Plains''' is the 157th place entry in ''[[Make a Good Mega Man Level 3]]''. Contrary to the name, the stage mostly takes place up in the sky in the first half of the level, before shifting to a cavern utilizing graphics and enemies from [[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]. The first half of the stage utilizes [[Crash Lift]] rails; both for their platforms, and for unique [[Bouncy Tile]]s that initially act as solid tiles, before bouncing Mega Man up when they touch gaps in the rails. The second half switches these gimmicks out for a large variety of others.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level begins with two [[Falling Platform]]s, before transitioning into a section containing the primary gimmicks of the first half of the level: Crash Lifts that utilize gaps in the rails to drop Mega Man off of them, the aforementioned Bouncy Tiles, [[Conveyor]]s, and what appear to be upwards slopes in the ground that actually act as semisolid platforms. The only enemies in this section are sporadic [[Chibee]]s that pose little threat. Entering the boss gate at the end of this section leads to a fight against two [[Hanabiran]]s in a flat arena. Beating both of them causes the floor below Mega Man to be destroyed, leading to a room with [[Eddie]]. Taking the Crash Lift at the beginning of the next area to the top of the rail will activate a [[Gravity Flip]], causing Mega Man to fall onto the ceiling of the section.&amp;lt;br&amp;gt;&lt;br /&gt;
The next section of the level continues to feature Bouncy Tiles on rails, Falling Platforms, and Conveyors. This room also contains a single new Crash Lift variant: a damaged lift that does not change when meeting gaps in the rail but vanishes after a few seconds. The next boss gate has nothing behind it, except for a teleporter leading to the cavern half of the stage.&amp;lt;br&amp;gt;&lt;br /&gt;
The first area in this half of the level contains a single [[Lever]], which creates a platform that allows Mega Man to reach the higher ground, alongside a pair of [[Shield Guard]]s. Falling down the large pit at the end of this section leads to a branching path. The path to the left features a series of [[Concrete Platform]]s over a pit. The path to the right features [[Uranus Platform]]s and [[Wander Bell]]s. Both paths lead Mega Man to a fight with a [[Knuckle Duster]]. Defeating it leads to a section with inverted gravity and a ladder at the bottom. Attempting to go down this ladder while gravity is flipped (by using the [[Magnet Beam]] or a similar utility) will kill Mega Man as if he fell down a pit once he enters the next screen. Going to the left of the ladder leads to a single [[Metall Dance]], and a [[Key Barrier]]. Sliding into the left gap undoes the Gravity Flip and leads to the key needed to unlock the Key Barrier. Going back and unlocking the Key Barrier allows Mega Man to reach the first ladder under normal gravity, and thus safely access the next area.&amp;lt;br&amp;gt;&lt;br /&gt;
The final section begins with an invisible current pushing Mega Man in shallow water, only for the water to abruptly stop at the next screen transition. Falling down and going to the right leads to a ladder after a series of pits. Going left after dropping down leads to the boss corridor. Note that there are no checkpoints in-between the Knuckle Duster and this boss gate, so dying will force Mega Man to perform the key puzzle again. The boss is [[Bomb Man|Miner Man]], a Bomb Man reskin who appears to burrow underground, but the indication of where he is can still damage and be damaged.  &lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=At first, this didn't strike me as great, but I was at least *intrigued.* Not many levels use grassy plainlands for their visuals, and that gave the level something unique. It also had some neat toys, including bounce platforms on rails, some baffling pit rescue service (that doesn't always work) and these broken down Crash Lifts (which don't get NEARLY enough use for what they're capable of, on top of an ineffective intro). And... weirdly enough, Double Hanabiran works okay on a flat surface. Again, not great, but it at least had a good start.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then we randomly switch to this generic CFTF cave, and my interest takes a nosedive. There's still some interesting elements, such as the random Wanderbell river. And the reskinned Bomb Man guy has a neat sort of concept behind him--I think it's cute to turn the jumping sprites into an indicator of where he'll come out. But otherwise? This loses a lot of its former charm, and turns into something completely boring. I wasn't sure what to expect from this, but... wow, what a disappointment.&lt;br /&gt;
|mickscore=36&lt;br /&gt;
|mgdesign=14&lt;br /&gt;
|mgfun=5&lt;br /&gt;
|mgcreativity=5&lt;br /&gt;
|mgaesthetics=3&lt;br /&gt;
|mgfunctionality=9&lt;br /&gt;
|shin=Well...the first half resembles the level's namesake, at least. I'm not sure why it switches to a cave setting midway through, but it definitely caused some mild confusion during my first playthrough. I would say this is just a minor oddity with the level's theming, but the sudden shift in ideas doesn't stop at just the visuals.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This whole level suffers heavily from the &amp;quot;one and done&amp;quot; problem; Where a gimmick or enemy will show up for a little bit, and then is never seen or heard from again for the rest of the stage. It's unfortunate, seeing as it has two rather interesting custom gimmicks in the first half: the deteriorating Crash Man lifts, and the bouncing platforms on rails. Both of these have the potential to be fun gimmicks, but they end up feeling very mishandled here. The platforming surrounding them (and the other gimmicks, for that matter) is very awkward, especially in the rooms that come after the two Hanabrians. The deteriorating platforms are used a total of three times (the first of which you can easily skip interacting with), while the bounce rail segment is made slightly annoying thanks to how easy it is to ricochet off the other spring spheres (especially that first cluster). The bad visual conveyance here doesn't help, as part of the platform's path doesn't have any rails to show where it leads.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The second half of the stage shares most of the same issues as the first half, barring certain things (like the music now looping properly). However, it feels...strangely empty by comparison. The room layouts are overly basic, even when doing some more intricate gimmick usage (such as the reverse gravity room or the water current segment). Granted, the first half wasn't all that exciting either, but its challenges were at least a little bit more engaging. All in all, it really makes me wish the level had just focused on its two custom gimmicks, rather than shifting between different ones for two (relatively short) halves of a stage.&lt;br /&gt;
|shinscore=24&lt;br /&gt;
|sdesign=5&lt;br /&gt;
|sfun=4&lt;br /&gt;
|screativity=4&lt;br /&gt;
|saesthetics=3&lt;br /&gt;
|sfunctionality=8&lt;br /&gt;
|pachy=Cavey Caves May Be Included.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Weird aesthetics and overall a rather awkward stage to get through. The primary detriment is that the stage often fails to convey what the gimmicks will do or are actively doing to the player.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It took me a while to understand why the line-guided bouncy balls sometimes bounce you and sometimes don't; they bounce you if the line is in the &amp;quot;off&amp;quot; state. Yeah, the fact the ball graphics don't reflect that, and the player was never introduced to it in a more controlled environment, was a fairly annoying experience, to say the least.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Same goes to the weird, almost-glitch-looking Crash Man platforms. Their whole concept is they just disappear if you stand on them for too long, but the graphics just don't convey what it's gonna do, like the bouncy balls again.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Gonna love dealing with airborne homing enemies as you stand on a tiny platform. Just don't fall off, 4head!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The second half just feels like a completely different entry, coupled with different theming and background music, and none of the gimmicks really carry over, except the random gravity flips.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The water &amp;quot;current&amp;quot; gimmick, again, has no graphics to immediately convey that the water is in fact pushing you. It took an unfair death to realize what was going on initially.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The boss is just a Bomb Man reskin that has somewhat confusing sprites. The arena is smaller to make it a little bit more tricky than his original incarnation, so that's at least something?&lt;br /&gt;
|pachyscore=49&lt;br /&gt;
|pdesign=16&lt;br /&gt;
|pfun=11&lt;br /&gt;
|pcreativity=9&lt;br /&gt;
|paesthetics=8&lt;br /&gt;
|pfunctionality=5&lt;br /&gt;
|flashman=I want you to play this level like I did: picking apart the details and trying to break everything.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Sigh at the self-deprecating sign setting the level up for failure. Take in the unappealingly basic surroundings, but appreciate the graphical flair of the parallax clouds. Enjoy the understated soundtrack, and try not to think about the improper looping and melange of audio styles.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Recognize that the rail-guided platforms have creative merit. Consider that the crumbling platforms need a proper destruction animation, as well as bits of debris falling off, to clearly communicate what's going on. Criticize the bouncy platform trains for their nonexistent learning curve, inappropriate use of invisible rails, and failure to look like they belong against a blue background.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Ponder why the level title only refers to the first half. Raise an eyebrow at the Drill Man switch and the key gate, which waste time and muddy the challenge focus. Lament that most challenges are either empty and dull or egregiously unfair, and that more checkpoints are needed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Marvel at how a body of water can look perfectly still but contain rushing water, and at how the water abruptly disappears when its purpose has been fulfilled. Observe that the only way to determine what's a downward screen transition and what's a bottomless pit is to throw yourself in. Reel at the boss's incomprehensible appearance and inconsistent vulnerability to Magnetic Shockwave.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Replay the level and avoid almost every challenge with Rush Jet. Enter every screen transition with the intent of crashing into something on the other side. Notice the invisible solid objects riding around on the moving platform tracks. See what catastrophic nonsense you can achieve with Magnet Beam when gravity is reversed. Hop on Rush Bike and push against the wind for a truly surreal experience.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There's a lot to work on for next time.&lt;br /&gt;
|flashmanscore=24&lt;br /&gt;
|fmdesign=6&lt;br /&gt;
|fmfun=6&lt;br /&gt;
|fmcreativity=4&lt;br /&gt;
|fmaesthetics=4&lt;br /&gt;
|fmfunctionality=4&lt;br /&gt;
|ace=How the springs on wires are taught is so poorly introduced that I almost asked the devteam if the stage had broken. Given that is the core mechanic in your opening area... not the best of starts.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Still, I can't go too hard on this, really, it's clearly a beginner's effort. So I'll just quickly point out what needs fixing for future stages.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Several screen transitions straight-up kill you if gone through wrong (either by being shunted out from a wall or just plain not having a floor to stand on), suddenly invisible wires that you need to know exist and lets just say, the music looping in this stage was... unique.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Yeah, this is a level that was not really tested now, was it. And areas in the final portion of the stage often feel tacked on and are frequently just devoid of any content, or with a gimmick showing up once and never again. Stick to just a few, otherwise the level really does feel also devoid of challenge.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Another recurring issue is the death pits simply aren't labelled as such via graphical changes. Given that the way forward and instant death look exactly the same, you can see why this is an issue.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;All that said, I think the idea of wire-riding springs has potential and, honestly, the water rush at the end of the stage is a fun idea.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There was an attempt at a new Robot Master. He uh, y'know, it's cute. This is somewhere where a custom object was needed, since he still had a hitbox even when he's supposed to be, a warning I guess?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Yeah, not much else to say really.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Learning stage design is a gradual process, my recommendation is - try looking at the source games some more, especially the later ones. See what works. Learn from it.&lt;br /&gt;
|acescore=37&lt;br /&gt;
|asdesign=13&lt;br /&gt;
|asfun=7&lt;br /&gt;
|ascreativity=7&lt;br /&gt;
|asaesthetics=4&lt;br /&gt;
|asfunctionality=6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:MaGMML3-157-GrassyPlains-2.png|The second half of the stage, more specifically the Gravity Flip section.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The screen with two damaged Crash Lifts has an invisible block in the middle of the rails. &lt;br /&gt;
* This level features two sections where Mega Man must go to the right, jump over a series of pits. and reach a ladder to go down one screen. Although going down either ladder leads to a section where Mega Man must head left, the pits will still kill Mega Man.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML3 Tier 2}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 2 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]][[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-157-GrassyPlains-2.png&amp;diff=26521</id>
		<title>File:MaGMML3-157-GrassyPlains-2.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-157-GrassyPlains-2.png&amp;diff=26521"/>
				<updated>2025-01-25T02:06:48Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: The second half of the level.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The second half of the level.&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-157-GrassyPlains.png&amp;diff=26520</id>
		<title>File:MaGMML3-157-GrassyPlains.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaGMML3-157-GrassyPlains.png&amp;diff=26520"/>
				<updated>2025-01-25T02:02:49Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: Contains both main rail gimmicks in first half of stage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contains both main rail gimmicks in first half of stage&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Conveyor&amp;diff=26490</id>
		<title>Conveyor</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Conveyor&amp;diff=26490"/>
				<updated>2025-01-23T00:42:32Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gimmick&lt;br /&gt;
|align=right&lt;br /&gt;
|name=Conveyor&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|jname=&lt;br /&gt;
|script=&lt;br /&gt;
|romaji=&lt;br /&gt;
|altname=&lt;br /&gt;
|programmer=[[Blyka]]{{1}}&amp;lt;br&amp;gt;[[WreckingPrograms]] (MM2){{2}}{{3}}&amp;lt;br&amp;gt;[[Fabian]] (MM10)&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=&lt;br /&gt;
|at=&lt;br /&gt;
|type=Platform, Mobility&lt;br /&gt;
|location='''MaGMML(1R):'''&amp;lt;br&amp;gt;[[The Quickening]]&amp;lt;br&amp;gt;[[Chroma Key]]&amp;lt;br&amp;gt;[[Sunset Siege]]&amp;lt;br&amp;gt;[[Napalm Forest and Caves]]&amp;lt;br&amp;gt;[[Maze of Death]]&amp;lt;br&amp;gt;[[Be the Bigger Person]]&amp;lt;br&amp;gt;[[Flashback Database]]&amp;lt;br&amp;gt;'''MaGMML2:'''&amp;lt;br&amp;gt;[[Cardinal Man]]&amp;lt;br&amp;gt;[[Something Original]]&amp;lt;br&amp;gt;[[Forgotten Fortress]]&amp;lt;br&amp;gt;[[Shovel Knight]]&amp;lt;br&amp;gt;[[Maze of Significantly Less Death]]&amp;lt;br&amp;gt;[[Quint Stage]]&amp;lt;br&amp;gt;[[Blaze Man]]&amp;lt;br&amp;gt;[[Conveyor Mayhem]]&amp;lt;br&amp;gt;[[City Under Siege]]&amp;lt;br&amp;gt;[[Escape Sequence]]&amp;lt;br&amp;gt;[[Cyber Man (stage)|Cyber Man]]&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;[[Mario Land]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&amp;lt;br&amp;gt;[[Null and Void (MaGMML2)|Null and Void]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Surveillance Canyon]]&amp;lt;br&amp;gt;[[Robot Ink Printing Facility]]&amp;lt;br&amp;gt;[[Metropolitan Neapolitan]]&amp;lt;br&amp;gt;[[Force Facility]]&amp;lt;br&amp;gt;[[Bubble Base]]&amp;lt;br&amp;gt;[[Space Jam]]&amp;lt;br&amp;gt;[[Looping Growth Garden]]&amp;lt;br&amp;gt;[[Shift Posting]]&amp;lt;br&amp;gt;[[Null and Void (Episode Zero)|Null and Void]]&lt;br /&gt;
|OffAppear=[[Mega Man 2]]&amp;lt;br&amp;gt;[[Mega Man 3]]&amp;lt;br&amp;gt;[[Mega Man 5]]&amp;lt;br&amp;gt;[[Mega Man 6]]&amp;lt;br&amp;gt;[[Mega Man: The Wily Wars]]&amp;lt;br&amp;gt;[[Mega Man 7]]&amp;lt;br&amp;gt;[[Mega Man 10]]&amp;lt;br&amp;gt;[[Mega Man 11]]&amp;lt;br&amp;gt;[[Mega Man II]]&amp;lt;br&amp;gt;[[Mega Man Powered Up]]&amp;lt;br&amp;gt;[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]])&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]]&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:MM2Conveyor.png]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Conveyor''' is a gimmick in the classic ''Mega Man'' series, debuting in ''[[Mega Man 2]]'' and appearing in several more games since. While their specific appearance varies by game (and sometimes even by level), they all share the function of moving [[Mega Man]] in a certain direction.&lt;br /&gt;
&lt;br /&gt;
The original ''[[Make a Good Mega Man Level]]'' included two variants of conveyor: The conveyors from the aforementioned ''Mega Man 2'', and the conveyors from the first Wily stage of ''[[Mega Man 5]]'' (often known as Wheel Conveyors). Conveyors appeared in the entries [[The Quickening]], [[Chroma Key]], [[Sunset Siege]], [[Napalm Forest and Caves]], and [[Maze of Death]], as well as the Wily stages [[Be the Bigger Person]] and [[Flashback Database]]. In ''[[Make a Good Mega Man Level Remastered]]'', Be the Bigger Person's New Style version includes custom ''Mega Man 2'' conveyors that move faster than the original.&lt;br /&gt;
&lt;br /&gt;
''[[Make a Good Mega Man Level 2]]'' brought back the ''Mega Man 2'' conveyor, and replaced the ''Mega Man 5'' &amp;quot;Wheel Conveyor&amp;quot; with conveyors from [[Knight Man]]'s stage from ''[[Mega Man 6]]''. Conveyors appeared in ten entries, with [[City Under Siege]] including conveyors from the revisited [[Spark Man]] stage from ''[[Mega Man 3]]'', and [[Cyber Man (stage)|Cyber Man]] including custom conveyors. Conveyors also appeared in the Wily stage [[Reality Core]], the [[Tier X (MaGMML2)|Tier X]] level [[Mario Land]] (which used both ''Mega Man 2'' conveyors and custom diagonal conveyors based on ''Super Mario World''), the [[The Pit of Pits|Pit of Pits]] stages &amp;quot;A Warehouse of Scissors&amp;quot;, &amp;quot;Deja Vu&amp;quot; and &amp;quot;What a rush!&amp;quot;, and in [[Null and Void (MaGMML2)|Null and Void]].&lt;br /&gt;
&lt;br /&gt;
The [[Megamix Engine]] includes all three prior devkit conveyors, as well as a new conveyor from Compass Man's stage from ''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''. The four types of conveyors appeared as devkit assets for ''[[Make a Good Mega Man Level 3]]'' and ''[[Make a Good 48 Hour Mega Man Level]]''. Another conveyor from various ''[[Mega Man 10]]'' stages (not to be confused with the [[Sheep Conveyor]]) was also added to the engine between the end of the ''MaG48HMML'' submission period and the beginning of the ''MaGMML3'' submission period.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
When Mega Man is standing on a conveyor, it will move him in whatever direction it's facing. Most conveyors are strictly horizontal, but the ''Super Mario World'' conveyors from Mario Land are diagonal.&lt;br /&gt;
&lt;br /&gt;
===Conveyor Types===&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Sprite&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Origin&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Appearances&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM2Conveyor.png|center]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|[[The Quickening]]&amp;lt;br&amp;gt;[[Chroma Key]]&amp;lt;br&amp;gt;[[Sunset Siege]]&amp;lt;br&amp;gt;[[Be the Bigger Person]]&amp;lt;br&amp;gt;[[Cardinal Man]]&amp;lt;br&amp;gt;[[Something Original]]&amp;lt;br&amp;gt;[[Forgotten Fortress]]&amp;lt;br&amp;gt;[[Shovel Knight]]&amp;lt;br&amp;gt;[[Maze of Significantly Less Death]]&amp;lt;br&amp;gt;[[Quint Stage]]&amp;lt;br&amp;gt;[[Blaze Man]]&amp;lt;br&amp;gt;[[Conveyor Mayhem]]&amp;lt;br&amp;gt;[[Escape Sequence]]&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;[[Mario Land]]&amp;lt;br&amp;gt;[[The Pit of Pits]] (A Warehouse of Scissors, Deja Vu, What a rush!)&amp;lt;br&amp;gt;[[Bubble Base]]&amp;lt;br&amp;gt;[[Null and Void (Episode Zero)]]&amp;lt;br&amp;gt;[[Grassy Plains]]&amp;lt;br&amp;gt;[[QuintsMetFactory]]&amp;lt;br&amp;gt;[[Return of Veteran Z]]&amp;lt;br&amp;gt;[[I Hope I Lose: A Grand Tale]]&amp;lt;br&amp;gt;[[mechanical factory]]&amp;lt;br&amp;gt;[[Fairly Unfocused Newcomer's Bosses And Gimmicks Stage]]&amp;lt;br&amp;gt;[[Technical Support]]&amp;lt;br&amp;gt;[[Neo Pit of Pits]] (Conveyor Mini Mayhem)&amp;lt;br&amp;gt;[[Shrine of Nebula]] (Sniper Armor Certified)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM3Conveyor.png|center]]&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|[[City Under Siege]]&amp;lt;br&amp;gt;[[Reality Core]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM5WheelConveyor.png|center]]&lt;br /&gt;
|''[[Mega Man 5]]'' (Wily Stage 1)&lt;br /&gt;
|[[Sunset Siege]]&amp;lt;br&amp;gt;[[Napalm Forest and Caves]]&amp;lt;br&amp;gt;[[Maze of Death]]&amp;lt;br&amp;gt;[[Flashback Database]]{{1}}&amp;lt;br&amp;gt;[[Mega Man DEV]]&amp;lt;br&amp;gt;[[Treading The Wily Sewer System]]&amp;lt;br&amp;gt;[[Neo Pit of Pits]] (Melting Point)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM6KnightConveyor.png|center]]&lt;br /&gt;
|''[[Mega Man 6]]'' (Knight Man's Stage)&lt;br /&gt;
|[[Flashback Database]]{{1R}}&amp;lt;br&amp;gt;[[Null and Void (MaGMML2)]]&amp;lt;br&amp;gt;[[Looping Growth Garden]]&amp;lt;br&amp;gt;[[Null and Void (Episode Zero)]]&amp;lt;br&amp;gt;[[My First Megamix Level uwu xd lmao &amp;quot;dab&amp;quot;]]&amp;lt;br&amp;gt;[[Plataform Hijinks]]&amp;lt;br&amp;gt;[[Neo Pit of Pits]] (Met a Twirler Tonight)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM10Conveyor.png|center]]&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|[[Surveillance Canyon]]&amp;lt;br&amp;gt;[[Robot Ink Printing Facility]]&amp;lt;br&amp;gt;[[Metropolitan Neapolitan]]&amp;lt;br&amp;gt;[[Force Facility]]&amp;lt;br&amp;gt;[[Shift Posting]]&amp;lt;br&amp;gt;[[The Haymay Trials]]&amp;lt;br&amp;gt;[[Hunter Tower]]&amp;lt;br&amp;gt;[[Frenzy Reactor]]&amp;lt;br&amp;gt;[[Metal Man Steals Other People's Conveyors]]&amp;lt;br&amp;gt;[[Bold and Trash]]&amp;lt;br&amp;gt;[[Devil Factory]]&amp;lt;br&amp;gt;[[Weapon Data Center]]&amp;lt;br&amp;gt;[[Somewhere Underground]]&amp;lt;br&amp;gt;[[Explosives Factory]]&amp;lt;br&amp;gt;[[Pick Your Poison]]&amp;lt;br&amp;gt;[[Dangan Factory]]&amp;lt;br&amp;gt;[[Chaos Assault]]&amp;lt;br&amp;gt;[[Neo Pit of Pits]] (#MERSERKERRISK, Factory Investigation, Melting Point, Running Out of Time, Two Sided Facility)&amp;lt;br&amp;gt;[[Shrine of Nebula]] (Cog Keep, Cliff of Power)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CFTFConveyor.png|center]]&lt;br /&gt;
|''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''&lt;br /&gt;
|[[Neo Pit of Pits]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CyberConveyor.png|center]]&lt;br /&gt;
|Custom ([[RedBlupi]])&lt;br /&gt;
|[[Cyber Man (stage)|Cyber Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MarioLandConveyor.png|center]]&lt;br /&gt;
|''Super Mario World''&lt;br /&gt;
|[[Mario Land]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gimmicks]][[Category:Devkit Gimmicks (MaGMML1)]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Conveyor&amp;diff=26489</id>
		<title>Conveyor</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Conveyor&amp;diff=26489"/>
				<updated>2025-01-23T00:36:58Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gimmick&lt;br /&gt;
|align=right&lt;br /&gt;
|name=Conveyor&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|jname=&lt;br /&gt;
|script=&lt;br /&gt;
|romaji=&lt;br /&gt;
|altname=&lt;br /&gt;
|programmer=[[Blyka]]{{1}}&amp;lt;br&amp;gt;[[WreckingPrograms]] (MM2){{2}}{{3}}&amp;lt;br&amp;gt;[[Fabian]] (MM10)&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=&lt;br /&gt;
|at=&lt;br /&gt;
|type=Platform, Mobility&lt;br /&gt;
|location='''MaGMML(1R):'''&amp;lt;br&amp;gt;[[The Quickening]]&amp;lt;br&amp;gt;[[Chroma Key]]&amp;lt;br&amp;gt;[[Sunset Siege]]&amp;lt;br&amp;gt;[[Napalm Forest and Caves]]&amp;lt;br&amp;gt;[[Maze of Death]]&amp;lt;br&amp;gt;[[Be the Bigger Person]]&amp;lt;br&amp;gt;[[Flashback Database]]&amp;lt;br&amp;gt;'''MaGMML2:'''&amp;lt;br&amp;gt;[[Cardinal Man]]&amp;lt;br&amp;gt;[[Something Original]]&amp;lt;br&amp;gt;[[Forgotten Fortress]]&amp;lt;br&amp;gt;[[Shovel Knight]]&amp;lt;br&amp;gt;[[Maze of Significantly Less Death]]&amp;lt;br&amp;gt;[[Quint Stage]]&amp;lt;br&amp;gt;[[Blaze Man]]&amp;lt;br&amp;gt;[[Conveyor Mayhem]]&amp;lt;br&amp;gt;[[City Under Siege]]&amp;lt;br&amp;gt;[[Escape Sequence]]&amp;lt;br&amp;gt;[[Cyber Man (stage)|Cyber Man]]&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;[[Mario Land]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&amp;lt;br&amp;gt;[[Null and Void (MaGMML2)|Null and Void]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Surveillance Canyon]]&amp;lt;br&amp;gt;[[Robot Ink Printing Facility]]&amp;lt;br&amp;gt;[[Metropolitan Neapolitan]]&amp;lt;br&amp;gt;[[Force Facility]]&amp;lt;br&amp;gt;[[Bubble Base]]&amp;lt;br&amp;gt;[[Space Jam]]&amp;lt;br&amp;gt;[[Looping Growth Garden]]&amp;lt;br&amp;gt;[[Shift Posting]]&amp;lt;br&amp;gt;[[Null and Void (Episode Zero)|Null and Void]]&lt;br /&gt;
|OffAppear=[[Mega Man 2]]&amp;lt;br&amp;gt;[[Mega Man 3]]&amp;lt;br&amp;gt;[[Mega Man 5]]&amp;lt;br&amp;gt;[[Mega Man 6]]&amp;lt;br&amp;gt;[[Mega Man: The Wily Wars]]&amp;lt;br&amp;gt;[[Mega Man 7]]&amp;lt;br&amp;gt;[[Mega Man 10]]&amp;lt;br&amp;gt;[[Mega Man 11]]&amp;lt;br&amp;gt;[[Mega Man II]]&amp;lt;br&amp;gt;[[Mega Man Powered Up]]&amp;lt;br&amp;gt;[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]])&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]]&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:MM2Conveyor.png]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Conveyor''' is a gimmick in the classic ''Mega Man'' series, debuting in ''[[Mega Man 2]]'' and appearing in several more games since. While their specific appearance varies by game (and sometimes even by level), they all share the function of moving [[Mega Man]] in a certain direction.&lt;br /&gt;
&lt;br /&gt;
The original ''[[Make a Good Mega Man Level]]'' included two variants of conveyor: The conveyors from the aforementioned ''Mega Man 2'', and the conveyors from the first Wily stage of ''[[Mega Man 5]]'' (often known as Wheel Conveyors). Conveyors appeared in the entries [[The Quickening]], [[Chroma Key]], [[Sunset Siege]], [[Napalm Forest and Caves]], and [[Maze of Death]], as well as the Wily stages [[Be the Bigger Person]] and [[Flashback Database]]. In ''[[Make a Good Mega Man Level Remastered]]'', Be the Bigger Person's New Style version includes custom ''Mega Man 2'' conveyors that move faster than the original.&lt;br /&gt;
&lt;br /&gt;
''[[Make a Good Mega Man Level 2]]'' brought back the ''Mega Man 2'' conveyor, and replaced the ''Mega Man 5'' &amp;quot;Wheel Conveyor&amp;quot; with conveyors from [[Knight Man]]'s stage from ''[[Mega Man 6]]''. Conveyors appeared in ten entries, with [[City Under Siege]] including conveyors from the revisited [[Spark Man]] stage from ''[[Mega Man 3]]'', and [[Cyber Man (stage)|Cyber Man]] including custom conveyors. Conveyors also appeared in the Wily stage [[Reality Core]], the [[Tier X (MaGMML2)|Tier X]] level [[Mario Land]] (which used both ''Mega Man 2'' conveyors and custom diagonal conveyors based on ''Super Mario World''), the [[The Pit of Pits|Pit of Pits]] stages &amp;quot;A Warehouse of Scissors&amp;quot;, &amp;quot;Deja Vu&amp;quot; and &amp;quot;What a rush!&amp;quot;, and in [[Null and Void (MaGMML2)|Null and Void]].&lt;br /&gt;
&lt;br /&gt;
The [[Megamix Engine]] includes all three prior devkit conveyors, as well as a new conveyor from Compass Man's stage from ''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''. The four types of conveyors appeared as devkit assets for ''[[Make a Good Mega Man Level 3]]'' and ''[[Make a Good 48 Hour Mega Man Level]]''. Another conveyor from various ''[[Mega Man 10]]'' stages (not to be confused with the [[Sheep Conveyor]]) was also added to the engine between the end of the ''MaG48HMML'' submission period and the beginning of the ''MaGMML3'' submission period.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
When Mega Man is standing on a conveyor, it will move him in whatever direction it's facing. Most conveyors are strictly horizontal, but the ''Super Mario World'' conveyors from Mario Land are diagonal.&lt;br /&gt;
&lt;br /&gt;
===Conveyor Types===&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Sprite&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Origin&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Appearances&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM2Conveyor.png|center]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|[[The Quickening]]&amp;lt;br&amp;gt;[[Chroma Key]]&amp;lt;br&amp;gt;[[Sunset Siege]]&amp;lt;br&amp;gt;[[Be the Bigger Person]]&amp;lt;br&amp;gt;[[Cardinal Man]]&amp;lt;br&amp;gt;[[Something Original]]&amp;lt;br&amp;gt;[[Forgotten Fortress]]&amp;lt;br&amp;gt;[[Shovel Knight]]&amp;lt;br&amp;gt;[[Maze of Significantly Less Death]]&amp;lt;br&amp;gt;[[Quint Stage]]&amp;lt;br&amp;gt;[[Blaze Man]]&amp;lt;br&amp;gt;[[Conveyor Mayhem]]&amp;lt;br&amp;gt;[[Escape Sequence]]&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;[[Mario Land]]&amp;lt;br&amp;gt;[[The Pit of Pits]] (A Warehouse of Scissors, Deja Vu, What a rush!)&amp;lt;br&amp;gt;[[Bubble Base]]&amp;lt;br&amp;gt;[[Null and Void (Episode Zero)]]&amp;lt;br&amp;gt;[[Grassy Plains]]&amp;lt;br&amp;gt;[[QuintsMetFactory]]&amp;lt;br&amp;gt;[[Return of Veteran Z]]&amp;lt;br&amp;gt;[[I Hope I Lose: A Grand Tale]]&amp;lt;br&amp;gt;[[mechanical factory]]&amp;lt;br&amp;gt;[[Fairly Unfocused Newcomer's Bosses And Gimmicks Stage]]&amp;lt;br&amp;gt;[[Technical Support]]&amp;lt;br&amp;gt;[[Neo Pit of Pits]]&amp;lt;br&amp;gt;[[Shrine of Nebula]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM3Conveyor.png|center]]&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|[[City Under Siege]]&amp;lt;br&amp;gt;[[Reality Core]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM5WheelConveyor.png|center]]&lt;br /&gt;
|''[[Mega Man 5]]'' (Wily Stage 1)&lt;br /&gt;
|[[Sunset Siege]]&amp;lt;br&amp;gt;[[Napalm Forest and Caves]]&amp;lt;br&amp;gt;[[Maze of Death]]&amp;lt;br&amp;gt;[[Flashback Database]]{{1}}&amp;lt;br&amp;gt;[[Mega Man DEV]]&amp;lt;br&amp;gt;[[Treading The Wily Sewer System]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM6KnightConveyor.png|center]]&lt;br /&gt;
|''[[Mega Man 6]]'' (Knight Man's Stage)&lt;br /&gt;
|[[Flashback Database]]{{1R}}&amp;lt;br&amp;gt;[[Null and Void (MaGMML2)]]&amp;lt;br&amp;gt;[[Looping Growth Garden]]&amp;lt;br&amp;gt;[[Null and Void (Episode Zero)]]&amp;lt;br&amp;gt;[[My First Megamix Level uwu xd lmao &amp;quot;dab&amp;quot;]]&amp;lt;br&amp;gt;[[Plataform Hijinks]]&amp;lt;br&amp;gt;[[Neo Pit of Pits]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM10Conveyor.png|center]]&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|[[Surveillance Canyon]]&amp;lt;br&amp;gt;[[Robot Ink Printing Facility]]&amp;lt;br&amp;gt;[[Metropolitan Neapolitan]]&amp;lt;br&amp;gt;[[Force Facility]]&amp;lt;br&amp;gt;[[Shift Posting]]&amp;lt;br&amp;gt;[[The Haymay Trials]]&amp;lt;br&amp;gt;[[Hunter Tower]]&amp;lt;br&amp;gt;[[Frenzy Reactor]]&amp;lt;br&amp;gt;[[Metal Man Steals Other People's Conveyors]]&amp;lt;br&amp;gt;[[Bold and Trash]]&amp;lt;br&amp;gt;[[Devil Factory]]&amp;lt;br&amp;gt;[[Weapon Data Center]]&amp;lt;br&amp;gt;[[Somewhere Underground]]&amp;lt;br&amp;gt;[[Explosives Factory]]&amp;lt;br&amp;gt;[[Pick Your Poison]]&amp;lt;br&amp;gt;[[Dangan Factory]]&amp;lt;br&amp;gt;[[Chaos Assault]]&amp;lt;br&amp;gt;[[Neo Pit of Pits]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CFTFConveyor.png|center]]&lt;br /&gt;
|''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''&lt;br /&gt;
|[[Neo Pit of Pits]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CyberConveyor.png|center]]&lt;br /&gt;
|Custom ([[RedBlupi]])&lt;br /&gt;
|[[Cyber Man (stage)|Cyber Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MarioLandConveyor.png|center]]&lt;br /&gt;
|''Super Mario World''&lt;br /&gt;
|[[Mario Land]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gimmicks]][[Category:Devkit Gimmicks (MaGMML1)]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Conveyor&amp;diff=26488</id>
		<title>Conveyor</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Conveyor&amp;diff=26488"/>
				<updated>2025-01-23T00:36:23Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gimmick&lt;br /&gt;
|align=right&lt;br /&gt;
|name=Conveyor&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|jname=&lt;br /&gt;
|script=&lt;br /&gt;
|romaji=&lt;br /&gt;
|altname=&lt;br /&gt;
|programmer=[[Blyka]]{{1}}&amp;lt;br&amp;gt;[[WreckingPrograms]] (MM2){{2}}{{3}}&amp;lt;br&amp;gt;[[Fabian]] (MM10)&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=&lt;br /&gt;
|at=&lt;br /&gt;
|type=Platform, Mobility&lt;br /&gt;
|location='''MaGMML(1R):'''&amp;lt;br&amp;gt;[[The Quickening]]&amp;lt;br&amp;gt;[[Chroma Key]]&amp;lt;br&amp;gt;[[Sunset Siege]]&amp;lt;br&amp;gt;[[Napalm Forest and Caves]]&amp;lt;br&amp;gt;[[Maze of Death]]&amp;lt;br&amp;gt;[[Be the Bigger Person]]&amp;lt;br&amp;gt;[[Flashback Database]]&amp;lt;br&amp;gt;'''MaGMML2:'''&amp;lt;br&amp;gt;[[Cardinal Man]]&amp;lt;br&amp;gt;[[Something Original]]&amp;lt;br&amp;gt;[[Forgotten Fortress]]&amp;lt;br&amp;gt;[[Shovel Knight]]&amp;lt;br&amp;gt;[[Maze of Significantly Less Death]]&amp;lt;br&amp;gt;[[Quint Stage]]&amp;lt;br&amp;gt;[[Blaze Man]]&amp;lt;br&amp;gt;[[Conveyor Mayhem]]&amp;lt;br&amp;gt;[[City Under Siege]]&amp;lt;br&amp;gt;[[Escape Sequence]]&amp;lt;br&amp;gt;[[Cyber Man (stage)|Cyber Man]]&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;[[Mario Land]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&amp;lt;br&amp;gt;[[Null and Void (MaGMML2)|Null and Void]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Surveillance Canyon]]&amp;lt;br&amp;gt;[[Robot Ink Printing Facility]]&amp;lt;br&amp;gt;[[Metropolitan Neapolitan]]&amp;lt;br&amp;gt;[[Force Facility]]&amp;lt;br&amp;gt;[[Bubble Base]]&amp;lt;br&amp;gt;[[Space Jam]]&amp;lt;br&amp;gt;[[Looping Growth Garden]]&amp;lt;br&amp;gt;[[Shift Posting]]&amp;lt;br&amp;gt;[[Null and Void (Episode Zero)|Null and Void]]&lt;br /&gt;
|OffAppear=[[Mega Man 2]]&amp;lt;br&amp;gt;[[Mega Man 3]]&amp;lt;br&amp;gt;[[Mega Man 5]]&amp;lt;br&amp;gt;[[Mega Man 6]]&amp;lt;br&amp;gt;[[Mega Man: The Wily Wars]]&amp;lt;br&amp;gt;[[Mega Man 7]]&amp;lt;br&amp;gt;[[Mega Man 10]]&amp;lt;br&amp;gt;[[Mega Man 11]]&amp;lt;br&amp;gt;[[Mega Man II]]&amp;lt;br&amp;gt;[[Mega Man Powered Up]]&amp;lt;br&amp;gt;[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]])&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]]&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:MM2Conveyor.png]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Conveyor''' is a gimmick in the classic ''Mega Man'' series, debuting in ''[[Mega Man 2]]'' and appearing in several more games since. While their specific appearance varies by game (and sometimes even by level), they all share the function of moving [[Mega Man]] in a certain direction.&lt;br /&gt;
&lt;br /&gt;
The original ''[[Make a Good Mega Man Level]]'' included two variants of conveyor: The conveyors from the aforementioned ''Mega Man 2'', and the conveyors from the first Wily stage of ''[[Mega Man 5]]'' (often known as Wheel Conveyors). Conveyors appeared in the entries [[The Quickening]], [[Chroma Key]], [[Sunset Siege]], [[Napalm Forest and Caves]], and [[Maze of Death]], as well as the Wily stages [[Be the Bigger Person]] and [[Flashback Database]]. In ''[[Make a Good Mega Man Level Remastered]]'', Be the Bigger Person's New Style version includes custom ''Mega Man 2'' conveyors that move faster than the original.&lt;br /&gt;
&lt;br /&gt;
''[[Make a Good Mega Man Level 2]]'' brought back the ''Mega Man 2'' conveyor, and replaced the ''Mega Man 5'' &amp;quot;Wheel Conveyor&amp;quot; with conveyors from [[Knight Man]]'s stage from ''[[Mega Man 6]]''. Conveyors appeared in ten entries, with [[City Under Siege]] including conveyors from the revisited [[Spark Man]] stage from ''[[Mega Man 3]]'', and [[Cyber Man (stage)|Cyber Man]] including custom conveyors. Conveyors also appeared in the Wily stage [[Reality Core]], the [[Tier X (MaGMML2)|Tier X]] level [[Mario Land]] (which used both ''Mega Man 2'' conveyors and custom diagonal conveyors based on ''Super Mario World''), the [[The Pit of Pits|Pit of Pits]] stages &amp;quot;A Warehouse of Scissors&amp;quot;, &amp;quot;Deja Vu&amp;quot; and &amp;quot;What a rush!&amp;quot;, and in [[Null and Void (MaGMML2)|Null and Void]].&lt;br /&gt;
&lt;br /&gt;
The [[Megamix Engine]] includes all three prior devkit conveyors, as well as a new conveyor from Compass Man's stage from ''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''. The four types of conveyors appeared as devkit assets for ''[[Make a Good Mega Man Level 3]]'' and ''[[Make a Good 48 Hour Mega Man Level]]''. Another conveyor from various ''[[Mega Man 10]]'' stages (not to be confused with the [[Sheep Conveyor]]) was also added to the engine between the end of the ''MaG48HMML'' submission period and the beginning of the ''MaGMML3'' submission period.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
When Mega Man is standing on a conveyor, it will move him in whatever direction it's facing. Most conveyors are strictly horizontal, but the ''Super Mario World'' conveyors from Mario Land are diagonal.&lt;br /&gt;
&lt;br /&gt;
===Conveyor Types===&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Sprite&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Origin&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Appearances&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM2Conveyor.png|center]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|[[The Quickening]]&amp;lt;br&amp;gt;[[Chroma Key]]&amp;lt;br&amp;gt;[[Sunset Siege]]&amp;lt;br&amp;gt;[[Be the Bigger Person]]&amp;lt;br&amp;gt;[[Cardinal Man]]&amp;lt;br&amp;gt;[[Something Original]]&amp;lt;br&amp;gt;[[Forgotten Fortress]]&amp;lt;br&amp;gt;[[Shovel Knight]]&amp;lt;br&amp;gt;[[Maze of Significantly Less Death]]&amp;lt;br&amp;gt;[[Quint Stage]]&amp;lt;br&amp;gt;[[Blaze Man]]&amp;lt;br&amp;gt;[[Conveyor Mayhem]]&amp;lt;br&amp;gt;[[Escape Sequence]]&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;[[Mario Land]]&amp;lt;br&amp;gt;[[The Pit of Pits]] (A Warehouse of Scissors, Deja Vu, What a rush!)&amp;lt;br&amp;gt;[[Bubble Base]]&amp;lt;br&amp;gt;[[Null and Void (Episode Zero)]]&amp;lt;br&amp;gt;[[Grassy Plains]]&amp;lt;br&amp;gt;[[QuintsMetFactory]]&amp;lt;br&amp;gt;[[Return of Veteran Z]]&amp;lt;br&amp;gt;[[I Hope I Lose: A Grand Tale]]&amp;lt;br&amp;gt;[[mechanical factory]]&amp;lt;br&amp;gt;[[Fairly Unfocused Newcomer's Bosses And Gimmicks Stage]]&amp;lt;br&amp;gt;[[Technical Support]]&amp;lt;br&amp;gt;[[Neo Pit of Pits]]&amp;lt;br&amp;gt;[[Shrine of Nebula]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM3Conveyor.png|center]]&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|[[City Under Siege]]&amp;lt;br&amp;gt;[[Reality Core]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM5WheelConveyor.png|center]]&lt;br /&gt;
|''[[Mega Man 5]]'' (Wily Stage 1)&lt;br /&gt;
|[[Sunset Siege]]&amp;lt;br&amp;gt;[[Napalm Forest and Caves]]&amp;lt;br&amp;gt;[[Maze of Death]]&amp;lt;br&amp;gt;[[Flashback Database]]{{1}}&amp;lt;br&amp;gt;[[Mega Man DEV]]&amp;lt;br&amp;gt;[[Treading The Wily Sewer System]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM6KnightConveyor.png|center]]&lt;br /&gt;
|''[[Mega Man 6]]'' (Knight Man's Stage)&lt;br /&gt;
|[[Flashback Database]]{{1R}}&amp;lt;br&amp;gt;[[Null and Void (MaGMML2)]]&amp;lt;br&amp;gt;[[Looping Growth Garden]]&amp;lt;br&amp;gt;[[Null and Void (Episode Zero)]]&amp;lt;br&amp;gt;[[My First Megamix Level uwu xd lmao &amp;quot;dab&amp;quot;]]&amp;lt;br&amp;gt;[[Plataform Hijinks]]&amp;lt;br&amp;gt;[[Neo Pit of Pits]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM10Conveyor.png|center]]&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|[[Surveillance Canyon]]&amp;lt;br&amp;gt;[[Robot Ink Printing Facility]]&amp;lt;br&amp;gt;[[Metropolitan Neapolitan]]&amp;lt;br&amp;gt;[[Force Facility]]&amp;lt;br&amp;gt;[[Shift Posting]]&amp;lt;br&amp;gt;[[The Haymay Trials]]&amp;lt;br&amp;gt;[[Hunter Tower,]]&amp;lt;br&amp;gt;[[Frenzy Reactor]]&amp;lt;br&amp;gt;[[Metal Man Steals Other People's Conveyors]]&amp;lt;br&amp;gt;[[Bold and Trash]]&amp;lt;br&amp;gt;[[Devil Factory]]&amp;lt;br&amp;gt;[[Weapon Data Center]]&amp;lt;br&amp;gt;[[Somewhere Underground]]&amp;lt;br&amp;gt;[[Explosives Factory]]&amp;lt;br&amp;gt;[[Pick Your Poison]]&amp;lt;br&amp;gt;[[Dangan Factory]]&amp;lt;br&amp;gt;[[Chaos Assault]]&amp;lt;br&amp;gt;[[Neo Pit of Pits]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CFTFConveyor.png|center]]&lt;br /&gt;
|''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''&lt;br /&gt;
|[[Neo Pit of Pits]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CyberConveyor.png|center]]&lt;br /&gt;
|Custom ([[RedBlupi]])&lt;br /&gt;
|[[Cyber Man (stage)|Cyber Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MarioLandConveyor.png|center]]&lt;br /&gt;
|''Super Mario World''&lt;br /&gt;
|[[Mario Land]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gimmicks]][[Category:Devkit Gimmicks (MaGMML1)]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Uranus_Platform&amp;diff=26486</id>
		<title>Uranus Platform</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Uranus_Platform&amp;diff=26486"/>
				<updated>2025-01-23T00:29:16Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gimmick&lt;br /&gt;
|align=right&lt;br /&gt;
|name=Uranus Platform&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|jname=&lt;br /&gt;
|script=&lt;br /&gt;
|romaji=&lt;br /&gt;
|altname=&lt;br /&gt;
|programmer=[[Spin Attaxx]], [[Fabian]]&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=&lt;br /&gt;
|at=&lt;br /&gt;
|type=Platform&lt;br /&gt;
|location='''MaGMML3:'''&amp;lt;br&amp;gt;[[Damp Ruins]]&amp;lt;br&amp;gt;[[Toxic Trouble]]&amp;lt;br&amp;gt;[[Fruit Forest]]&amp;lt;br&amp;gt;[[Bakery Man]]&amp;lt;br&amp;gt;[[Mega Man DEV]]&amp;lt;br&amp;gt;[[Fairly Unfocused Newcomer's Bosses And Gimmicks Stage]]&amp;lt;br&amp;gt;[[Rockbound Facility]]&amp;lt;br&amp;gt;[[Mine exploration]]&amp;lt;br&amp;gt;[[Glitz Woman (stage)|Glitz Woman]]&amp;lt;br&amp;gt;[[Neo Pit of Pits]]&lt;br /&gt;
|OffAppear=[[Mega Man V]]&lt;br /&gt;
|MaGMMLAppear=[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:UranusPlatform.png]] [[File:UranusPlatformWilyStar.png|Wily Star]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|A rotating platform that gradually sends Mega Man downwards. If he stands on it for too long, he'll eventually fall off. Stretch it horizontally in the editor to make multiple contiguous [sic] platforms|Note in Uranus Platform's code|[[Megamix Engine]]}}&lt;br /&gt;
The '''Uranus Platform''' is a gimmick from ''[[Mega Man V]]'', found in [[Uranus]]'s stage. It is a rotating cylinder that threatens to drop [[Mega Man]] off of it.&lt;br /&gt;
&lt;br /&gt;
Uranus Platforms are included in the [[Megamix Engine]], as well as the devkits for ''[[Make a Good Mega Man Level 3]]'' and ''[[Make a Good 48 Hour Mega Man Level]]''. In the former game, it appeared in [[Damp Ruins]], [[Toxic Trouble]], [[Fruit Forest]], [[Bakery Man]], [[Mega Man DEV]], [[Fairly Unfocused Newcomer's Bosses And Gimmicks Stage]], [[Rockbound Facility]], [[Mine exploration]], [[Glitz Woman (stage)|Glitz Woman]], and the [[Neo Pit of Pits]] sublevel &amp;quot;Lost Ruins of Rolmisl&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Uranus Platforms spin in the air. If [[Mega Man]] jumps on top of one, he will slowly sink into it before falling through entirely upon hitting the center. Mega Man cannot jump onto it from either the bottom or the sides; it will act like a complete solid in those cases. Longer Uranus Platforms can be made by stretching it in the room editor, similarly to [[Conveyor]]s.&lt;br /&gt;
&lt;br /&gt;
Uranus Platforms have two creation code variables:&lt;br /&gt;
* style - Affects the sprites used; by default, it uses its sprites from Uranus's stage, but setting it to 1 makes it use its sprites from the Wily Star.&lt;br /&gt;
* animSpeed - How quickly the platform animates (and subsequently shifts Mega Man down).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* In earlier versions of the Megamix Engine (and the devkits for ''Make a Good Mega Man Level 3'' and ''Make a Good 48 Hour Mega Man Level''), Uranus Platforms couldn't use their Wily Star sprites. Despite this, the code for changing them and an incomplete set of sprites were present in the engine's files.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gimmicks]][[Category:Devkit Gimmicks (MaGMML3)]][[Category:Mega Man V Gimmicks]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Uranus_Platform&amp;diff=26485</id>
		<title>Uranus Platform</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Uranus_Platform&amp;diff=26485"/>
				<updated>2025-01-23T00:17:50Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gimmick&lt;br /&gt;
|align=right&lt;br /&gt;
|name=Uranus Platform&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|jname=&lt;br /&gt;
|script=&lt;br /&gt;
|romaji=&lt;br /&gt;
|altname=&lt;br /&gt;
|programmer=[[Spin Attaxx]], [[Fabian]]&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=&lt;br /&gt;
|at=&lt;br /&gt;
|type=Platform&lt;br /&gt;
|location='''MaGMML3:'''&amp;lt;br&amp;gt;[[Damp Ruins]]&amp;lt;br&amp;gt;[[Toxic Trouble]]&amp;lt;br&amp;gt;[[Fruit Forest]]&amp;lt;br&amp;gt;[[Bakery Man]]&amp;lt;br&amp;gt;[[Mega Man DEV]]&amp;lt;br&amp;gt;[[Rockbound Facility]]&amp;lt;br&amp;gt;[[Mine exploration]]&amp;lt;br&amp;gt;[[Glitz Woman (stage)|Glitz Woman]]&amp;lt;br&amp;gt;[[Neo Pit of Pits]]&lt;br /&gt;
|OffAppear=[[Mega Man V]]&lt;br /&gt;
|MaGMMLAppear=[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:UranusPlatform.png]] [[File:UranusPlatformWilyStar.png|Wily Star]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|A rotating platform that gradually sends Mega Man downwards. If he stands on it for too long, he'll eventually fall off. Stretch it horizontally in the editor to make multiple contiguous [sic] platforms|Note in Uranus Platform's code|[[Megamix Engine]]}}&lt;br /&gt;
The '''Uranus Platform''' is a gimmick from ''[[Mega Man V]]'', found in [[Uranus]]'s stage. It is a rotating cylinder that threatens to drop [[Mega Man]] off of it.&lt;br /&gt;
&lt;br /&gt;
Uranus Platforms are included in the [[Megamix Engine]], as well as the devkits for ''[[Make a Good Mega Man Level 3]]'' and ''[[Make a Good 48 Hour Mega Man Level]]''.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Uranus Platforms spin in the air. If [[Mega Man]] jumps on top of one, he will slowly sink into it before falling through entirely upon hitting the center. Mega Man cannot jump onto it from either the bottom or the sides; it will act like a complete solid in those cases. Longer Uranus Platforms can be made by stretching it in the room editor, similarly to [[Conveyor]]s.&lt;br /&gt;
&lt;br /&gt;
Uranus Platforms have two creation code variables:&lt;br /&gt;
* style - Affects the sprites used; by default, it uses its sprites from Uranus's stage, but setting it to 1 makes it use its sprites from the Wily Star.&lt;br /&gt;
* animSpeed - How quickly the platform animates (and subsequently shifts Mega Man down).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* In earlier versions of the Megamix Engine (and the devkits for ''Make a Good Mega Man Level 3'' and ''Make a Good 48 Hour Mega Man Level''), Uranus Platforms couldn't use their Wily Star sprites. Despite this, the code for changing them and an incomplete set of sprites were present in the engine's files.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gimmicks]][[Category:Devkit Gimmicks (MaGMML3)]][[Category:Mega Man V Gimmicks]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Big_Chungus&amp;diff=26482</id>
		<title>Big Chungus</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Big_Chungus&amp;diff=26482"/>
				<updated>2025-01-23T00:11:31Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{enemy&lt;br /&gt;
|name=Big Chungus&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|jname=&lt;br /&gt;
|script=ビッグチュングス&lt;br /&gt;
|romaji=Biggu Chungusu&lt;br /&gt;
|altname= &lt;br /&gt;
|designer=[[Big Fish (user)|Big Fish]]&lt;br /&gt;
|programmer=[[Big Fish (user)|Big Fish]]&lt;br /&gt;
|artist=[[Big Fish (user)|Big Fish]]&lt;br /&gt;
|hp=24&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;2 (carrot)&amp;lt;br&amp;gt;2 (banana)&lt;br /&gt;
|weak=[[Flame Chip]] ([[Z-Saber]], [[Z-Burst]])&lt;br /&gt;
|category=&lt;br /&gt;
|location=[[Null and Void (Episode Zero)|Null and Void]]&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Midboss)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|MaGMML3]] (NPC)&lt;br /&gt;
|appear2= &lt;br /&gt;
|sprite=[[File:BigChungus.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|He's big.|Big Chungus's [[CD]] Database entry|[[Make a Good Mega Man Level: Episode Zero]]}}&lt;br /&gt;
&lt;br /&gt;
'''Big Chungus''' is a midboss in ''[[Make a Good Mega Man Level: Episode Zero]]'', found in [[Null and Void (Episode Zero)|Null and Void]] at the end of [[Big Fish (user)|Big Fish]], [[CSketch]], and [[DeltaMudkip]]'s room on Floor 6. He is a grey [[Robo-Rabbit]] that, as the name implies, is very big. He is also armed with bananas alongside the standard Robo-Rabbit carrot projectiles, as the name does ''not'' imply. He later appears as an easter egg in ''[[Make a Good Mega Man Level 3]]'', named &amp;quot;Watt&amp;quot;, found in [[Tier_12_(MaGMML3)|Tier 12]]. &lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Big Chungus attacks in a simple pattern of shooting a triple spreadshot of carrots at [[Zero]], then jumping directly towards his location, before repeating the pattern. While jumping, he will release four bananas that arc upwards slightly before falling offscreen.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1&lt;br /&gt;
|saber=1&lt;br /&gt;
|burst=2&lt;br /&gt;
|drive=99&lt;br /&gt;
|cutbuster=1&lt;br /&gt;
|cutsaber=1&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=2&lt;br /&gt;
|flamebuster=2&lt;br /&gt;
|flamesaber=3&lt;br /&gt;
|flameburst=3&lt;br /&gt;
|flamedrive=2&lt;br /&gt;
|icebuster=2&lt;br /&gt;
|icesaber=2&lt;br /&gt;
|iceburst=2&lt;br /&gt;
|icedrive=2&lt;br /&gt;
|zapbuster=1&lt;br /&gt;
|zapsaber=1&lt;br /&gt;
|zapburst=2&lt;br /&gt;
|zapdrive=2&lt;br /&gt;
|psybuster=1&lt;br /&gt;
|psysaber=1&lt;br /&gt;
|psyburst=2&lt;br /&gt;
|psydrive=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Big Chungus is based on the &amp;quot;Big Chungus&amp;quot; internet meme, depicting a still from the ''Merrie Melodies'' short ''Wabbit Twouble'' in which Bugs Bunny mocks Elmer Fudd's weight by increasing in size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMMLEZ Chapter 3}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]][[Category:Midbosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]][[Category:Memes]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Toxic_Trouble&amp;diff=26475</id>
		<title>Toxic Trouble</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Toxic_Trouble&amp;diff=26475"/>
				<updated>2025-01-22T11:24:15Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Toxic Trouble&lt;br /&gt;
|caption=Smogulous Smoke! Schloppity Slop!&lt;br /&gt;
|rank=162nd&lt;br /&gt;
|image=[[File:MaGMML3-162-ToxicTrouble.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[Flora]]&lt;br /&gt;
|composer=Mark Cooksey, Geoff Follin, Jeroen Tel, Nobuo Uematsu, Kenji Ito&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
MaGMML3: 1: Mick, 2: Shinryu, 3: Pachy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=18&lt;br /&gt;
|judge2=20&lt;br /&gt;
|judge3=55&lt;br /&gt;
|judge4=36&lt;br /&gt;
|judge5=38&lt;br /&gt;
|totalscore=31.73&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Ace Manbow]]&lt;br /&gt;
*[[Butterdroid]]&lt;br /&gt;
*[[Sea Mine|C Mine]]&lt;br /&gt;
*[[Cannon]]&lt;br /&gt;
*[[Cutting Wheel]]&lt;br /&gt;
*[[Docbaton]]&lt;br /&gt;
*[[Fatool]]&lt;br /&gt;
*[[Glooper]]&lt;br /&gt;
*[[Gyoraibo]]&lt;br /&gt;
*[[Sonic Bill]]&lt;br /&gt;
*[[Totem Polen]]&lt;br /&gt;
*[[Wander Bell]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Acid Drop]]&lt;br /&gt;
*[[Uranus Platform]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Gundrill]]&lt;br /&gt;
*[[Stompy|T. Smasher]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Grey Devil|Red Devil]]&lt;br /&gt;
|other=&lt;br /&gt;
*5% leak penalty&lt;br /&gt;
|music='''First Half:''' The Adventures of Dr. Franken - Main Theme&amp;lt;br&amp;gt;'''T. Smasher:''' The Incredible Crash Dummies - Unused 3&amp;lt;br&amp;gt;'''Second Half:''' Tintin on the Moon (Commodore 64) - Menu Theme&amp;lt;br&amp;gt;'''Red Devil:''' Final Fantasy Legend II - Dreadful Fight&lt;br /&gt;
|location=[[Tier 2 (MaGMML3)|Tier 2]]&lt;br /&gt;
|previous=[[Grand Fire Palace]]&lt;br /&gt;
|next=[[The Haymay Trials]]&lt;br /&gt;
}}&lt;br /&gt;
'''Toxic Trouble''' is the 162nd place entry in ''[[Make a Good Mega Man Level 3]]''. It takes place in a polluted cavern and primarily utilizes graphics and enemies from ''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''. &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The first half is fairly straightforward, avoiding enemies, spikes, and [[Acid Drop]]s. The level then bends around to a section containing [[Uranus Platform]]s, followed by a miniboss fight against [[Stompy|T. Smasher]]. Beating T. Smasher will drop Mega Man into the second half of the level, marked by a change in music. The enemies in this half primarily consist of [[Sea Mine|C Mine]]s. A single [[Gyoraibo]] appears before a miniboss fight against [[Gundrill]]. After this, a number of Acid Drops are hidden in a sliding section. To allow the drops to actually hit Mega Man, invisible openings in the tunnel are placed, which have the side effect of prematurely ending Mega Man's slide. At the end is a boss fight against the [[Grey Devil|Red Devil]]: a Gray Devil with slightly more health and blobs that never despawn. There is no checkpoint before the boss, so dying will put Mega Man at the beginning of the second half of the level.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=Well... this wasn't a pleasant experience. At first, it was just kind of nothing, CFTF visuals and nigh-harmless enemies-save for that trio of Fatool, Ace Manbow, and the butterfly. There was a neat aesthetic detail with leaking acid pipes, but that's the only bit that ended up noteworthy.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Then we fight this weird... top hat spider Stompy, and everything goes downhill. The emoji bombs are out of place, and at least one of them tends to teleport for no real reason. Multiple broken solids pop up (and if these aren't a glitch, that's a *significant* aesthetics error). The enemies continue to be nigh-harmless. There's water that randomly disappears. And it culminates in one of the most frustrating Grey Devils I've ever seen-owed to the fact the slime doesn't despawn on its own, and if you die? It's back to just after the spider Stompy.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I like to talk about things that I found enjoyable as well, but... there's not much of anything positive going for this place. It's all a bunch of bleh, and the most fun I derived from it was the neat aesthetics early in the level.&lt;br /&gt;
|mickscore=18&lt;br /&gt;
|mgdesign=5&lt;br /&gt;
|mgfun=1&lt;br /&gt;
|mgcreativity=1&lt;br /&gt;
|mgaesthetics=4&lt;br /&gt;
|mgfunctionality=7&lt;br /&gt;
|shin=Level design-wise, there's not a whole lot to go over here. This is a very short stage consisting of simple room layouts, along with mostly non-threatening enemy and hazard placements. If it weren't for a few functionality issues (along with some grievances I have with the end boss), there wouldn't be much else to discuss with this one.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As far as technical problems go, there's the fact that both the first and second-half level themes don't loop properly (although you'd have to intentionally go idle for a while to even notice this, I can't exactly overlook it either). More glaring, however, is the lack of collision on what should be solid tiles. I get the feeling they're supposed to be background details, but it just comes across as visually inconsistent. It's especially confusing during the lead-up to the boss, where you're basically phasing through what looks like solid ground (not to mention one of the enemies in this area snaps between being inside and above the floor).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Speaking of the boss, why is there no checkpoint right before him? Granted, the trek back to his room doesn't take that long, but it's certainly annoying to have to go through it again if you happen to die. It's not that unlikely of a scenario, either, seeing as the boss is the Grey Devil, but now his projectiles never despawn. While it's definitely possible to manage this fight with weapons, it's a whole other story if you're going buster only. Trying to keep it so that the globs don't overtake the floor while also trying to sneak in hits on the boss is nothing short of annoying. While I can at least appreciate the thought of wanting to make a vanilla devkit boss more interesting, this definitely wasn't the right approach. All in all, this stage (and the &amp;quot;Red Devil&amp;quot;) could have used a lot more fine-tuning.&lt;br /&gt;
|shinscore=20&lt;br /&gt;
|sdesign=4&lt;br /&gt;
|sfun=2&lt;br /&gt;
|screativity=2&lt;br /&gt;
|saesthetics=4&lt;br /&gt;
|sfunctionality=8&lt;br /&gt;
|pachy=Trouble in Toxicity Town!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A very very short level with somewhat basic level design put into it, simplistic platforming with also simplistic enemy placements. Pretty jamming tunes, at least.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Pretty clever repurposing the boss door graphics as pipes, and having the acid drip from them to make it look like a pipe leakage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Some of the reskins are cute, even if a little amateurish, like the sea mines and the skull miniboss. It's charming in a way.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The final section is a bit wonky with how Mega Man keeps randomly standing up in a one-wide sliding tunnel. I think you wanted some Generic Stoppers on where the acid drops drop.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Grey Devil except now he's red, so he's the Red Devil, how diabolic. He also has a smile that reminds me of the Kool Aid Man.&lt;br /&gt;
|pachyscore=55&lt;br /&gt;
|pdesign=16&lt;br /&gt;
|pfun=13&lt;br /&gt;
|pcreativity=8&lt;br /&gt;
|paesthetics=12&lt;br /&gt;
|pfunctionality=6&lt;br /&gt;
|flashman=I feel like we're back in MaGMML1, before the community had a good handle on theming, logical architecture, and the importance of playtesting. With assets smashed together all helter-skelter, pits that look like screen transitions, screen transitions that might as well be pits, and wildly inconsistent collision object use (allowing for player confusion and disastrous out-of-bounds shenanigans), it's like all the wisdom from the previous contests has yet to be gleaned.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Dangers are forgotten as suddenly as they're introduced, and there isn't much we haven't seen elsewhere. There's no real learning curve aside from a few mild increases in difficulty, and no clear rationale for modifying or respriting any enemy other than the boss. Checkpoints are frequent enough, but one before the boss would be nice, as would a power-up or two.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The foreground/background graphics are fine enough, but they lack finesse and variety. All the custom sprites (except maybe the boss) look out of place. I don't understand the change in music at the halfway mark; the second half is slightly more distinctive and focused, but not so appreciably different in feel that it needs completely different music.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There are a few things I like. I appreciate the idea of an acid pipe that runs the entire length of the level and ultimately feeds into the boss. Cracks where the pipe leaks acid are a nice detail. Acid pairs well with Uranus platforms, even if the introduction is too rough for new players. The crude skull in the background of the first miniboss fight adds some character. Using a Sea Mine as a shield for Totem Polen is smart. The second miniboss works well underwater.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I could recommend this level as practice for aspiring playtesters, but not as much else without major revision.&lt;br /&gt;
|flashmanscore=36&lt;br /&gt;
|fmdesign=14&lt;br /&gt;
|fmfun=10&lt;br /&gt;
|fmcreativity=4&lt;br /&gt;
|fmaesthetics=5&lt;br /&gt;
|fmfunctionality=3&lt;br /&gt;
|ace=Why on God's green earth did you give the Mets more health.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Why!?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Ok, this is just, a rather dull, nothing level. Its focus is all over the place, but new assets seem to either just irritate or waste time.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;That's when you aren't encountering softlocks via going through a screen transition wrong, which is not helped by just how few checkpoints are scattered about.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'd say the graphics are just super inconsistent - obviously - many of the redesigns are rather crude, and frankly, just go whole hog if you're going to replace many of the enemies anyway - it'd at least gel better. And the tileset is.. A bit odd. Several of the tiles that are meant to be solid, just... aren't.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;That said, at first there is still a fairly good ambience in this level. Dripping pipes, crates containing what I assume is toxic gunk, walled off areas and weird mutants.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You know, the level actually has an identity in spite of itself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And that ambience was working, up until the music track changes annndddd.. You lose it. Wham, straight into a wall.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Oh, I actually really like both songs quite a lot. The 2nd song is a right bop. But just ... kind of says it all really. I like it! And it's a detriment to what the level was going for initially.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And let's talk about the Kool-Aid Devil? Not only does he not get a boss checkpoint, good grief, you took what is already a rather tedious dev-kit boss and made it way more irritating. Flick up those turbo switches kids, y'gonna need it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I feel bad for the Grey Devil, so many people are making him so much worse to fight, I almost regret coding the fella. That's on me, I guess.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;OH YEEEAAHH! The boss sucks.&lt;br /&gt;
|acescore=38&lt;br /&gt;
|asdesign=12&lt;br /&gt;
|asfun=7&lt;br /&gt;
|ascreativity=5&lt;br /&gt;
|asaesthetics=8&lt;br /&gt;
|asfunctionality=6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* According to Flora in the comments of [[RoahmMythril]]'s [https://www.youtube.com/watch?v=-3fW4q61B2Y| playthrough of the level], the Red Devil's blobs not despawning was an error that was deliberately left in. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 2}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 2 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Octopus_Battery&amp;diff=26435</id>
		<title>Octopus Battery</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Octopus_Battery&amp;diff=26435"/>
				<updated>2025-01-22T00:12:55Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{enemy&lt;br /&gt;
|name=Octopus Battery&lt;br /&gt;
|image=[[File:OctopusBatteryArt.jpg|230px|Artwork by Capcom]]&lt;br /&gt;
|caption= Artwork by Capcom&lt;br /&gt;
|jname=Adhering Suzy&lt;br /&gt;
|script=くっつきスージー&lt;br /&gt;
|romaji=Kuttsuki Sūjī&lt;br /&gt;
|altname=&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=[[snoruntpyro]]{{1}}&amp;lt;br&amp;gt;[[WreckingPrograms]]{{2}}{{3}}&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=5&lt;br /&gt;
|at=4 (contact)&lt;br /&gt;
|weak=[[Gemini Laser]]{{1}}&amp;lt;br&amp;gt;[[Pharaoh Shot]]{{1R}}&amp;lt;br&amp;gt;[[Sakugarne]]{{2}}&amp;lt;br&amp;gt;[[Thunder Beam]], [[Rec Can]], [[Banshee Wail]]{{3}}&amp;lt;br&amp;gt;[[Zap Chip]] ([[Z-Burst]]){{EZ}}&amp;lt;br&amp;gt;[[Super Arm]], [[Chill Spike]], [[Concrete Shot]], [[Plant Barrier]]{{Megamix}}&lt;br /&gt;
|location='''MaGMML(1R):'''&amp;lt;br&amp;gt;[[Sky Ziggurat]]&amp;lt;br&amp;gt;[[Under Construction]]&amp;lt;br&amp;gt;[[Thunderclyffe Plant]]&amp;lt;br&amp;gt;[[Flashback Database]]&amp;lt;br&amp;gt;'''MaGMML2:'''&amp;lt;br&amp;gt;[[Candy Panic]]&amp;lt;br&amp;gt;[[Spiky Situation]]&amp;lt;br&amp;gt;[[Sector Upsilon 6]]&amp;lt;br&amp;gt;[[Identity Crisis]]&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;[[So Good]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&amp;lt;br&amp;gt;'''MaGMML3:'''&amp;lt;br&amp;gt;[[Weapon Tutorials]]&amp;lt;br&amp;gt;[[The Level Equivalent of An Old Man Rambling at You]]&amp;lt;br&amp;gt;[[Hunter Tower]]&amp;lt;br&amp;gt;[[Cutman's New Warehouse]]&amp;lt;br&amp;gt;[[Revenge of Tricastle]]&amp;lt;br&amp;gt;[[The Return of Veteran Z]]&amp;lt;br&amp;gt;[[Fairly Unfocused Newcomer's Bosses And Gimmicks Stage]]&amp;lt;br&amp;gt;[[Undead Fortress]]&amp;lt;br&amp;gt;[[Alpine Weather Institute]]&amp;lt;br&amp;gt;[[Thermae Man (stage)|Thermae Man]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Null and Void (Episode Zero)|Null and Void]]&lt;br /&gt;
|OffAppear=[[Mega Man 1|Mega Man]]&amp;lt;br&amp;gt;[[Mega Man: Dr. Wily's Revenge]]&amp;lt;br&amp;gt;[[Mega Man: The Wily Wars]]&amp;lt;br&amp;gt;[[Mega Man Powered Up]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (Enemy)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]] (Enemy)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|MaGMML3]] (Enemy)&amp;lt;br&amp;gt;[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] (NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Enemy)&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:OctopusBattery.png]]&lt;br /&gt;
}}&lt;br /&gt;
'''Octopus Battery''', also known as '''Adhering Suzy''', or '''Suzy''' for short, is an enemy from the original ''[[Mega Man 1|Mega Man]]''. It is a small one-eyed robot with suction cups over its body, allowing it to form barricades.&lt;br /&gt;
&lt;br /&gt;
Octopus Battery was first made available in the devkit for ''[[Make a Good Mega Man Level]]'', where it appeared in the entries [[Sky Ziggurat]], [[Under Construction]], and [[Thunderclyffe Plant]] (as well as [[Wily Combo]] and the Wily stage [[Flashback Database]], both of which reskinned it into '''R Suzy''').&lt;br /&gt;
&lt;br /&gt;
It reappeared in the devkit for ''[[Make a Good Mega Man Level 2]]'', being used in the levels [[Candy Panic]], [[Spiky Situation]], [[Sector Upsilon 6]] and [[Identity Crisis]], as well as the Wily stage [[Reality Core]], the [[Tier X (MaGMML2)|Tier X]] level [[So Good]], and the [[The Pit of Pits|Pit of Pits]] sublevels &amp;quot;A Warehouse of Scissors&amp;quot;, &amp;quot;Descent&amp;quot;, &amp;quot;Labyrinthe Throwback&amp;quot;, &amp;quot;Magic Crash-Pit Ride&amp;quot;, &amp;quot;MEG4KMAN&amp;quot;, and &amp;quot;Thunderclyffe Plant?&amp;quot;. They also made an appearance in the ''[[Make a Good Mega Man Level: Episode Zero]]'' level [[Null and Void (Episode Zero)|Null and Void]].&lt;br /&gt;
&lt;br /&gt;
Octopus Battery didn't appear as an enemy in ''[[Make a Good 48 Hour Mega Man Level]]'' (unlike R Suzy, which was more prominent), but a single one appears as an NPC on the [[SS Elroy]]. It returned in ''[[Make a Good Mega Man Level 3]]'', and saw use in over eight entries. It made additional appearances in the [[Weapon Tutorials]], the [[Tier X (MaGMML3)|Tier X]] stage [[Thermae Man (stage)|Thermae Man]], and the [[NEO Pit of Pits]] sublevels &amp;quot;Magnetic Panic&amp;quot;, &amp;quot;Some Factory Dr. Wily Built&amp;quot;, &amp;quot;Your Size May Vary&amp;quot;, and &amp;quot;The Top 10 Most Commonly Used Enemies in MaGMML3, In Increasing Order&amp;quot; (where it placed third).&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Octopus Batteries react only by moving either horizontally or vertically across the screen, stopping when coming into contact with a solid surface. If it does so, it shuts its eye and remains dormant for a few seconds, before reawakening and gliding in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
The Octopus Batteries in Suzy Love act identically to their regular iterations, but are solid and cannot inflict contact damage.&lt;br /&gt;
&lt;br /&gt;
By default, Octopus Batteries are red, but setting &amp;quot;col = #&amp;quot; in an Octopus Battery's creation code will change its color (0 makes it red, 1 makes it orange, 2 makes it blue).&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; |Sprite&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; |Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Official Appearance(s)&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |MaGMML Appearance(s)&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; |Location(s)&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; |Description&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Designer(s)&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |HP&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:WilyComboRSuzy.png|MaGMML1]] [[File:RSuzy.png|Megamix Engine]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|R Suzy&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[Mega Man 10]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]])''&amp;lt;br&amp;gt;''[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]''&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|'''MaGMML(1R):'''&amp;lt;br&amp;gt;[[Wily Combo]] • [[Flashback Database]]&amp;lt;br&amp;gt;'''MaGMML3:'''&amp;lt;br&amp;gt;[[Weapon Tutorials]] • [[Suzy Love]] • [[Poudrin Man (stage)|Poudrin Man]] • [[Metal Man Steals Other People's Conveyors]] • [[Rock Fortress]] • [[Weapon Data Center]] • [[Pick Your Poison]] • [[Dangan Factory]] • [[Irrigation Irritation]] • [[NEO Pit of Pits]]&amp;lt;br&amp;gt;'''MaG48HMML:'''&amp;lt;br&amp;gt;[[Exoplanet Everest]] • [[Pandora's Parlor]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[In the Flesh]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|An Octopus Battery with a larger eye and darker colour scheme. In ''MaGMML1'', it is just a sprite swapped Octopus Battery.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In Suzy Love, they are solid objects that cannot inflict contact damage.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Mitcheddar93]]{{1}}&amp;lt;br&amp;gt;[[Mick Galbani]]{{3}}&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|4 (contact)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level===&lt;br /&gt;
{{Damagetable1&lt;br /&gt;
|buster=1/1/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|metal=2&amp;lt;br&amp;gt;1&lt;br /&gt;
|gemini=3&amp;lt;br&amp;gt;1&lt;br /&gt;
|solar=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|top=0&amp;lt;br&amp;gt;3&lt;br /&gt;
|wool=2&amp;lt;br&amp;gt;0.5&lt;br /&gt;
|black=1&amp;lt;br&amp;gt;3&lt;br /&gt;
|phar=1/1/5&amp;lt;br&amp;gt;1/5&lt;br /&gt;
|magic=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|notes=Top row is damage in ''MaGMML''; bottom row is damage from ''MaGMML'' weapons in the Megamix Engine.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level Remastered===&lt;br /&gt;
{{Damagetable1R&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|metal=1&lt;br /&gt;
|gemini=1&lt;br /&gt;
|solar=2&lt;br /&gt;
|top=3&lt;br /&gt;
|wool=1&lt;br /&gt;
|black=3&lt;br /&gt;
|phar=1/20&lt;br /&gt;
|magic=2&lt;br /&gt;
|orb=3&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 2===&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/1/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|hornet=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|jewel=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|grab=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|triple=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|flash=Y&amp;lt;br&amp;gt;Y&lt;br /&gt;
|slash=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|wheel=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|sakugarne=4&amp;lt;br&amp;gt;4&lt;br /&gt;
|wire=1&amp;lt;br&amp;gt;3&lt;br /&gt;
|arrow=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|notes=Top row is damage in ''MaGMML2''; bottom row is damage from ''MaGMML2'' weapons in the Megamix Engine.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 3===&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|spark=1&lt;br /&gt;
|laser=1&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=4&lt;br /&gt;
|thunder=5&lt;br /&gt;
|magnetic=2&lt;br /&gt;
|ice=2&lt;br /&gt;
|break=2&lt;br /&gt;
|tape=2/3/Y&lt;br /&gt;
|lantern=1&lt;br /&gt;
|prismatic=1/2/3&lt;br /&gt;
|beet=2&lt;br /&gt;
|rec=4/3&lt;br /&gt;
|banshee=4&lt;br /&gt;
|propeller=0.5&lt;br /&gt;
|cable=1&lt;br /&gt;
|shoes=1&lt;br /&gt;
|royal=3&lt;br /&gt;
|bait=3/1&lt;br /&gt;
|power=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 24 Hour Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable24HM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|super=4/2&lt;br /&gt;
|chill=1/5&lt;br /&gt;
|pakkajoe=99&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 48 Hour Mega Man Level===&lt;br /&gt;
{{Damagetable48H&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|flame=2&lt;br /&gt;
|rain=2&lt;br /&gt;
|spark=0&lt;br /&gt;
|snake=2&lt;br /&gt;
|tengu=1/1/2&lt;br /&gt;
|water=2&lt;br /&gt;
|concrete=3&lt;br /&gt;
|homing=2&lt;br /&gt;
|beat=2&lt;br /&gt;
|notes=Damage pertains to R Suzy.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level: Episode Zero===&lt;br /&gt;
====Octopus Battery====&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1&lt;br /&gt;
|saber=1&lt;br /&gt;
|burst=2&lt;br /&gt;
|drive=99&lt;br /&gt;
|cutbuster=1&lt;br /&gt;
|cutsaber=1&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=2&lt;br /&gt;
|flamebuster=1&lt;br /&gt;
|flamesaber=1&lt;br /&gt;
|flameburst=2&lt;br /&gt;
|flamedrive=1&lt;br /&gt;
|icebuster=1&lt;br /&gt;
|icesaber=1&lt;br /&gt;
|iceburst=2&lt;br /&gt;
|icedrive=1&lt;br /&gt;
|zapbuster=1&lt;br /&gt;
|zapsaber=1&lt;br /&gt;
|zapburst=5&lt;br /&gt;
|zapdrive=2&lt;br /&gt;
|psybuster=1&lt;br /&gt;
|psysaber=1&lt;br /&gt;
|psyburst=2&lt;br /&gt;
|psydrive=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
====R Suzy====&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1&lt;br /&gt;
|saber=1&lt;br /&gt;
|burst=2&lt;br /&gt;
|drive=99&lt;br /&gt;
|cutbuster=1&lt;br /&gt;
|cutsaber=1&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=2&lt;br /&gt;
|flamebuster=1&lt;br /&gt;
|flamesaber=1&lt;br /&gt;
|flameburst=2&lt;br /&gt;
|flamedrive=1&lt;br /&gt;
|icebuster=1&lt;br /&gt;
|icesaber=1&lt;br /&gt;
|iceburst=2&lt;br /&gt;
|icedrive=1&lt;br /&gt;
|zapbuster=1&lt;br /&gt;
|zapsaber=1&lt;br /&gt;
|zapburst=2&lt;br /&gt;
|zapdrive=5&lt;br /&gt;
|psybuster=1&lt;br /&gt;
|psysaber=1&lt;br /&gt;
|psyburst=2&lt;br /&gt;
|psydrive=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Megamix Engine===&lt;br /&gt;
{{DamagetableM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|time=Y&lt;br /&gt;
|stone=2&lt;br /&gt;
|plant=4&lt;br /&gt;
|block=2&lt;br /&gt;
|ice=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
*In the ''MaGMML2'' devkit, Octopus Battery is called &amp;quot;'''Suzi'''&amp;quot;, which is a misspelled version of its shortened Japanese name. The [[Megamix Engine]] fixes this typo, renaming the enemy &amp;quot;Suzy&amp;quot;. This is the only typo relating to a ''MaGMML2'' devkit enemy that was fixed for the Megamix Engine.&lt;br /&gt;
&lt;br /&gt;
==Related Articles==&lt;br /&gt;
*[[Suzy G]]&lt;br /&gt;
*[[Giant Suzy]]&lt;br /&gt;
*[[Hunter Type A]]&lt;br /&gt;
*[[Hunter Type B]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]][[Category:Devkit Enemies (MaGMML1)]][[Category:Custom Enemies (MaGMML1)]][[Category:Devkit Enemies (MaGMML3)]][[Category:Mega Man 1 Enemies]][[Category:Mega Man 10 Enemies]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=QuintsMetFactory&amp;diff=26434</id>
		<title>QuintsMetFactory</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=QuintsMetFactory&amp;diff=26434"/>
				<updated>2025-01-22T00:03:12Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: Created the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=QuintsMetFactory&lt;br /&gt;
|caption=Factory closed for acid leaks.&lt;br /&gt;
|rank=156th&lt;br /&gt;
|image=[[File:MaGMML3-156-QuintsMetFactory.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[Starsoul]]&lt;br /&gt;
|composer=Kouji Murata, Yuko Takehara, Yoko Shimomura (originals)&amp;lt;br&amp;gt;Starsoul (cover)&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
MaGMML3: 1: Mick, 2: Shinryu, 3: Pachy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=22&lt;br /&gt;
|judge2=26&lt;br /&gt;
|judge3=59&lt;br /&gt;
|judge4=32&lt;br /&gt;
|judge5=37&lt;br /&gt;
|totalscore=35.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Fire Telly]]&lt;br /&gt;
*[[Metall Cannon]]&lt;br /&gt;
*[[Metall Dance]]&lt;br /&gt;
*[[Metall Swim]]&lt;br /&gt;
*[[Neo Metall]]&lt;br /&gt;
*[[Space Metall]]&lt;br /&gt;
*[[Wall Blaster]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Acid Drop]]&lt;br /&gt;
*[[Conveyor|Conveyor (MM2)]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Giant Metall Cannon]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Quint's Met Machine]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Rockman World 5 - Pluto Stage&amp;lt;br&amp;gt;'''Quint's Met Machine Phase 1:''' Mega Man 6 - Wily Machine&amp;lt;br&amp;gt;'''Quint's Met Machine Phase 2:''' Mario &amp;amp; Luigi: Partners in Time - Final Battle&lt;br /&gt;
|location=[[Tier 2 (MaGMML3)|Tier 2]]&lt;br /&gt;
|previous=[[Grassy Plains]]&lt;br /&gt;
|next=[[Ballade's Square of Doom]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|*****BRIDGE CLOSED***** A RECENT METEOR SHOWER HAS HIT THE BRIDGE AND DESTROYED IT SORRY FOR THE INCONVENIENCE|SignBot|dialogue box in the start of the stage}}&lt;br /&gt;
'''QuintsMetFactory''' is the 156th place entry in ''[[Make a Good Mega Man Level 3]]''. As the name suggests, the level contains a number of different Met enemies. The level is most notable for a bridge, out of commission at the beginning of the level, being repaired at the end.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level begins with a sign noting that the bridge to the titular factory is out of commission due to a recent meteor shower. The screen does not scroll past where the bridge would lead to, forcing Mega Man to go underwater in order to progress. This leads to a horizontal section filled with pits, [[Metall Swim]]s, and spikes. Going up at the end of the section leads into the factory, with the gate to enter the factory being behind Mega Man, and unable to open. The next few screens shift from a flat area with [[Wall Blaster]]s and [[Neo Metall]]s, to [[Fire Telly|Fire Tellies]] interacting with [[Conveyor]]s, to a series of [[Acid Drop]]s, both on the ceiling and on the floor, falling upwards. This section ends with a fight against a [[Giant Metall Cannon]]; defeating it will open up a hole in the floor. The hole leads to another underwater section with Metall Swims and [[Metall Cannon]]s. This section ends with a ladder going up to a teleporter, leading to the &amp;quot;QUINT Training unit&amp;quot;. This is a series of rooms connected by teleporters, using gimmicks established earlier in the level. The first teleporter room contains more Conveyers and Fire Tellies. The second room uses Acid Drops and [[Metall Dance]]s. The third room combines the gimmicks of the previous two rooms together and ends with a sign containing a threatening message from [[Quint]] next to the teleporter. Entering the teleporter will appear to place Mega Man back at the starting area, now with the bridge repaired. Entering the boss gate at the end of the bridge leads to a fight against [[Quint's Met Machine]], which has two phases.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=Oy... not a whole lot of stuff to talk about here, really. The enemy set is standard fare: a few different Mets, Wall Blasters, and Fire Tellies. The Fire Tellies are somewhat effective on conveyor belts, but otherwise the enemies here largely exist to be shot at, nothing else. The gimmicks aren't a whole lot better: The water platforming is nothing we haven't seen before, and outside of the Fire Telly combination the conveyor belts are similarly standard. The purple acid pools that turn red are a little odd, and they're probably the most interesting aspect of the level with their timing challenges.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Unfortunately, the most *noteworthy* aspect of the level would be the broken checkpoints-at least, when I was playing it. The checkpoint unlocked at the Giant Met Cannon is for the room below it, allowing you to skip the boss entirely with retries. More importantly, the checkpoint for the Quint Training Area is completely busted, taking you out of bounds and forcing you to restart the entire level. Stumbling on that was NOT a pleasant experience. These have been fixed for the main game, but it really hurt the functionality score with me. Playtest your checkpoints, folks!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There's also a custom boss here. Unfortunately, the Met Machine is basically just the longest, most needlessly tight Metall Potton fight ever, but also it flies when it's almost dead. I'm glad there's something here, but it isn't terribly interesting.&lt;br /&gt;
|mickscore=22&lt;br /&gt;
|mgdesign=11&lt;br /&gt;
|mgfun=2&lt;br /&gt;
|mgcreativity=1&lt;br /&gt;
|mgaesthetics=5&lt;br /&gt;
|mgfunctionality=3&lt;br /&gt;
|shin=There's...not much to discuss with this level, sadly. The aesthetics, room layouts and enemy placement are all pretty basic, with those last two especially being a problem (since it means you can breeze through most of this stage without even thinking). The segments involving the conveyor belts, acid droplets and Fire Tellies are a step in the right direction, though. I would still consider them a bit on the easy side, but at the very least, those sections were a bit more engaging than the rest of the level.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;That aside, the only really notable thing here is the boss. While I think the concept of a met-producing machine is pretty sound, the execution leaves a lot to be desired. You can trivialize the first phase by standing in one spot while jumping and spamming the Laser Trident, while the second phase is basically a much slower moving Wily Capsule that only spawns Metools. All of this makes for an unfortunately easy and rather underwhelming end boss.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Overall, while there's sound ideas here with both the conveyor segments and the boss, they (along with the rest of the stage's design) could have done with a lot more refinement.&lt;br /&gt;
|shinscore=26&lt;br /&gt;
|sdesign=6&lt;br /&gt;
|sfun=3&lt;br /&gt;
|screativity=3&lt;br /&gt;
|saesthetics=4&lt;br /&gt;
|sfunctionality=10&lt;br /&gt;
|pachy=SolosPachyReview&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Now this is a charming little stage! Definitely has the feeling of being someone's first stage, but there are surprisingly some good design principles in place. Like introducing each gimmick and obstacle in isolation at first, then later on trying to mix and match them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I like the cute little throwback at the end of going back to the first screen. The boss caught me by surprise, too. I was fully expecting a standard Quint fight, but the creator went the extra mile to try to create a new boss, which I appreciate.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Obviously, though, the stage has some rough edges, such as spikes stacking on top of each other, and various screens being too spacious with not much enemy density to fill them up.&lt;br /&gt;
|pachyscore=59&lt;br /&gt;
|pdesign=16&lt;br /&gt;
|pfun=15&lt;br /&gt;
|pcreativity=10&lt;br /&gt;
|paesthetics=8&lt;br /&gt;
|pfunctionality=10&lt;br /&gt;
|flashman=Stop right there. I'm suspending your level design license.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;No power-ups? A pile of touch checkpoints instead of one normal checkpoint? Inconsistently labeled bottomless pits? Blank backgrounds and messy/repetitive tile work? Teleporters (which deposit you in midair) connecting sections that easily could've been tied together organically? I know this isn't a professional level design contest, but these elements make the level feel especially slapdash and amateurish.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The text leaves me with so many questions. Was &amp;quot;Quint's Met Factory&amp;quot; really too much effort to write? If the bridge was taken out by a meteor shower, where's all the debris? What is the QUINT Training unit, and what is it doing in this alleged factory? You mean the teleporter on the *left*?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The fact that Laser Trident and Rush Jet obliterate any sense of difficulty is a sign that the challenges and architecture aren't nearly complex or varied enough. I see the start of some good ideas--conveyor + Fire Telly, two directions of acid drops (which need a color consistency check), the inconvenience of maneuvering around a broken bridge--but nothing is ever developed into anything novel or satisfying. I get no sense of purpose in the challenges, other than to fill time between the bridge gag and the boss.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I love what the boss could've been. But crippling weapon vulnerabilities, a dull middle form, a lack of visual polish (eg, Quint not mashing the controls like Wily and Cossack do), limitless enemy spawning, no protection from enemies while the final form powers up, almost inaudible final music, and the possibility of the final form *drifting out of the arena forever* wreck the whole thing. At least there's a Yashichi--so, I guess that's *one* power-up.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Reasonable length, adequate checkpoint frequency, and appropriate music show some potential. If you promise me you'll plan, polish, and playtest harder next time, I'll let you have your license back.&lt;br /&gt;
|flashmanscore=32&lt;br /&gt;
|fmdesign=10&lt;br /&gt;
|fmfun=9&lt;br /&gt;
|fmcreativity=4&lt;br /&gt;
|fmaesthetics=5&lt;br /&gt;
|fmfunctionality=4&lt;br /&gt;
|ace=The boss is kind of cute, even if the challenge is backwards, since you reduce its attacking options as you whittle it down. It's first phase is incredibly basic, I think you could afford to give it different attacks as it lost parts. Overall it just needed to do...well, more things. Even the second phase amounts to not much more than what the first phase offered.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I will say, Fire Tellies and Conveyors do end up providing the more interesting element to the stage. It's unfortunately the only combination of assets in the level, and everything else just... kind of stands in the way, being a non-threat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Graphically the stage is hideous - this is the sort of tiling that is used for placeholder stage layouts, rather than tiling the level to resemble an actual location. I fully recommend taking the time to see how main series stages are tiled. The most notable thing is the bricks - bricks should be staggered rather than just stacked on top of each other.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;But the big issue, really, is that the stage is just dull. And predictable. And repetitive. Screens seem to be repeated ad nauseam, or at least any changes are so minor as to be hard to notice and they end up playing the same.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And unfortunately, the boss can wander off screen in the second phase - and his respawn flags and ranges have been configured incorrectly, therefore he can despawn, resulting in a softlock, as there is no longer a boss to defeat!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This is clearly a first effort I think, but the reason it ends up being an unfun stage is fairly benign at least, which hey, is better than the alternatives. Look at level maps (you can find them online, and with enemies and assets on the maps) from Mega Man 3 onwards, and pay attention to how the stages are put together and compare your stage.&lt;br /&gt;
|acescore=37&lt;br /&gt;
|asdesign=12&lt;br /&gt;
|asfun=9&lt;br /&gt;
|ascreativity=5&lt;br /&gt;
|asaesthetics=4&lt;br /&gt;
|asfunctionality=7&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 2}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 2 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:ANueUtsuho&amp;diff=24787</id>
		<title>User:ANueUtsuho</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:ANueUtsuho&amp;diff=24787"/>
				<updated>2024-09-20T12:48:18Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello,&lt;br /&gt;
I haven't been too big a part of this community in a while, but MAN is MaGMML3 good. So, I've taken it upon myself to help document things on the wiki. &lt;br /&gt;
I still haven't finished MaG48HMML, though.&lt;br /&gt;
&lt;br /&gt;
To do: &lt;br /&gt;
Articles on Damp Ruins, QuintsMetFactory, and The Warped Void.&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Tier_2_(MaGMML2)&amp;diff=24736</id>
		<title>Tier 2 (MaGMML2)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Tier_2_(MaGMML2)&amp;diff=24736"/>
				<updated>2024-09-18T17:37:11Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Sewers&lt;br /&gt;
|image= [[File:MaGMML2Tier2.png|256px]]&lt;br /&gt;
|caption= Underwater portion.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator= [[The Stove Guy]], [[SnoruntPyro]]&lt;br /&gt;
|composer= [[CosmicGem]]&lt;br /&gt;
|artist= [[MiniMacro]], [[The Stove Guy]]&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 13&lt;br /&gt;
|collectables = 6&lt;br /&gt;
|bosses =*[[Ombuds Man]]&lt;br /&gt;
|music=MaGMML2 - Tier 2 (Sewers)&lt;br /&gt;
|previous = [[Tier 1 (MaGMML2)|Tier 1]]&lt;br /&gt;
|next = [[Tier 3 (MaGMML2)|Tier 3]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I feel like I'm getting a bit of deja vu here. This time it seems... fancier, though.|[[Heat Man]]|at the start of Tier 2.}}&lt;br /&gt;
The '''Sewers''' are the second Tier of ''[[Make a Good Mega Man Level 2]]''. Like the first contest, a low tier (albeit not the lowest) is represented by a sewer. The tier is entered via a manhole outside [[Chateau Chevaleresque]] and contains levels placed from 74th to 67th. [[Ombuds Man]] serves as the boss.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Rank&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Score&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Noble Nickels&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Skippable?&lt;br /&gt;
|-&lt;br /&gt;
|74th&lt;br /&gt;
|[[Wily Tower]]&lt;br /&gt;
|[[Shidy]]&lt;br /&gt;
|11.6 / 50&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|73rd&lt;br /&gt;
|[[Airflow Hubble]] &lt;br /&gt;
|[[Concord butterfly]]&lt;br /&gt;
|13.4 / 50&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|72nd&lt;br /&gt;
|[[Yggdrasil]] &lt;br /&gt;
|[[Zatsupachi]]&lt;br /&gt;
|15.2 / 50&lt;br /&gt;
|[[File:Element.png]] [[File:Element.png]] [[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|71st&lt;br /&gt;
|[[Rush City]]&lt;br /&gt;
|[[qazcake]]&lt;br /&gt;
|15.8 / 50&lt;br /&gt;
|[[File:Element.png]] [[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|70th&lt;br /&gt;
|[[Gigavolt Man]]&lt;br /&gt;
|[[ThatOneEnder]]&lt;br /&gt;
|17.2 / 50&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|69th&lt;br /&gt;
|[[Dragon Lab Lair]]&lt;br /&gt;
|[[Natnatgaming101]]&lt;br /&gt;
|18.6 / 50&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|68th&lt;br /&gt;
|[[Colorful Hall]]&lt;br /&gt;
|[[Chingoku]]&lt;br /&gt;
|19.2 / 50&lt;br /&gt;
|[[File:Element.png]] [[File:Element.png]]&lt;br /&gt;
|[[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|67th&lt;br /&gt;
|[[Something Original]]&lt;br /&gt;
|[[IcyTower]]&lt;br /&gt;
|19.8 / 50&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
* [[Heat Man]]: Like the first contest, he &amp;quot;welcomes&amp;quot; the player. He even comments on the deja vu.&lt;br /&gt;
* [[Dust Man]]&lt;br /&gt;
* [[Wood Man]]&lt;br /&gt;
* Dive Man&lt;br /&gt;
* [[Splash Woman]]&lt;br /&gt;
* [[Hothead]]: Called &amp;quot;Changkey Maker&amp;quot;&lt;br /&gt;
* [[Blader]]&lt;br /&gt;
* Pump Man&lt;br /&gt;
* Clown Man&lt;br /&gt;
* Wave Man&lt;br /&gt;
* Dynamo Man&lt;br /&gt;
* Gordon Freeman: Easter egg NPC.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
[[File:Gordon freeman.PNG|thumb|left|128px|The man himself.]]&lt;br /&gt;
Past the Tier 2 Boss teleporter, there is a secret door that leads to a side room where Gordon Freeman lies in wait. When you talk to him, he will sing you the MaGMML2 National Anthem (a YTPMV remix of [[Galaxy Man]]'s theme). The anthem will override the regular Tier 2 song until you either talk to him again or leave.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Clown Man's presence is a reference to Pennywise from the movie ''It''. He is accompanied by a balloon, and popping it results in different dialogue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Tiers]][[Category:Tier 2 (MaGMML2)]][[Category:Make a Good Mega Man Level 2]][[Category:Make a Good Mega Man Level 2 Tiers]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=The_Level_Equivalent_of_An_Old_Man_Rambling_at_You&amp;diff=24734</id>
		<title>The Level Equivalent of An Old Man Rambling at You</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=The_Level_Equivalent_of_An_Old_Man_Rambling_at_You&amp;diff=24734"/>
				<updated>2024-09-18T17:22:02Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=The Level Equivalent of An Old Man Rambling at You&lt;br /&gt;
|caption=NOT THE BEES!&lt;br /&gt;
|rank=167th&lt;br /&gt;
|image=[[File:MaGMML3-167-TheLevelEquivalentOfAnOldManRamblingAtYou.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[Zunzet]]&lt;br /&gt;
|composer=Yasuaki Fujita, Ryo Kawakami, Minae Fujii, Kouji Murata, Takashi Tateishi (originals)&amp;lt;br&amp;gt;Mathew Valente (cover)&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
MaGMML3: 1: Mick, 2: Shinryu, 3: Pachy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=19&lt;br /&gt;
|judge2=19&lt;br /&gt;
|judge3=41&lt;br /&gt;
|judge4=37&lt;br /&gt;
|judge5=28&lt;br /&gt;
|totalscore=27.36&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=2&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Chibee]]&lt;br /&gt;
*[[Machine Gun Joe]]&lt;br /&gt;
*[[Octopus Battery]]&lt;br /&gt;
*[[Pole]]&lt;br /&gt;
*[[Walking Bomb]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Falling Platform]] (MM2)&lt;br /&gt;
*[[Pole Egg]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Bee Blader]]&lt;br /&gt;
*[[Giant Metall Cannon]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Hornet Man]]&lt;br /&gt;
*[[Hornet Man|Bee Man]]&lt;br /&gt;
*[[Combust Man|Old Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music='''Part 1:''' Mega Man 3 - Dr. Wily Stage 3&amp;lt;br&amp;gt;'''Part 2:''' Mega Man 10 - Dr. Wily Capsule&amp;lt;br&amp;gt;'''Part 3:''' Mega Man 4 - Drill Man&amp;lt;br&amp;gt;'''Hornet Man &amp;amp; Bee Man:''' Rockman World 5 - Sunstar&amp;lt;br&amp;gt;'''Old Man:''' Mega Man 2 - Boss&lt;br /&gt;
|location=[[Tier 1 (MaGMML3)|Tier 1]]&lt;br /&gt;
|previous=[[Cycle Facility]]&lt;br /&gt;
|next=[[Ultimate Level]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Level Equivalent of An Old Man Rambling at You''' is the 167th place entry in ''[[Make a Good Mega Man Level 3]]''. The level shifts in theme multiple times from a level using military-themed enemies and [[Napalm Man]]'s tileset, to an ice cream parlor containing exclusively NPCs, to a level centered entirely around bees. The one constant of the level is the emphasis on dialogue from NPCs or signs. &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level begins with a sign from [[Dr. Light]], explaining that, within this level, yellow spikes will only damage Mega Man, but blue spikes will kill Mega Man instantly. He also states that yellow boss doors will lead further into the level, while blue doors will lead to joke encounters, although the level proper requires entering every blue door in order to fully complete the level. The first [[Trickster Token]] is visible from here, but can only be obtained by going through a passageway filled with damage spikes and [[Octopus Battery|Octopus Batteries]] from the other end of the section. The rest of this half of the level consists of additional spikes, [[Machine Gun Joe]]s, Octopus Batteries, and [[Walking Bomb]]s. There are also a small number of [[Chibee]]s, foreshadowing their later abundance in the level. &lt;br /&gt;
&lt;br /&gt;
At the end of this section, &amp;quot;Walruy Greetalluy&amp;quot; welcomes Mega Man to Ice Cream Parley, an ice cream parlor filled with a number of NPCs. These NPCs include [[Gemini Man]] and his impatient twin, &amp;quot;Gemini Mad&amp;quot;; [[Splash Woman]]. the waitress; and [[Uranus|&amp;quot;Cow Man&amp;quot;]]. A polar bear at the end of the ice cream parlor reveals that they somehow make the ice cream out of [[Pole Egg]]s, and threatens Mega Man if he destroys any of them. However, the eggs must be destroyed in order to reach the second part of the level. &lt;br /&gt;
&lt;br /&gt;
The next section is a long drop filled with Pole Eggs that hatch into Chibees, beginning the odd emphasis on bees that the rest of the level will have. At the bottom of this section is a fight against [[Bee Blader]], with two boss doors on either side. The blue door can be exited and re-entered at any time, but the yellow door locks Mega Man into that route. &lt;br /&gt;
&lt;br /&gt;
The blue door leads to a fight against two Bee Bladers, followed by a fight against [[Hornet Man]] and [[Hornet Man|Bee Man]] at the same time. Hornet Man and Bee Man act identically to one another, but this is still one of the harder fights in the game.&lt;br /&gt;
&lt;br /&gt;
The yellow door leads to an upward climb of Machine Gun Joes and spikes. Going left at the top of the section with a &amp;quot;Z&amp;quot; in the ground will lead to an E-Tank &amp;amp; M-Tank spelling out &amp;quot;ME&amp;quot;, as well as a [[Yashichi]]. The second Token is found to the right, at the end of a tight maze of blue spikes, next to an M-Tank. Falling down from here will lead to a fight against a [[Giant Metall Cannon]] and three Machine Gun Joes. Entering the boss hallway afterwards will contain two Octopus Batteries, but more importantly: three signs containing the long rant that acted as inspiration for the level. The boss at the end of this route is the titular [[Combust Man|Old Man]]. He will do nothing, and die in a single hit from any weapon. However, Mega Man will die in one hit if he touches Old Man, as well. &lt;br /&gt;
&lt;br /&gt;
==Easter Eggs==&lt;br /&gt;
Sliding left on the top of the ladder at the beginning of the level leads to a secret area containing a few Bolts, as well as two signs containing the same rant as before Old Man. &lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=...I don't remember any old man rambles coming with ominous theme music, same with the songs for ice cream parlours in the jungle. I also don't remember any actual difference between orange and blue doors, as both of them lead to level progress considering there's multiple energy elements. Kinda sideswiped the concept, there.&amp;lt;br&amp;gt;Most of what I do remember is a poorly built level. Machine Gun Joe jumps off screen a LOT, and Walking Bomb isn't nearly as prominent as the (completely skippable) ramble suggests. There's plenty of bees, however. Entirely too many bees... what even was that nonsense, anyway? Top it off with a dull attempt at a 'joke' boss, and Hornet Man struggling to function in duplicate, and we've got a level I rather didn't enjoy.&amp;lt;br&amp;gt;There are two pieces that deserve credit, at least. The fact that damage spikes vs. kill spikes are actually explained and telegraphed, and the token challenges are mildly interesting. Doesn't make up for the rest of the level, but they warrant recognition nonetheless.&lt;br /&gt;
|mickscore=19&lt;br /&gt;
|mgdesign=5&lt;br /&gt;
|mgfun=2&lt;br /&gt;
|mgcreativity=1&lt;br /&gt;
|mgaesthetics=3&lt;br /&gt;
|mgfunctionality=8&lt;br /&gt;
|shin=[[File:Old Man Shin.png]]&amp;lt;br&amp;gt;What?&amp;lt;br&amp;gt;No seriously, what was that? I...can't even really talk about this, because there's almost nothing here worth bringing up that isn't immediately obvious from just looking at the level itself. The double Hornet Man fight is the only thing I can really think of that warrants any kind of mention, mostly because of how frustrating it is unless you abuse Tornado Blow.&amp;lt;br&amp;gt;Other than that, I'm not even sure what else to say here. Even that &amp;quot;context&amp;quot; at the end doesn't help explain this level much. If anything, it only raises more questions.&lt;br /&gt;
|shinscore=19&lt;br /&gt;
|sdesign=3&lt;br /&gt;
|sfun=2&lt;br /&gt;
|screativity=3&lt;br /&gt;
|saesthetics=2&lt;br /&gt;
|sfunctionality=9&lt;br /&gt;
|pachy=Angry Grandpa.&amp;lt;br&amp;gt;Well, that was a stage, I guess. The Old Man joke boss was pretty funny, but the rest of the level? Ehh, it's just there. A very barebones level with nothing really much standing out in terms of design. Even the Joe at the beginning just jumps offscreen if you wait long enough; he doesn't wanna get involved here.&amp;lt;br&amp;gt;A joke boss fight alone is not gonna be enough to get the level a high score, pal.&amp;lt;br&amp;gt;The tiling could use some work, too, nevermind the fact Napalm Man's tileset is kinda overused. Wait, why are there hidden paths inside the walls now?&amp;lt;br&amp;gt;When it's not about the old man, the other half of the level devolves into BEES FUNNY, RIGHT GUYS? The bee jokes have gone so out of control that there are now two Hornet Men. That's not a good prize. Needless to say, the fight is pretty unreasonable and unfun.&lt;br /&gt;
|pachyscore=41&lt;br /&gt;
|pdesign=8&lt;br /&gt;
|pfun=10&lt;br /&gt;
|pcreativity=5&lt;br /&gt;
|paesthetics=9&lt;br /&gt;
|pfunctionality=9&lt;br /&gt;
|flashman=Back in my day, we made levels that made sense. Context? We gave players context right away, or left hints everywhere. Anyone who hid their context in a secret room or at the end of their level was fed to the sharks.&amp;lt;br&amp;gt;You'd better believe we had sharks! Big sharks, all over the place. In sock drawers, everywhere! Just like the power-ups here. Kids these days think E-Tanks grow on trees. They don't! Only little health refills do.&amp;lt;br&amp;gt;Which reminds me: if you're going to use flower and spike tiles, *make sure they match the background*. You can't decorate a bunch of collision objects and call it a level; a level should have a deliberate sense of style, with tidy architecture and a sensible layout and polished text. Before I was a freelance garlic salesman, I was a llama photographer, so I know a thing or two about aesthetics. And you can't throw music tracks around all willy-nilly and call it a soundtrack!&amp;lt;br&amp;gt;When I was your age, we only had one Hornet Man, and that was already more than some of us could handle. Back then, we had to walk 20 screens uphill to the only boss chamber in the whole level, and there were no secret passages dropping us off who-knows-where. We almost never heard from Dr. Light unless we were stuck on an asteroid hurtling toward the sun, and that was mostly for flavor; we learned everything the hard way, through good level design.&amp;lt;br&amp;gt;Did I ever tell you about the time I found bees in my tadpole eggs? Or the time someone left caltrops on the stairs? Those are pretty good stories.&amp;lt;br&amp;gt;Well, I need to rest my eyes for a bit. Be a dear and get me some ice cream, would you? I don't mind if it's nutty, but it has to be layered right so it doesn't look like it's entirely nuts.&lt;br /&gt;
|flashmanscore=37&lt;br /&gt;
|fmdesign=11&lt;br /&gt;
|fmfun=8&lt;br /&gt;
|fmcreativity=5&lt;br /&gt;
|fmaesthetics=4&lt;br /&gt;
|fmfunctionality=9&lt;br /&gt;
|ace=[[File:MaGMML3-TheLevelEquivalentOfAnOldManRamblingAtYouComic.png]]&lt;br /&gt;
|acescore=28&lt;br /&gt;
|asdesign=8&lt;br /&gt;
|asfun=5&lt;br /&gt;
|ascreativity=5&lt;br /&gt;
|asaesthetics=3&lt;br /&gt;
|asfunctionality=7&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The Napalm Man tileset, military-themed enemy set, and the rant in the signs imply that Old Man is some form of Vietnam War veteran.&lt;br /&gt;
* The background of Old Man's arena appears to make a &amp;quot;T^T&amp;quot; face.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 1}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 1 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]][[Category:Tier 1 Stages]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Quirky_Unconsistent_Incomprehensible_Nonsensical_Track&amp;diff=24733</id>
		<title>Quirky Unconsistent Incomprehensible Nonsensical Track</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Quirky_Unconsistent_Incomprehensible_Nonsensical_Track&amp;diff=24733"/>
				<updated>2024-09-18T17:14:20Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Quirky Unconsistent Incomprehensible Nonsensical Track&lt;br /&gt;
|rank=78th&lt;br /&gt;
|image=[[File:QUINT_snip1.PNG|250px]]&lt;br /&gt;
|caption=Helpful&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[Alex9000]]&lt;br /&gt;
|composer=RushJet1&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Judge Order Reminder:&lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=2&lt;br /&gt;
|judge1=11&lt;br /&gt;
|judge2=7&lt;br /&gt;
|judge3=1&lt;br /&gt;
|judge4=12&lt;br /&gt;
|judge5=5&lt;br /&gt;
|totalscore=5.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[New Shotman]]&lt;br /&gt;
*[[Sniper Joe]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Building Platform]]&lt;br /&gt;
*[[Concrete Platform]]&lt;br /&gt;
*[[Count Bomb]]&lt;br /&gt;
*[[Falling Platform]] (MM5)&lt;br /&gt;
*[[Key Barrier]]&lt;br /&gt;
*[[Spring]]&lt;br /&gt;
*[[Yoku Block]]&lt;br /&gt;
*Yoku Spike&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Gamarn and Gamadayu]]&lt;br /&gt;
*[[Metall Potton]]&lt;br /&gt;
|bosses=&lt;br /&gt;
|other=&lt;br /&gt;
*Weapons Disabled (All except [[Mega Buster]] and [[Slash Claw]])&lt;br /&gt;
|music=Mega Man 4 - Pharaoh Man (RushJet1 Remix)&lt;br /&gt;
|location=[[Tier 1 (MaGMML2)|Tier 1]]&lt;br /&gt;
|previous=[[Cardinal Man]]&lt;br /&gt;
|next=[[Mix &amp;amp; Match]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|when they somehow bork the camera|[[ACESpark]]|during his review.}}&lt;br /&gt;
'''Quirky Unconsistent Incomprehensible Nonsensical Track''', or QUINT for short, is the 78th placed level in ''[[Make a Good Mega Man Level 2]]''. This stage is almost entirely platforming over special platforms like Yoku Blocks or Count Bombs. There are only four enemies in this stage, counting the minibosses.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Upon entering the key room (pictured above), go left instead of right. This will bring you to the key. Then turn and go right and go to the section where you must cross Dust Man platforms to unlock the next section. Before you head left across the Count Bombs, make sure to hop on the cloud (which is solid for reasons unknown) and nab that M-Tank. Then go left on the rows of Count Bombs (remembering that there is no way to hit the spikes above, even if you jump at full height) and right across the falling platforms above.&lt;br /&gt;
&lt;br /&gt;
Then, take on the Metall Potton with your [[Slash Claw]] skillz, and use the Yoku Blocks to maneuver over the spikes and towards the energy element.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Well uuh... There was an attempt. I sorta like the fight with the Metall Potton. But the majority of the level is... empty, featureless hallways.&lt;br /&gt;
|pyroscore = 11&lt;br /&gt;
|spdesign = 3&lt;br /&gt;
|spfun = 2&lt;br /&gt;
|spcreativity = 2&lt;br /&gt;
|spaesthetics = 1&lt;br /&gt;
|spfunction = 3&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This level really lives up to its name. Especially the 'incomprehensible' part&lt;br /&gt;
|jupiscore = 7&lt;br /&gt;
|jhdesign = 0&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 2&lt;br /&gt;
|jhaesthetics = 0&lt;br /&gt;
|jhfunction = 0&lt;br /&gt;
|enjl = I'm sad that compared to the other hilariously broken level this one isn't as much fun to mess around in. Would've gotten big fun score if you didn't remove all the utility &amp;gt;:c ... At least it's completable?&lt;br /&gt;
|enjlscore = 1&lt;br /&gt;
|endesign = 0&lt;br /&gt;
|enfun = 0&lt;br /&gt;
|encreativity = 0&lt;br /&gt;
|enaesthetics = 0&lt;br /&gt;
|enfunction = 1&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Well I really appreciate the amount of effort the author put into the graphics of this level, because I'm going to be completely honest here: it looks absolutely hideous. All I'm seeing is random tiles or sets of tiles placed at random sections. Not to mention the amazing choice of choosing blue as the background color so I keep thinking I'm underwater when I'm not. The level still doesn't get a pass even if we completely ignore the awful visuals. The level design consists of either obstacles placed randomly or corridors either long and empty or filled with the same object over and over. That's of course not to mention how poorly the camera is implemented in this level, that is how glitchy it is. On a slightly positive note, I think that the last mini-boss was done in a quite fun and creative manner, but it obviously can't make up for everything that's bad about this level. At least its name is accurate.&lt;br /&gt;
|garirryscore = 12&lt;br /&gt;
|gadesign = 3&lt;br /&gt;
|gafun = 3&lt;br /&gt;
|gacreativity = 4&lt;br /&gt;
|gaaesthetics = 0&lt;br /&gt;
|gafunction = 2&lt;br /&gt;
|gadesignnote = It's awful. Everything is placed at random, you have long empty corridors, and corridors with an &amp;quot;obstacle chain&amp;quot;. There's really not a lot of likable stuff in the level design.&lt;br /&gt;
|gafunnote = Eh. It was okay I guess. Nothing superb, and I did get either bored or annoyed most of the time.&lt;br /&gt;
|gacreativitynote = Well it uses mini-bosses and the second one is pretty creative so I guess there's a little bit of creativity, but… meh.&lt;br /&gt;
|gaaestheticsnote = No explanations needed.&lt;br /&gt;
|gafunctionnote = Camera is buggy, level has plenty of problems… At least the level is working.&lt;br /&gt;
|ace = [[File:MaGMML2-QUINTComic.png]]&lt;br /&gt;
|acescore = 5&lt;br /&gt;
|asdesign = 1&lt;br /&gt;
|asfun = 1&lt;br /&gt;
|ascreativity = 2&lt;br /&gt;
|asaesthetics = 0&lt;br /&gt;
|asfunction = 1&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Despite the level seemingly being named after him, [[Quint]] is nowhere to be found in the entry.&lt;br /&gt;
*This is one of only two stages in MaGMML2 that has a consistent camera glitch, due to the room height of the level not being a multiple of 224 pixels. The other, ironically, is [[Quint Stage]].&lt;br /&gt;
*This is both the lowest-ranked level that disables weapons and the lowest-ranked level to have keys.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 1}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 1 (MaGMML2)]][[Category:Stages without Collectables]][[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Entries]][[Category: Tier 1 Stages]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=The_Level_Equivalent_of_An_Old_Man_Rambling_at_You&amp;diff=24721</id>
		<title>The Level Equivalent of An Old Man Rambling at You</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=The_Level_Equivalent_of_An_Old_Man_Rambling_at_You&amp;diff=24721"/>
				<updated>2024-09-18T03:42:18Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: And Tier 1 levels are done. I apologize if I missed on additional context that I am unaware of.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=The Level Equivalent of An Old Man Rambling at You&lt;br /&gt;
|caption=NOT THE BEES!&lt;br /&gt;
|rank=167th&lt;br /&gt;
|image=[[File:MaGMML3-167-TheLevelEquivalentOfAnOldManRamblingAtYou.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[Zunzet]]&lt;br /&gt;
|composer=Yasuaki Fujita, Ryo Kawakami, Minae Fujii, Kouji Murata, Takashi Tateishi (originals)&amp;lt;br&amp;gt;Mathew Valente (cover)&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
MaGMML3: 1: Mick, 2: Shinryu, 3: Pachy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=19&lt;br /&gt;
|judge2=19&lt;br /&gt;
|judge3=41&lt;br /&gt;
|judge4=37&lt;br /&gt;
|judge5=28&lt;br /&gt;
|totalscore=27.36&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=2&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Chibee]]&lt;br /&gt;
*[[Machine Gun Joe]]&lt;br /&gt;
*[[Octopus Battery]]&lt;br /&gt;
*[[Pole]]&lt;br /&gt;
*[[Walking Bomb]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Falling Platform]] (MM2)&lt;br /&gt;
*[[Pole Egg]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Bee Blader]]&lt;br /&gt;
*[[Giant Metall Cannon]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Hornet Man]]&lt;br /&gt;
*[[Hornet Man|Bee Man]]&lt;br /&gt;
*[[Combust Man|Old Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music='''Part 1:''' Mega Man 3 - Dr. Wily Stage 3&amp;lt;br&amp;gt;'''Part 2:''' Mega Man 10 - Dr. Wily Capsule&amp;lt;br&amp;gt;'''Part 3:''' Mega Man 4 - Drill Man&amp;lt;br&amp;gt;'''Hornet Man &amp;amp; Bee Man:''' Rockman World 5 - Sunstar&amp;lt;br&amp;gt;'''Old Man:''' Mega Man 2 - Boss&lt;br /&gt;
|location=[[Tier 1 (MaGMML3)|Tier 1]]&lt;br /&gt;
|previous=[[Cycle Facility]]&lt;br /&gt;
|next=[[Ultimate Level]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Level Equivalent of An Old Man Rambling at You''' is the 167th place entry in ''[[Make a Good Mega Man Level 3]]''. The level shifts in theme multiple times from a level using military-themed enemies and [[Napalm Man]]'s tileset, to an ice cream parlor containing exclusively NPCs, to a level centered entirely around bees. The one constant of the level is the emphasis on dialogue from NPCs or signs. &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level begins with a sign from [[Dr. Light]], explaining that, within this level, yellow spikes will only damage Mega Man, but blue spikes will kill Mega Man instantly. He also states that yellow boss doors will lead further into the level, while blue doors will lead to joke encounters, although the level proper requires entering every blue door in order to fully complete the level. The first [[Trickster Token]] is visible from here, but can only be obtained by going through a passageway filled with damage spikes and [[Octopus Battery|Octopus Batteries]] from the other end of the section. The rest of this half of the level consists of additional spikes, [[Machine Gun Joe]]s, Octopus Batteries, and [[Walking Bomb]]s. There are also a small number of [[Chibee]]s, foreshadowing their later abundance in the level. &lt;br /&gt;
&lt;br /&gt;
At the end of this section, &amp;quot;Walruy Greetalluy&amp;quot; welcomes Mega Man to Ice Cream Parley, an ice cream parlor filled with a number of NPCs. These NPCs include [[Gemini Man]] and his impatient twin, &amp;quot;Gemini Mad&amp;quot;; [[Splash Woman]]. the waitress; and [[Uranus|&amp;quot;Cow Man&amp;quot;]]. A polar bear at the end of the ice cream parlor reveals that they somehow make the ice cream out of [[Pole Egg]]s, and threatens Mega Man if he destroys any of them. However, the eggs must be destroyed in order to reach the second part of the level. &lt;br /&gt;
&lt;br /&gt;
The next section is a long drop filled with Pole Eggs that hatch into Chibees, beginning the odd emphasis on bees that the rest of the level will have. At the bottom of this section is a fight against [[Bee Blader]], with two boss doors on either side. The blue door can be exited and re-entered at any time, but the yellow door locks Mega Man into that route. &lt;br /&gt;
&lt;br /&gt;
The blue door leads to a fight against two Bee Bladers, followed by a fight against [[Hornet Man]] and [[Hornet Man|Bee Man]] at the same time. Hornet Man and Bee Man act identically to one another, but this is still one of the harder fights in the game.&lt;br /&gt;
&lt;br /&gt;
The yellow door leads to an upward climb of Machine Gun Joes and spikes. Going left at the top of the section with a &amp;quot;Z&amp;quot; in the ground will lead to an E-Tank &amp;amp; M-Tank spelling out &amp;quot;ME&amp;quot;, as well as a [[Yashichi]]. The second Token is found to the right, at the end of a tight maze of blue spikes, next to an M-Tank. Falling down from here will lead to a fight against a [[Giant Metall Cannon]] and three Machine Gun Joes. Entering the boss hallway afterwards will contain two Octopus Batteries, but more importantly: three signs containing the long rant that acted as inspiration for the level. The boss at the end of this route is the titular [[Combust Man|Old Man]]. He will do nothing, and die in a single hit from any weapon. However, Mega Man will die in one hit if he touches Old Man, as well. &lt;br /&gt;
&lt;br /&gt;
==Easter Eggs==&lt;br /&gt;
Sliding left on the top of the ladder at the beginning of the level leads to a secret area containing a few Bolts, as well as two signs containing the same rant as before Old Man. &lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=...I don't remember any old man rambles coming with ominous theme music, same with the songs for ice cream parlours in the jungle. I also don't remember any actual difference between orange and blue doors, as both of them lead to level progress considering there's multiple energy elements. Kinda sideswiped the concept, there.&amp;lt;br&amp;gt;Most of what I do remember is a poorly built level. Machine Gun Joe jumps off screen a LOT, and Walking Bomb isn't nearly as prominent as the (completely skippable) ramble suggests. There's plenty of bees, however. Entirely too many bees... what even was that nonsense, anyway? Top it off with a dull attempt at a 'joke' boss, and Hornet Man struggling to function in duplicate, and we've got a level I rather didn't enjoy.&amp;lt;br&amp;gt;There are two pieces that deserve credit, at least. The fact that damage spikes vs. kill spikes are actually explained and telegraphed, and the token challenges are mildly interesting. Doesn't make up for the rest of the level, but they warrant recognition nonetheless.&lt;br /&gt;
|mickscore=19&lt;br /&gt;
|mgdesign=5&lt;br /&gt;
|mgfun=2&lt;br /&gt;
|mgcreativity=1&lt;br /&gt;
|mgaesthetics=3&lt;br /&gt;
|mgfunctionality=8&lt;br /&gt;
|shin=[[File:Old Man Shin.png]]&amp;lt;br&amp;gt;What?&amp;lt;br&amp;gt;No seriously, what was that? I...can't even really talk about this, because there's almost nothing here worth bringing up that isn't immediately obvious from just looking at the level itself. The double Hornet Man fight is the only thing I can really think of that warrants any kind of mention, mostly because of how frustrating it is unless you abuse Tornado Blow.&amp;lt;br&amp;gt;Other than that, I'm not even sure what else to say here. Even that &amp;quot;context&amp;quot; at the end doesn't help explain this level much. If anything, it only raises more questions.&lt;br /&gt;
|shinscore=19&lt;br /&gt;
|sdesign=3&lt;br /&gt;
|sfun=2&lt;br /&gt;
|screativity=3&lt;br /&gt;
|saesthetics=2&lt;br /&gt;
|sfunctionality=9&lt;br /&gt;
|pachy=Angry Grandpa.&amp;lt;br&amp;gt;Well, that was a stage, I guess. The Old Man joke boss was pretty funny, but the rest of the level? Ehh, it's just there. A very barebones level with nothing really much standing out in terms of design. Even the Joe at the beginning just jumps offscreen if you wait long enough; he doesn't wanna get involved here.&amp;lt;br&amp;gt;A joke boss fight alone is not gonna be enough to get the level a high score, pal.&amp;lt;br&amp;gt;The tiling could use some work, too, nevermind the fact Napalm Man's tileset is kinda overused. Wait, why are there hidden paths inside the walls now?&amp;lt;br&amp;gt;When it's not about the old man, the other half of the level devolves into BEES FUNNY, RIGHT GUYS? The bee jokes have gone so out of control that there are now two Hornet Men. That's not a good prize. Needless to say, the fight is pretty unreasonable and unfun.&lt;br /&gt;
|pachyscore=41&lt;br /&gt;
|pdesign=8&lt;br /&gt;
|pfun=10&lt;br /&gt;
|pcreativity=5&lt;br /&gt;
|paesthetics=9&lt;br /&gt;
|pfunctionality=9&lt;br /&gt;
|flashman=Back in my day, we made levels that made sense. Context? We gave players context right away, or left hints everywhere. Anyone who hid their context in a secret room or at the end of their level was fed to the sharks.&amp;lt;br&amp;gt;You'd better believe we had sharks! Big sharks, all over the place. In sock drawers, everywhere! Just like the power-ups here. Kids these days think E-Tanks grow on trees. They don't! Only little health refills do.&amp;lt;br&amp;gt;Which reminds me: if you're going to use flower and spike tiles, *make sure they match the background*. You can't decorate a bunch of collision objects and call it a level; a level should have a deliberate sense of style, with tidy architecture and a sensible layout and polished text. Before I was a freelance garlic salesman, I was a llama photographer, so I know a thing or two about aesthetics. And you can't throw music tracks around all willy-nilly and call it a soundtrack!&amp;lt;br&amp;gt;When I was your age, we only had one Hornet Man, and that was already more than some of us could handle. Back then, we had to walk 20 screens uphill to the only boss chamber in the whole level, and there were no secret passages dropping us off who-knows-where. We almost never heard from Dr. Light unless we were stuck on an asteroid hurtling toward the sun, and that was mostly for flavor; we learned everything the hard way, through good level design.&amp;lt;br&amp;gt;Did I ever tell you about the time I found bees in my tadpole eggs? Or the time someone left caltrops on the stairs? Those are pretty good stories.&amp;lt;br&amp;gt;Well, I need to rest my eyes for a bit. Be a dear and get me some ice cream, would you? I don't mind if it's nutty, but it has to be layered right so it doesn't look like it's entirely nuts.&lt;br /&gt;
|flashmanscore=37&lt;br /&gt;
|fmdesign=11&lt;br /&gt;
|fmfun=8&lt;br /&gt;
|fmcreativity=5&lt;br /&gt;
|fmaesthetics=4&lt;br /&gt;
|fmfunctionality=9&lt;br /&gt;
|ace=[[File:MaGMML3-TheLevelEquivalentOfAnOldManRamblingAtYouComic.png]]&lt;br /&gt;
|acescore=28&lt;br /&gt;
|asdesign=8&lt;br /&gt;
|asfun=5&lt;br /&gt;
|ascreativity=5&lt;br /&gt;
|asaesthetics=3&lt;br /&gt;
|asfunctionality=7&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The Napalm Man tileset, military-themed enemy set, and the rant in the signs imply that Old Man is some form of Vietnam War veteran.&lt;br /&gt;
* The background of Old Man's arena appears to make a &amp;quot;|=&amp;lt;&amp;quot; face.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 1}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 1 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]][[Category:Tier 1 Stages]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Ultimate_Level&amp;diff=24720</id>
		<title>Ultimate Level</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Ultimate_Level&amp;diff=24720"/>
				<updated>2024-09-17T23:14:33Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: Created the page. Old Man Level is gonna be a harder article to write.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Ultimate Level&lt;br /&gt;
|caption=The Ultimate Level... of Tier 1.&lt;br /&gt;
|rank=166th&lt;br /&gt;
|image=[[File:MaGMML3-166-UltimateLevel.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[SM3000L]]&lt;br /&gt;
|composer=Marika Suzuki, Yoshino Aoki (originals)&amp;lt;br&amp;gt;unknown (cover)&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
MaGMML3: 1: Mick, 2: Shinryu, 3: Pachy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=27&lt;br /&gt;
|judge2=21&lt;br /&gt;
|judge3=48&lt;br /&gt;
|judge4=24&lt;br /&gt;
|judge5=32&lt;br /&gt;
|totalscore=30.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Cannopeller]]&lt;br /&gt;
*[[Cocco]]&lt;br /&gt;
*[[Corocoro]]&lt;br /&gt;
*[[Fan Fiend]]&lt;br /&gt;
*[[Jumbig]]&lt;br /&gt;
*[[Lyric]]&lt;br /&gt;
*[[Neo Metall]]&lt;br /&gt;
*[[New Classical Cannon]]&lt;br /&gt;
*[[New Shotman]]&lt;br /&gt;
*[[Pakatto 24]]&lt;br /&gt;
*[[Power Slam]]&lt;br /&gt;
*[[Scworm]]&lt;br /&gt;
*[[Screw Bomber]]&lt;br /&gt;
*[[Shadow Clone]]&lt;br /&gt;
*[[Sniper Joe]]&lt;br /&gt;
*[[Telly]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Acid Drop]]&lt;br /&gt;
*[[Auto Scroller]]&lt;br /&gt;
*[[Building Platform]]&lt;br /&gt;
*[[Cloud Platform (MM3)]]&lt;br /&gt;
*[[Count Bomb]]&lt;br /&gt;
*[[Drop Platform]]&lt;br /&gt;
*[[Falling Platform]] (MM2)&lt;br /&gt;
*[[Gravity Flip]]&lt;br /&gt;
*[[Key Barrier]]&lt;br /&gt;
*[[Needle Press]]&lt;br /&gt;
*[[Switch Ball]]&lt;br /&gt;
*[[Switch Block]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Metall Potton]]&lt;br /&gt;
*[[Penpen Maker]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Quint]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man Star Force 3 - Spade Magnes' Stage&amp;lt;br&amp;gt;'''Boss:''' Mega Man Star Force 2 - Boss&lt;br /&gt;
|location=[[Tier 1 (MaGMML3)|Tier 1]]&lt;br /&gt;
|previous=[[The Level Equivalent of An Old Man Rambling at You]]&lt;br /&gt;
|next=[[Damp Ruins]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Ultimate Level''' is the 166th place entry in ''[[Make a Good Mega Man Level 3]]''. This is the creator's first level, according to the sign at the beginning. As is common for new level designers, the level contains a wide array of enemies and gimmicks, with few lasting more than one screen, outside of a prominent usage of fire in place of pits or spikes.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level contains a different type of platform in almost every room. The first being [[Cloud Platform (MM3)|Cloud Platform]]s rising in front of a [[Cocco]]. The next room contains a few Drop Platforms leading up to a [[Pakatto 24]] and [[Sniper Joe]] right next to each other. It is recommended to use the [[Laser Trident]] to remove both of them at once. A single Falling Platform is at the end of this room, followed by a miniboss fight against [[Penpen Maker]]. Falling into the next room and turning left will lead to a group of [[Building Platform]]s. Wait for them all to fully assemble, as Mega Man can be crushed in-between the squares of the top and bottom platforms. Falling down to the next room has a single [[Switch Ball]] that must be used to obtain a Key Coin that counts as a full key. The key is not needed to progress in the level, but is necessary to obtain the [[Trickster Token]]. However, dying and respawning allows Mega Man to collect the Key Coin without needing to activate the switch, as the checkpoint is activated as soon as this screen is reached, and it places Mega Man on the other side of the fire. After this screen is an autoscrolling section where Mega Man must jump across [[Count Bomb]]s. The next three screens contain [[Lyric]]s and a single [[Neo Metall]], a [[Jumbig]] near a large pit, and a fight against a [[Metall Potton]], in that order. Falling down the hole and going to the left leads to an E-Tank, while going to the right leads to another checkpoint, and another hole to fall down. Obtaining the Token requires that the rest of the level be completed without dying, as the key will not be saved upon death, and Mega Man cannot return to the Key Coin at this point. Falling down this hole leads to three enlarged [[Needle Press|Needle Presses]] on the floor, as well as a [[Fan Fiend]] on the other side of a large hole. The Fan Fiend can be ignored, as falling down the hole is necessary for progression, and nothing is present on the other side of the Fiend. A sign in the next screen will warn Mega Man that the level is almost over. Following a section with [[Acid Drop]]s and a [[Power Slam]] is a section containing more Neo Metalls, and [[Telly]] spawners in the middle of the air. A [[Shadow Clone]] will spawn in front of the staircase, but cannot follow Mega Man for very long, due to not being able to jump high enough. One last jump must be made over a fire pit into the boss gate. Assuming that Mega Man has not died until this point, he can unlock the [[Key Barrier]] and find the level's single Token, as well as an E-Tank, a W-Tank, a [[Yashichi]], [[Eddie]], and a ?-Can. The boss of the level is [[Quint]], with one [[Gravity Flip]] arrow on the floor, and another on the ceiling. Flipping onto the ceiling renders Mega Man immune to damage if he does not jump, as Quint cannot jump high enough to reach him, or use the Gravity flippers himself. Quint can be defeated at this point with the [[Spark Chaser]] or [[Thunder Beam]].&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=This level is called 'Ultimate', but it doesn't seem to be shouting about Maria very much [/sa2joke]. As for what it does do? Well... not a lot, actually. While yes, this level has a lot of different pieces, the majority of the actual design is basic jumps and flat surfaces. This takes any potential variety and curbs it, with the vast majority feeling 'same-y' even though there's a new toy in every room. Variety is a good thing to have, but it's a variety of scenarios that create interesting design, not a grab bag of pieces with the same window dressing.&amp;lt;br&amp;gt;That being said, there are some specific moments I need to cover: First, there's an unnecessary amount of pixel-perfect jumps in this stage. They're not exactly difficult, since you can just use utilities, but the excess makes this a bit tedious. Secondly, while the idea of carrying a key through the level is a neat one, I'm not sure I appreciate how easily the checkpoints can screw over the player. Granted, if that *didn't* happen, there would be no difficulty in getting the level's Token, but having to restart everything for one little mistake often leaves a bitter taste. I'd have much preferred an actual challenge to fake difficulty.&amp;lt;br&amp;gt;Still, as a first level, this really isn't bad. A bit on the boring side-which really hampers my ability to talk about it-and a touch too many tedious parts, but there is a foundation here. My main piece of advice: A variety of scenarios with a small handful of gimmicks is usually more effective for level design. Quality over Quantity, and don't be afraid to experiment with different placements.&amp;lt;br&amp;gt;Oh, the custom graphics were pretty. Regularly appearing black backgrounds got dull fast, but otherwise they looked nice!&lt;br /&gt;
|mickscore=27&lt;br /&gt;
|mgdesign=7&lt;br /&gt;
|mgfun=4&lt;br /&gt;
|mgcreativity=1&lt;br /&gt;
|mgaesthetics=5&lt;br /&gt;
|mgfunctionality=10&lt;br /&gt;
|shin=I don't want to turn this review into a full on lecture, but assuming the text box at the beginning isn't a joke or some elaborate, troll-ish ploy, then I'd like to give you some advice: When it comes to level design, there's a number of things you need to keep in mind. One of them includes proper introduction to new gimmicks and enemies so they don't blindside the player.&amp;lt;br&amp;gt;This stage goes against that basic design principle in a number of ways. I'm not saying your enemy and gimmick set-ups need to be hand-holding levels of easy, but they should at least let the player get a proper feel for what they're going to be put up against. Putting them in a situation like the start of the stage, where two different dropping platforms are introduced over instant death, is a bit much for an introduction (and having two new enemy types waiting for you on the other side of those platforms isn't doing it any favors). This stage also suffers heavily from the &amp;quot;one and done&amp;quot; problem, where a gimmick or enemy will appear, and then never show up for the rest of the stage. A good chunk of the level is like this, for that matter.&amp;lt;br&amp;gt;Funnily enough, despite the stage being so frantic with its constant use of different enemies and gimmicks, it's still relatively easy. The only points where things become somewhat tricky are during certain 4-tile-wide jumps, a few of which I don't think are possible without utilities. And then there's the fight against Quint. While I'm all for changing up things with vanilla engine bosses, I can't help but wonder what the point was of adding gravity flippers to Quint's fight. It only seems to serve to make him easier than he already was. At least, that's what I'm getting out of it, anyways.&amp;lt;br&amp;gt;Overall, this definitely isn't the worst level I've ever played (very far from it, in fact), but it's still not particularly good either. Practice makes perfect, though, and I know you can improve immensely over this.&lt;br /&gt;
|shinscore=21&lt;br /&gt;
|sdesign=3&lt;br /&gt;
|sfun=4&lt;br /&gt;
|screativity=2&lt;br /&gt;
|saesthetics=2&lt;br /&gt;
|sfunctionality=10&lt;br /&gt;
|pachy=Ultimate Level (MaGMML2)!&amp;lt;br&amp;gt;It's okay, for a first-ever level. Can definitely see some beginning designer's mistakes, such as:&amp;lt;br&amp;gt;Not introducing your gimmicks first in a safe environment, several of the platforms first appear over a bottomless pit, especially rough with the placement of Pakatto 24 Mandatory 4-tile jumps that requires the player to do them almost pixel-perfect All gimmicks and enemies come and go, never to be used again for the rest of the stage&amp;lt;br&amp;gt;Minor complaint, but no walls where the screens end makes it somewhat annoying to secret hunt.&amp;lt;br&amp;gt;The Powered Up switch setup is also quite precise without using weapons.&amp;lt;br&amp;gt;The gravity flippers make the Quint fight a little more interesting than normal, but said gimmick was never introduced in the stage itself, so it could be confusing for players who have not seen this gimmick prior. Granted, it's a devkit asset, but the point still stands that proper gimmick handling is important.&lt;br /&gt;
|pachyscore=48&lt;br /&gt;
|pdesign=8&lt;br /&gt;
|pfun=13&lt;br /&gt;
|pcreativity=10&lt;br /&gt;
|paesthetics=9&lt;br /&gt;
|pfunctionality=8&lt;br /&gt;
|flashman=I could almost believe this is a legitimate attempt at a real level, what with the reasonably kind checkpoint placement, thoroughly normal length, good-sounding music, and graphics that vaguely look like something I guess. But then there's an ambush by Pakatto 24 *and* Sniper Joe, an &amp;quot;end is near&amp;quot; sign secretly forecasting a cheap death, and a halfway interesting fight with a boss who's notorious for not being taken seriously--which, collectively, make it hard to believe that anything named &amp;quot;Ultimate Level&amp;quot; ever had any intention of being good.&amp;lt;br&amp;gt;This level is neither truly ultimate nor ironically un-ultimate\s it's a series of unrelated, uninspired challenges taking up space in a visually and architecturally barren location. And it smells like a half-butted attempt at a troll level.&amp;lt;br&amp;gt;If you're going to troll us, do it *right*. Subvert expectations, mess with our heads, pile on the pain until it's preposterous--but demonstrate just enough restraint to keep from getting excluded. This level demonstrates so much restraint that it almost doesn't have an identity.&amp;lt;br&amp;gt;Aside from the aforementioned ambush, sign, and boss--which actually kinda work, to an extent\s you could've had a promising career as a troll if you really wanted to--virtually no risks are taken. This feels like an early draft, in which the designer was still trying out different ideas and getting a handle on how collision objects work. Any difficulty stems from fleeting setbacks and mild inconveniences. Once you know where the beginner traps are, the hardest part about getting the token is having the patience to play this level a second time.&amp;lt;br&amp;gt;A good level should be fun to play. A good troll level should be fun to watch other people play. This level? This is ultimately...a level.&lt;br /&gt;
|flashmanscore=24&lt;br /&gt;
|fmdesign=5&lt;br /&gt;
|fmfun=6&lt;br /&gt;
|fmcreativity=1&lt;br /&gt;
|fmaesthetics=5&lt;br /&gt;
|fmfunctionality=7&lt;br /&gt;
|ace=Unfortunately, there is very little substance to this level. There are a huge number of enemies and gimmicks used exactly once and never seen again. It is very hard to show any kind of progression or focus in a level of unique assets. Because of this fundamental flaw, there isn't a lot more talk about the level.&amp;lt;br&amp;gt;There are a couple of positives. The graphics were pretty well tiled and put together, though lacking detail and a background, and the music was awesome. Funnily enough, the Quint fight was pretty enjoyable because of how silly it ended up being. Checkpoints were also pretty well placed, though one does bypass a puzzle, so shrug.&amp;lt;br&amp;gt;There are a few pixel-perfect, or even impossible buster-only, sections in the level, which are pretty obnoxious and break what little flow the level has. The token requiring no death is not a particularly fun concept, especially when you can be locked out via a checkpoint later on.&amp;lt;br&amp;gt;It is obvious this is a first attempt, but I would recommend looking at other levels and limiting what assets you use in future. Also, try to get other members of the community to have a look at your level before you submit it and take advice from them.&lt;br /&gt;
|acescore=32&lt;br /&gt;
|asdesign=6&lt;br /&gt;
|asfun=7&lt;br /&gt;
|ascreativity=1&lt;br /&gt;
|asaesthetics=8&lt;br /&gt;
|asfunctionality=10&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 1}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 1 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]][[Category:Tier 1 Stages]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:ANueUtsuho&amp;diff=24712</id>
		<title>User:ANueUtsuho</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:ANueUtsuho&amp;diff=24712"/>
				<updated>2024-09-17T18:00:32Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello,&lt;br /&gt;
I haven't been too big a part of this community in a while, but MAN is MaGMML3 good. So, I've taken it upon myself to help document things on the wiki. &lt;br /&gt;
I still haven't finished MaG48HMML, though.&lt;br /&gt;
&lt;br /&gt;
To do: &lt;br /&gt;
Articles on Ultimate Level, The Level Equivalent of An Old Man Rambling at You, QuintsMetFactory, and The Warped Void.&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Crash_Man&amp;diff=24711</id>
		<title>Crash Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Crash_Man&amp;diff=24711"/>
				<updated>2024-09-17T14:26:46Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#B07620&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:CrashManMugshot.png|left|Crash Man's mugshot]][[File:CrashManMugshot.png|right|Crash Man's mugshot]]Crash Man&lt;br /&gt;
|image=[[File:Crashman.png|270px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|script=クラッシュマン&lt;br /&gt;
|romaji=Kurasshuman&lt;br /&gt;
|number=DWN-013&lt;br /&gt;
|designer= &lt;br /&gt;
|programmer=[[ACESpark]], [[The Stove Guy]]&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Green&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;4 (Crash Bomb)&amp;lt;br&amp;gt;4 (explosion)&lt;br /&gt;
|weapon=Crash Bomber&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Explosive&lt;br /&gt;
|weak=[[Wire Adaptor]], [[Triple Blade]]{{2}}&amp;lt;br&amp;gt;[[Tornado Blow]], [[Propeller Vortex]]{{3}}&amp;lt;br&amp;gt;[[Tengu Blade]]{{48H}}&amp;lt;br&amp;gt;[[Flame Chip]] ([[Z-Saber]], [[Blank Drive]]){{EZ}}&amp;lt;br&amp;gt;[[Top Spin]], [[Slash Claw]]{{Megamix}}&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|stage=&lt;br /&gt;
|location='''MaGMML2:'''&amp;lt;br&amp;gt;[[Duwang]]&amp;lt;br&amp;gt;'''MaGMML3:'''&amp;lt;br&amp;gt;[[CrashMan Simulator]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]]&amp;lt;br&amp;gt;'''MaG48HMML:'''&amp;lt;br&amp;gt;[[Ordinance With Lyrics]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Null and Void (Episode Zero)|Null and Void]]&lt;br /&gt;
|occupation=Combat Robot&lt;br /&gt;
|OffAppear=[[Mega Man 2]]&amp;lt;br&amp;gt;[[Mega Man II]]&amp;lt;br&amp;gt;[[Mega Man: The Wily Wars]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]] (Boss, NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|MaGMML3]] (Boss, NPC)&amp;lt;br&amp;gt;[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] (Boss)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2= &lt;br /&gt;
|sprite=[[File:CrashMan.png]]&lt;br /&gt;
}}&lt;br /&gt;
'''Crash Man''', also known as '''Clashman''', is a boss from ''[[Mega Man 2]]''. He is a combat robot made by [[Doctor Albert W. Wily|Dr. Wily]] based on [[Bomb Man]] and [[Guts Man]]'s schematics. This gives him the explosive power of the former, and the resilient armour of the latter.&lt;br /&gt;
&lt;br /&gt;
He appears in ''[[Make a Good Mega Man Level]]'' as an NPC in [[Dr. Light's Lab]], and in ''[[Make a Good Mega Man Level 2]]'' as an NPC in [[Tier 5 (MaGMML2)|Tier 5]].&lt;br /&gt;
&lt;br /&gt;
Crash Man was also made available as a boss in the devkit for ''MaGMML2'', and he appears at the end of [[Duwang]], though he does not need to be fought to obtain the [[Energy Element]]. He also appears in ''[[Make a Good Mega Man Level: Episode Zero]]'' as a boss, fighting alongside the other seven ''Mega Man 2'' Robot Masters as part of [[Mega Man 2 NETA]] in [[Null and Void (Episode Zero)|Null and Void]].&lt;br /&gt;
&lt;br /&gt;
Like all ''MaGMML2'' devkit bosses, Crash Man returns in the [[Megamix Engine]], and reappears as a devkit boss for ''[[Make a Good Mega Man Level 3]]'' and ''[[Make a Good 48 Hour Mega Man Level]]''; in the latter game, he is fought alongside [[Dangan Man]] in [[Ordinance With Lyrics]]. He also appears in the Megamix Engine's Example Game, replacing Guts Man in the fifth Wily stage if the difficulty is set to Easy.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Crash Man's pattern is extremely simple. He will walk back and forth, and when [[Mega Man]] shoots or presses the fire button, Crash Man will jump. He will then shoot a Crash Bomb if there isn't already one on the screen; otherwise, he won't do anything. If Mega Man avoids pressing the fire button for long enough, Crash Man will jump anyway.&lt;br /&gt;
&lt;br /&gt;
==Custom Variants==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; |Sprite&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; |Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |MaGMML Appearance(s)&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Location(s)&lt;br /&gt;
! width=&amp;quot;20%|Description&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Designer(s)&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |HP&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:Creesh.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Gangly Crash Man&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[Make a Good Mega Man Level 2|MaGMML2]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Forgotten Fortress]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A Crash Man with different weaknesses, a trail effect for his Crash Bombs, and a larger sprite with lanky limbs.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[BBLIR]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|28&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|4 (contact)&amp;lt;br&amp;gt;4 (Crash Bomb)&amp;lt;br&amp;gt;4 (explosion)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:GlassManC.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Glass Man C&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[Make a Good Mega Man Level 3|MaGMML3]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Glass Factory]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Not to be confused with the [[Glass Man|other]] Glass Man. Throws glass balls upwards that fall to the ground and break into two smaller pieces.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[GameTrooper]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|28&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|4 (contact)&amp;lt;br&amp;gt;6 (glass ball)&amp;lt;br&amp;gt;2 (shrapnel)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:BlueCrashManButWith29Health.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Blue Crash Man, But With 29 Health&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[Make a Good Mega Man Level 3|MaGMML3]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Walk-in Freezer]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A blue Crash Man, but with 29 health. He also gets a few seconds of invincibility when he first spawns in.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[MiniMacro Sound]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|29&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|4 (contact)&amp;lt;br&amp;gt;4 (Crash Bomb)&amp;lt;br&amp;gt;4 (explosion)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable1M&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|metal=0&lt;br /&gt;
|gemini=2&lt;br /&gt;
|solar=1&lt;br /&gt;
|top=4&lt;br /&gt;
|wool=1&lt;br /&gt;
|black=1&lt;br /&gt;
|phar=1/3&lt;br /&gt;
|magic=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 2===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style = &amp;quot;width: 64pt;&amp;quot; |&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icon0.png|M.Buster|link=Mega Buster]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona1.gif|H.Chaser|link=Hornet Chaser]][[File:2Iconb1.png|H.Pumpkin|link=Haunt Pumpkin]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona2.gif|J.Satellite|link=Jewel Satellite]][[File:2Iconb2.png|B.Barrier|link=Badge Barrier]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona3.gif|G.Buster|link=Grab Buster]][[File:2Iconb3.png|N.Bomb|link=Neapolitan Bomb]][[File:2Iconb11.png|L.Rocket|link=Launch Rocket]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona4.gif|T.Blade|link=Triple Blade]][[File:2Iconb4.png|T.Cluster|link=Truffle Cluster]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona5.gif|F.Stopper|link=Flash Stopper]][[File:2Iconb5.png|C.Distorter|link=Cyber Distorter]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona6.gif|S.Claw|link=Slash Claw]][[File:2Iconb6.png|F.Beam|link=Force Beam]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona7.gif|W.Cutter|link=Wheel Cutter]][[File:2Iconb7.png|H.Trapper|link=Hazard Trapper]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona8.png|Sakugarne|link=Sakugarne]][[File:2Iconb8.png|M.Blast|link=Match Blast]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona9.png|W.Adaptor|link=Wire Adaptor]][[File:2Iconb9.png|C.Claw|link=Chomp Claw]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona10.png|S.Arrow|link=Super Arrow]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| '''Devkit*'''&lt;br /&gt;
|1/1/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|1&amp;lt;br&amp;gt;1&lt;br /&gt;
|2&amp;lt;br&amp;gt;0&lt;br /&gt;
|0&amp;lt;br&amp;gt;2&lt;br /&gt;
|6&amp;lt;br&amp;gt;0&lt;br /&gt;
|N&amp;lt;br&amp;gt;N&lt;br /&gt;
|2&amp;lt;br&amp;gt;4&lt;br /&gt;
|3&amp;lt;br&amp;gt;0&lt;br /&gt;
|3&amp;lt;br&amp;gt;3&lt;br /&gt;
|12&amp;lt;br&amp;gt;1&lt;br /&gt;
|2&amp;lt;br&amp;gt;2&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| '''Gangly Crash Man'''&lt;br /&gt;
|1/1/3&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|N&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|14&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |'''Other Notes'''&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |*Top row is damage in ''MaGMML2''; bottom row is damage from ''MaGMML2'' weapons in the Megamix Engine&lt;br /&gt;
|}&lt;br /&gt;
===Make a Good Mega Man Level 3===&lt;br /&gt;
====Devkit====&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|spark=1&lt;br /&gt;
|laser=2&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=6&lt;br /&gt;
|thunder=1&lt;br /&gt;
|magnetic=1&lt;br /&gt;
|ice=1&lt;br /&gt;
|break=2&lt;br /&gt;
|tape=1/1/N&lt;br /&gt;
|lantern=2&lt;br /&gt;
|prismatic=1/2/3&lt;br /&gt;
|beet=1&lt;br /&gt;
|rec=1/1&lt;br /&gt;
|banshee=1&lt;br /&gt;
|propeller=4&lt;br /&gt;
|cable=1&lt;br /&gt;
|shoes=1&lt;br /&gt;
|royal=1&lt;br /&gt;
|bait=0/0&lt;br /&gt;
|power=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
====Glass Man C====&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|spark=1&lt;br /&gt;
|laser=2&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=1&lt;br /&gt;
|thunder=1&lt;br /&gt;
|magnetic=4&lt;br /&gt;
|ice=1&lt;br /&gt;
|break=5&lt;br /&gt;
|tape=1/1/N&lt;br /&gt;
|lantern=1&lt;br /&gt;
|prismatic=1/2/3&lt;br /&gt;
|beet=1&lt;br /&gt;
|rec=2/2&lt;br /&gt;
|banshee=1&lt;br /&gt;
|propeller=1&lt;br /&gt;
|cable=1&lt;br /&gt;
|shoes=4&lt;br /&gt;
|royal=1&lt;br /&gt;
|bait=2/2&lt;br /&gt;
|power=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
====Blue Crash Man, But With 29 Health====&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/2/2&lt;br /&gt;
|spark=2&lt;br /&gt;
|laser=1&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=4&lt;br /&gt;
|thunder=3&lt;br /&gt;
|magnetic=2&lt;br /&gt;
|ice=1&lt;br /&gt;
|break=1&lt;br /&gt;
|tape=1/1/N&lt;br /&gt;
|lantern=2&lt;br /&gt;
|prismatic=1/2/3&lt;br /&gt;
|beet=1&lt;br /&gt;
|rec=1/1&lt;br /&gt;
|banshee=1&lt;br /&gt;
|propeller=4&lt;br /&gt;
|cable=1&lt;br /&gt;
|shoes=1&lt;br /&gt;
|royal=1&lt;br /&gt;
|bait=0/0&lt;br /&gt;
|power=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 24 Hour Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable24HM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|super=1/1&lt;br /&gt;
|chill=1/2&lt;br /&gt;
|pakkajoe=99&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 48 Hour Mega Man Level===&lt;br /&gt;
{{Damagetable48H&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|flame=1&lt;br /&gt;
|rain=0&lt;br /&gt;
|spark=1&lt;br /&gt;
|snake=1&lt;br /&gt;
|tengu=4/4/4&lt;br /&gt;
|water=2&lt;br /&gt;
|concrete=2&lt;br /&gt;
|homing=0&lt;br /&gt;
|beat=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level: Episode Zero===&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1&lt;br /&gt;
|saber=1&lt;br /&gt;
|burst=1&lt;br /&gt;
|drive=7&lt;br /&gt;
|cutbuster=1&lt;br /&gt;
|cutsaber=2&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=2&lt;br /&gt;
|flamebuster=2&lt;br /&gt;
|flamesaber=4&lt;br /&gt;
|flameburst=3&lt;br /&gt;
|flamedrive=4&lt;br /&gt;
|icebuster=1&lt;br /&gt;
|icesaber=1&lt;br /&gt;
|iceburst=1&lt;br /&gt;
|icedrive=2&lt;br /&gt;
|zapbuster=0&lt;br /&gt;
|zapsaber=0&lt;br /&gt;
|zapburst=0&lt;br /&gt;
|zapdrive=0&lt;br /&gt;
|psybuster=1&lt;br /&gt;
|psysaber=1&lt;br /&gt;
|psyburst=1&lt;br /&gt;
|psydrive=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Megamix Engine===&lt;br /&gt;
{{DamagetableM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|time=N&lt;br /&gt;
|stone=0&lt;br /&gt;
|plant=0&lt;br /&gt;
|block=0&lt;br /&gt;
|ice=0&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
*In ''MaGMML2'', Crash Man's Crash Bomber uses sound effects from the fangame ''Quint's Revenge'', replacing the original sound effects from his ''Mega Man 2'' fight. In the Megamix Engine, the same sounds are used, but the explosion sound is more accurate; ''MaG48HMML'' would later use the original ''Mega Man 2'' sounds for both the bomb pinning in place and exploding.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 3}}&lt;br /&gt;
{{MaGMML2 Tier 6}}&lt;br /&gt;
{{MaGMML2 Entry Bosses}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
{{MaG48HMML Tier 1}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
[[Category:Bosses]][[Category:Robot Masters]][[Category:Devkit Bosses]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Yggdrasil&amp;diff=24710</id>
		<title>Yggdrasil</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Yggdrasil&amp;diff=24710"/>
				<updated>2024-09-17T14:11:48Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo&lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Yggdrasil&lt;br /&gt;
|rank=72nd&lt;br /&gt;
|image=[[File:MaGMML2-72-Yggdrasil.png|256px]]&lt;br /&gt;
|caption=&amp;quot;Sorry, am I interrupting you guys? Can you give me directions?&amp;quot;&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[Zatsupachi]]&lt;br /&gt;
|composer=Motoi Sakuraba, Michiru Yamane, Yasuhiro Ichihashi&lt;br /&gt;
|artist=Zatsupachi&lt;br /&gt;
|programmer=Zatsupachi&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Judge Order Reminder:&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=2&lt;br /&gt;
|judge1=25&lt;br /&gt;
|judge2=24&lt;br /&gt;
|judge3=5&lt;br /&gt;
|judge4=18&lt;br /&gt;
|judge5=4&lt;br /&gt;
|totalscore=15.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=3&lt;br /&gt;
|collectables=&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Bombomb]]&lt;br /&gt;
*[[Rabbit]]&lt;br /&gt;
*[[Sear]]&lt;br /&gt;
*[[Super Joe]]&lt;br /&gt;
*[[Wild Gunner]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Quick Laser]] (drain, instant-kill)&lt;br /&gt;
*[[Screen Wrap]]&lt;br /&gt;
*[[Yoku Block]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Crator]]&lt;br /&gt;
*[[Cream]]&lt;br /&gt;
*[[Kichona]]&lt;br /&gt;
|other=&lt;br /&gt;
*[[File:Skip.png]] [[Skip Teleporter|Skippable]]&lt;br /&gt;
*[[File:EnjlLeastFav.png]] [[Enjl]]'s Least Favorite&lt;br /&gt;
*[[File:AceLeastFav.png]] [[ACESpark]]'s Least Favorite&lt;br /&gt;
|music=Valkyrie Profile - Mission to Deep Space&amp;lt;br&amp;gt;'''Crator:''' Castlevania: Order of Ecclesia - Sorrow's Distortion&amp;lt;br&amp;gt;'''Cream:''' Castlevania: Order of Ecclesia - Dissonant Courage&amp;lt;br&amp;gt;'''Kichona:''' Castlevania: Order of Ecclesia - Prediction of Insanity&lt;br /&gt;
|location=[[Tier 2 (MaGMML2)|Tier 2]]&lt;br /&gt;
|previous=[[Airflow Hubble]] &lt;br /&gt;
|next=[[Rush City]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Yggdrasil, the world tree! As a robot with woodland heritage, I really appreciate this level, even if the judges didn't!|[[Wood Man]]|commenting on Yggdrasil}}&lt;br /&gt;
'''Yggdrasil''' is the 72nd place entry of ''[[Make a Good Mega Man Level 2]]''. Named after [https://en.wikipedia.org/wiki/Yggdrasil the sacred tree from Norse cosmology], it is a maze-like stage with a pseudo-3D perspective, multiple exits, and a non-Euclidean [[Screen Wrap|screen wrapping]] gimmick, and (at around 92 screens) is one of the larger levels in the contest. The level also features three characters from [[Zatsupachi]]'s original series, ''Cutezome Mythos'', all of whom are (very quickly) introduced early on before acting as the bosses of each separate path.&lt;br /&gt;
&lt;br /&gt;
While the level is mostly open-ended, it is primarily divided into a &amp;quot;blue&amp;quot; path focused on [[Quick Laser]]s and a &amp;quot;green&amp;quot; path focused on [[Yoku Block]]s, as well as a small &amp;quot;pink&amp;quot; path that branches off from the former two. However, the pink path cannot be completed without first collecting the Energy Elements from the blue and green paths in previous playthroughs. Fortunately, there exist teleporters throughout the level that can take [[Mega Man]] to other areas, including a pair that will take him to the end of the opposite path.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level starts off with a featureless stretch of terrain, before [[Mega Man]] walks in on the Cutezome trio infodumping to themselves, apparently oblivious to his presence. The text will scroll by faster than most players will be able to read it, but almost nothing important is discussed beyond the three splitting up to different parts of the level to man three terminals. Once they walk offscreen, Mega Man comes to a choice between two ladders; one leading up into a blue area, the other down into a green area.&lt;br /&gt;
&lt;br /&gt;
===Blue Path – Crator===&lt;br /&gt;
A series of Quick Lasers blocked by walls appear to foreshadow the main threat of the path, but deceptively, all the lasers from this point are instant death, instead of the drain variants seen in the first screen. However, the [[Flash Stopper]] can be used to temporarily freeze their countdowns and get past them safely. Quickly kill the [[Super Joe]] above with a Charge Shot or Special Weapons, then run left before a set of criss-crossing Quick Lasers shoot from the walls and ceiling. What follows is a gauntlet of screens Mega Man must run through before lasers block off passages, forcing him to commit suicide. The screen wrap is often involved in avoiding the lasers, with one screen having lasers that move slightly quicker than Mega Man, forcing him to loop around from the left and pop out to the right. In the midst of this gauntlet is a breather room with a checkpoint.&lt;br /&gt;
&lt;br /&gt;
The screen after the checkpoint is a confusing screen wrap maze, again filled with lasers that will block off paths. Moving onto the next screen requires crossing through the middle-right screen boundary; the Flash Stopper is a useful tool for temporarily freezing the lasers and bypassing the maze altogether. However, two apparent screen wrap points (both on the bottom corners of the screen) are really death pits, so avoid falling down them if at all possible. Taking the left ladder upwards, meanwhile, leads to a small alcove with an E-Tank, which loops back around to the checkpoint. A pair of [[Wild Gunner]]s and [[Sear]]s bombard Mega Man with their attacks on the next screen; though the latter are easily dealt with, the former are best killed by using the [[Jewel Satellite]] to reflect their spamshots back at them. A split path guarded by a Super Joe soon appears; one a drop down to the pink path, the other a continuation of the blue path.&lt;br /&gt;
&lt;br /&gt;
By continuing the blue path, there are more Quick Laser challenges to run through, again using screen wrapping to some degree. One notable screen within this path features a Super Joe, but no lasers; Mega Man can reach the left side of the screen by jumping over some spikes in the bottom right, or he can slide to the bottom and find a [[Yashichi]] guarded by two [[Bombomb]]s. Another has a horizontal laser on the bottom and two vertical lasers right next to each other; without using the Flash Stopper, Mega Man must carefully jump through a screen wrap point to warp himself onto the other side of the lasers. This is harder than it looks, as he can easily clip into the floor and die if he jumps the wrong way. After that screen, keep moving no matter what; a set of lasers come down from the top and bottom of the screen, trying to block off each platform. Guarding a set of ladders are a series of [[Rabbit]]s; the bottom two are a branching pathway to the pink path (again involving outrunning Quick Lasers), while the top two lead to a teleporter that warps Mega Man to the end of the green path. Just beyond the four ladders, meanwhile, is the door to the blue path's boss, [[Crator]].&lt;br /&gt;
&lt;br /&gt;
===Green Path – Cream===&lt;br /&gt;
After a short drop that telegraphs the use of Yoku Blocks and spikes, a short set of Yoku Block puzzles over pits occur. The second of these acts as an introduction to the screen wrapping gimmick, since the only way to proceed is to fall down the pit and onto a platform in the top-left of the screen. The screen directly afterwards features a ladder and a pit on the left; against all sound logic and reason, '''do not''' take the ladder downwards, as it warps Mega Man to the top of the screen (and onto a set of spikes). Instead, either drop down the pit while avoiding the spikes, or jump from the last Yoku Block while holding up to climb an invisible ladder that wraps to the bottom of the screen, ''then'' take the pit. Shortly afterwards is an empty screen that serves as a checkpoint. &lt;br /&gt;
&lt;br /&gt;
In the next room, Yoku Blocks in a more complex series of patterns appear; however, the screen has screen wrapping, so it's easier to wrap around to the top and stick to the right before the blocks allow a way forward. A Super Joe and Wild Gunner appear here; as on the blue path, it's wise to use the Jewel Satellite to block their danmaku shots rather than trying to dodge them normally. A ladder to the pink path appears on the top, while the green path continues on a ladder down below. Taking the lower ladder leads to a room with Yoku Blocks over spikes. Though the tileset obfuscates it a little, there is a slide passage on the left that wraps around to the right. Not long afterwards is a screen with an advancing maze of Yoku Blocks, but by staying as close to the top layer of blocks as possible, it can be easily crossed. Right before the next checkpoint is a screen with Yoku Blocks arranged in a smiley face, and an E-Tank on a high ledge impossible to reach without using a utility like the [[Rush Jet]].&lt;br /&gt;
&lt;br /&gt;
The screen below has a choice of three paths to drop down, although the rightmost one requires the Rush Jet or Super Arrow to reach. On the bottom left of the screen below, jumping over the spikes to the left leads to a secret area with a Yashichi, which wraps back around to the checkpoint. Jumping to the right side of the screen on either the top or bottom corners leads to the final part of the path. Both the upper and lower paths contain a long section of tricky Yoku Block patterns over spikes and a bottomless pit, with a decoy block on the lower path, and a block that appears directly above Mega Man on the upper path. Using Rush Jet to fly past all the blocks is advised if possible. The very last part of the path contains three ladders before [[Cream]]'s door, two of which go down to a teleporter that warps Mega Man to the area just before Crator. The upper ladder leads to a series of Yoku Block puzzles that act as an alternate way of reaching the pink path; many of which require the [[Wheel Cutter]] to scale.&lt;br /&gt;
&lt;br /&gt;
===Pink Path – Kichona===&lt;br /&gt;
Accessing the pink path requires going through at least the first half of either the blue or green paths first. The ends of both paths also feature ladders to pathways towards the end of the pink path, but taking them is largely not recommended as getting to them wastes time. Instead, the blue path is the quickest way to reach the pink path thanks to its lack of time-consuming enemies and Yoku Blocks. Regardless of the path taken, both are mostly the same, with multiple platforms over a pit, while enemies try to knock Mega Man off with their multiple shots. The Jewel Satellite remains the weapon of choice here. Both paths also have secret shortcuts via transparent ladders (with the top path hiding its behind a fake spike). Taking them leads to an area with spikes that need to be scaled with either the Super Arrow or Wheel Cutter; going left from here takes Mega Man to a large, non-functioning portal with an M-Tank.&lt;br /&gt;
&lt;br /&gt;
Both paths eventually meet up in a long vertical area filled with ladders, with [[Kichona]]'s boss door lying in a small screen to the right. If Mega Man hasn't defeated both Crator and Cream in prior playthroughs, the door will not open for him. Back in the large vertical area, a small room close to the large portal contains a smaller portal with four ? Cans. This portal will take Mega Man back to the start of the level with no quick way to return, as the &amp;quot;late&amp;quot; entrances to the pink path found right at the end of the blue and green paths are intended to be one-way, preventing Mega Man from going back through them to reach the necessary boss.&lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
Yggdrasil was made skippable as a result of its long and confusing level design (in particular, the screen wrap is janky, lacks a visual indicator, and is often inconsistently used), and overall high level of difficulty from both the stage itself and all three bosses. Said bosses were also explicitly banned from the [[The Arena|Mega Arena]], as each of them are fast, deal large amounts of damage (up to and including one-hit kills), are immune to most weapons, and (in Kichona's case) can heal themselves.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro=WHY&lt;br /&gt;
|pyroscore=25&lt;br /&gt;
|spdesign=2&lt;br /&gt;
|spfun=3&lt;br /&gt;
|spcreativity=15&lt;br /&gt;
|spaesthetics=4&lt;br /&gt;
|spfunction=1&lt;br /&gt;
|spskip=Yes&lt;br /&gt;
|jupi=I'm gonna be honest, what did I just play? No one is gonna be able to beat this without dying several times unless they've already memorized the stage. The Force Beam sections were cheap and there was nothing showing were the lasers would come from. Some of the Yoku block sections were cool, but there was a jump in one of them that REQUIRED Rush Jet or Super Arrow to get across. The enemies flood the screen with projectiles and you're almost guaranteed to get hit by them unless you know where they all are. In some sections, there are instant warps and pits next to each other with no distinction between the two. This is all very unfortunate, because the stage is creative and looks really cool! You have to design your levels with other players in mind!&lt;br /&gt;
|jupiscore=24&lt;br /&gt;
|jhdesign=1&lt;br /&gt;
|jhfun=2&lt;br /&gt;
|jhcreativity=15&lt;br /&gt;
|jhaesthetics=4&lt;br /&gt;
|jhfunction=2&lt;br /&gt;
|enjl=Usually in my reviews, if a level fails at something I try to isolate this point of failure and give feedback and ideas on how to iron it out to make the level better. In this review, I will omit the latter part, because if all of the level's issues were ironed out, the level would be a completely different level. This level's issues basically boil down to fundamental principles of game design and it manages to fail in terms of clarity, fairness, difficulty curve, guidance, boss design and consistency alike. This level basically asks the player to fully understand how the level is laid out, where every trap lies, how to deal with the incredibly powerful and spammy enemies, and how to fight each of the 3 bosses and in which order to fight them before they even start playing. I'm trying hard to find a redeemable aspect of this level, and I'm sorry, but I can't find one.&lt;br /&gt;
|enjlscore=5&lt;br /&gt;
|endesign=0&lt;br /&gt;
|enfun=1&lt;br /&gt;
|encreativity=2&lt;br /&gt;
|enaesthetics=1&lt;br /&gt;
|enfunction=1&lt;br /&gt;
|enskip=Yes&lt;br /&gt;
|garirry=Okay, there's just so much wrong with this level. Let's start with the basics, the boss sprites are bad, and their designs remind me of very bad OCs. Also, their dialogue is hard to read and scrolls way too fast. Then, the level itself isn't even that good, in fact, far from it. The Yoku Blocks and Quick Lasers are often unpredictable and hard to get through. The placement of overpowered enemies is absolutely awful. Not to mention the boss fights are cheap and random. Then comes the main problem: this level is extremely buggy. I'm often not even sure where the collisions are, the whole warp to the other side of the screen thing is hardly working, and there are plenty of graphical bugs. I honestly can't say anything else. I liked the music choices but it's just so bad!&lt;br /&gt;
|garirryscore=18&lt;br /&gt;
|gadesign=3&lt;br /&gt;
|gafun=3&lt;br /&gt;
|gacreativity=7&lt;br /&gt;
|gaaesthetics=4&lt;br /&gt;
|gafunction=1&lt;br /&gt;
|gadesignnote=Uhhhhhhhhh... what? The level design is honestly pretty shit. Most enemies are unavoidable, lasers are unexpected, and there's more. It's bad.&lt;br /&gt;
|gafunnote=It was irritating. A little fun, but it gets old really, really fast.&lt;br /&gt;
|gacreativitynote=I kinda liked the ideas here... but it just doesn't really seem to work right.&lt;br /&gt;
|gaaestheticsnote=Music is good, graphics are ok.&lt;br /&gt;
|gafunctionnote=Okay no, I can't forgive this. You don't know where the collisions are, the dialogue is fucked, and everything else is just so glitchy.&lt;br /&gt;
|ace=That was among the least enjoyable Mega Man experiences I have ever had. Worse than half the nonsense zero effort rom hacks of Rockman 2, more unplayable than those garbage mobile phone ports, more annoying than the Upon a Star OVA, and yes, worse than X7 and its stupid face. I will gladly fight Flame Hyenard again and again, with full sound, rather than play this stage again. Hell I'd happily go through X7 with all the sound replaced with Flame Hyenard vocal cues. My friends, any Let's Players - if you are going to skip any level in this contest - make it this one. I cannot understate how un-fun this stage was. I was stuck in this level for over an hour on my first passes, and I hated every minute of it.&lt;br /&gt;
&lt;br /&gt;
Are ya ready kids? Settle in, this is the long one. This level does not start off well. We get walls of text (I know, sorry), from 3 random characters, that speed by so quickly the player does not have a chance to even read them. Going up, with the blue segment, we have Quick Man Lasers. The fact they're introduced safely seems like a positive. Wait a few seconds though on the screen with the Sniper Joe though - and suddenly lasers. There is no indication at all that this room is going to be dangerous, especially since there is a newly introduced enemy in this room, that will stump the player the first time they see it.&lt;br /&gt;
&lt;br /&gt;
Home to this stage is a original{{sic}} warping gimmick - and at first the rules seem obvious - go off the edge of the screen and you'll warp to the other side. This is a lovely idea!&lt;br /&gt;
But,,{{sic}} it turns out there are NO rules to this gimmick. At all. The rules to this thing change between rooms. Sometimes you can walk into somewhere complete innocuous{{sic}} and you'll warp elsewhere. Sometimes logical spots for warps don't have them. Outside of trial and error, there is no way to tell where you'll end up with this gimmick, and whether or not you'll be led to a pit.&lt;br /&gt;
I haven't even mentioned the enemy set yet. They're so bad. We are not playing Touhou, Mega Man actually has a HUGE hitbox, and more to the point  bullet hell shoot em up games actually have PATTERNS to the masses of projectiles... not just total RNG like this.&lt;br /&gt;
&lt;br /&gt;
I eventually reached the first of the three bosses, the boss with the sword. Its damage output is nuts, it can and will pull off attacks when it feels like it with little to no warning, and is completely invincible whilst making these attacks. The only good option to beating him is to use his weakness, he is so far off the power scale that buster-only is practically unbeatable.&lt;br /&gt;
&lt;br /&gt;
That was one route. Of three. Oh no.&lt;br /&gt;
The green route, uses Yoku blocks. The main issue with this route is the sheer number of traps and &amp;quot;gotcha&amp;quot; moments placed along the screens, usually on long horizontal corridors. Outside of trial and error, it is impossible to gauge where you are supposed to jump to next, since the platform you are on vanishes just as the one you are supposed to jump to appears. If this is the first route you go to, then this route also introduces you to the screen wrapping gimmick in a manner that is completely at odds with sensible gimmick introduction: You are in the middle of crossing a Yoku blocks{{sic}}, and have to just hope something saves you from falling into a pit of spikes.&lt;br /&gt;
&lt;br /&gt;
This might be a good to state this: It is really difficult to tell what is and isn't a spike in this level. And as nifty as the level looks at first it is incredibly hard to tell where is solid at a glance, thanks to the isometric pattern.&lt;br /&gt;
&lt;br /&gt;
As we reach the boss of this area, another issue becomes apparent: Bullet spam much? There does not seem to be much rhyme or reason behind this boss, it was rather dreadful, and this point it might be one of the worst submitted boss fights in the contest.&lt;br /&gt;
&lt;br /&gt;
Finally there is the pink route. Which might as well not exist - many paths either have no gimmick other than awful enemy placement and bullets flying everywhere, or are poor mans{{sic}} versions of the other routes. The boss to this section is the only tolerable one - barely. She is invincible for far too much of the battle, and heals herself. But she's doable and at least the player is giving some warning before her attacks, even if it isn't much. None of these bosses should turn up in the arena.&lt;br /&gt;
&lt;br /&gt;
So your stage is going to be memorable.&lt;br /&gt;
For the wrong reasons, but hey, at least people can say &amp;quot;Oh yes, MaGMML2, that had that Yggdrasil stage? Man, I never want to see that level again.&amp;quot;&lt;br /&gt;
&amp;quot;{{sic}}&lt;br /&gt;
|acescore=4&lt;br /&gt;
|asdesign=0&lt;br /&gt;
|asfun=0&lt;br /&gt;
|ascreativity=4&lt;br /&gt;
|asaesthetics=0&lt;br /&gt;
|asfunction=0&lt;br /&gt;
|asskip=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Yggdrasil was designed and created in less than a week due to procrastination on Zatsupachi's part; this also left him without much time to properly balance the three bosses' difficulty.&lt;br /&gt;
* Yggdrasil was the first multi-Element level in the ''MaGMML'' series where one Energy Element is inaccessible without collecting another in the stage first (as the door to Kichona won't open without first collecting Crator and Cream's Energy Elements). This would not be repeated until ''[[Make a Good Mega Man Level 3]]'', with the entries [[Foo Man (stage)|Foo Man]] and [[Spectrum Science]].&lt;br /&gt;
* [[ACESpark]] later stated in a video released in late 2017 that he no longer considered Yggdrasil his least favorite level, clarifying in 2020 that [[Sector Upsilon 6]] had taken its place due to its overly long, confusing, and generally draining nature.&lt;br /&gt;
* Yggdrasil is the lowest-ranking stage in ''MaGMML2'' to feature custom bosses.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 2 (MaGMML2)]][[Category:Skippable Levels]][[Category:Least Favorites]][[Category:Stages without Collectables]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Toxic_Trouble&amp;diff=24705</id>
		<title>Toxic Trouble</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Toxic_Trouble&amp;diff=24705"/>
				<updated>2024-09-17T02:16:52Z</updated>
		
		<summary type="html">&lt;p&gt;ANueUtsuho: Created page with &amp;quot;{{Levelinfo  |align=right &amp;lt;!-- ===========Info============== --&amp;gt; |title=Toxic Trouble |caption=Smogulous Smoke! Schloppity Slop! |rank=162nd |image=File:MaGMML3-162-ToxicTro...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Toxic Trouble&lt;br /&gt;
|caption=Smogulous Smoke! Schloppity Slop!&lt;br /&gt;
|rank=162nd&lt;br /&gt;
|image=[[File:MaGMML3-162-ToxicTrouble.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[Flora]]&lt;br /&gt;
|composer=Mark Cooksey, Geoff Follin, Jeroen Tel, Nobuo Uematsu&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
MaGMML3: 1: Mick, 2: Shinryu, 3: Pachy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=18&lt;br /&gt;
|judge2=20&lt;br /&gt;
|judge3=55&lt;br /&gt;
|judge4=36&lt;br /&gt;
|judge5=38&lt;br /&gt;
|totalscore=31.73&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Ace Manbow]]&lt;br /&gt;
*[[Butterdroid]]&lt;br /&gt;
*[[Cannon]]&lt;br /&gt;
*[[Cutting Wheel]]&lt;br /&gt;
*[[Docbaton]]&lt;br /&gt;
*[[Fatool]]&lt;br /&gt;
*[[Glooper]]&lt;br /&gt;
*[[Gyoraibo]]&lt;br /&gt;
*[[Sea Mine]]&lt;br /&gt;
*[[Sonic Bill]]&lt;br /&gt;
*[[Totem Polen]]&lt;br /&gt;
*[[Wander Bell]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Acid Drop]]&lt;br /&gt;
*[[Uranus Platform]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Stompy|T. Smasher]]&lt;br /&gt;
*[[Gundrill]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Grey Devil|Red Devil]]&lt;br /&gt;
|other=&lt;br /&gt;
*5% leak penalty.&lt;br /&gt;
|music='''First Half:''' The Adventures of Dr. Franken - Main Theme&amp;lt;br&amp;gt;'''T. Smasher:''' The Incredible Crash Dummies - Unused 3&amp;lt;br&amp;gt;'''Second Half:''' Tintin on the Moon (Commodore 64) - Menu Theme&amp;lt;br&amp;gt;'''Red Devil:''' Final Fantasy Legend II - Dreadful Fight&lt;br /&gt;
|location=[[Tier 2 (MaGMML3)|Tier 2]]&lt;br /&gt;
|previous=[[Grand Fire Palace]]&lt;br /&gt;
|next=[[The Haymay Trials]]&lt;br /&gt;
}}&lt;br /&gt;
'''Toxic Trouble''' is the 162nd place entry in ''[[Make a Good Mega Man Level 3]]''. It takes place in a polluted cavern and primarily utilizes graphics and enemies from [[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]. &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The first half is fairly straightforward, avoiding enemies, spikes, and [[Acid Drop]]s. The level then bends around to a section containing [[Uranus Platform]]s, followed by a miniboss fight against [[Stompy|T. Smasher]], a Stompy reskin. Beating T. Smasher will drop Mega Man into the second half of the level, marked by a change in music. The enemies in this half primarily consist of [[Sea Mine]]s. The only [[Gyoraibo]] in the entire game appears before a miniboss fight against [[Gundrill]]. After this, a number of Acid Drops are hidden in a sliding section. To allow the drops to hit Mega Man, invisible openings in the tunnel are placed, which have the side effect of ending Mega Man's slide. At the end is the boss fight against the [[Grey Devil|Red Devil]]. The Red Devil is almost the same as the Grey Devil, albeit with two more health, and with blobs that never despawn. There is no checkpoint before the boss, so dying will put Mega Man at the beginning of the second half of the level.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=Well... this wasn't a pleasant experience. At first, it was just kind of nothing, CFTF visuals and nigh-harmless enemies-save for that trio of Fatool, Ace Manbow, and the butterfly. There was a neat aesthetic detail with leaking acid pipes, but that's the only bit that ended up noteworthy.&amp;lt;br&amp;gt;Then we fight this weird... top hat spider Stompy, and everything goes downhill. The emoji bombs are out of place, and at least one of them tends to teleport for no real reason. Multiple broken solids pop up (and if these aren't a glitch, that's a *significant* aesthetics error). The enemies continue to be nigh-harmless. There's water that randomly disappears. And it culminates in one of the most frustrating Grey Devils I've ever seen-owed to the fact the slime doesn't despawn on its own, and if you die? It's back to just after the spider Stompy.&amp;lt;br&amp;gt;I like to talk about things that I found enjoyable as well, but... there's not much of anything positive going for this place. It's all a bunch of bleh, and the most fun I derived from it was the neat aesthetics early in the level.&lt;br /&gt;
|mickscore=18&lt;br /&gt;
|mgdesign=5&lt;br /&gt;
|mgfun=1&lt;br /&gt;
|mgcreativity=1&lt;br /&gt;
|mgaesthetics=4&lt;br /&gt;
|mgfunctionality=7&lt;br /&gt;
|shin=Level design-wise, there's not a whole lot to go over here. This is a very short stage consisting of simple room layouts, along with mostly non-threatening enemy and hazard placements. If it weren't for a few functionality issues (along with some grievances I have with the end boss), there wouldn't be much else to discuss with this one.&amp;lt;br&amp;gt;As far as technical problems go, there's the fact that both the first and second-half level themes don't loop properly (although you'd have to intentionally go idle for a while to even notice this, I can't exactly overlook it either). More glaring, however, is the lack of collision on what should be solid tiles. I get the feeling they're supposed to be background details, but it just comes across as visually inconsistent. It's especially confusing during the lead-up to the boss, where you're basically phasing through what looks like solid ground (not to mention one of the enemies in this area snaps between being inside and above the floor).&amp;lt;br&amp;gt;Speaking of the boss, why is there no checkpoint right before him? Granted, the trek back to his room doesn't take that long, but it's certainly annoying to have to go through it again if you happen to die. It's not that unlikely of a scenario, either, seeing as the boss is the Grey Devil, but now his projectiles never despawn. While it's definitely possible to manage this fight with weapons, it's a whole other story if you're going buster only. Trying to keep it so that the globs don't overtake the floor while also trying to sneak in hits on the boss is nothing short of annoying. While I can at least appreciate the thought of wanting to make a vanilla devkit boss more interesting, this definitely wasn't the right approach. All in all, this stage (and the &amp;quot;Red Devil&amp;quot;) could have used a lot more fine-tuning.&lt;br /&gt;
|shinscore=20&lt;br /&gt;
|sdesign=4&lt;br /&gt;
|sfun=2&lt;br /&gt;
|screativity=2&lt;br /&gt;
|saesthetics=4&lt;br /&gt;
|sfunctionality=8&lt;br /&gt;
|pachy=Trouble in Toxicity Town!&amp;lt;br&amp;gt;A very very short level with somewhat basic level design put into it, simplistic platforming with also simplistic enemy placements. Pretty jamming tunes, at least.&amp;lt;br&amp;gt;Pretty clever repurposing the boss door graphics as pipes, and having the acid drip from them to make it look like a pipe leakage.&amp;lt;br&amp;gt;Some of the reskins are cute, even if a little amateurish, like the sea mines and the skull miniboss. It's charming in a way.&amp;lt;br&amp;gt;The final section is a bit wonky with how Mega Man keeps randomly standing up in a one-wide sliding tunnel. I think you wanted some Generic Stoppers on where the acid drops drop.&amp;lt;br&amp;gt;Grey Devil except now he's red, so he's the Red Devil, how diabolic. He also has a smile that reminds me of the Kool Aid Man.&lt;br /&gt;
|pachyscore=55&lt;br /&gt;
|pdesign=16&lt;br /&gt;
|pfun=13&lt;br /&gt;
|pcreativity=8&lt;br /&gt;
|paesthetics=12&lt;br /&gt;
|pfunctionality=6&lt;br /&gt;
|flashman=I feel like we're back in MaGMML1, before the community had a good handle on theming, logical architecture, and the importance of playtesting. With assets smashed together all helter-skelter, pits that look like screen transitions, screen transitions that might as well be pits, and wildly inconsistent collision object use (allowing for player confusion and disastrous out-of-bounds shenanigans), it's like all the wisdom from the previous contests has yet to be gleaned.&amp;lt;br&amp;gt;Dangers are forgotten as suddenly as they're introduced, and there isn't much we haven't seen elsewhere. There's no real learning curve aside from a few mild increases in difficulty, and no clear rationale for modifying or respriting any enemy other than the boss. Checkpoints are frequent enough, but one before the boss would be nice, as would a power-up or two.&amp;lt;br&amp;gt;The foreground/background graphics are fine enough, but they lack finesse and variety. All the custom sprites (except maybe the boss) look out of place. I don't understand the change in music at the halfway mark\s the second half is slightly more distinctive and focused, but not so appreciably different in feel that it needs completely different music.&amp;lt;br&amp;gt;There are a few things I like. I appreciate the idea of an acid pipe that runs the entire length of the level and ultimately feeds into the boss. Cracks where the pipe leaks acid are a nice detail. Acid pairs well with Uranus platforms, even if the introduction is too rough for new players. The crude skull in the background of the first miniboss fight adds some character. Using a Sea Mine as a shield for Totem Polen is smart. The second miniboss works well underwater.&amp;lt;br&amp;gt;I could recommend this level as practice for aspiring playtesters, but not as much else without major revision.&lt;br /&gt;
|flashmanscore=36&lt;br /&gt;
|fmdesign=14&lt;br /&gt;
|fmfun=10&lt;br /&gt;
|fmcreativity=4&lt;br /&gt;
|fmaesthetics=5&lt;br /&gt;
|fmfunctionality=3&lt;br /&gt;
|ace=Why on God's green earth did you give the Mets more health.&amp;lt;br&amp;gt;Why!?&amp;lt;br&amp;gt;Ok, this is just, a rather dull, nothing level. Its focus is all over the place, but new assets seem to either just irritate or waste time.&amp;lt;br&amp;gt;That's when you aren't encountering softlocks via going through a screen transition wrong, which is not helped by just how few checkpoints are scattered about.&amp;lt;br&amp;gt;I'd say the graphics are just super inconsistent - obviously - many of the redesigns are rather crude, and frankly, just go whole hog if you're going to replace many of the enemies anyway - it'd at least gel better. And the tileset is.. A bit odd. Several of the tiles that are meant to be solid, just... aren't.&amp;lt;br&amp;gt;That said, at first there is still a fairly good ambience in this level. Dripping pipes, crates containing what I assume is toxic gunk, walled off areas and weird mutants.&amp;lt;br&amp;gt;You know, the level actually has an identity in spite of itself.&amp;lt;br&amp;gt;And that ambience was working, up until the music track changes annndddd.. You lose it. Wham, straight into a wall.&amp;lt;br&amp;gt;Oh, I actually really like both songs quite a lot. The 2nd song is a right bop. But just ... kind of says it all really. I like it! And it's a detriment to what the level was going for initially.&amp;lt;br&amp;gt;And let's talk about the Kool-Aid Devil? Not only does he not get a boss checkpoint, good grief, you took what is already a rather tedious dev-kit boss and made it way more irritating. Flick up those turbo switches kids, y'gonna need it.&amp;lt;br&amp;gt;I feel bad for the Grey Devil, so many people are making him so much worse to fight, I almost regret coding the fella. That's on me, I guess.&amp;lt;br&amp;gt;OH YEEEAAHH! The boss sucks.&lt;br /&gt;
|acescore=38&lt;br /&gt;
|asdesign=12&lt;br /&gt;
|asfun=7&lt;br /&gt;
|ascreativity=5&lt;br /&gt;
|asaesthetics=8&lt;br /&gt;
|asfunctionality=6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* According to Flora in the comments of [[RoahmMythril]]'s [https://www.youtube.com/watch?v=-3fW4q61B2Y| playthrough of the level], the Red Devil's blobs not despawning was an error that was deliberately left in. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 2}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 2 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]]&lt;/div&gt;</summary>
		<author><name>ANueUtsuho</name></author>	</entry>

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