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		<id>http://magmmlcontest.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Agiletek</id>
		<title>Make a Good Mega Man Level Contest - User contributions [en]</title>
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		<updated>2026-06-03T22:14:33Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Cutting_Edge_Technology&amp;diff=19464</id>
		<title>Cutting Edge Technology</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Cutting_Edge_Technology&amp;diff=19464"/>
				<updated>2021-10-14T01:08:15Z</updated>
		
		<summary type="html">&lt;p&gt;Agiletek: &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;
|rank=106th&lt;br /&gt;
|image=[[File:MaG48HMML-106-CuttingEdgeTechnology.png|256px]]&lt;br /&gt;
|caption=Behold, the world inside John Cage's computer.&lt;br /&gt;
|game=''[[Make a Good 48 Hour Mega Man Level]]'' &lt;br /&gt;
|creator=[[AAAAAA]]&lt;br /&gt;
|composer=&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;
--&amp;gt;&lt;br /&gt;
|gamenum=48h&lt;br /&gt;
|judge1=18&lt;br /&gt;
|judge2=9&lt;br /&gt;
|judge3=10&lt;br /&gt;
|judge4=20&lt;br /&gt;
|totalscore=10.25&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|box=&lt;br /&gt;
*[[Bomb Potton]]&lt;br /&gt;
*[[Molmole]]&lt;br /&gt;
*[[Pakatto 24]]&lt;br /&gt;
*[[Sheep Block]]&lt;br /&gt;
*[[Super Cutter]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Bomb Potton]]&lt;br /&gt;
*[[Molmole]]&lt;br /&gt;
*[[Pakatto 24]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Sheep Block]]&lt;br /&gt;
*[[Super Cutter]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
|other=&lt;br /&gt;
*-4 Functionality penalty&lt;br /&gt;
|music=None&lt;br /&gt;
|location=[[Tier 1 (MaG48HMML)|Tier 1]]&lt;br /&gt;
|previous=[[Space Pipes]]&lt;br /&gt;
|next=[[Pint House Power House]]&lt;br /&gt;
}}&lt;br /&gt;
'''Cutting Edge Technology''' is the 106th place entry in ''[[Make a Good 48 Hour Mega Man Level]]''. It is seemingly supposed to represent the inside of a computer, judging from the random background tiles that resemble computer fans. The stage itself mostly focuses on [[Sheep Block]] platforming, while avoiding attacks from enemies and [[Super Cutter]]s that endlessly spawn from the aforementioned fans. Beyond that, the stage itself is notable for lacking an [[Energy Element]] when initially submitted, resulting in one being added by the devteam (and the level itself getting a -4 functionality penalty). It is the lowest ranking stage that wasn't [[Space Pipes|explicitly trying for last place]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The first few screens aren't notable, mainly consisting of avoiding a few [[Bomb Potton]]s and going through a short [[Molmole]] section, with an introduction to Super Cutters sandwiched between them. The Sheep Blocks here come in two varieties: red and yellow blocks that disappear very quickly, and green and blue blocks that take a lot longer to disappear. This is important as in two consecutive screens, [[Mega Man]] needs to avoid enemy attacks while waiting for the blocks to vanish. The Rain Flush can instantly kill [[Pakatto 24]]s regardless of their shields, while the [[Flame Mixer]] will destroy Super Cutters on contact (if one doesn't sneak past the flames). At the first checkpoint, a split path presents itself, though the only real choice is going right; the left path leads to a blank screen and instant death.&lt;br /&gt;
&lt;br /&gt;
The rest of the stage from this point on demands quick platforming on red/yellow Sheep Blocks, with the aim of reaching safe ground before falling into a pit or onto spikes. As ever, use of the Rain Flush or Flame Mixer where possible is recommended. Occasionally, a wall of Sheep Blocks will barricade the path forward, requiring a sense of when to jump before the platform vanishes in order to avoid death. At the very end is an Energy Element and a sign from the devteam – despite two boss doors being at the end, they are non-functional and nothing exists beyond them.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma=Pro tip: don't use blank backgrounds. It generally doesn't go over well. The whole level is just blank and empty, and the lack of music makes it feel more empty. The parts where you are on the Sheep Man blocks and you are dodging things as you fall were alright, almost too good for the rest of the level. The level has a difficulty curve and an introduction to the gimmicks. It feels more like a 12 hour level, or it just wasn't finished. There really isn't much to talk about because there's so much nothing. Like, there seem to be split paths that just don't work. It just doesn't make a great level experience overall.&lt;br /&gt;
|parmascore=18&lt;br /&gt;
|pjdesign=8&lt;br /&gt;
|pjcreativity=2&lt;br /&gt;
|pjfunction=2&lt;br /&gt;
|pjfun=2&lt;br /&gt;
|pjaesthetics=4&lt;br /&gt;
|pk=Oh dear, where did we go wrong? Level is hard to look at, Sheep blocks are baffling and used weirdly, there is a screen transition that leads into the void, and you forgot a stop scroll object at the end. What happened?&lt;br /&gt;
|pkscore=9&lt;br /&gt;
|pkdesign=3&lt;br /&gt;
|pkcreativity=0&lt;br /&gt;
|pkfunction=3&lt;br /&gt;
|pkfun=1&lt;br /&gt;
|pkaesthetics=2&lt;br /&gt;
|m-jacq=Every tile in this level looks like a Lego. Which is appropriate, because this level was about as fun as repeatingly stepping on the contents of a Lego set. I guess some of the individual rooms are good - there's that one room with the Pakattos that's pretty okay. But then just a few screens ahead of it is a screen where the Pakattos are pointed backwards, so I think those happy accidents are just that: accidents. Actually, I think the thing that really, truly aggravates me about this level is that the sheep blocks have clearly been altered so that they go off at different speeds, which is as befuddling as it is infuriating. WHY!?!? Why make the timing of the perilous disappearing platforms *more* random? And while we're here, what is up with that &amp;quot;choose your own adventure&amp;quot; at the midpoint, where taking the left path just kills you? You're supposed to put the meme reward for going left at the START of the stage, not the checkpoint.&lt;br /&gt;
|m-jacqscore=10&lt;br /&gt;
|mjdesign=2&lt;br /&gt;
|mjcreativity=0&lt;br /&gt;
|mjfunction=1&lt;br /&gt;
|mjfun=2&lt;br /&gt;
|mjaesthetics=5&lt;br /&gt;
|freems=I feel like I shouldn't say anything yet and keep up the silence.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Sometimes when I play a level it's very hard for me to tell if I'm supposed to say what I think went wrong because I don't know if it's sincere or a joke, or if the other judges are about to say the same thing I'm about to. So we'll keep it real quick. It physically doesn't look good, the sheep blocks don't really work the way they usually do with the colors mix and matching, nor are their timings consistent across the level making guessing when to go at times a little trial and error-y. There are multiple points where you can just walk off into an endless void and die and most if not all of the enemies are just there to fill a quota. I imagine this is either a case of running out of time, or one's first foray into Game Maker, in which case it's certainly practice makes perfect. I liked dodging cut enemies while waiting for the sheep blocks though. That was cute.&lt;br /&gt;
|freemsscore=20&lt;br /&gt;
|frdesign=5&lt;br /&gt;
|frcreativity=3&lt;br /&gt;
|frfunction=5&lt;br /&gt;
|frfun=2&lt;br /&gt;
|fraesthetics=5&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* When originally submitted, the two boss doors at the end were functional objects, but since they weren't on a valid screen edge, touching them would result in a softlock.&lt;br /&gt;
* Cutting Edge Technology is the only level in ''MaG48HMML'' to be submitted without any music, and is the first such level since the original ''[[Make a Good Mega Man Level]]'''s [[Objective: Vain Space]] and [[The Quickening]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaG48HMML Tier 1}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good 48 Hour Mega Man Level Stages]][[Category:Tier 1 (MaG48HMML)]][[Category:Tier 1 Stages]]&lt;/div&gt;</summary>
		<author><name>Agiletek</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Cornerstone_to_Dominate&amp;diff=18745</id>
		<title>Cornerstone to Dominate</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Cornerstone_to_Dominate&amp;diff=18745"/>
				<updated>2021-09-16T19:06:20Z</updated>
		
		<summary type="html">&lt;p&gt;Agiletek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsStrategy}}&lt;br /&gt;
&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|rank = 21st&lt;br /&gt;
|image= [[File:MAG48HMML-21-Cornerstone-to-Dominate.png]]&lt;br /&gt;
|caption= Worms need platforms too.&lt;br /&gt;
|game=''[[Make a Good 48 Hour Mega Man Level]]'' &lt;br /&gt;
|creator= Llama Hombre&lt;br /&gt;
|composer= NecroPhageonIII&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;
--&amp;gt;&lt;br /&gt;
|gamenum = 48h&lt;br /&gt;
|judge1 = 74&lt;br /&gt;
|judge2 = 65&lt;br /&gt;
|judge3 = 50&lt;br /&gt;
|judge4 = 87&lt;br /&gt;
|totalscore = 69&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|box =&lt;br /&gt;
*[[Diarn]]&lt;br /&gt;
*[[Giant Springer]]&lt;br /&gt;
*[[Imorm]]&lt;br /&gt;
*[[Angle Platform]]&lt;br /&gt;
*[[Crash Lift]]&lt;br /&gt;
|enemies = &lt;br /&gt;
*[[Diarn]]&lt;br /&gt;
*[[Giant Springer]]&lt;br /&gt;
*[[Imorm]]&lt;br /&gt;
*[[Tatebo]]&lt;br /&gt;
|gimmicks = &lt;br /&gt;
*[[Angle Platform]]&lt;br /&gt;
*[[Crash Lift]]&lt;br /&gt;
|subbosses =*[[Kabatoncue]]&lt;br /&gt;
|bosses=*[[Metal Man]]&lt;br /&gt;
|other =&lt;br /&gt;
|music = Neon Starlight&lt;br /&gt;
|location = [[Tier 9 (MaG48HMML)|Tier 9]]&lt;br /&gt;
|previous = [[Darkwing City]]&lt;br /&gt;
|next = [[Through the Crabacombs]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Cornerstone to Dominate is the 21st place entry in ''[[Make a Good 48 Hour Mega Man Level]]''. It consists of a dark metallic area filled with moving and shifting platforms, often with [[Imorm]]s upon them. Halfway through the level it shifts into a skeleton tileset while retaining the same platforming themes. To complete the &amp;quot;Minimal Destruction&amp;quot; [[Sidequests|sidequest]], this level must be beaten without destroying more than 5 enemies.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
It is important to be cautious when platforming in this level, as Imorms are often placed so that they will fall directly onto one as you're mid jump. In most cases this is not so much a threat as a surprise that slows the player down, but in conjunction with more aggressive enemies like Diarns this can easily lead to damage. Speaking of Diarns, both they and the Tatebos scattered around the stage are armored enemies with very little health, making them extremely vulnerable to weapons like the Rain Flush. When attempting to do the stage buster only, it's worthwhile to know that that both enemies can be destroyed as they lower their shields but before they fire.&lt;br /&gt;
&lt;br /&gt;
A few rooms into the level is a drop from a room with an Imorm on an Angle Platform into a room with two Diarns and a Tatebo. If the player slides into a hole on the left side of the room, they can find a bonus room containing an E Tank. Another E Tank can be received by holding left while dropping after the first Kabatoncue fight, or by simply using Rush Coil in the same room.&lt;br /&gt;
&lt;br /&gt;
For the sidequest the two Kabatoncue and Metal Man must be killed to finish the stage, so the player may only destroy two other enemies. The [[Spark Shock]] is a useful tool for this challenge as it can not kill enemies, but does leave them stuck in place. The challenge of this sidequest can be greatly reduced by using the Absorption Armor and/or Blast Wind items, which make it easier and less costly to simply ignore all minor enemies, and bringing a few E Tanks to restore the damage this strategy inflicts.&lt;br /&gt;
&lt;br /&gt;
== Scores ==&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma = This level looks and sounds really good. It's also super fun. The challenges you present are really fun and engaging with a healthy difficulty curve. Using the large spring enemies with the platforms feels really good, especially since both aren't used like this in their original games. Also, as someone who doesn't like most minibosses, I enjoyed this one. Good job.&lt;br /&gt;
|parmascore = 74&lt;br /&gt;
|pjdesign = 27&lt;br /&gt;
|pjcreativity = 09&lt;br /&gt;
|pjfunction = 10&lt;br /&gt;
|pjfun = 18&lt;br /&gt;
|pjaesthetics = 10&lt;br /&gt;
|pk = I liked this one. Even if it was a tad short, what was there is definitely nicely designed. I guess you could say it's cute. I would have liked to see more combining of the two gimmicks, though. Oh, and fighting Metal Man on the platforms was fun.&lt;br /&gt;
|pkscore = 65&lt;br /&gt;
|pkdesign = 17&lt;br /&gt;
|pkcreativity = 10&lt;br /&gt;
|pkfunction = 10&lt;br /&gt;
|pkfun = 18&lt;br /&gt;
|pkaesthetics = 10&lt;br /&gt;
|m-jacq = Halfwayish through the level, there's this set of Crash Lift rails shaped like an upside-down L. The platform doesn't need to be shaped like that. Indeed, that little vertical crook just extends the wait time before you can try the segment again. The stage has a lot of little moments like this where the Crash Lifts are placed in a way that adds a lot of downtime to the level, so while it's well-made, there's enough drag that the level isn't all that fun. I think you should have tried a lot harder to counteract this than you did. The Metal Man fight is also just... weird. Easy to cheese, but with a lot of downtime while you wait for Metal Man to slowly die as he jogs in place.&lt;br /&gt;
|m-jacqscore = 50&lt;br /&gt;
|mjdesign = 21&lt;br /&gt;
|mjcreativity = 05&lt;br /&gt;
|mjfunction = 08&lt;br /&gt;
|mjfun = 09&lt;br /&gt;
|mjaesthetics = 07&lt;br /&gt;
|freems = A level doesn't always have to awe and amaze to just be a good time. This was another one of those levels that just kinda casually delights the whole time and I feel like I'm sitting down and playing some Mega Man. The angle platforms didn't terribly go crazy but I always like seeing the Crash Platforms being used on smaller rail sections. It sure beats waiting a whole cycle and a platform just moving a little bit is able to add a little spice to a normal section. I especially liked how it was used with the hippo miniboss. The first time the platforms are on small rails giving you a lot of time to jump and shoot but you gotta switch often. The second time it's a longer rail meaning there's a bit more wait time, but to balance out it gives you more time to shoot the miniboss at the top of its arc. It's also the right way to plug gimmicks in the boss room. Not something completely pointless but not something that just makes the boss unfun. The platforms add just a little spice to Metal Man's jumping which is fun. Doesn't really break any new grounds, but I liked it!&lt;br /&gt;
|freemsscore = 87&lt;br /&gt;
|frdesign = 32&lt;br /&gt;
|frcreativity = 10&lt;br /&gt;
|frfunction = 10&lt;br /&gt;
|frfun = 22&lt;br /&gt;
|fraesthetics = 13&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good 48 Hour Mega Man Level Stages]][[Category:Tier 9 (MaG48HMML)]]&lt;/div&gt;</summary>
		<author><name>Agiletek</name></author>	</entry>

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