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		<id>http://magmmlcontest.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Alexium</id>
		<title>Make a Good Mega Man Level Contest - User contributions [en]</title>
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		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php/Special:Contributions/Alexium"/>
		<updated>2026-04-21T08:45:26Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Unununium&amp;diff=25815</id>
		<title>Unununium</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Unununium&amp;diff=25815"/>
				<updated>2024-12-12T21:15:35Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#404362&lt;br /&gt;
|titletext= #FFFFFF&lt;br /&gt;
|name=Unununium&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script=ウンウンウニウム&lt;br /&gt;
|romaji=Unununiumu&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[snoruntpyro]]&lt;br /&gt;
|programmer=snoruntpyro&lt;br /&gt;
|artist=snoruntpyro&lt;br /&gt;
|gender=None&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;2 (projectiles)&amp;lt;br&amp;gt;2 (Taurus)&amp;lt;br&amp;gt;3 (Non-Human, Slam Man, Doodlebob, Thomas)&amp;lt;br&amp;gt;3 (basketball, Flame Shield)&amp;lt;br&amp;gt;4 (Toss Tortoise, Pencil Bomb, coal)&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=56&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Space&lt;br /&gt;
|weak=[[Cutter Chip]] ([[Z-Burst]])&lt;br /&gt;
|affiliations=N/A&lt;br /&gt;
|stage=[[Null and Void (Episode Zero)|Null and Void]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=Eldritch Entity&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:Unununium.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
'''Unununium''' is a boss from ''[[Make a Good Mega Man Level: Episode Zero]]''. It is a non-sentient chaotic entity forged from [[Energy Element]]s corrupted by a myriad of energy types, such as Evil Energy and the energy generated by Wargates and [[Tier X (MaGMML2)|Tier X]]. This cocktail of power sources gives it the ability to open Wargates at will, but also renders it dangerously unstable.&lt;br /&gt;
&lt;br /&gt;
Unununium appears in [[Null and Void (Episode Zero)|Null and Void]] as the penultimate boss of the game, and is fought after [[SRARA]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Unununium follows a set, predictable pattern, albeit one that's several attacks long. First it bounces erratically across the screen for several seconds, then drops to the ground and rolls straight for [[Zero]]. Afterwards, it flies to random areas while dropping dark Energy Elements five times; on hitting the ground, these explode into eight projectiles that fly out in a counterclockwise spiral. Next, it creates a copy of itself, and both Unununiums fly to random spots before pounding the ground and rising back up five times. If Zero is on the ground when they strike, he will be knocked off his feet briefly. The clone cannot be damaged, and is distinguished from the original by constantly flickering. After a while, the clone self-destructs, and Unununium flies to five preset spots, each time shooting an eight-way spread of projectiles that travel in a sine wave pattern.&lt;br /&gt;
&lt;br /&gt;
Once this is done, it flies to the top of the screen, charges energy, and creates two Wargates on the top corners of the screen. From these, a boss from ''Skullman in: Scooby Doc 4: The Destroyer (Featuring Atsushi Onita)'' and a boss from ''Mega Man: Square Root of Negative One'' are summoned in one of four potential duos. These bosses are immune to all damage, and disappear after a certain period of time:&lt;br /&gt;
* Taurus and Illuminati: Taurus slowly drives back and forth across the arena, sending harmful puffs of smoke up into the air before they slowly drop back down. Illuminati teleports around the top of the screen while firing projectiles aimed at Zero.&lt;br /&gt;
* Non-Human and Toss Tortoise: Non-Human spits out pairs of fingers that walk right and occasionally stop to jump straight up into the air. Toss Tortoise rolls back and forth across the arena.&lt;br /&gt;
* Slam Man and Doodlebob: Slam Man stays on the left and fires basketballs that bounce briefly before rolling along the ground. Doodlebob jumps around while throwing explosive Pencil Bombs.&lt;br /&gt;
* Thomas and Angry Sun: Thomas fires coal into the air, which explodes in a five-way spreadshot of bullets. He charges to the other side and repeats the coal attack, before jumping offscreen and entering the background, where he will charge towards Zero after a small delay. Angry Sun circles the arena in a clockwise pattern while surrounded by its Flame Shield, which can be destroyed (though it is very durable).&lt;br /&gt;
&lt;br /&gt;
Once the summoned duo vanishes, Unununium flies to one of the upper corners and constantly spews columns of bullets to the other side. Frequently, it will teleport Zero into the air, and potentially into a bullet column if he isn't already in between one. Each teleport is signalled by a light burst emanating from Unununium. Afterwards, it directly charges towards Zero multiple times, stopping after hitting one of the screen's edges, then flies to the top of the screen and shoots up to five shots that bounce all over the arena before self-destructing. Finally, it fires a series of boomerang cutters outward; the first two times, it fires four outward akin to the [[Cutter Chip]]'s [[Blank Drive]], but then Unununium fires them out one at a time in a much more erratic fashion. After this, Unununium repeats its pattern from the start.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1.5&lt;br /&gt;
|saber=2&lt;br /&gt;
|burst=2&lt;br /&gt;
|drive=7&lt;br /&gt;
|cutbuster=2&lt;br /&gt;
|cutsaber=2.5&lt;br /&gt;
|cutburst=3&lt;br /&gt;
|cutdrive=2&lt;br /&gt;
|flamebuster=1.5&lt;br /&gt;
|flamesaber=2&lt;br /&gt;
|flameburst=2&lt;br /&gt;
|flamedrive=1&lt;br /&gt;
|icebuster=1.5&lt;br /&gt;
|icesaber=2&lt;br /&gt;
|iceburst=2&lt;br /&gt;
|icedrive=1&lt;br /&gt;
|zapbuster=1.5&lt;br /&gt;
|zapsaber=2&lt;br /&gt;
|zapburst=2&lt;br /&gt;
|zapdrive=2&lt;br /&gt;
|psybuster=0&lt;br /&gt;
|psysaber=2&lt;br /&gt;
|psyburst=0&lt;br /&gt;
|psydrive=0&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Unununium's name is derived from the placeholder name given to what is now known as roentgenium. Coincidentally, it has an atomic number of 111, creating an unintentional naming scheme of incremental numbers with Zero, [[Duo]], and [[Trio]].&lt;br /&gt;
* The noises Unununium makes are taken from Fawful's sound effects in the ''Mario &amp;amp; Luigi'' series.&lt;br /&gt;
* Unununium's pattern is designed to sync up with the fight's music as long as the player doesn't pause during the battle.&lt;br /&gt;
* Unununium's cutter attack is lifted directly from Void's fight in ''Kirby Star Allies''.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 3}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]][[Category:MaGMML Original Characters]][[Category:Devteam Characters]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Fire_Boy_GH&amp;diff=25814</id>
		<title>Fire Boy GH</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Fire_Boy_GH&amp;diff=25814"/>
				<updated>2024-12-12T20:48:01Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#D82800&lt;br /&gt;
|titletext= #FFFFFF&lt;br /&gt;
|name=Fire Boy GH&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script=ファイヤーボーイGH&lt;br /&gt;
|romaji=Faiyā Bōi GH&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[Spade_Magnes]]&lt;br /&gt;
|programmer=[[Spade_Magnes]]&lt;br /&gt;
|gender=&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|at=5 (contact)&amp;lt;br&amp;gt;3 (Tackle Fire)&amp;lt;br&amp;gt;3 (Killer Bullet)&amp;lt;br&amp;gt;4 (machine gun Tackle Fire)&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=42&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Flame&lt;br /&gt;
|weak=[[Icicle Chip]] ([[Z-Saber]], [[Blank Drive]])&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Hot Steps]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=Waste Disposal Robot&amp;lt;br&amp;gt;Combat Robot&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:FireBoyGH.png]]&lt;br /&gt;
}}&lt;br /&gt;
'''Fire Boy GH''' is a boss from ''[[Make a Good Mega Man Level: Episode Zero]]''. It is a [[Fire Boy]] using a myriad of transforming machinery to amplify its powers, making it stronger and more versatile than others of its kind. Fire Boy GH appears at the end of [[Hot Steps]] as the level's boss.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
The battle happens over a long autoscrolling area, which eventually loops back in on itself. Fire Boy GH uses a set pattern of attacks that it repeats after the arena loops back. At various points, [[Oil Slick]]s appear, which can be ignited by Fire Boy GH's attacks. Despite its projectiles being minor enemies, none of them can be damaged by conventional means.&lt;br /&gt;
&lt;br /&gt;
* While riding a [[Twin Roader]], Fire Boy GH shoots three bouncing Tackle Fires that go slightly higher on the third bounce, before shooting a stream of six ground-crawling [[Tackle Fire]]s. It does this twice before jumping into the air.&lt;br /&gt;
* While surrounded by a ring of Tackle Fires, it fires two rounds of two [[Killer Bullet]]s in a wave motion at the top and bottom, then flies to each corner of the screen while shooting a spreadshot of Tackle Fires. The number fired increases by one, starting at two for a total of five. After firing Killer Bullets two more times, it transitions to the next attack.&lt;br /&gt;
* Fire Boy GH flies to the centre of the screen and surrounds itself with three cannons, which slowly rotate clockwise while rapid-firing Tackle Fires. After they stop, Fire Boy GH flies back to the right and emits a bright flash, resetting the arena back to the start.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1&lt;br /&gt;
|saber=2&lt;br /&gt;
|burst=1&lt;br /&gt;
|drive=7&lt;br /&gt;
|cutbuster=1&lt;br /&gt;
|cutsaber=2&lt;br /&gt;
|cutburst=1&lt;br /&gt;
|cutdrive=1&lt;br /&gt;
|flamebuster=0&lt;br /&gt;
|flamesaber=0&lt;br /&gt;
|flameburst=0&lt;br /&gt;
|flamedrive=0&lt;br /&gt;
|icebuster=2&lt;br /&gt;
|icesaber=3&lt;br /&gt;
|iceburst=2&lt;br /&gt;
|icedrive=3&lt;br /&gt;
|zapbuster=1&lt;br /&gt;
|zapsaber=2&lt;br /&gt;
|zapburst=1&lt;br /&gt;
|zapdrive=1&lt;br /&gt;
|psybuster=1&lt;br /&gt;
|psysaber=2&lt;br /&gt;
|psyburst=1&lt;br /&gt;
|psydrive=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Fire Boy GH's fight is inspired in part by the original [[Seven Force]] battle from ''Gunstar Heroes''; fittingly, the &amp;quot;GH&amp;quot; in Fire Boy GH's name stands for &amp;quot;Gunstar Heroes&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Flame}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Psionic_Man&amp;diff=25726</id>
		<title>Psionic Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Psionic_Man&amp;diff=25726"/>
				<updated>2024-11-20T03:13:22Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg= #404362&lt;br /&gt;
|titletext= #FFFFFF&lt;br /&gt;
|name=Psionic Man&lt;br /&gt;
|image=[[File:RM PsionicMan.png|270px]]&lt;br /&gt;
|caption= Artwork by '''Karakato'''&lt;br /&gt;
|number=&lt;br /&gt;
|script=サイオニックマン&lt;br /&gt;
|romaji=Saionikkuman&lt;br /&gt;
|altname=&lt;br /&gt;
|designer=[[VoidVisitor]]&lt;br /&gt;
|programmer=[[VoidVisitor]]&lt;br /&gt;
|artist=[[VoidVisitor]]&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Yellow&lt;br /&gt;
|hp=28&lt;br /&gt;
|at=3 (contact)&amp;lt;br&amp;gt;2 (Tele-Cannon)&amp;lt;br&amp;gt;4 (laser)&amp;lt;br&amp;gt;6 (laser, illusion move)&lt;br /&gt;
|type=Space&lt;br /&gt;
|weapon=&lt;br /&gt;
|affiliations=&lt;br /&gt;
|occupation=Experimental Robot&lt;br /&gt;
|weak=[[Zap Chip]] ([[Z-Saber]])&lt;br /&gt;
|stage=[[Psionic Space Station]]&lt;br /&gt;
|location=&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&lt;br /&gt;
|sprite= [[File:PsionicMan.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
'''Psionic Man''' is a boss from ''[[Make a Good Mega Man Level: Episode Zero]]'', found at the end of [[Psionic Space Station]]. He is a mysterious Robot Master built to harness psychic energies, which he uses for telekinesis, teleportation, telepathy, and even clairvoyance. This latter ability imbued him with a fondness for spoiling the endings of shows and events for other people, which is probably why he lives all alone up in outer space. He also uses a set of levitating Tele-Cannons for both offense and defense.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
At the very start of the fight, Psionic Man fires lasers from his Tele-Cannons aimed directly at [[Zero]]. From there, he slowly teleports between the sides while using his Tele-Cannons to shoot lasers at Zero. First, he sets them in front and below himself, protecting himself from attacks, then fires and places them randomly, aiming at Zero. Upon getting hit 2 times he will call one Tele-Cannon to spin around as a shield instead, and after the third hit he immediately moves, repeating this cycle.&lt;br /&gt;
&lt;br /&gt;
When Psionic Man's healthbar is at one of two thresholds, he will stop his usual pattern to use an additional attack. At 18 HP or less, he lifts Zero to the top of the room, while his Tele-Cannons fire lasers close to the top and bottom. At 9 HP or less, he teleports away while surrounding Zero with seven Tele-Cannons; however, only two of them are real, and their lasers are briefly telegraphed moments before they fire. The Tele-Cannons will fire up to three times before Psionic Man returns. Afterwards, the lasers' and Tele-Cannons' movement speed will be increased.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1.5&lt;br /&gt;
|saber=2&lt;br /&gt;
|burst=2&lt;br /&gt;
|drive=7.5&lt;br /&gt;
|cutbuster=1.5&lt;br /&gt;
|cutsaber=2&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=1.5&lt;br /&gt;
|flamebuster=1.5&lt;br /&gt;
|flamesaber=2&lt;br /&gt;
|flameburst=2&lt;br /&gt;
|flamedrive=1.5&lt;br /&gt;
|icebuster=1.5&lt;br /&gt;
|icesaber=1.5&lt;br /&gt;
|iceburst=1.5&lt;br /&gt;
|icedrive=1.5&lt;br /&gt;
|zapbuster=3&lt;br /&gt;
|zapsaber=4&lt;br /&gt;
|zapburst=3&lt;br /&gt;
|zapdrive=3&lt;br /&gt;
|psybuster=2&lt;br /&gt;
|psysaber=3&lt;br /&gt;
|psyburst=3&lt;br /&gt;
|psydrive=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 3}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]][[Category:MaGMML Original Characters]][[Category:Entry Characters (MaGMML:EZ)]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Recluse_Woman&amp;diff=25720</id>
		<title>Recluse Woman</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Recluse_Woman&amp;diff=25720"/>
				<updated>2024-11-18T19:49:33Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#398C10&lt;br /&gt;
|titletext= #FFFFFF&lt;br /&gt;
|name=[[File:RecluseWomanMugshot.png|left|Recluse Woman's mugshot]][[File:RecluseWomanMugshot.png|right|Recluse Woman's mugshot]]Recluse Woman&lt;br /&gt;
|image=[[File:Recluse Woman Complete Works.png|250px|Artwork by CalignousArts]]&lt;br /&gt;
|caption=Artwork by '''CalignousArts'''&lt;br /&gt;
|script=レクルースウーマン&lt;br /&gt;
|romaji=Rekurūsuūman&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[Gannio]]&lt;br /&gt;
|programmer=[[Gannio]]&lt;br /&gt;
|artist=[[Gannio]]&lt;br /&gt;
|gender=Female&lt;br /&gt;
|eyecolor= Red&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;2 (venom blast)&amp;lt;br&amp;gt;2 (Jarantula)&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=38&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Nature&lt;br /&gt;
|weak=[[Flame Chip]] ([[Z-Saber]], [[Blank Drive]])&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[String Theory]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=Server Construction Robot&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:RecluseWoman.png]]&lt;br /&gt;
}}&lt;br /&gt;
'''Recluse Woman''' is a boss from ''[[Make a Good Mega Man Level: Episode Zero]]'', appearing at the end of [[String Theory]]. An optimistic but stubborn Robot Master modelled on a brown recluse spider, she was designed to create large cloud server farms using &amp;quot;webs&amp;quot; that are really specially-coated data transfer wires.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Recluse Woman starts the battle by absorbing a large Health Energy pickup from an unfortunate [[Imorm]], giving herself extra health. From there, she fires two blasts of venom, then bounces to the other side of the room using her head web, her feet never touching the ground. While bouncing, she throws small Jarantulas that crawl along surfaces and drop down above [[Zero]]. If the [[Z-Saber]] or any weapon equipped with the [[Cutter Chip]] is used on her web, she will fall to the ground and use her venom again.&lt;br /&gt;
&lt;br /&gt;
After taking enough damage, Recluse Woman spins a small [[Web Fence]] that connects to a larger one, which she crawls onto to escape Zero. The rest of the fight takes place on this Web Fence, with Recluse Woman trying to stay staying on a certain angle and distance from Zero and spawning a Jarantula if there isn't one alive, which now crawls straight towards Zero while he's on the web, dropping to the ground if he isn't. Whenever she takes a hit in this state, Recluse Woman will jump in the air and fire three venom blasts aimed straight at Zero before grabbing onto the web again.&lt;br /&gt;
&lt;br /&gt;
At the top of the room is a large bell, the clapper of which can be jumped onto with the Double Jump upgrade. If the clapper's thread is cut, it will drop to the ground, crushing Recluse Woman instantly if it happens to fall onto her.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=2&lt;br /&gt;
|saber=2&lt;br /&gt;
|burst=1&lt;br /&gt;
|drive=10&lt;br /&gt;
|cutbuster=1&lt;br /&gt;
|cutsaber=3&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=2&lt;br /&gt;
|flamebuster=3&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=0&lt;br /&gt;
|icedrive=0&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=2&lt;br /&gt;
|psyburst=1&lt;br /&gt;
|psydrive=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The sound Recluse Woman makes if she's crushed by the bell pendulum is taken from ''Donkey Kong Jr.'', where it is the sound played when the player dies.&lt;br /&gt;
* According to her [[Plushies|plushie]] in ''[[Make a Good Mega Man Level 3]]'', she is currently deceased.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Psycho}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]][[Category:MaGMML Original Characters]][[Category:Entry Characters (MaGMML:EZ)]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Baskette_Ball&amp;diff=25714</id>
		<title>Baskette Ball</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Baskette_Ball&amp;diff=25714"/>
				<updated>2024-11-17T22:28:35Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#696540&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=Baskette Ball&lt;br /&gt;
|altname=&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script=バスケットボール&lt;br /&gt;
|romaji=Basuketto Bōru&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[Big Fish (user)|Big Fish]] &amp;amp; [[CSketch]]&lt;br /&gt;
|programmer=[[Big_Fish (user)|Big Fish]]&lt;br /&gt;
|artist=Protty&lt;br /&gt;
|gender=Female&lt;br /&gt;
|eyecolor=Black&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;2 (debris)&amp;lt;br&amp;gt;2 (ground spark)&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Impact&lt;br /&gt;
|weak=[[Cutter Chip]], [[Flame Chip]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Space Jam]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=Smart Basketball (Failed)&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:BasketteBall.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
'''Baskette Ball''' is a boss from ''[[Make a Good Mega Man Level: Episode Zero]]''. She is a large, sentient basketball who was initially created as the first &amp;quot;smart basketball&amp;quot;, but was eventually deemed a failure and locked away, filling her with immense rage. She appears at the end of the level [[Space Jam]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Baskette Ball bounces across the arena multiple times, aiming straight for [[Zero]] in the beginning and upon touching the ceiling, gradually moving faster. Afterwards, she makes six high ground pounds at Zero's position, creating two rock fragments on impact, followed by three short hops that create a pair of slow ground sparks. She repeats her pattern afterwards.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=2&lt;br /&gt;
|saber=3&lt;br /&gt;
|burst=1&lt;br /&gt;
|drive=7&lt;br /&gt;
|cutbuster=3&lt;br /&gt;
|cutsaber=4&lt;br /&gt;
|cutburst=3&lt;br /&gt;
|cutdrive=4&lt;br /&gt;
|flamebuster=3&lt;br /&gt;
|flamesaber=4&lt;br /&gt;
|flameburst=3&lt;br /&gt;
|flamedrive=4&lt;br /&gt;
|icebuster=2&lt;br /&gt;
|icesaber=3&lt;br /&gt;
|iceburst=1&lt;br /&gt;
|icedrive=1&lt;br /&gt;
|zapbuster=2&lt;br /&gt;
|zapsaber=3&lt;br /&gt;
|zapburst=1&lt;br /&gt;
|zapdrive=1&lt;br /&gt;
|psybuster=2&lt;br /&gt;
|psysaber=3&lt;br /&gt;
|psyburst=1&lt;br /&gt;
|psydrive=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* During development, Baskette Ball was originally genderless and named &amp;quot;Basket Ball&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Psycho}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]][[Category:MaGMML Original Characters]][[Category:Entry Characters (MaGMML:EZ)]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Sakuya_Izayoi&amp;diff=25711</id>
		<title>Sakuya Izayoi</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Sakuya_Izayoi&amp;diff=25711"/>
				<updated>2024-11-17T14:09:00Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg= #634C6E&lt;br /&gt;
|titletext= #FFFFFF&lt;br /&gt;
|name=Sakuya Izayoi&lt;br /&gt;
|image=[[File:SakuyaIzayoiArt.png|Artwork by ZUN]]&lt;br /&gt;
|caption=Artwork by ZUN&lt;br /&gt;
|number=&lt;br /&gt;
|script=十六夜　咲夜&lt;br /&gt;
|romaji=Izayoi Sakuya&lt;br /&gt;
|altname=&lt;br /&gt;
|designer=ZUN&lt;br /&gt;
|programmer=[[Chiko]], [[Gannio]]&lt;br /&gt;
|artist=[[Pachy]], Karakato, SRWB&lt;br /&gt;
|gender=Female&lt;br /&gt;
|eyecolor=Blue&lt;br /&gt;
|hp=28&lt;br /&gt;
|at=6 (contact)&amp;lt;br&amp;gt;2 (knives)&lt;br /&gt;
|type=Time&lt;br /&gt;
|weapon=&lt;br /&gt;
|affiliations=Remilia Scarlet&lt;br /&gt;
|occupation=Maid&lt;br /&gt;
|weak=[[Z-Saber]] ([[Icicle Chip]], [[Psycho Chip]])&lt;br /&gt;
|stage=[[Temporal Pillar]]&lt;br /&gt;
|location=&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&lt;br /&gt;
|appear2=''Touhou Project'' series&lt;br /&gt;
|sprite= [[File:SakuyaIzayoi.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
'''Sakuya Izayoi''' is a character from the ''Touhou Project'' series of video games. The Chief Maid of the Scarlet Devil Mansion, she has the power to manipulate time in several different ways, such as altering its speed or stopping it completely. She often uses this in conjunction with throwing vast quantities of sharp knives at her enemies.&lt;br /&gt;
&lt;br /&gt;
In ''[[Make a Good Mega Man Level: Episode Zero]]'', Sakuya appears as the boss of the stage [[Temporal Pillar]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Sakuya attacks by stopping time and throwing triple spreads of knives in one of many ways. Unlike [[Flash Man|other time-stopping bosses]], her time stop doesn't affect [[Zero]] himself. She waits for the fire button to be pressed before attacking, at which point she will do one of the following at random:&lt;br /&gt;
* Jump across the room, throwing knives towards [[Zero]] both horizontally and straight down.&lt;br /&gt;
* Throw three clusters of spread knives straight ahead.&lt;br /&gt;
* Stop time, jump in the air, and throw two stationary knife spreads tilted down, before floating to the other side of the arena, restarting time and throwing two green knife spreads aimed at Zero, restarting time on the ground. These knives will only move while time is frozen, unlike her normal knives.&lt;br /&gt;
* Do a short hop off the ground.&lt;br /&gt;
&lt;br /&gt;
If Zero approaches her, she stops time and uses her jumping attack. Upon chasing her before time restarts, she repeats this from the other side, and for the third time, uses the green knife attack with the first two clusters flying upwards. This is done as a coutermeasure against the use of the [[Z-Saber]], and forces Zero to jump in the middle once time restarts, then avoid the second green knife cluster.&lt;br /&gt;
&lt;br /&gt;
If Sakuya's health drops below 14, her triple-combo knife throw attack is replaced by a move where she flies to the top of the screen and throws a flurry of knives down at Zero while starting and stopping time multiple times. In addition to her normal and &amp;quot;inverse&amp;quot; green knives, she will throw blue knives that move regardless of time's current state.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1.5&lt;br /&gt;
|saber=2&lt;br /&gt;
|burst=1&lt;br /&gt;
|drive=7&lt;br /&gt;
|cutbuster=1.5&lt;br /&gt;
|cutsaber=3&lt;br /&gt;
|cutburst=1&lt;br /&gt;
|cutdrive=1&lt;br /&gt;
|flamebuster=1.5&lt;br /&gt;
|flamesaber=2&lt;br /&gt;
|flameburst=1&lt;br /&gt;
|flamedrive=1&lt;br /&gt;
|icebuster=3&lt;br /&gt;
|icesaber=4&lt;br /&gt;
|iceburst=2&lt;br /&gt;
|icedrive=2&lt;br /&gt;
|zapbuster=1.5&lt;br /&gt;
|zapsaber=1&lt;br /&gt;
|zapburst=1&lt;br /&gt;
|zapdrive=1&lt;br /&gt;
|psybuster=2&lt;br /&gt;
|psysaber=4&lt;br /&gt;
|psyburst=1&lt;br /&gt;
|psydrive=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Psycho}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Alastor&amp;diff=25710</id>
		<title>Alastor</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Alastor&amp;diff=25710"/>
				<updated>2024-11-17T09:03:26Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#8E8F23&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=Alastor&lt;br /&gt;
|altname=Thunder Sword&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script=アラストール&lt;br /&gt;
|romaji=Arasutōru&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[Big Fish (user)|Big Fish]]&lt;br /&gt;
|programmer=[[Big Fish (user)|Big Fish]]&lt;br /&gt;
|artist=Karakato&lt;br /&gt;
|gender=N/A&lt;br /&gt;
|eyecolor=No eyes&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;4 (lightning ball)&amp;lt;br&amp;gt;2 (lightning bolt)&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Electric&lt;br /&gt;
|weak=[[Icicle Chip]] ([[Blank Drive]])&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Shocking Wacko Stage]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=Living Weapon&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&lt;br /&gt;
|appear2=''Devil May Cry''&lt;br /&gt;
|sprite=[[File:Alastor.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
'''Alastor''' is a boss from ''[[Make a Good Mega Man Level: Episode Zero]]'', based on the weapon of the same name from the original ''Devil May Cry''. It is a robotic replica of said weapon, and is a floating sword capable of storing and releasing powerful electric charges. It appears as the boss of the level [[Shocking Wacko Stage]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Alastor follows a set pattern with three attacks:&lt;br /&gt;
* First it flies up and down the screen multiple times in a row, trying to stab [[Zero]] while creating balls of lightning in the air; these become a bolt of lightning after a short delay.&lt;br /&gt;
* Eventually, Alastor dives to the centre of the screen and starts spinning rapidly, slowly chasing after Zero. Two ladders in the room are activated, and are necessary in dodging Alastor. After a while, it returns to the centre, turns off the ladders, and flies off one side of the screen.&lt;br /&gt;
* From its chosen side, Alastor fires six bolts of lightning, aiming at Zero's height. After this, it flies to the centre and repeats its pattern from the start.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=2&lt;br /&gt;
|saber=2&lt;br /&gt;
|burst=3&lt;br /&gt;
|drive=7&lt;br /&gt;
|cutbuster=2&lt;br /&gt;
|cutsaber=2&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=1&lt;br /&gt;
|flamebuster=2&lt;br /&gt;
|flamesaber=2&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=4&lt;br /&gt;
|zapbuster=2&lt;br /&gt;
|zapsaber=3&lt;br /&gt;
|zapburst=1&lt;br /&gt;
|zapdrive=1&lt;br /&gt;
|psybuster=2&lt;br /&gt;
|psysaber=3&lt;br /&gt;
|psyburst=1&lt;br /&gt;
|psydrive=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Because [[Stormy Spire]] doesn't have a boss, Alastor serves as the Zap Path's representative in [[The Ultimate Choice]]'s Soul Eraser difficulty.&lt;br /&gt;
* A mugshot was created for Alastor, but was ultimately never used in-game.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Zap}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Yamato_Man&amp;diff=25709</id>
		<title>Yamato Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Yamato_Man&amp;diff=25709"/>
				<updated>2024-11-17T08:05:14Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Mojo Dojo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#7D7F85&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:YamatoManMugshot.png|left|Yamato Man's mugshot]][[File:YamatoManMugshot.png|right|Yamato Man's mugshot]]Yamato Man&lt;br /&gt;
|image=[[File:YamatoManArt.png|250px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|script=ヤマトマン&lt;br /&gt;
|romaji=Yamatoman&lt;br /&gt;
|number=DWN-048&lt;br /&gt;
|designer=Rai Ichikawa&lt;br /&gt;
|programmer=[[ACESpark]]{{3}}&amp;lt;br&amp;gt;[[Big Fish (user)|Big Fish]]{{EZ}}&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Green&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;4 (Yamato Spear)&amp;lt;br&amp;gt;2 (spear rocks){{EZ}}&amp;lt;br&amp;gt;3 (Toad Doll){{EZ}}&amp;lt;br&amp;gt;2 (Silver Tomahawk){{EZ}}&amp;lt;br&amp;gt;3 (boulder){{EZ}}&amp;lt;br&amp;gt;4 (spinning spear, Tomahawk Man, boulder fragment, Toad Doll explosion){{EZ}}&lt;br /&gt;
|weapon=Yamato Spear&lt;br /&gt;
|hp=28 (Yamato Man)&amp;lt;br&amp;gt;1 (falling rock){{EZ}}&amp;lt;br&amp;gt;1 (rock fragment){{EZ}}&amp;lt;br&amp;gt;Infinite (Toad Doll){{EZ}}&amp;lt;br&amp;gt;Infinite (Tomahawk Man){{EZ}}&lt;br /&gt;
|attack= &lt;br /&gt;
|type=Cutter&lt;br /&gt;
|weak=[[Laser Trident]], [[Propeller Vortex]]{{3}}&amp;lt;br&amp;gt;[[Psycho Chip]] ([[Z-Saber]], [[Z-Burst]]){{EZ}}&amp;lt;br&amp;gt;[[Magic Card]], [[Super Arrow]], [[Tengu Blade]]{{Megamix}}&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]] (formerly)&lt;br /&gt;
|stage=[[Mojo Dojo]]{{EZ}}&lt;br /&gt;
|location='''MaGMML3:'''&amp;lt;br&amp;gt;[[Rec Man (stage)|Rec Man]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Mojo Dojo]]&lt;br /&gt;
|occupation=Combat Robot&lt;br /&gt;
|OffAppear=[[Mega Man 6]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]] (NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]] (NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|MaGMML3]] (Boss, NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss, NPC)&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:MaGMML3 YamatoMan.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
'''Yamato Man''' is a Robot Master from ''[[Mega Man 6]]''. He was one of several robots to enter into the First Annual Robot Tournament, where he made it to the finals before being reprogrammed by [[Doctor Albert W. Wily|Dr. Wily]] under the guise of Mr. X. He is armed with lightweight armor that grants better mobility, as well as the armor-piercing Yamato Spear. The latter has the drawback of a limited supply of spearheads, thus he needs to recollect them manually.&lt;br /&gt;
&lt;br /&gt;
In the original ''[[Make a Good Mega Man Level]]'', he appears as an NPC in [[Tier 2 (MaGMML)|Tier 2]], and in ''[[Make a Good Mega Man Level 2]]'', he runs the [[Dojo]].&lt;br /&gt;
&lt;br /&gt;
Yamato Man is one of the devkit bosses present in the [[Megamix Engine]], and appears as a devkit boss in ''[[Make a Good Mega Man Level 3]]''.&lt;br /&gt;
&lt;br /&gt;
In ''[[Make a Good Mega Man Level: Episode Zero]]'', Yamato Man is a prominent character, appearing as the boss of the stage [[Mojo Dojo]]. After dueling [[Zero]], he becomes a [[Z-Phone]] contact and gives information and strategies when called during a boss fight. He also runs the Dojo in [[Mega City]] where Zero can refight bosses, and cameos in [[Entrance Succession]] as a member of the &amp;quot;Cool Robots Club&amp;quot;. He additionally makes one last appearance in the end credits, dueling Tomahawk Man and subsequently defeating him with a kick powerful enough to send him flying into a nearby forest.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
===Devkit===&lt;br /&gt;
Yamato Man will perform one of two attacks at random, up to a maximum of two times in a row before using the other attack.&lt;br /&gt;
* Jumping into the air towards [[Mega Man]]'s location while firing a spreadshot of three spearheads downwards.&lt;br /&gt;
* Shooting his Yamato Spear's spearhead straight ahead, before running to pick it up once it hits a wall or Mega Man.&lt;br /&gt;
&lt;br /&gt;
===Mojo Dojo===&lt;br /&gt;
Yamato Man has a greatly expanded skillset, with more attacks than his devkit iteration. He will first use one of these two attacks:&lt;br /&gt;
* Jumps into the air and twirls his spear, before throwing it at Zero. Once it reaches a wall or the floor, it spins in place and kicks up rock fragments until Yamato Man runs over to pick it back up.&lt;br /&gt;
* Summons Tomahawk Man, whom he then kicks into the air. While airborne, Tomahawk Man drops three Silver Tomahawks straight down.&lt;br /&gt;
Afterwards, Yamato Man runs to the left side of the arena and jumps to the right, dropping two [[Toad Dummy|Toad Dolls]] down into the arena. These dolls make dodging whatever his next attack is more difficult. After using one more attack, Yamato Man fires a spearhead straight ahead, sending the Toad Dolls into the right wall where they explode. While Yamato Man runs to pick the spearhead back up, a boulder falls from directly above Zero.&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:GildedMan.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Gilded Man&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;|[[Gilded Man (stage)|Gilded Man]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A robot clad in shiny golden armor that attacks by shooting rubies out of his sword. A misplaced hurtbox results in [[Laser Trident|his weakness]] passing harmlessly through him if fired from the ground level.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[RadRobot]]&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 (ruby shot)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:BenK.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Superheavy Samurai Big Ben K&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;|[[Superheavy Samurai Big BenK]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A standard looking yet very powerful [[Ben K]]. When grounded, it will throw a twirling spear instead of a spear head. It is also capable of performing the same attack more than twice in a row, unlike Yamato Man.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Gnief Fiar]]&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 (spear head)&amp;lt;br&amp;gt;2 (twirling spear)&lt;br /&gt;
|-&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=1&lt;br /&gt;
|gemini=2&lt;br /&gt;
|solar=2&lt;br /&gt;
|top=1&lt;br /&gt;
|wool=1&lt;br /&gt;
|black=1&lt;br /&gt;
|phar=1/3&lt;br /&gt;
|magic=4&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 2{{Megamix}}===&lt;br /&gt;
{{Damagetable2M&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|hornet=2&lt;br /&gt;
|jewel=1&lt;br /&gt;
|grab=1&lt;br /&gt;
|triple=2&lt;br /&gt;
|flash=N&lt;br /&gt;
|slash=1&lt;br /&gt;
|wheel=1&lt;br /&gt;
|sakugarne=1&lt;br /&gt;
|wire=2&lt;br /&gt;
|arrow=4&lt;br /&gt;
|notes=&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=2&lt;br /&gt;
|laser=4&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=2&lt;br /&gt;
|thunder=1&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=2&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=1/1&lt;br /&gt;
|power=1&lt;br /&gt;
|notes=Damage values are identical for Gilded Man.&lt;br /&gt;
}}&lt;br /&gt;
====Superheavy Samurai Big Ben K====&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=4&lt;br /&gt;
|thunder=1&lt;br /&gt;
|magnetic=1&lt;br /&gt;
|ice=1&lt;br /&gt;
|break=7&lt;br /&gt;
|tape=2/3/N&lt;br /&gt;
|lantern=1&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=5&lt;br /&gt;
|cable=1&lt;br /&gt;
|shoes=1&lt;br /&gt;
|royal=1&lt;br /&gt;
|bait=1/1&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=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{{Megamix}}===&lt;br /&gt;
{{Damagetable48HM&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=1&lt;br /&gt;
|tengu=4/4/4&lt;br /&gt;
|water=1&lt;br /&gt;
|concrete=1&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=1&lt;br /&gt;
|drive=7&lt;br /&gt;
|cutbuster=1&lt;br /&gt;
|cutsaber=1&lt;br /&gt;
|cutburst=1&lt;br /&gt;
|cutdrive=1&lt;br /&gt;
|flamebuster=1&lt;br /&gt;
|flamesaber=2&lt;br /&gt;
|flameburst=2&lt;br /&gt;
|flamedrive=3&lt;br /&gt;
|icebuster=1&lt;br /&gt;
|icesaber=1&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=1&lt;br /&gt;
|psybuster=2&lt;br /&gt;
|psysaber=4&lt;br /&gt;
|psyburst=4&lt;br /&gt;
|psydrive=3&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=1&lt;br /&gt;
|plant=0&lt;br /&gt;
|block=1&lt;br /&gt;
|ice=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Yamato Man is the only Z-Phone contact to be fought as a boss, with everyone else remaining NPCs.&lt;br /&gt;
* In ''MaGMML: Episode Zero'', the dialogue box in the stage [[Mojo Dojo]] keeps changing Yamato Man's name in an odd gag, changing it to &amp;quot;Yamato Person&amp;quot;, &amp;quot;Yamato Dude&amp;quot;, &amp;quot;Yamato Bruh&amp;quot;, &amp;quot;Yamato Mad&amp;quot;, &amp;quot;Yamato Guy&amp;quot;, &amp;quot;Yam Man&amp;quot;, &amp;quot;Yamato Mode&amp;quot;, &amp;quot;Purple Man (Not Thanos)&amp;quot;, &amp;quot;Japan Man&amp;quot;, &amp;quot;I ran out of names&amp;quot;, &amp;quot;Yuhmato Man&amp;quot;, and &amp;quot;Yeetmato Man&amp;quot;.&lt;br /&gt;
* Yamato Man's weakness to [[Psycho Chip]] weaponry in ''MaGMML: Episode Zero'' is heavily hinted at in the Z-Phone conversation against the [[Psycho Golem]], where he claims that psychic-type opponents are &amp;quot;impossible to beat.&amp;quot;&lt;br /&gt;
* Notably, Yamato Man is one of the only two hub NPCs from the original ''Make a Good Mega Man Level'' game to be completely absent in ''[[Make a Good Mega Man Level Remastered]]'', the other being [[Galaxy Man]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 3}}&lt;br /&gt;
{{MaGMML3 Tier 10}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Other}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Devkit Bosses]][[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Fighting_Fefnir&amp;diff=25697</id>
		<title>Fighting Fefnir</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Fighting_Fefnir&amp;diff=25697"/>
				<updated>2024-11-14T08:10:18Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#D82800&lt;br /&gt;
|titletext= #FFFFFF&lt;br /&gt;
|name=Fighting Fefnir&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script=「闘将」ファーブニル&lt;br /&gt;
|romaji=「Tōshō」 Fābuniru&lt;br /&gt;
|number=&lt;br /&gt;
|designer= Toru Yakanama&lt;br /&gt;
|programmer=[[Scatman's World]]&lt;br /&gt;
|artist=[[BBLIR]]&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor= Red&lt;br /&gt;
|at=3 (contact)&amp;lt;br&amp;gt;6 (large shot)&amp;lt;br&amp;gt;2 (flame)&amp;lt;br&amp;gt;3 (fire wave)&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Flame&lt;br /&gt;
|weak=[[Zap Chip]] ([[Z-Saber]])&lt;br /&gt;
|affiliations=[[Splash Woman]]&amp;lt;br&amp;gt;Tornado Man&lt;br /&gt;
|stage=[[Scorched Factory]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=Anti-Pollution Robot&lt;br /&gt;
|OffAppear=Mega Man Zero series&lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:FightingFefnir.png]] [[File:Fefnoor.png|Fefnoor]]&lt;br /&gt;
}}&lt;br /&gt;
'''Fighting Fefnir''' is a boss from the ''Mega Man Zero'' series. One of the Four Guardians of Neo Arcadia, he is a powerful flame-wielding combat robot with a fierce love for battle and unflinching devotion to his master.&lt;br /&gt;
&lt;br /&gt;
Fefnir appears in ''[[Make a Good Mega Man Level: Episode Zero]]'' as the boss of [[Scorched Factory]], with a redesign matching the aesthetic of the classic ''Mega Man'' series' Robot Masters. Here, he was a robot created to destroy pollution. He has become friends with [[Splash Woman]] and Tornado Man, according to their [[CD]] profiles.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Fefnir attacks in a set pattern, with quick movement. First he dashes towards [[Zero]], before rapid-firing five large shots at the wall; these shots create small flames that fall to the ground. After dashing towards Zero two more times, he jumps to the other side of the arena while firing a shot at the floor, which releases two rushing waves of fire. He will fire another shot at the wall to spread three evenly spaced flames on the ground, then jump forwards to punch the ground, creating another wave of fire. After this, his pattern repeats.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1&lt;br /&gt;
|saber=2&lt;br /&gt;
|burst=1&lt;br /&gt;
|drive=7&lt;br /&gt;
|cutbuster=1&lt;br /&gt;
|cutsaber=2&lt;br /&gt;
|cutburst=1&lt;br /&gt;
|cutdrive=1&lt;br /&gt;
|flamebuster=0&lt;br /&gt;
|flamesaber=0&lt;br /&gt;
|flameburst=0&lt;br /&gt;
|flamedrive=0&lt;br /&gt;
|icebuster=2&lt;br /&gt;
|icesaber=2&lt;br /&gt;
|iceburst=2&lt;br /&gt;
|icedrive=2&lt;br /&gt;
|zapbuster=3&lt;br /&gt;
|zapsaber=4&lt;br /&gt;
|zapburst=3&lt;br /&gt;
|zapdrive=3&lt;br /&gt;
|psybuster=1&lt;br /&gt;
|psysaber=2&lt;br /&gt;
|psyburst=1&lt;br /&gt;
|psydrive=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Rarely, Fefnir will appear with an alternate design (referred to internally as &amp;quot;Fefnoor&amp;quot;) depicting him as a scowling MS Paint blob goblin, just like Zero's appearance in the ''MaGMML'' series.&lt;br /&gt;
* Fighting Fefnir's friendship with Tornado Man and Splash Woman references the pair's resemblance to Sage Harpuia and Fairy Leviathan, two other members of the Four Guardians from the ''Mega Man Zero'' series.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Flame}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Doc_Robot_Overloaded&amp;diff=25696</id>
		<title>Doc Robot Overloaded</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Doc_Robot_Overloaded&amp;diff=25696"/>
				<updated>2024-11-14T07:22:41Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Phase 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#8D83AB&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:DocRobotMugshot.png|left|Doc Robot's mugshot]][[File:DocRobotMugshot.png|right|Doc Robot's mugshot]]Doc Robot Overloaded&lt;br /&gt;
|image=[[File:DocRobotArt.jpg|250px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|script=ドクロボットK-176オーバローディッド&lt;br /&gt;
|romaji=Dokurobotto K-176 Ōbārōdiddo&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[Scatman's World]]&lt;br /&gt;
|programmer=[[Scatman's World]]&lt;br /&gt;
|artist=[[Scatman's World]]&lt;br /&gt;
|gender=None&lt;br /&gt;
|eyecolor=Black&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=84 (boss)&amp;lt;br&amp;gt;1 (&amp;quot;fish&amp;quot; drones)&lt;br /&gt;
|at=3 (contact)&amp;lt;br&amp;gt;2 (projectile)&amp;lt;br&amp;gt;3 (split bullet)&amp;lt;br&amp;gt;3 (Crash Bomb explosion)&amp;lt;br&amp;gt;4 (large sawblade)&amp;lt;br&amp;gt;2 (&amp;quot;fish&amp;quot; drones)&amp;lt;br&amp;gt;3 (Metal Blade)&amp;lt;br&amp;gt;3 (Gemini Laser)&amp;lt;br&amp;gt;3 (Plant Barrier)&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Copy&lt;br /&gt;
|weak=[[Icicle Chip]] ([[Blank Drive]])&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|stage=[[Abandoned Lab]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=Combat Robot&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:DocRobot.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
'''Doc Robot Overloaded''' is a boss from ''[[Make a Good Mega Man Level: Episode Zero]]'', appearing at the end of [[Abandoned Lab]]. It is an old but durable [[Doc Robot]] model with the program data and weapons of multiple Robot Masters, left to rot in one of [[Doctor Albert W. Wily|Dr. Wily]]'s old Wily Castles.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Throughout the fight, holographic mugshots in the background indicate what Robot Master(s) Doc Robot Overloaded is currently copying. It has three phases in battle.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
At first, Doc Robot Overloaded jumps while shooting two of [[Centaur Man]]'s spreadshot bullets against the wall and runs away from Mega Man, before launching multiple Crash Bombs from one of the cannons that it has on its back. The Crash Bombs themselves do no damage, but they cover the entire floor and explode one by one after a short delay. After repeating this attack once, Doc Robot Overloaded throws a large sawblade that crawls along the ground before bouncing back akin to the supersized Rolling Cutter that [[Cut Man]] can throw upon losing half his own health in ''Mega Man Powered Up''. A [[Mag Fly]] then comes from the top of the screen and lifts it up as it sings like [[Splash Woman]], summoning small drones resembling [[Him]]. Once it reaches the top, it throws six [[Metal Blade]]s straight down at [[Zero]] before dropping back down. Its attack pattern will continue this way until Zero chops its arms off with his sword or otherwise deals enough damage to it.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
Upon taking enough damage, Doc Robot Overloaded loses its arms and back cannons, before jumping in the air and creating a clone using [[Komuso Man]]'s Doppel Attack. This clone is completely invincible and is distinguished by being bright orange, but the real Doc Robot now takes double damage. Both Doc Robots will then jump and fire two small [[Gemini Laser]]s from their sides, which bounce around the room. They then jump around in sync with each other. Once the lasers go offscreen, they will continue to jump around a bit before the real Doc Robot creates a grey [[Plant Barrier]] that it fires after the pair performs a large jump across the room; the Plant Barrier boomerangs back like [[Cut Man]]'s Rolling Cutter once it strikes a wall. They then run back and forth across the room like [[Crash Man]] and [[Gemini Man]], only jumping when the fire button is pressed. The real Doc Robot mimics Crash Man's jumping AI (although it does not send anything towards Zero while jumping), while the clone mimics Gemini Man's. The phase's pattern then repeats.&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
Once reduced to a single healthbar, Doc Robot Overloaded's head and clone are destroyed, while the body starts sparking and exploding. At this point, it is completely invincible and starts mimicking [[Quick Man]]'s movement patterns, jumping three times at random heights before running straight ahead. However, it doesn't use the Quick Boomerang, and its health slowly depletes itself (over a period of around 21 seconds with a bar vanishing once every 3/4 of a second) as the fight progresses, making it a matter of survival. Once its health reaches a certain amount, it will freeze in place as its body becomes more unstable, before eventually self-destructing.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
The numbers listed below represent the number of bars each attack takes away. Each bar is around 3.57143% Doc Robot Overloaded's health in each phase. It has half as much health in its second phase as it does in its first phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1&lt;br /&gt;
|saber=2&lt;br /&gt;
|burst=1&lt;br /&gt;
|drive=7&lt;br /&gt;
|cutbuster=1&lt;br /&gt;
|cutsaber=2.5&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=2.5&lt;br /&gt;
|flamebuster=1&lt;br /&gt;
|flamesaber=2&lt;br /&gt;
|flameburst=1&lt;br /&gt;
|flamedrive=2&lt;br /&gt;
|icebuster=1&lt;br /&gt;
|icesaber=2&lt;br /&gt;
|iceburst=2&lt;br /&gt;
|icedrive=5&lt;br /&gt;
|zapbuster=1&lt;br /&gt;
|zapsaber=3&lt;br /&gt;
|zapburst=1&lt;br /&gt;
|zapdrive=2&lt;br /&gt;
|psybuster=1&lt;br /&gt;
|psysaber=2&lt;br /&gt;
|psyburst=2&lt;br /&gt;
|psydrive=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Phase 2===&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=2&lt;br /&gt;
|saber=4&lt;br /&gt;
|burst=2&lt;br /&gt;
|drive=14&lt;br /&gt;
|cutbuster=2&lt;br /&gt;
|cutsaber=5&lt;br /&gt;
|cutburst=4&lt;br /&gt;
|cutdrive=5&lt;br /&gt;
|flamebuster=2&lt;br /&gt;
|flamesaber=4&lt;br /&gt;
|flameburst=2&lt;br /&gt;
|flamedrive=4&lt;br /&gt;
|icebuster=2&lt;br /&gt;
|icesaber=4&lt;br /&gt;
|iceburst=4&lt;br /&gt;
|icedrive=10&lt;br /&gt;
|zapbuster=2&lt;br /&gt;
|zapsaber=6&lt;br /&gt;
|zapburst=2&lt;br /&gt;
|zapdrive=4&lt;br /&gt;
|psybuster=2&lt;br /&gt;
|psysaber=4&lt;br /&gt;
|psyburst=4&lt;br /&gt;
|psydrive=4&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Phase 3===&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=0&lt;br /&gt;
|saber=0&lt;br /&gt;
|burst=0&lt;br /&gt;
|drive=0&lt;br /&gt;
|cutbuster=0&lt;br /&gt;
|cutsaber=0&lt;br /&gt;
|cutburst=0&lt;br /&gt;
|cutdrive=0&lt;br /&gt;
|flamebuster=0&lt;br /&gt;
|flamesaber=0&lt;br /&gt;
|flameburst=0&lt;br /&gt;
|flamedrive=0&lt;br /&gt;
|icebuster=0&lt;br /&gt;
|icesaber=0&lt;br /&gt;
|iceburst=0&lt;br /&gt;
|icedrive=0&lt;br /&gt;
|zapbuster=0&lt;br /&gt;
|zapsaber=0&lt;br /&gt;
|zapburst=0&lt;br /&gt;
|zapdrive=0&lt;br /&gt;
|psybuster=0&lt;br /&gt;
|psysaber=0&lt;br /&gt;
|psyburst=0&lt;br /&gt;
|psydrive=0&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Sans Quick Man, Doc Robot Overloaded copies from the same Robot Masters that the Doc Robot fight in ''[[Make a Good Mega Man Level 2]]'' used.&lt;br /&gt;
* In-between phases, the boss can be hit, but it will take no actual damage until it begins attacking again.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 1}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Knight_Man&amp;diff=25686</id>
		<title>Knight Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Knight_Man&amp;diff=25686"/>
				<updated>2024-11-11T13:00:29Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Phase 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|With the power of the [[Noble Nickel|nickels]]...I will have it in me!!!|Knight Man|[[Make a Good Mega Man Level 2]].}}&lt;br /&gt;
{{robotmaster&lt;br /&gt;
|titlebg=#696540&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:KnightManMugshot.png|left|Knight Man's Mugshot]][[File:KnightManMugshot.png|right|Knight Man's Mugshot]] Knight Man&lt;br /&gt;
|image=[[File:KnightManArt.png|270px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|script=ナイトマン&lt;br /&gt;
|romaji=Naitoman&lt;br /&gt;
|number=DWN-044&lt;br /&gt;
|designer=Daniel Vallée&lt;br /&gt;
|programmer=&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|at=&lt;br /&gt;
|weapon=Knight Crusher&lt;br /&gt;
|hp=140 (total)&amp;lt;br&amp;gt;28 (phase 1)&amp;lt;br&amp;gt;28 (phase 2)&amp;lt;br&amp;gt;84 (phase 3)&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Impact&lt;br /&gt;
|weak=[[Triple Blade]] (phase 1)&amp;lt;br&amp;gt;[[Wire Adaptor]], [[Match Blast]] (phase 2)&amp;lt;br&amp;gt;[[Mega Buster]] (phase 3)&lt;br /&gt;
|affiliations= [[Doctor Albert W. Wily|Dr. Wily]] (formerly)&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[Chateau Chevaleresque]]&lt;br /&gt;
|occupation=Combat Robot&amp;lt;br&amp;gt;Owner of Chateau Chevaleresque&amp;lt;br&amp;gt;Robot who has it in him&lt;br /&gt;
|OffAppear=[[Mega Man 6]]&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]] (NPC, Superboss)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (NPC)&amp;lt;br&amp;gt;[[Megamix Engine]] (NPC)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:KnightMan.png|Normal]]}} {{MirrorDiv |mirror=[[File:KnightManSuperSaiyan.png|Phase 3]]}}&lt;br /&gt;
}}&lt;br /&gt;
'''Knight Man''' is a boss from ''[[Mega Man 6]]''. Designed for combat, he entered into the First Annual Robot Tournament, where he made it to the finals before being reprogrammed by [[Doctor Albert W. Wily|Dr. Wily]] under the guise of Mr. X.&lt;br /&gt;
&lt;br /&gt;
While he appears as a minor NPC in [[Tier 2 (MaGMML)|Tier 2]] in the original ''[[Make a Good Mega Man Level]]'' and [[Make a Good Mega Man Level Remastered|its remake]], he has a much more important role in ''[[Make a Good Mega Man Level 2]]''. There, he runs [[Chateau Chevaleresque]], and will give rewards for collecting certain amounts of [[Noble Nickel]]s. Once all 220 Noble Nickels have been collected, Knight Man will explain the true power of the Noble Nickels, and reveal that the reason he was searching for all of them was so that he could defeat [[Mega Man]]. Knight Man is then fought as a superboss.&lt;br /&gt;
&lt;br /&gt;
Knight Man would later make a small cameo in ''[[Make a Good Mega Man Level: Episode Zero]]'', once again staying in and managing Chateau Chevaleresque. He is seen during the game's credits, raising his beer glass and winking at the camera. After the credits, he is seen talking to [[Zero]] (in his hooded disguise) inside the Chateau, the latter implied to having just finished telling Knight Man about his adventures and his desire to prove himself to Mega Man, which Knight Man claims to relate with.&lt;br /&gt;
&lt;br /&gt;
Although he isn't a boss, Knight Man is included in the [[Megamix Engine]] as the default appearance of moving NPC objects.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
===Phase 1===&lt;br /&gt;
Knight Man's first phase is directly based off his battle from ''Mega Man 6''. He will randomly pick between one of three attacks:&lt;br /&gt;
*Walk to Mega Man's position.&lt;br /&gt;
*Throw his Knight Crusher at Mega Man, which returns to Knight Man after reaching Mega Man's position.&lt;br /&gt;
*Jump at Mega Man.&lt;br /&gt;
When Knight Man's health has been depleted, he will charge up a &amp;quot;Knight Punch&amp;quot; and launch Mega Man into space, starting the second phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
Mega Man is able to move freely in all directions using [[Rush Jet]] during this phase and will automatically face Knight Man. Knight Man randomly picks between the following attacks:&lt;br /&gt;
*Throw eight Knight Crushers while floating around Mega Man's vertical position. Knight Man always starts the battle with this attack.&lt;br /&gt;
*Move to the center of the screen, and shoot streams of lasers in four directions, randomly changing the direction they rotate in while throwing Knight Crushers. The lasers are orange when rotating clockwise and blue when rotating counterclockwise.&lt;br /&gt;
*Teleport to the side of Mega Man up to six times, throwing a Knight Crusher each time, and return to the starting position with the last teleportation.&lt;br /&gt;
*Throw a charged Knight Crusher that bounces along the edges of the screen aiming at Mega Man, then chase Mega Man while throwing spreads of three Knight Crushers.&lt;br /&gt;
Once Knight Man's health has been depleted a second time, he will use another Knight Punch on Mega Man and launch him to the moon, following him there. Once they reach the moon's surface, Knight Man uses the power of the Noble Nickels to strengthen himself even further, beginning phase 3.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
Knight Man will start the battle by randomly picking between the following attacks, teleporting 2-3 times to random positions between each attack:&lt;br /&gt;
*Appear at the side, create a circle of eight golden energy balls, then fire them at Mega Man in quick succession.&lt;br /&gt;
*Create a [[Black Hole Bomb]] that tries to suck Mega Man in, and throw seven Knight Crushers to try and knock Mega Man into the black hole. &lt;br /&gt;
*Appear at the top, create a circle of eight golden energy balls that spins rapidly before moving out in all directions. Repeat twice, then create a similar circle of golden energy balls that instead lines up in a row at the top of the screen and drops down in random order.&lt;br /&gt;
*Create two purple energy blasts that chase Mega Man while moving in cardinal directions, turning up to three times. The first energy blast is shot at ground level and will eventually fly straight up off the screen, while the second is shot at the top and will eventually drop to the ground and explode.&lt;br /&gt;
*Fire a barrage of purple energy blasts upwards that drop down in rows that Mega Man must maneuver between.&lt;br /&gt;
When Knight Man's health reaches 56, his set of attacks changes:&lt;br /&gt;
*Float to the center of the screen and turn into two gigantic blue energy orbs that slowly move around the screen, bouncing off edges.&lt;br /&gt;
*Stop time, then unleash a giant spread of blades (identical in appearance to the [[Triple Blade]]) right above Mega Man, then create a smaller group of 3 blades straight forward before time begins flowing again and the blades above turn to Mega Man's position.&lt;br /&gt;
*Create a circle of golden energy balls, then fire them at Mega Man in quick succession like in his previous healthbar phase.&lt;br /&gt;
*Throw four Knight Crushers that home in on Mega Man. The Knight Crushers will sometimes stop briefly before resuming movement in whatever direction Mega Man has moved to (much like the infamous energy balls used by the Wily Capsule in ''[[Mega Man 7]]''). Repeat the attack on the opposite side.&lt;br /&gt;
*Charge up an oval-shaped golden aura around himself, then create four circles of six golden energy balls that float outwards while also spinning slightly, making it harder for Mega Man to squeeze between them.&lt;br /&gt;
When Knight Man's health reaches 28, his attack set changes once again:&lt;br /&gt;
*Charge up a golden oval-shaped aura around himself and fire five streams of golden energy balls that each move outward in spiral formations.&lt;br /&gt;
*Summon an onslaught of meteors that drop straight down from the top of the screen (the meteors are identical in appearance to the giant fireballs shot by [[The Scorching Duo|Scorch Man from ''Mega Man Sunrise'']].&lt;br /&gt;
*Create a circle of golden energy balls, then fire all but four them at Mega Man in quick succession before teleporting to the other side of the screen and firing the remaining four at Mega Man.&lt;br /&gt;
*An attack that is identical to his homing Knight Crusher attack from his previous healthbar phase.&lt;br /&gt;
*Teleport off of the screen, then shoot a set of blue, non-lethal [[Quick Laser]]s, one at a time, either horizontally or vertically. The Force Beams will shift directions shortly after appearing, requiring Mega Man to either position himself just right or dodge very skillfully, even having to slide under a Force Beam in one case. Knight Man will teleport back on the screen after the attack is over.&lt;br /&gt;
After depleting Knight Man's health a third time, the battle will end.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Phase 1===&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/3&lt;br /&gt;
| hornet = 2&lt;br /&gt;
| jewel = 1&lt;br /&gt;
| grab = 0&lt;br /&gt;
| triple = 4&lt;br /&gt;
| slash = 1&lt;br /&gt;
| wheel = 1&lt;br /&gt;
| sakugarne = 3&lt;br /&gt;
| wire = 1&lt;br /&gt;
| arrow = 1&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
===Phase 2===&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/2&lt;br /&gt;
| hornet = 1&lt;br /&gt;
| jewel = 1&lt;br /&gt;
| grab = 1&lt;br /&gt;
| triple = 2&lt;br /&gt;
| slash = 1&lt;br /&gt;
| wheel = 1&lt;br /&gt;
| sakugarne = 3*&lt;br /&gt;
| wire = 3&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = *Sakugarne cannot be used during this phase. Match Blast, however, can.&lt;br /&gt;
}}&lt;br /&gt;
===Phase 3===&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/2&lt;br /&gt;
| hornet = 1&lt;br /&gt;
| jewel = 1&lt;br /&gt;
| grab = 1&lt;br /&gt;
| triple = 1&lt;br /&gt;
| slash = 1&lt;br /&gt;
| wheel = 1&lt;br /&gt;
| sakugarne = 1&lt;br /&gt;
| wire = 1&lt;br /&gt;
| arrow = 1&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The recurring theme of Knight Man &amp;quot;having it in him&amp;quot; is an in-joke relating to the credits of the fangame ''Mega Man: Rock Force''. In a scene where Knight Man is shown performing in a stage play with a fanmade Robot Master from the game called Charade Man, [[Plant Man]] says &amp;quot;You know, I didn't think Knight Man had it in him.&amp;quot;&lt;br /&gt;
*Knight Man's battle includes several references to other series of video games and miscellaneous media:&lt;br /&gt;
**Phases 2 and 3 of Knight Man's fight as a whole are a reference to the final boss of ''Kirby's Adventure'', being a battle in the middle of space with free movement followed by a grounded battle on the moon, complete with said battle ending with the moon having a hole blown in it to make it permanently look like a crescent moon.&lt;br /&gt;
**Knight Man's appearance in phase 3 is based on Super Saiyans from the ''Dragon Ball'' franchise.&lt;br /&gt;
**Knight Man's giant blue orb attack in phase 3 is based on an attack used by Magolor Soul, the secret final boss of ''Kirby's Return to Dream Land''.&lt;br /&gt;
**Knight Man's time-stopping attack is a reference to ''Stardust Crusaders'', the third part of ''JoJo's Bizarre Adventure''. The main villain of the part, DIO, has the ability to stop time at will, and sometimes uses this ability to throw several knives while time is stopped, then resume time for his targets to be hurt by the knives.&lt;br /&gt;
*In Phase 1 of Knight Man's fight, Knight Man always throws his Knight Crusher as his first attack (in order to go well with his starting pose) rather than randomly picking one of his three attacks in ''Mega Man 6''. This also happens in ''Mega Man Maker''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Bosses]][[Category:Robot Masters]][[Category:Superbosses]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Knight_Man&amp;diff=25685</id>
		<title>Knight Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Knight_Man&amp;diff=25685"/>
				<updated>2024-11-11T12:32:58Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Phase 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|With the power of the [[Noble Nickel|nickels]]...I will have it in me!!!|Knight Man|[[Make a Good Mega Man Level 2]].}}&lt;br /&gt;
{{robotmaster&lt;br /&gt;
|titlebg=#696540&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:KnightManMugshot.png|left|Knight Man's Mugshot]][[File:KnightManMugshot.png|right|Knight Man's Mugshot]] Knight Man&lt;br /&gt;
|image=[[File:KnightManArt.png|270px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|script=ナイトマン&lt;br /&gt;
|romaji=Naitoman&lt;br /&gt;
|number=DWN-044&lt;br /&gt;
|designer=Daniel Vallée&lt;br /&gt;
|programmer=&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|at=&lt;br /&gt;
|weapon=Knight Crusher&lt;br /&gt;
|hp=140 (total)&amp;lt;br&amp;gt;28 (phase 1)&amp;lt;br&amp;gt;28 (phase 2)&amp;lt;br&amp;gt;84 (phase 3)&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Impact&lt;br /&gt;
|weak=[[Triple Blade]] (phase 1)&amp;lt;br&amp;gt;[[Wire Adaptor]], [[Match Blast]] (phase 2)&amp;lt;br&amp;gt;[[Mega Buster]] (phase 3)&lt;br /&gt;
|affiliations= [[Doctor Albert W. Wily|Dr. Wily]] (formerly)&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[Chateau Chevaleresque]]&lt;br /&gt;
|occupation=Combat Robot&amp;lt;br&amp;gt;Owner of Chateau Chevaleresque&amp;lt;br&amp;gt;Robot who has it in him&lt;br /&gt;
|OffAppear=[[Mega Man 6]]&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]] (NPC, Superboss)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (NPC)&amp;lt;br&amp;gt;[[Megamix Engine]] (NPC)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:KnightMan.png|Normal]]}} {{MirrorDiv |mirror=[[File:KnightManSuperSaiyan.png|Phase 3]]}}&lt;br /&gt;
}}&lt;br /&gt;
'''Knight Man''' is a boss from ''[[Mega Man 6]]''. Designed for combat, he entered into the First Annual Robot Tournament, where he made it to the finals before being reprogrammed by [[Doctor Albert W. Wily|Dr. Wily]] under the guise of Mr. X.&lt;br /&gt;
&lt;br /&gt;
While he appears as a minor NPC in [[Tier 2 (MaGMML)|Tier 2]] in the original ''[[Make a Good Mega Man Level]]'' and [[Make a Good Mega Man Level Remastered|its remake]], he has a much more important role in ''[[Make a Good Mega Man Level 2]]''. There, he runs [[Chateau Chevaleresque]], and will give rewards for collecting certain amounts of [[Noble Nickel]]s. Once all 220 Noble Nickels have been collected, Knight Man will explain the true power of the Noble Nickels, and reveal that the reason he was searching for all of them was so that he could defeat [[Mega Man]]. Knight Man is then fought as a superboss.&lt;br /&gt;
&lt;br /&gt;
Knight Man would later make a small cameo in ''[[Make a Good Mega Man Level: Episode Zero]]'', once again staying in and managing Chateau Chevaleresque. He is seen during the game's credits, raising his beer glass and winking at the camera. After the credits, he is seen talking to [[Zero]] (in his hooded disguise) inside the Chateau, the latter implied to having just finished telling Knight Man about his adventures and his desire to prove himself to Mega Man, which Knight Man claims to relate with.&lt;br /&gt;
&lt;br /&gt;
Although he isn't a boss, Knight Man is included in the [[Megamix Engine]] as the default appearance of moving NPC objects.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
===Phase 1===&lt;br /&gt;
Knight Man's first phase is directly based off his battle from ''Mega Man 6''. He will randomly pick between one of three attacks:&lt;br /&gt;
*Walk to Mega Man's position.&lt;br /&gt;
*Throw his Knight Crusher at Mega Man, which returns to Knight Man after reaching Mega Man's position.&lt;br /&gt;
*Jump at Mega Man.&lt;br /&gt;
When Knight Man's health has been depleted, he will charge up a &amp;quot;Knight Punch&amp;quot; and launch Mega Man into space, starting the second phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
Mega Man is able to move freely in all directions using [[Rush Jet]] during this phase and will automatically face Knight Man. Knight Man randomly picks between the following attacks:&lt;br /&gt;
*Throw eight Knight Crushers while floating around Mega Man's vertical position. Knight Man always starts the battle with this attack.&lt;br /&gt;
*Move to the center of the screen, and shoot streams of lasers in four directions, randomly changing the direction they rotate in while throwing Knight Crushers. The lasers are orange when rotating clockwise and blue when rotating counterclockwise.&lt;br /&gt;
*Teleport to the side of Mega Man up to six times, throwing a Knight Crusher each time, and return to the starting position with the last teleportation.&lt;br /&gt;
*Throw a charged Knight Crusher that bounces along the edges of the screen aiming at Mega Man, then chase Mega Man while throwing spreads of three Knight Crushers.&lt;br /&gt;
Once Knight Man's health has been depleted a second time, he will use another Knight Punch on Mega Man and launch him to the moon, following him there. Once they reach the moon's surface, Knight Man uses the power of the Noble Nickels to strengthen himself even further, beginning phase 3.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
Knight Man will start the battle by randomly picking between the following attacks, teleporting 2-3 times to random positions between each attack:&lt;br /&gt;
*Create a circle of golden energy balls, then fire them at Mega Man in quick succession.&lt;br /&gt;
*Create a [[Black Hole Bomb]] that tries to suck Mega Man in, and throw multiple Knight Crushers to try and knock Mega Man into the black hole. &lt;br /&gt;
*Create a circle of golden energy balls that spins rapidly before moving out in all directions. Repeat twice, then create a similar circle of golden energy balls that instead lines up in a row at the top of the screen and drops down in groups.&lt;br /&gt;
*Create two purple energy blasts that chase Mega Man while only moving in cardinal directions. The first energy blast will eventually fly straight up off the screen, while the second will eventually drop to the ground and explode.&lt;br /&gt;
*Fire a barrage of purple energy blasts upwards that drop down in rows that Mega Man must maneuver between.&lt;br /&gt;
When Knight Man's health reaches 56, his set of attacks changes:&lt;br /&gt;
*Float to the center of the screen and turn into two gigantic blue energy orbs that slowly move around the screen, bouncing off edges.&lt;br /&gt;
*Stop time, then unleash a giant spread of blades (identical in appearance to the [[Triple Blade]]) right above Mega Man, then create a smaller group of 3 blades in front of Mega Man before time begins flowing again.&lt;br /&gt;
*Create a circle of golden energy balls, then fire them at Mega Man in quick succession.&lt;br /&gt;
*Throw four Knight Crushers that home in on Mega Man. The Knight Crushers will sometimes stop briefly before resuming movement in whatever direction Mega Man has moved to (much like the infamous energy balls used by the Wily Capsule in ''[[Mega Man 7]]''). Knight Man will then repeat the attack, using it on the side of the screen opposite to the side he first used the attack on.&lt;br /&gt;
*Charge up an oval-shaped golden aura around himself, then create a spread of several golden energy balls that float outwards while also spinning slightly, making it harder for Mega Man to squeeze between them.&lt;br /&gt;
When Knight Man's health reaches 28, his attack set changes once again:&lt;br /&gt;
*Charge up a golden oval-shaped aura around himself and fire five streams of golden energy balls that each move outward in spiral formations.&lt;br /&gt;
*Summon an onslaught of meteors that drop straight down from the top of the screen (the meteors are identical in appearance to the giant fireballs shot by [[The Scorching Duo|Scorch Man from ''Mega Man Sunrise'']].&lt;br /&gt;
*Create a circle of golden energy balls, then fire all but four them at Mega Man in quick succession before teleporting to the other side of the screen and firing the remaining four at Mega Man.&lt;br /&gt;
*An attack that is identical to his homing Knight Crusher attack from his previous healthbar phase.&lt;br /&gt;
*Teleport off of the screen, then shoot a set of blue, non-lethal [[Quick Laser]]s, one at a time, either horizontally or vertically. The Force Beams will shift directions shortly after appearing, requiring Mega Man to either position himself just right or dodge very skillfully, even having to slide under a Force Beam in one case. Knight Man will teleport back on the screen after the attack is over.&lt;br /&gt;
After depleting Knight Man's health a third time, the battle will end.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Phase 1===&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/3&lt;br /&gt;
| hornet = 2&lt;br /&gt;
| jewel = 1&lt;br /&gt;
| grab = 0&lt;br /&gt;
| triple = 4&lt;br /&gt;
| slash = 1&lt;br /&gt;
| wheel = 1&lt;br /&gt;
| sakugarne = 3&lt;br /&gt;
| wire = 1&lt;br /&gt;
| arrow = 1&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
===Phase 2===&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/2&lt;br /&gt;
| hornet = 1&lt;br /&gt;
| jewel = 1&lt;br /&gt;
| grab = 1&lt;br /&gt;
| triple = 2&lt;br /&gt;
| slash = 1&lt;br /&gt;
| wheel = 1&lt;br /&gt;
| sakugarne = 3*&lt;br /&gt;
| wire = 3&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = *Sakugarne cannot be used during this phase. Match Blast, however, can.&lt;br /&gt;
}}&lt;br /&gt;
===Phase 3===&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/2&lt;br /&gt;
| hornet = 1&lt;br /&gt;
| jewel = 1&lt;br /&gt;
| grab = 1&lt;br /&gt;
| triple = 1&lt;br /&gt;
| slash = 1&lt;br /&gt;
| wheel = 1&lt;br /&gt;
| sakugarne = 1&lt;br /&gt;
| wire = 1&lt;br /&gt;
| arrow = 1&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The recurring theme of Knight Man &amp;quot;having it in him&amp;quot; is an in-joke relating to the credits of the fangame ''Mega Man: Rock Force''. In a scene where Knight Man is shown performing in a stage play with a fanmade Robot Master from the game called Charade Man, [[Plant Man]] says &amp;quot;You know, I didn't think Knight Man had it in him.&amp;quot;&lt;br /&gt;
*Knight Man's battle includes several references to other series of video games and miscellaneous media:&lt;br /&gt;
**Phases 2 and 3 of Knight Man's fight as a whole are a reference to the final boss of ''Kirby's Adventure'', being a battle in the middle of space with free movement followed by a grounded battle on the moon, complete with said battle ending with the moon having a hole blown in it to make it permanently look like a crescent moon.&lt;br /&gt;
**Knight Man's appearance in phase 3 is based on Super Saiyans from the ''Dragon Ball'' franchise.&lt;br /&gt;
**Knight Man's giant blue orb attack in phase 3 is based on an attack used by Magolor Soul, the secret final boss of ''Kirby's Return to Dream Land''.&lt;br /&gt;
**Knight Man's time-stopping attack is a reference to ''Stardust Crusaders'', the third part of ''JoJo's Bizarre Adventure''. The main villain of the part, DIO, has the ability to stop time at will, and sometimes uses this ability to throw several knives while time is stopped, then resume time for his targets to be hurt by the knives.&lt;br /&gt;
*In Phase 1 of Knight Man's fight, Knight Man always throws his Knight Crusher as his first attack (in order to go well with his starting pose) rather than randomly picking one of his three attacks in ''Mega Man 6''. This also happens in ''Mega Man Maker''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Bosses]][[Category:Robot Masters]][[Category:Superbosses]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Volt_Man_the_Assimilator&amp;diff=25595</id>
		<title>Volt Man the Assimilator</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Volt_Man_the_Assimilator&amp;diff=25595"/>
				<updated>2024-10-25T22:36:05Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#8E8F23&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= [[File:VoltManAssimilatorMugshot.png|left|]][[File:VoltManAssimilatorMugshot.png|right|]] Volt Man the Assimilator&lt;br /&gt;
|image=[[File:Volt_man_assimilator.PNG|256px]]&lt;br /&gt;
|caption= Phase 2 of the fight&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number= &lt;br /&gt;
|designer= [[Shinryu]], [[SnoruntPyro]]&lt;br /&gt;
|programmer= [[SnoruntPyro]]&lt;br /&gt;
|gender=?&lt;br /&gt;
|eyecolor = Red&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp= 5 per Volt Man (Phase 1)&amp;lt;br&amp;gt;&lt;br /&gt;
28 (Phase 2)&lt;br /&gt;
|attack=&lt;br /&gt;
|type= Electric, Shadow&lt;br /&gt;
|weak=[[Slash Claw]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[The Arena|The Mega Arena]]&lt;br /&gt;
|occupation=Assimilator&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:VoltManTheAssimilator_Phase1.png]][[File:VoltManTheAssimilator_Phase2.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|One of us...one of us...ONE OF US...|Volt Man the Assimilator|pre-fight cutscene}}&lt;br /&gt;
&lt;br /&gt;
'''Volt Man the Assimilator''' is the final boss of [[The Arena|The Mega Arena]] in ''[[Make a Good Mega Man Level 2]]''. The fight is both a joke on [[Volt Man]]'s prominence as a devkit boss and the fact that in the game's source code, the default sprite for a non-moving NPC is Volt Man, leading to all of the hub rooms in-editor looking like they are exclusively populated by Volt Man. The fight itself does not start immediately upon entering the room in the arena - instead, the player must go through a recreation of [[Dr. Light's Lab]] where every NPC is replaced by Volt Man, including Eddie. All items in the shop become a &amp;quot;Volt Upgrade&amp;quot; that cannot be purchased. Defeating the boss will unlock the Sonic costume.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
The first phase involves twenty eight Volt Men coming at you two at a time, 100-Man Smash style. The Volt Men have eight different patterns they can randomly choose from, all of which get upgraded when the total health of the hivemind is below half:&lt;br /&gt;
* A Volt Man jumps around towards the player. When health is below half, the Volt Man will spawn floor-travelling sparks every time it hits the ground.&lt;br /&gt;
* A Volt Man forms a protective shield. When health is above or equal to half, the Volt Man will shoot the shield out like the normal Volt Man devkit boss, and when it is below half, the Volt Man will transform the shield into a large spark shot that it lobs at the player.&lt;br /&gt;
* A Volt Man continuously charges up and lobs two shots to the left and right of it. When health is above half, they will go straight, and when it is below or equal to half, they will bounce around the screen.&lt;br /&gt;
* A Volt Man teleports to slightly above the ground and floats around the arena, occasionally throwing out a spark shot. The Volt Man will fly faster when health is below half.&lt;br /&gt;
* A Volt Man does a high jump to the top of the arena, floats towards Mega Man, falls back down, and repeats the process. If health is below half, the Volt Man will shoot out floor travelling sparks when it hits the floor.&lt;br /&gt;
* A Volt Man will sit still and charge up. If the Volt Man is not defeated, it will eventually let out a huge flash that does heavy damage. If health is below half, the Volt Man will slide towards Mega Man while charging.&lt;br /&gt;
* A Volt Man continuously jumps up and down, causing earthquakes and a spark shot to fall down when it hits the ground. When health is below half, two spark shots to the left and right of the original spark shot will also fall down.&lt;br /&gt;
* A Volt Man will sit still and shoot out a homing shot occasionally. When health is below half, it will shoot out the homing shots more frequently.&lt;br /&gt;
&lt;br /&gt;
The second phase is a giant Volt Man &amp;quot;demon&amp;quot; drawn in a similar vein to [[Zero]], which always follows the same pattern.&lt;br /&gt;
*Spawns six large spark shots that delay a bit before shooting towards the player.&lt;br /&gt;
*Sends four spiraling spark shots out around itself and quickly moves around the screen before the spark shots explode.&lt;br /&gt;
*Spawns seven targets on top of Mega Man that, after a short time, will explode and shoot an arcing spark shot upwards.&lt;br /&gt;
*Spawn large spark shots all across the top of the screen (except for in one safe spot) that, after a while, will slam down. The first safe spot is two spark shots wide and to the right, then the second leftmost spark shot, and lastly, the rightmost spark shot.&lt;br /&gt;
*Summon sixteen mini spark shots straight downwards towards Mega Man.&lt;br /&gt;
*Shoot five spark shots that split and fall nearby on hitting the ground. Then the pattern repeats.&lt;br /&gt;
&lt;br /&gt;
Both phases go down quickly to Slash Claw, just like the regular Volt Man, so it is recommended to use that. While the fight is relatively easy, the rest of the Mega Arena may have you dwindling for resources.&lt;br /&gt;
&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 		1/1/3&lt;br /&gt;
| hornet = 		1&lt;br /&gt;
| jewel = 		0&lt;br /&gt;
| grab = 		2&lt;br /&gt;
| triple = 		1&lt;br /&gt;
| slash = 		2&lt;br /&gt;
| wheel = 		1&lt;br /&gt;
| sakugarne = 	        2&lt;br /&gt;
| wire = 		1&lt;br /&gt;
| arrow = 		2&lt;br /&gt;
| flash = 		N&lt;br /&gt;
| notes = 		Volt Man clones&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 		1/1/2&lt;br /&gt;
| hornet = 		1&lt;br /&gt;
| jewel = 		1&lt;br /&gt;
| grab = 		1&lt;br /&gt;
| triple = 		1&lt;br /&gt;
| slash = 		3&lt;br /&gt;
| wheel = 		1&lt;br /&gt;
| sakugarne = 	        1&lt;br /&gt;
| wire = 		1&lt;br /&gt;
| arrow = 		2&lt;br /&gt;
| flash = 		N&lt;br /&gt;
| notes = 		Cryptid Volt Man&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The foreground for the fight is edited from tiles from [[Tier 4 (MaGMML2)|Tier 4]] and the [[Tier 3 (MaGMML2)|Tier 3]] boss fight room, with the background (except for the moon) being recolored from the main hub background.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Bosses]]&lt;br /&gt;
[[Category:Arena Bosses]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Glass_Man&amp;diff=25569</id>
		<title>Glass Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Glass_Man&amp;diff=25569"/>
				<updated>2024-10-23T19:48:31Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Make a Good Mega Man Level 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#B767A3&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:GlassManMugshot.png|left]]Glass Man[[File:GlassManMugshot.png|right]]&lt;br /&gt;
|image=[[File:GlassManArtwork.png|270px|Artwork by Phusion]]&lt;br /&gt;
|caption= Artwork by '''Phusion'''&lt;br /&gt;
|script=グラスマン&lt;br /&gt;
|romaji=Gurasuman&lt;br /&gt;
|number= &lt;br /&gt;
|designer=[[RedBlupi]]'s brother&lt;br /&gt;
|programmer=RedBlupi{{1}}{{1R}}&amp;lt;br&amp;gt;[[ACESpark]]{{2}}&lt;br /&gt;
|artist=RedBlupi&amp;lt;br&amp;gt;ACESpark{{2}}&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor = Red&lt;br /&gt;
|at=5 (contact){{1}}{{1R}}&amp;lt;br&amp;gt;3 (glass wall){{1}}{{1R}}&amp;lt;br&amp;gt;5 (Power Orb){{1}}{{1R}}&lt;br /&gt;
|weapon= [[Power Orb]]&lt;br /&gt;
|hp=28{{1}}{{1R}}&amp;lt;br&amp;gt;56{{2}}&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Crystal&lt;br /&gt;
|weak=[[Gemini Laser]]{{1}}&amp;lt;br&amp;gt;[[Gemini Laser]], [[Power Orb]]{{1R}}&amp;lt;br&amp;gt;[[Grab Buster]]{{2}}&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]] (formerly)&lt;br /&gt;
|stage=[[Glass Man (stage)|Glass Man]]&lt;br /&gt;
|location='''MaGMML(1R):'''&amp;lt;br&amp;gt;[[Glass Man (stage)|Glass Man]]&amp;lt;br&amp;gt;[[Hall of Fame]]&amp;lt;br&amp;gt;'''MaGMML2:'''&amp;lt;br&amp;gt;[[Tier 10 (MaGMML2)|Tier 10]]&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (Boss)&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]] (NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Cameo)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:GlassMan.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|81 entries, huh? It doesn't matter who won, you're all winners in my eyes &amp;lt;3|Glass Man|in [[Tier 10 (MaGMML2)]].}}&lt;br /&gt;
'''Glass Man''' is a boss in ''[[Make a Good Mega Man Level]]'' and [[Make a Good Mega Man Level Remastered|its remake]] who appears at the end of [[Glass Man (stage)|his namesake level]]. He returns later in the game as a midboss in the Wily stage [[Hall of Fame]].&lt;br /&gt;
&lt;br /&gt;
Glass Man also appears in ''[[Make a Good Mega Man Level 2]]'' as an NPC in [[Tier 10 (MaGMML2)|Tier 10]], and as a secret boss in the same area after clearing the [[Wily Star II]]. He also makes a brief cameo during the opening cutscenes of ''[[Make a Good Mega Man Level: Episode Zero]]'', standing behind [[Doctor Albert W. Wily|Dr. Wily]].&lt;br /&gt;
&lt;br /&gt;
In ''[[Make a Good Mega Man Level 3]]'', Glass Man reappears as an NPC in [[Tier 15 (MaGMML3)|Tier 15]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
===''[[Make a Good Mega Man Level]]'' ''([[Make a Good Mega Man Level Remastered|Remastered]])''===&lt;br /&gt;
Glass Man will start the battle by jumping up and down, creating glass walls that push [[Mega Man]] while staying on the right side of the room. He shoots at a random time during each jump and jumps two times before shooting on the ground again. When his health is down to 20 points, he will use his [[Power Orb]] and bounce around the room while inside it until it shatters, tracking Mega Man's position at low horisontal speed. He will then begin moving around as he jumps. He will activate the Power Orb again when his health is down to 10 points, and his jumps will also cover more distance.&lt;br /&gt;
&lt;br /&gt;
In ''Remastered'', his jumps to the left go further than to the right, and the Power Orb attack can no longer track Mega Man.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 2]]''===&lt;br /&gt;
Glass Man's pattern has been greatly expanded, to the point where he now has twice as much health as in the first game. Initially, he attacks in the following pattern:&lt;br /&gt;
*Jump up and down, creating glass walls that push Mega Man.&lt;br /&gt;
*Jump towards Mega Man, creating glass walls.&lt;br /&gt;
*Create a barrier of glass walls that fly forward when shot, similar to the glass wall barriers used by [[Vitreous]]. If enough time passes without all the glass walls being shot, Glass Man will simply throw all of them at once.&lt;br /&gt;
*Jump to the top of the room and toss down a spiked glass ball that bounces along the ground 4 times, shooting small glass spikes in 4 cardinal directions each time it lands.&lt;br /&gt;
Once his health is down to 28 points, he breaks the ceiling to his room and switches to a different pattern:&lt;br /&gt;
*Jump above the screen, and drop down in the Power Orb, bouncing around the room homing on Mega Man until it shatters, after which it splits into 8 small glass spikes.&lt;br /&gt;
*Create a group of large glass spikes that fly towards Mega Man from the edges of the screen, 2 times from 4 sides and one more from below.&lt;br /&gt;
*Jump above the screen and create a barrage of the same large glass spikes from above and one from each side.&lt;br /&gt;
*Drop 3 Power Orbs that shatter after hitting the ground, all of which split into 8 small spikes. Glass Man is only inside the third Power Orb and bounces towards Mega Man before it shatters.&lt;br /&gt;
*Create a single glass wall.&lt;br /&gt;
*Jump above the screen and drop 3 more Power Orbs, with the third one again having Glass Man inside it.&lt;br /&gt;
*Create a single glass wall.&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&lt;br /&gt;
| metal = 1&lt;br /&gt;
| gemini = 3&lt;br /&gt;
| solar = 1&lt;br /&gt;
| top = 0&lt;br /&gt;
| wool = 1&lt;br /&gt;
| black = 1&lt;br /&gt;
| phar = 1/1/2&lt;br /&gt;
| magic= 1&lt;br /&gt;
| notes =&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level Remastered===&lt;br /&gt;
{{Damagetable1R&lt;br /&gt;
| buster = 1/1/2&lt;br /&gt;
| metal = 1&lt;br /&gt;
| gemini = 3&lt;br /&gt;
| solar = 1&lt;br /&gt;
| top = 1&lt;br /&gt;
| wool = 1&lt;br /&gt;
| black = 1&lt;br /&gt;
| phar = 2/3&lt;br /&gt;
| magic = 1&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 = (1/1/2)&lt;br /&gt;
(2/2/3)&lt;br /&gt;
| hornet = (0/3)&lt;br /&gt;
(0/4)&lt;br /&gt;
| jewel = 2&lt;br /&gt;
3&lt;br /&gt;
| grab = 3&lt;br /&gt;
4&lt;br /&gt;
| triple = (1/3)&lt;br /&gt;
(2/4)&lt;br /&gt;
| slash = 0&lt;br /&gt;
0&lt;br /&gt;
| wheel = 1&lt;br /&gt;
2&lt;br /&gt;
| sakugarne = 0&lt;br /&gt;
0&lt;br /&gt;
| wire = 1&lt;br /&gt;
1&lt;br /&gt;
| arrow = 2&lt;br /&gt;
3&lt;br /&gt;
| flash = N&lt;br /&gt;
N&lt;br /&gt;
| notes = The top set of numbers refers to Phase 1, the bottom set refers to Phase 2. Explosions generated by Haunt Pumpkin and Truffle Cluster deal higher damage and can destroy Glass Man's glass panes. Explosive attacks can damage Glass Man regardless of whether or not he is encased in his shield. Force Beam deals no damage to Glass Man himself, but can destroy his glass panes.&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
*While [[RedBlupi]] programmed Glass Man and created his sprites, his actual design stems from RedBlupi's brother.&lt;br /&gt;
*Glass Man is the only entry boss in the original ''Make a Good Mega Man Level'' to be a Robot Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML Tier 5}}&lt;br /&gt;
{{MaGMML}}&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Make a Good Mega Man Level Bosses]][[Category:Make a Good Mega Man Level 2 Bosses]][[Category:Tier 10 (MaGMML2)]]&lt;br /&gt;
[[Category:Make a Good Mega Man Level Remastered Bosses]][[Category:MaGMML Original Characters]][[Category:Entry Characters (MaGMML1)]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=The_Moon&amp;diff=25568</id>
		<title>The Moon</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=The_Moon&amp;diff=25568"/>
				<updated>2024-10-23T19:26:03Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Make a Good Mega Man Level 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#404362&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= [[File:Moonmug.png|32px|left|The Moon's mugshot]][[File:Moonmug.png|32px|right|The Moon's mugshot]]The Moon&lt;br /&gt;
|image=&lt;br /&gt;
|caption= &lt;br /&gt;
|script= ザ ムーン&lt;br /&gt;
|romaji = Za mūn&lt;br /&gt;
|number= &lt;br /&gt;
|designer= Kiyoshi Utata, Shinichi Yoshimoto, Yuka Kumagai, Takehiko Tamada&lt;br /&gt;
|programmer= [[Friendly Dictator]]{{1}}&amp;lt;br&amp;gt;[[ACESpark]]{{2}}&lt;br /&gt;
|gender= &lt;br /&gt;
|eyecolor = Gold&lt;br /&gt;
|at=8 (contact)&amp;lt;br&amp;gt;3 (fireball){{1}}&amp;lt;br&amp;gt;2 (fireball){{1R}}&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=15{{1}}{{1R}}&amp;lt;br&amp;gt;56{{2}}&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Space&lt;br /&gt;
|weak= [[Gemini Laser]]{{1}}&amp;lt;br&amp;gt;[[Solar Blaze]], [[Pharaoh Shot]]{{1R}}&amp;lt;br&amp;gt;[[Super Arrow]], [[Sakugarne]]{{2}}&lt;br /&gt;
|affiliations= [[Gravity Man]] (possibly)&lt;br /&gt;
|stage=[[NEON GRAVITY]]&lt;br /&gt;
|location= '''MaGMML(1R):'''&amp;lt;br&amp;gt;[[NEON GRAVITY]]&amp;lt;br&amp;gt;'''MaGMML2:'''&amp;lt;br&amp;gt;[[Tier 10 (MaGMML2)|Tier 10]]&lt;br /&gt;
|occupation= Natural Satellite&lt;br /&gt;
|OffAppear= &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]] (Boss)&lt;br /&gt;
|appear2= ''[https://en.wikipedia.org/wiki/Cocoron Cocoron]''&lt;br /&gt;
|sprite= [[File:TheMoon.gif]]&lt;br /&gt;
}}&lt;br /&gt;
'''The Moon''' is a midboss in ''[[Make a Good Mega Man Level]]'' and [[Make a Good Mega Man Level Remastered|its remake]], based on the boss Harvest Moon from the Famicom video game ''Cocoron''. It appears in [[NEON GRAVITY]].&lt;br /&gt;
&lt;br /&gt;
It reappears in ''[[Make a Good Mega Man Level 2]]'' as a secret boss in [[Tier 10 (MaGMML2)|Tier 10]] after completing the [[Wily Star II]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
===''[[Make a Good Mega Man Level]]'' ''([[Make a Good Mega Man Level Remastered|Remastered]])''===&lt;br /&gt;
Being a midboss, the Moon follows an incredibly simple pattern. It will float back and forth, and whenever it reaches the right side of the room, it will close its eyes to make itself invulnerable to damage, and then shoot 4 fireballs at [[Mega Man]] before opening its eyes again and resuming its pattern of floating. The Moon has its own gravitational pull, significantly changing how Mega Man should attack it.&lt;br /&gt;
&lt;br /&gt;
The Moon has no invincibility frames, meaning that while attacks like the [[Gemini Laser]] deal more damage per projectile, weapons such as the [[Black Hole Bomb]] will defeat it faster. In ''Make a Good Mega Man Level Remastered'', the Black Hole Bomb hits the Moon less often and is affected by its gravity, making the [[Solar Blaze]] a more preferable weapon of choice.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 2]]''===&lt;br /&gt;
The Moon has been upgraded from a midboss to a full-on boss. This means that it now has invincibility frames, and its pattern has been upgraded extremely from the first game. While it still has a gravitational pull, it floats much higher above the screen than before, which means using said gravitational pull is pretty much required to hit it. The Moon starts the fight by using the following pattern:&lt;br /&gt;
*Shoot 12 fireballs upwards that drop down, bounce off the sides and the ground once before falling off the screen. They can be destroyed by any weapon.&lt;br /&gt;
*Shoot 5 groups of 3 fireballs straight down that have the same behavior as the first attack.&lt;br /&gt;
*Drop 6 fireballs that, upon hitting the ground, shoot 3 smaller fireballs and create a small moving flame.&lt;br /&gt;
Once the Moon reaches 28 health, its pattern changes to the following:&lt;br /&gt;
*Teleport to Mega Man's position 3 times.&lt;br /&gt;
*Create a horizontal wave of flames across the middle of the screen. One part of this wave has a gap large enough for Mega Man to fit through easily.&lt;br /&gt;
*Shoot 3 fireballs.&lt;br /&gt;
*Slam into the ground, launching Mega Man into the air, possibly into the wave of flames, then slowly rises.&lt;br /&gt;
*Repeat the above two steps twice. The flames will disappear after this.&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&lt;br /&gt;
| metal = 3&lt;br /&gt;
| gemini = 5&lt;br /&gt;
| solar = 3&lt;br /&gt;
| top = 0&lt;br /&gt;
| wool = 3&lt;br /&gt;
| black = 1&lt;br /&gt;
| phar = 1/1/2&lt;br /&gt;
| magic = 2&lt;br /&gt;
| notes = Black Hole Bomb hits several times.&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 = 0&lt;br /&gt;
| gemini = 0&lt;br /&gt;
| solar = 3&lt;br /&gt;
| top = 0&lt;br /&gt;
| wool = 0&lt;br /&gt;
| black = 1&lt;br /&gt;
| phar = 1/4&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&lt;br /&gt;
| hornet = 1&lt;br /&gt;
| jewel = 1&lt;br /&gt;
| grab = 1&lt;br /&gt;
| triple = 3&lt;br /&gt;
| slash = 0&lt;br /&gt;
| wheel = 1&lt;br /&gt;
| sakugarne = 4&lt;br /&gt;
| wire = 1&lt;br /&gt;
| arrow = 4&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The ''MaGMML2'' fight reuses [[Bouncy Castle]] code, which is triggered during the second phase attack where he slams into the ground to launch Mega Man into the air, although the screen shake effect is heavily toned down from the entry level. Ironically, the boss in this incarnation was programmed by [[ACESpark]], who suffered motion sickness issues trying to play through Bouncy Castle.&lt;br /&gt;
*The Moon is the only custom boss in the original ''MaGMML'' to have a drastically different damage table in ''Make a Good Mega Man Level Remastered'' (with all others remaining identical, or with slight changes).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML Tier 5}}&lt;br /&gt;
{{MaGMML}}&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category: Bosses]][[Category:Midbosses]][[Category:Tier 5 (MaGMML)]][[Category:Make a Good Mega Man Level Bosses]][[Category:Make a Good Mega Man Level Remastered Bosses]][[Category:Make a Good Mega Man Level]][[Category:Make a Good Mega Man Level 2 Bosses]][[Category:Make a Good Mega Man Level 2]][[Category:Tier 10 (MaGMML2)]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Coyote_Man&amp;diff=25565</id>
		<title>Coyote Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Coyote_Man&amp;diff=25565"/>
				<updated>2024-10-22T23:07:42Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#B34124&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= [[File:CoyoteManMugshot.png|left|]][[File:CoyoteManMugshot.png|right|]] Coyote Man&lt;br /&gt;
|image=&lt;br /&gt;
|caption= &lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number= &lt;br /&gt;
|designer= &lt;br /&gt;
|programmer= Cheez8&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor = &lt;br /&gt;
|at=&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Swift&lt;br /&gt;
|weak=[[Wheel Cutter]], [[Wire Adaptor]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Coyote Man (stage)|Coyote Man]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation= &lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:CoyoteMan.png‎]]}}&lt;br /&gt;
}}&lt;br /&gt;
'''Coyote Man''' is a boss from ''[[Make a Good Mega Man Level 2]]''. He is a robot(?) based on the ''Looney Tunes'' character Wile E. Coyote, piloting a Wily Capsule-like mech (visually similar to the Wily UFO from ''[[Mega Man 1]]''). He appears as the boss of [[Coyote Man (stage)|the stage he shares a name with]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Like a Wily Capsule, Coyote Man will constantly teleport around the room. Periodically, he will use one of the following attacks:&lt;br /&gt;
*Create 4 energy balls that may be red, yellow, or blue. The energy balls will move to [[Mega Man|Mega Man's]] position, stopping at certain intervals before resuming movement towards whatever position Mega Man is now at. Coyote Man will then summon a small machine on the side of the screen, and the energy balls will fly towards it and get absorbed. The small machine then uses an attack corresponding to the most common color of the energy ball set:&lt;br /&gt;
**If the most common color is red, it will release a gigantic flame from the front.&lt;br /&gt;
**If the most common color is yellow, it will release sparks to the left and right that quickly travel along the ground.&lt;br /&gt;
**If the most common color is blue, it will shoot both a small ice shard and a green capsule projectile into the air. The ice shard will drop down as a cluster of freezing ice particles on the opposite side, then the capsule projectile will drop down and split into two projectiles that go to the left and right when it makes contact with the ground.&lt;br /&gt;
*Drop anywhere from six to eight of the exploding rocks used by [[Can Thrown]]. One of the rocks will land on top of Coyote Man's capsule, making him drop and knock to the ground when it explodes.&lt;br /&gt;
*Make the screen shake, then open one of the gates on the sides of the room. Coyote Man will then charge onto the screen from the open gate, recoiling when he hits the other side of the room. Coyote Man is invincible while charging.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/2&lt;br /&gt;
| hornet = 1&lt;br /&gt;
| jewel = 0&lt;br /&gt;
| grab = 1&lt;br /&gt;
| triple = 0&lt;br /&gt;
| slash = 1&lt;br /&gt;
| wheel = 3&lt;br /&gt;
| sakugarne = 0&lt;br /&gt;
| wire = 3&lt;br /&gt;
| arrow = 0&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Coyote Man's fight is a pun. Because he pilots a machine similar to the Wily Capsule and is based on Wile E. Coyote, his machine could be considered a Wile E. Capsule.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier X}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category: Robot Masters]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Pharaoh_Man%27s_Revenge&amp;diff=25561</id>
		<title>Pharaoh Man's Revenge</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Pharaoh_Man%27s_Revenge&amp;diff=25561"/>
				<updated>2024-10-18T23:16:00Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#D82800&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= [[File:PharaohManMugshot.png|left|Pharaoh Man's mugshot]][[File:PharaohManMugshot.png|right|Pharaoh Man's mugshot]]Pharaoh Man's Revenge&lt;br /&gt;
|image=[[File:PharaohManArt.png|230px|Artwork by Capcom]]&lt;br /&gt;
|caption= Artwork by Capcom&lt;br /&gt;
|script= ファラオマンズレベンジ &lt;br /&gt;
|romaji= Faraomanzu Rebenji &lt;br /&gt;
|number=&lt;br /&gt;
|designer= Takayuki Ebara&lt;br /&gt;
|programmer=[[ThatEntityPerson|Entity1037]]&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|at=&lt;br /&gt;
|weapon=[[Pharaoh Shot]]&lt;br /&gt;
|hp=84&lt;br /&gt;
|attack=  &lt;br /&gt;
|type=Flame, Shadow&lt;br /&gt;
|weak=[[Flash Stopper]]&lt;br /&gt;
|affiliations=Dr. Cossack&amp;lt;br&amp;gt;[[Doctor Albert W. Wily|Dr. Wily]] (Formerly)&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[The Stage Nobody Asked For]]&lt;br /&gt;
|occupation= Ancient Ruins Exploration Robot&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:PharaohMan.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|This is it, Mega Man! This is the time... Where I get YOUR power!|Pharaoh Man's Revenge|[[Make a Good Mega Man Level 2]]}}&lt;br /&gt;
&lt;br /&gt;
'''Pharaoh Man's Revenge''' is a boss from ''[[Make a Good Mega Man Level 2]]''. A much harder iteration of [[Pharaoh Man]], he appears as a hidden boss in the entry [[The Stage Nobody Asked For]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Pharaoh Man's Revenge will randomly pick between one of three moves:&lt;br /&gt;
*Jump to [[Mega Man]]'s position.&lt;br /&gt;
*Jump forward twice, shooting a small projectile each time.&lt;br /&gt;
*Charge up and release a large wave of energy.&lt;br /&gt;
*Charge up very quickly and fire four energy projectiles, circling around for a brief moment before using another attack.&lt;br /&gt;
*Charge up and fire a bunch of projectiles from the top of the screen; these won't appear near Pharaoh Man himself. This move is indicated by a longer charge time.&lt;br /&gt;
&lt;br /&gt;
There are two spike pits in the arena; should Pharaoh Man's Revenge fall into either of them, he will be instantly killed with a cry of, &amp;quot;fucc, i missed my jump&amp;quot;{{sic}}.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/2/3&lt;br /&gt;
|hornet=0&lt;br /&gt;
|jewel=1&lt;br /&gt;
|grab=0&lt;br /&gt;
|triple=1&lt;br /&gt;
|flash=Y&lt;br /&gt;
|slash=1&lt;br /&gt;
|wheel=1&lt;br /&gt;
|sakugarne=1&lt;br /&gt;
|wire=0&lt;br /&gt;
|arrow=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* While Pharaoh Man's Revenge was intended to jump into the spikes more often than he does in practice, he managed to be cooperative with [[SnoruntPyro]] and [[ACESpark]] enough for his difficulty to not impact their scores; SnoruntPyro has since stated that The Stage Nobody Asked For is no longer her favourite level because of Pharaoh Man's Revenge.&lt;br /&gt;
* Pharaoh Man's Revenge is one of a few entry bosses not to appear in [[The Arena|the Mega Arena]] because of his unreasonable difficulty.&lt;br /&gt;
* The spikes in the arena were originally bottomless pits, but during development Entity changed them to spikes to prevent accidental player death.&lt;br /&gt;
* A bug can occasionally happen where dying to Pharaoh Man's Revenge causes his defeat dialogue to briefly appear before respawning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Entry Bosses}}&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Tier 10 (MaGMML2)]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Quarantine_Woman&amp;diff=25560</id>
		<title>Quarantine Woman</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Quarantine_Woman&amp;diff=25560"/>
				<updated>2024-10-18T21:22:05Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#3e3949&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= [[File:Quarantinemugshot.png|left|]][[File:Quarantinemugshot.png|right|]]Quarantine Woman&lt;br /&gt;
|image=[[File:MaGMML2-QuarantineWomanArt.png|270px|Artwork by Karakato]]&lt;br /&gt;
|caption= Artwork by '''Karakato'''&lt;br /&gt;
|script=クオランティーンウーマン&lt;br /&gt;
|romaji=Kuorantīnūman&lt;br /&gt;
|number= &lt;br /&gt;
|designer=[[NaOH]]&lt;br /&gt;
|programmer=NaOH&lt;br /&gt;
|artist=Karakato &lt;br /&gt;
|gender= Female&lt;br /&gt;
|eyecolor = ???&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= [[Hazard Trapper]]&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Shadow&lt;br /&gt;
|weak= [[Flash Stopper]], [[Slash Claw]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Quarantine Woman (stage)|Quarantine Woman]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (cameo)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:Quarantine_Preview.png ]]}}&lt;br /&gt;
}}&lt;br /&gt;
'''Quarantine Woman''' is a boss in ''[[Make a Good Mega Man Level 2]]'', appearing in [[Quarantine Woman (stage)|her namesake stage]].&lt;br /&gt;
&lt;br /&gt;
She reappears in the [[Reality Core]], fused with [[Neapolitan Man]] to create [[Chimerabot 3]].&lt;br /&gt;
&lt;br /&gt;
Quarantine Woman later appeared in ''[[Make a Good Mega Man Level: Episode Zero]]'', in two cameo appearances. The first, a non-physical cameo, was as part of the Special Weapon data for the [[Alter Archive]] boss in [[Null and Void (Episode Zero)|Null and Void]]. The second cameo sees the actual Quarantine Woman in the game's credits, standing in a line filled with other ''MaGMML2'' Robot Masters inside [[Mega City]]'s Robot Museum.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Quarantine Woman follows a simple pattern:&lt;br /&gt;
*Create a wave of a toxic substance and ride it to the other side of the room.&lt;br /&gt;
*Chase down [[Mega Man]] with a melee slash attack. If Mega Man gets close enough, she charges up her buster and fires six [[Hazard Trapper|toxic blobs]] straight forward.&lt;br /&gt;
*Fire six toxic blobs at descending angles when near the side of the room and Mega Man is far enough.&lt;br /&gt;
If Quarantine Woman is hit by [[Hornet Chaser]] for the first time, she immediately fires straight forward and each time this attack is done the screen flashes red in the beginning and one more toxic blob is shot. This does not happen if she is hit by [[Haunt Pumpkin]].&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/1/2&lt;br /&gt;
|hornet=2&lt;br /&gt;
|jewel=1&lt;br /&gt;
|grab=3&lt;br /&gt;
|triple=1&lt;br /&gt;
|flash=Y&lt;br /&gt;
|slash=4&lt;br /&gt;
|wheel=1&lt;br /&gt;
|sakugarne=2&lt;br /&gt;
|wire=2&lt;br /&gt;
|arrow=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The graphics of her toxic wave attack is likely a reference to Hokusai's woodblock print ''The Great Wave off Kanagawa''.&lt;br /&gt;
*Quarantine Woman is the only female custom-made Robot Master in ''MaGMML2''.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Entry Bosses}}&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Tier 10 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Bosses]][[Category:MaGMML Original Characters]][[Category:Entry Characters (MaGMML2)]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Joe_Man&amp;diff=25425</id>
		<title>Joe Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Joe_Man&amp;diff=25425"/>
				<updated>2024-10-12T23:10:58Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Strategy */&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:JoeManMugshot.png|left|JoeMan's mugshot]][[File:JoeManMugshot.png|right|Joe Man's mugshot]]Joe Man / Joe Man R&lt;br /&gt;
|image=[[File:JoemanNewArt.png|270px|Artwork by MegaVile]]&lt;br /&gt;
|caption= Artwork by '''MegaVile'''&lt;br /&gt;
|script=ジョーマン&lt;br /&gt;
|romaji=Jōman&lt;br /&gt;
|number= &lt;br /&gt;
|designer=[[Zieldak]]&lt;br /&gt;
|programmer=[[Zieldak]]&lt;br /&gt;
|artist=[[Zieldak]]&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor = Red&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=28 (Joe Man)&amp;lt;br&amp;gt;84 (Joe Man R)&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Explosive&lt;br /&gt;
|weak=[[Slash Claw]], [[Wheel Cutter]], [[Wire Adaptor]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Joe Man (stage)|Joe Man]]&lt;br /&gt;
|location=[[Joe Man (stage)|Joe Man]]&amp;lt;br&amp;gt;[[Metallic Ocean]]&lt;br /&gt;
|occupation= Sniper Joe Commander&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss, Costume)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:JoeMan.png]]}}&lt;br /&gt;
}}&lt;br /&gt;
'''Joe Man''' is a Robot Master in ''[[Make a Good Mega Man Level 2]]'', based on the [[Sniper Joe]] series of robots. He appears as the endboss of [[Joe Man (stage)|his namesake stage]], where he guards the teleporter to the [[Energy Element]], while an optional upgraded form of him called '''Joe Man R''' guards a [[Noble Nickel]]. Defeating this form will also unlock Joe Man as a [[Costumes|costume]] in the Costume Shop.&lt;br /&gt;
&lt;br /&gt;
He reappears in the Wily stage [[Reality Core]], fused with [[Bond Man]] to create [[Chimerabot 1]]. He also reappears in the [[Tier X (MaGMML2)|Tier X]] stage [[Metallic Ocean]], where he can be found on a hidden path. Here, he fills his health up to ten healthbars, before promptly self-destructing without a fight.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Joe Man and Joe Man R follow the same base pattern, but Joe Man R has some changes to it based on his current health:&lt;br /&gt;
# At the start of the battle, they will shoot five projectiles and jump halfway across the screen twice.&lt;br /&gt;
# They will lower the shield and toss two grenades and jump at the player once or rarely twice.&lt;br /&gt;
# Shoot and jump twice again. If the first jump reaches the side of the screen, the second jump will go to the opposite one.&lt;br /&gt;
# Jump to the other side of the screen, laying two [[Joe Mine|landmines]] along the way. They last until the next landmine attack.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
Once Joe Man R's first health bar is emptied, any landmines that may be active will explode, and he will enter an injured state and be briefly invincible. After a short pause, he will jump to the other side of the screen (In the direction is currently facing), and run across the screen frantically laying mines that explode in his wake, until he reaches the center of the screen, at which point he jumps into the air and lands on the other side of the screen. He will do this three times, jump to the side of the screen, and return to his base AI, sometimes repeating this attack instead of laying landmines.&lt;br /&gt;
&lt;br /&gt;
Once his second health bar is emptied, he will repeat the running landmine attack from before, but instead of returning to his original AI, he begins using this new pattern:&lt;br /&gt;
# Shoot five projectiles.&lt;br /&gt;
# Jump halfway across the screen twice.&lt;br /&gt;
# Fire a volley of five arcing grenade projectiles upward, aimed towards the player's current location, keeping the shield up.&lt;br /&gt;
# Repeat the above steps twice.&lt;br /&gt;
# Repeat the running landmine attack described above.&lt;br /&gt;
&lt;br /&gt;
When he is below 5 HP, Joe Man R degenerates into a simple loop of shooting five projectiles, jumping halfway across the screen twice, and the running landmine attack.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that Joe Man R does a lot more damage than Joe Man himself, and it is advised to bring E-Tanks and full ammo for the [[Slash Claw]] and [[Wheel Cutter]].&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster = 1/1/3&lt;br /&gt;
|hornet = 1&lt;br /&gt;
|jewel = 1&lt;br /&gt;
|grab = 0&lt;br /&gt;
|triple = 1&lt;br /&gt;
|flash = N&lt;br /&gt;
|slash = 4&lt;br /&gt;
|wheel = 3*&lt;br /&gt;
|sakugarne = 2&lt;br /&gt;
|wire = 7&lt;br /&gt;
|arrow = 0&lt;br /&gt;
|notes =*Wheel Cutter triggers the mines Joe Man and Joe Man R lay down.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia== &lt;br /&gt;
* Joe Man and Joe Man R's weakness to [[Slash Claw]] is a nod to the fact the Slash Claw tears through shields and tends to easily kill Joe enemies.&lt;br /&gt;
* Joe Man R is one of the few entry bosses that does not appear in the [[The Arena|Mega Arena]], due to his high damage output and multiple healthbars. Joe Man's joke appearance in Metallic Ocean is a nod to Joe Man R's infamous difficulty.&lt;br /&gt;
* Joe Man is one of only two entry bosses in ''Make a Good Mega Man Level 2'' to have an unlockable costume, the other one being [[Alter Man]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Entry Bosses}}&lt;br /&gt;
{{MaGMML2 Tier 6}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Robot Masters]][[Category:Costume]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Joe_Man&amp;diff=25424</id>
		<title>Joe Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Joe_Man&amp;diff=25424"/>
				<updated>2024-10-12T23:10:33Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Strategy */&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:JoeManMugshot.png|left|JoeMan's mugshot]][[File:JoeManMugshot.png|right|Joe Man's mugshot]]Joe Man / Joe Man R&lt;br /&gt;
|image=[[File:JoemanNewArt.png|270px|Artwork by MegaVile]]&lt;br /&gt;
|caption= Artwork by '''MegaVile'''&lt;br /&gt;
|script=ジョーマン&lt;br /&gt;
|romaji=Jōman&lt;br /&gt;
|number= &lt;br /&gt;
|designer=[[Zieldak]]&lt;br /&gt;
|programmer=[[Zieldak]]&lt;br /&gt;
|artist=[[Zieldak]]&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor = Red&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=28 (Joe Man)&amp;lt;br&amp;gt;84 (Joe Man R)&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Explosive&lt;br /&gt;
|weak=[[Slash Claw]], [[Wheel Cutter]], [[Wire Adaptor]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Joe Man (stage)|Joe Man]]&lt;br /&gt;
|location=[[Joe Man (stage)|Joe Man]]&amp;lt;br&amp;gt;[[Metallic Ocean]]&lt;br /&gt;
|occupation= Sniper Joe Commander&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss, Costume)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:JoeMan.png]]}}&lt;br /&gt;
}}&lt;br /&gt;
'''Joe Man''' is a Robot Master in ''[[Make a Good Mega Man Level 2]]'', based on the [[Sniper Joe]] series of robots. He appears as the endboss of [[Joe Man (stage)|his namesake stage]], where he guards the teleporter to the [[Energy Element]], while an optional upgraded form of him called '''Joe Man R''' guards a [[Noble Nickel]]. Defeating this form will also unlock Joe Man as a [[Costumes|costume]] in the Costume Shop.&lt;br /&gt;
&lt;br /&gt;
He reappears in the Wily stage [[Reality Core]], fused with [[Bond Man]] to create [[Chimerabot 1]]. He also reappears in the [[Tier X (MaGMML2)|Tier X]] stage [[Metallic Ocean]], where he can be found on a hidden path. Here, he fills his health up to ten healthbars, before promptly self-destructing without a fight.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Joe Man and Joe Man R follow the same base pattern, but Joe Man R has some changes to it based on his current health:&lt;br /&gt;
# At the start of the battle, they will shoot five projectiles and jump halfway across the screen twice.&lt;br /&gt;
# They will lower the shield and toss two grenades and jump at the player once or rarely twice.&lt;br /&gt;
# Shoot and jump twice again. If the first jump reaches the side of the screen, the second jump will go to the opposite one.&lt;br /&gt;
# Jump to the other side of the screen, laying two [[Joe Mine|landmines]] along the way. They last until the next mine attack.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
Once Joe Man R's first health bar is emptied, any landmines that may be active will explode, and he will enter an injured state and be briefly invincible. After a short pause, he will jump to the other side of the screen (In the direction is currently facing), and run across the screen frantically laying mines that explode in his wake, until he reaches the center of the screen, at which point he jumps into the air and lands on the other side of the screen. He will do this three times, jump to the side of the screen, and return to his base AI, sometimes repeating this attack instead of laying mines.&lt;br /&gt;
&lt;br /&gt;
Once his second health bar is emptied, he will repeat the running landmine attack from before, but instead of returning to his original AI, he begins using this new pattern:&lt;br /&gt;
# Shoot five projectiles.&lt;br /&gt;
# Jump halfway across the screen twice.&lt;br /&gt;
# Fire a volley of five arcing grenade projectiles upward, aimed towards the player's current location, keeping the shield up.&lt;br /&gt;
# Repeat the above steps twice.&lt;br /&gt;
# Repeat the running landmine attack described above.&lt;br /&gt;
&lt;br /&gt;
When he is below 5 HP, Joe Man R degenerates into a simple loop of shooting five projectiles, jumping halfway across the screen twice, and the running landmine attack.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that Joe Man R does a lot more damage than Joe Man himself, and it is advised to bring E-Tanks and full ammo for the [[Slash Claw]] and [[Wheel Cutter]].&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster = 1/1/3&lt;br /&gt;
|hornet = 1&lt;br /&gt;
|jewel = 1&lt;br /&gt;
|grab = 0&lt;br /&gt;
|triple = 1&lt;br /&gt;
|flash = N&lt;br /&gt;
|slash = 4&lt;br /&gt;
|wheel = 3*&lt;br /&gt;
|sakugarne = 2&lt;br /&gt;
|wire = 7&lt;br /&gt;
|arrow = 0&lt;br /&gt;
|notes =*Wheel Cutter triggers the mines Joe Man and Joe Man R lay down.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia== &lt;br /&gt;
* Joe Man and Joe Man R's weakness to [[Slash Claw]] is a nod to the fact the Slash Claw tears through shields and tends to easily kill Joe enemies.&lt;br /&gt;
* Joe Man R is one of the few entry bosses that does not appear in the [[The Arena|Mega Arena]], due to his high damage output and multiple healthbars. Joe Man's joke appearance in Metallic Ocean is a nod to Joe Man R's infamous difficulty.&lt;br /&gt;
* Joe Man is one of only two entry bosses in ''Make a Good Mega Man Level 2'' to have an unlockable costume, the other one being [[Alter Man]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Entry Bosses}}&lt;br /&gt;
{{MaGMML2 Tier 6}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Robot Masters]][[Category:Costume]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Lord_Elewoofro&amp;diff=25422</id>
		<title>Lord Elewoofro</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Lord_Elewoofro&amp;diff=25422"/>
				<updated>2024-10-12T20:51:59Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Game Appearances */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#404362&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:ElewooFroMug.png|left|Lord Elewoofro Mugshot]][[File:ElewooFroMug.png|right|Lord Elewoofro Mugshot]]Lord Elewoofro&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script=ロードエレウーッフロ&lt;br /&gt;
|romaji=Rōdo Ereūfuro&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[TheSkipper1995]]&lt;br /&gt;
|programmer=[[ACESpark]]&lt;br /&gt;
|artist=[[TheSkipper1995]]&amp;lt;br&amp;gt;[[ACESpark]]{{2}}&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=&lt;br /&gt;
|at=&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Space, Electric, Nature, Freeze&lt;br /&gt;
|weak=[[Sakugarne]], [[Super Arrow]]&lt;br /&gt;
|affiliations=Bryan Man&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[Tier 5 (MaGMML2)]]&lt;br /&gt;
|occupation=God&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2=''Mega Man: Dr. Wily's Final Attack''&lt;br /&gt;
|sprite={{MirrorDiv| mirror=[[File:Lordelewoofro.png‎]]}}&lt;br /&gt;
}}&lt;br /&gt;
'''Lord Elewoofro''' is a character from the fangame ''Mega Man: Dr. Wily's Final Attack''. The character, who appears to have the head of [[Elec Man]], the body of [[Wood Man]], and the arms of Frost Man, is a powerful deity who can be summoned by various means, though it appears to have a connection with the name, &amp;quot;Bryan&amp;quot;. Sometimes he will provide his aid to those that summon him, other times he will thrash out in anger.&lt;br /&gt;
&lt;br /&gt;
Lord Elewoofro appears in ''[[Make a Good Mega Man Level 2]]'' as a tier boss. Here, he is portrayed as a vengeful deity, angry about former followers being swayed towards &amp;quot;false idols&amp;quot; from other fangames. Because he wasn't a boss in his original game, his attack pattern is thus entirely original. &lt;br /&gt;
&lt;br /&gt;
==Game Appearances==&lt;br /&gt;
===''Mega Man: Dr. Wily's Final Attack''===&lt;br /&gt;
Lord Elewoofro appears when [[Mega Man]] uses the Special Attack weapon (obtained from the hidden boss Bryan Man). In a similar manner to [[Eddie]], he will drop a random recovery item before disappearing.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 2]]''===&lt;br /&gt;
Lord Elewoofro serves a more major role as the boss of [[Tier 5 (MaGMML2)|Tier 5]], the Arcade. [[Mega Man]] stumbles upon a [[Sniper Joe]] (known as &amp;quot;Acolyte Joe&amp;quot;) attempting to summon Lord Elewoofro into the world, before noticing Mega Man mid-incantation. Having screwed up the ritual, the Joe flees for his life before Lord Elewoofro appears, declaring that the deity will be full of hate and anger. He's proven right as Mega Man is forced to engage Lord Elewoofro in battle.&lt;br /&gt;
&lt;br /&gt;
Lord Elewoofro initially attacks by dropping three fake versions of one kind of item, as a nod to his original role in ''Mega Man: Dr. Wily's Final Attack''. Which item type he'll attack with is chosen at random:&lt;br /&gt;
* Three fake E-Tanks with skulls on them that explode into a spread of three projectiles when Mega Man touches them, or eight projectiles in all directions if he shoots them instead.&lt;br /&gt;
* Three fake 1-Ups that spring to life and walk around, jumping when Mega Man presses the fire button, on touching a wall and having to turn around, or constantly while also bouncing off walls. These can destroyed after they awaken.&lt;br /&gt;
* Three skull-motifed Large Health Energy pickups that bounce around the room. These are able to be destroyed.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Lord Elewoofro will use one of three attacks, going through them in a set order. The attack he will use can be determined by the colour of the sparks he creates prior to using each attack:&lt;br /&gt;
* If yellow sparks, he will dive down and fire a [[Thunder Beam]] at Mega Man three times. This can be dodged by sliding.&lt;br /&gt;
* If green sparks, he will circle around the screen while surrounded by a Leaf Shield (but with three leaves instead of four), and eventually fire the leaves outwards. Lord Elewoofro does this at least three times.&lt;br /&gt;
* If blue sparks, he will throw ice chunks that burst into an Ice Wave that goes directly for Mega Man. Lord Elewoofro dives down during this attack, which gives Mega Man a chance to attack.&lt;br /&gt;
&lt;br /&gt;
All throughout the battle, Lord Elewoofro hovers in the air while moving back and forth across the screen, out of Mega Buster's reach.&lt;br /&gt;
&lt;br /&gt;
====Pre-Battle Dialogue====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
 ! Character !! Dialogue&lt;br /&gt;
 {{Alternating rows table section|es=background:#f0f0f0;&lt;br /&gt;
 | {{!}} {{!!}}''(Acolyte Joe stands by the middle of the arena)''&lt;br /&gt;
 | {{!}}'''Acolyte Joe'''{{!!}}By the name of the flashing Bryan... We the underdwellers, call upon you, our Lord, to bless us with bounty of...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;''(Acolyte Joe faces Mega Man)''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;...Is that Mega Man?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Oh no. I just said that mid-incantation. Lord Elewoofro will come into this world full of hate and anger! RUN!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;''(Acolyte Joe jumps offscreen, as Lord Elewoofro instantiates.)''&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/1/2&lt;br /&gt;
|hornet=0&lt;br /&gt;
|jewel=1&lt;br /&gt;
|grab=0&lt;br /&gt;
|triple=3&lt;br /&gt;
|flash=N&lt;br /&gt;
|slash=2&lt;br /&gt;
|wheel=0&lt;br /&gt;
|sakugarne=4&lt;br /&gt;
|wire=2&lt;br /&gt;
|arrow=4&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Lord Elewoofro is one of two tier bosses in ''MaGMML2'' who don't appear anywhere other than their boss fight, the other being [[Jet Man]].&lt;br /&gt;
* Lord Elewoofro's appearance stems from Elec Man, Wood Man, and Frost Man being the three favourite Robot Masters of the person on whom Bryan Man is based.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Tier Bosses]][[Category:Robot Masters]][[Category:Make a Good Mega Man Level 2 Bosses]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Lord_Elewoofro&amp;diff=25421</id>
		<title>Lord Elewoofro</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Lord_Elewoofro&amp;diff=25421"/>
				<updated>2024-10-12T20:50:48Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Make a Good Mega Man Level 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#404362&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:ElewooFroMug.png|left|Lord Elewoofro Mugshot]][[File:ElewooFroMug.png|right|Lord Elewoofro Mugshot]]Lord Elewoofro&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script=ロードエレウーッフロ&lt;br /&gt;
|romaji=Rōdo Ereūfuro&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[TheSkipper1995]]&lt;br /&gt;
|programmer=[[ACESpark]]&lt;br /&gt;
|artist=[[TheSkipper1995]]&amp;lt;br&amp;gt;[[ACESpark]]{{2}}&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=&lt;br /&gt;
|at=&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Space, Electric, Nature, Freeze&lt;br /&gt;
|weak=[[Sakugarne]], [[Super Arrow]]&lt;br /&gt;
|affiliations=Bryan Man&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[Tier 5 (MaGMML2)]]&lt;br /&gt;
|occupation=God&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2=''Mega Man: Dr. Wily's Final Attack''&lt;br /&gt;
|sprite={{MirrorDiv| mirror=[[File:Lordelewoofro.png‎]]}}&lt;br /&gt;
}}&lt;br /&gt;
'''Lord Elewoofro''' is a character from the fangame ''Mega Man: Dr. Wily's Final Attack''. The character, who appears to have the head of [[Elec Man]], the body of [[Wood Man]], and the arms of Frost Man, is a powerful deity who can be summoned by various means, though it appears to have a connection with the name, &amp;quot;Bryan&amp;quot;. Sometimes he will provide his aid to those that summon him, other times he will thrash out in anger.&lt;br /&gt;
&lt;br /&gt;
Lord Elewoofro appears in ''[[Make a Good Mega Man Level 2]]'' as a tier boss. Here, he is portrayed as a vengeful deity, angry about former followers being swayed towards &amp;quot;false idols&amp;quot; from other fangames. Because he wasn't a boss in his original game, his attack pattern is thus entirely original. &lt;br /&gt;
&lt;br /&gt;
==Game Appearances==&lt;br /&gt;
===''Mega Man: Dr. Wily's Final Attack''===&lt;br /&gt;
Lord Elewoofro appears when [[Mega Man]] uses the Special Attack weapon (obtained from the hidden boss Bryan Man). In a similar manner to [[Eddie]], he will drop a random recovery item before disappearing.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 2]]''===&lt;br /&gt;
Lord Elewoofro serves a more major role as the boss of [[Tier 5 (MaGMML2)|Tier 5]], the Arcade. [[Mega Man]] stumbles upon a [[Sniper Joe]] (known as &amp;quot;Acolyte Joe&amp;quot;) attempting to summon Lord Elewoofro into the world, before noticing Mega Man mid-incantation. Having screwed up the ritual, the Joe flees for his life before Lord Elewoofro appears, declaring that the deity will be full of hate and anger. He's proven right as Mega Man is forced to engage Lord Elewoofro in battle.&lt;br /&gt;
&lt;br /&gt;
Lord Elewoofro initially attacks by dropping three fake versions of one kind of item, as a nod to his original role in ''Mega Man: Dr. Wily's Final Attack''. Which item type he'll attack with is chosen at random:&lt;br /&gt;
* Three fake E-Tanks with skulls on them that explode into a spread of three projectiles when Mega Man touches them, or eight projectiles in all directions if he shoots them instead.&lt;br /&gt;
* Three fake 1-Ups that spring to life and walk around, jumping when the attack button is pressed, on touching a wall and having to turn around, or constantly while also bouncing off walls. These can destroyed after they awaken.&lt;br /&gt;
* Three skull-motifed Large Health Energy pickups that bounce around the room. These are able to be destroyed.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Lord Elewoofro will use one of three attacks, going through them in a set order. The attack he will use can be determined by the colour of the sparks he creates prior to using each attack:&lt;br /&gt;
* If yellow sparks, he will dive down and fire a [[Thunder Beam]] at Mega Man three times. This can be dodged by sliding.&lt;br /&gt;
* If green sparks, he will circle around the screen while surrounded by a Leaf Shield (but with three leaves instead of four), and eventually fire the leaves outwards. Lord Elewoofro does this at least three times.&lt;br /&gt;
* If blue sparks, he will throw ice chunks that burst into an Ice Wave that goes directly for Mega Man. Lord Elewoofro dives down during this attack, which gives Mega Man a chance to attack.&lt;br /&gt;
&lt;br /&gt;
All throughout the battle, Lord Elewoofro hovers in the air while moving back and forth across the screen, out of Mega Buster's reach.&lt;br /&gt;
&lt;br /&gt;
====Pre-Battle Dialogue====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
 ! Character !! Dialogue&lt;br /&gt;
 {{Alternating rows table section|es=background:#f0f0f0;&lt;br /&gt;
 | {{!}} {{!!}}''(Acolyte Joe stands by the middle of the arena)''&lt;br /&gt;
 | {{!}}'''Acolyte Joe'''{{!!}}By the name of the flashing Bryan... We the underdwellers, call upon you, our Lord, to bless us with bounty of...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;''(Acolyte Joe faces Mega Man)''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;...Is that Mega Man?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Oh no. I just said that mid-incantation. Lord Elewoofro will come into this world full of hate and anger! RUN!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;''(Acolyte Joe jumps offscreen, as Lord Elewoofro instantiates.)''&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/1/2&lt;br /&gt;
|hornet=0&lt;br /&gt;
|jewel=1&lt;br /&gt;
|grab=0&lt;br /&gt;
|triple=3&lt;br /&gt;
|flash=N&lt;br /&gt;
|slash=2&lt;br /&gt;
|wheel=0&lt;br /&gt;
|sakugarne=4&lt;br /&gt;
|wire=2&lt;br /&gt;
|arrow=4&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Lord Elewoofro is one of two tier bosses in ''MaGMML2'' who don't appear anywhere other than their boss fight, the other being [[Jet Man]].&lt;br /&gt;
* Lord Elewoofro's appearance stems from Elec Man, Wood Man, and Frost Man being the three favourite Robot Masters of the person on whom Bryan Man is based.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Tier Bosses]][[Category:Robot Masters]][[Category:Make a Good Mega Man Level 2 Bosses]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Chomp_Man&amp;diff=25135</id>
		<title>Chomp Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Chomp_Man&amp;diff=25135"/>
				<updated>2024-10-07T20:56:41Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#604E34&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= [[File:Chompymug.png|left|]][[File:Chompymug.png|right|]] Chomp Man&lt;br /&gt;
|image=[[File:MaGMML2_ChompMan.png|270px|Artwork by Karakato]]&lt;br /&gt;
|caption= Artwork by '''Karakato'''&lt;br /&gt;
|script=チョンプマン&lt;br /&gt;
|romaji=Chonpuman&lt;br /&gt;
|number=DCN-09&lt;br /&gt;
|designer=[[mabskmk]]&lt;br /&gt;
|programmer=mabskmk&lt;br /&gt;
|artist=mabskmk&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|at=&lt;br /&gt;
|weapon=[[Chomp Claw]]&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Earth, Impact&lt;br /&gt;
|weak=[[Jewel Satellite]]&lt;br /&gt;
|affiliations=Dr. Cossack&lt;br /&gt;
|stage=[[Chomp Man (stage)|Chomp Man]]&lt;br /&gt;
|location=[[Chomp Man (stage)|Chomp Man]]&amp;lt;br&amp;gt;[[Deep Thoughts]]&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (cameo)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:MaGMML2RChompManSprite.png]]}}&lt;br /&gt;
}}&lt;br /&gt;
'''Chomp Man''' is a boss in ''[[Make a Good Mega Man Level 2]]'', who appears at the end of [[Chomp Man (stage)|his namesake level]].&lt;br /&gt;
&lt;br /&gt;
He reappears in the [[Reality Core]], fused with [[Combust Man]] to create [[Chimerabot 2]]. He also appears as a boss in the [[Tier X (MaGMML2)|Tier X]] stage [[Deep Thoughts]].&lt;br /&gt;
&lt;br /&gt;
In ''[[Make a Good Mega Man Level: Episode Zero]]'', Chomp Man makes a small cameo in the game's credits, where he is seen exiting a line of ''MaGMML2'' Robot Masters in [[Mega City]]'s Robot Museum.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Chomp Man will randomly pick between one of three moves if he's a certain distance from [[Mega Man]]:&lt;br /&gt;
*Walk towards Mega Man.&lt;br /&gt;
*Jump in the air and toss a ball.&lt;br /&gt;
*Burrow his head into the ground and try to bite Mega Man from below. During this, rocks fly out in his proximity, absorbing hits.&lt;br /&gt;
If Chomp Man is close enough to Mega Man, he will use a short-ranged bite attack instead.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/2/3&lt;br /&gt;
|hornet=1&lt;br /&gt;
|jewel=4&lt;br /&gt;
|grab=1&lt;br /&gt;
|triple=1&lt;br /&gt;
|flash=N&lt;br /&gt;
|slash=1&lt;br /&gt;
|wheel=1&lt;br /&gt;
|sakugarne=2&lt;br /&gt;
|wire=1&lt;br /&gt;
|arrow=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia== &lt;br /&gt;
*By standing just a few pixels to either side of Chomp Man, he will endlessly spam his bite attack. However, it will never be able to hit you if you're close enough, thus trivializing the fight entirely. The same is possible with Chimerabot 2, though harder since it shoots a fireball during its bite attack that must be jumped over.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Entry Bosses}}&lt;br /&gt;
{{MaGMML2 Tier 3}}&lt;br /&gt;
{{MaGMML2 Tier X}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Tier 3 (MaGMML2)]][[Category:Tier X (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Bosses]][[Category:MaGMML Original Characters]][[Category:Entry Characters (MaGMML2)]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Ombuds_Man&amp;diff=25133</id>
		<title>Ombuds Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Ombuds_Man&amp;diff=25133"/>
				<updated>2024-10-07T20:25:39Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Make a Good Mega Man Level 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#7D7F85&lt;br /&gt;
|titletext = #ffffff&lt;br /&gt;
|name= [[File:MM42OmbudsManMug.png|left]][[File:MM42OmbudsManMug.png|right]]Ombuds Man&lt;br /&gt;
|image= [[File:Om+Buds.jpg|287px|Artwork by Servadac]]&lt;br /&gt;
|caption=Artwork by '''Servadac'''&lt;br /&gt;
|script=オンブズマン&lt;br /&gt;
|romaji=Onbuzuman&lt;br /&gt;
|number= DWN-427&lt;br /&gt;
|designer=Servadac&lt;br /&gt;
|programmer=[[snoruntpyro]], [[The Stove Guy]]&lt;br /&gt;
|artist=Servadac&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor=Black&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;4 (falling rocks)&amp;lt;br&amp;gt;2 (Paper Slash)&lt;br /&gt;
|weapon= Paper Slash&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack= &lt;br /&gt;
|type=Cutter&lt;br /&gt;
|weak=[[Triple Blade]]&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[Tier 2 (MaGMML2)]]&lt;br /&gt;
|occupation=Bureaucrat&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss, NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (cameo)&lt;br /&gt;
|appear2=''Mega Man 42''&lt;br /&gt;
|sprite=[[File:MaGMML2_OmbudsMan.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|...what is an Ombuds?|Mega Man|confused as everybody on their first visit.|}}&lt;br /&gt;
'''Ombuds Man''' is a Robot Master from the fangame ''Mega Man 42''. He is a Robot Master built to handle paperwork and other bureaucratic affairs, before eventually allying himself with [[Doctor Albert W. Wily|Dr. Wily]]. He appears as the boss of [[Tier 2 (MaGMML2)|Tier 2]] in ''[[Make a Good Mega Man Level 2]]'', with an upgraded pattern from his original game.&lt;br /&gt;
&lt;br /&gt;
==Game Appearances==&lt;br /&gt;
===''Mega Man 42''===&lt;br /&gt;
Ombuds Man is one of the eight Robot Masters. His stage takes place in an office building that either [[Mega Man]] or Mega Girl ([[Roll]]) must climb in order to reach the boss. His attacks consists of his signature Paper Slash move, which fires a triple spreadshot of paper, one forward and two at 45 degree angles, and slamming his fist on the ground, producing falling debris from the ceiling.&lt;br /&gt;
&lt;br /&gt;
He is weak to the Color Glob, Art Man's Special Weapon, and his Paper Slash weapon is the weakness of Zombie Man.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 2]]''===&lt;br /&gt;
Ombuds Man appears as the boss of Tier 2, the Sewers. After a brief bit of dialogue with Mega Man, where he admits to not even knowing what an Ombuds is, calling it &amp;quot;an enigma of life&amp;quot;, he challenges him to battle. &lt;br /&gt;
&lt;br /&gt;
Ombuds Man's abilities have been significantly ramped up from his original battle. In addition to retaining all of his original attacks, he has gained a good amount of new moves as listed below that he will repeat in a set order.&lt;br /&gt;
&lt;br /&gt;
* Slams his fist on the ground in the beginning of the fight, causing rocks to fall. One rock will always be aimed at Mega Man's position.&lt;br /&gt;
* Fires the Paper Slash, jumps back, firing one paper in air and two on ground.&lt;br /&gt;
* Tosses a printer on the ground, which can be destroyed. This printer fires paper shots straight forward.&lt;br /&gt;
* Slams his fist again, also destroying the printer if it is still intact.&lt;br /&gt;
* Jumps and fires Paper Slash straight up, with its shots arcing downwards. He proceeds to adjust his tie, and teleport out of the arena, firing 6 papers around. &lt;br /&gt;
* After that, he will fall on Mega Man's position, causing rocks to fall once again.&lt;br /&gt;
&lt;br /&gt;
After his defeat, he will appear at [[Chateau Chevaleresque]] as an NPC. &lt;br /&gt;
&lt;br /&gt;
====Pre-Battle Dialogue====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
 ! Character !! Dialogue&lt;br /&gt;
 {{Alternating rows table section|es=background:#f0f0f0;&lt;br /&gt;
 |{{!}}'''Mega Man'''{{!!}} Uhh... a business man in the sewer? What...?&lt;br /&gt;
 |{{!}}'''Ombuds Man'''{{!!}} Ahh, you've finally arrived!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I was wondering when you would show up, Mega Man. I've grown quite impatient down here.&lt;br /&gt;
 |{{!}}'''Mega Man'''{{!!}} Who are you and why did you think it was a good idea to bring formal wear into a sewer?&lt;br /&gt;
 |{{!}}'''Ombuds Man'''{{!!}} Ahh, you don't remember me... I am ''Ombuds Man!''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If I recall correctly, I am from one of your earlier adventures, so I am not surprised I have been forgotten.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As for why I wear such attire, it is simply business. Do not question what needs to be done. &lt;br /&gt;
 |{{!}}'''Mega Man'''{{!!}} ... What is an Ombuds?&lt;br /&gt;
 |{{!}}'''Ombuds Man'''{{!!}} Ah, the quintessential question - for even I cannot deliver you an answer. It is simply an enigma of life.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;But now, we must do battle - it is destiny that we must.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm getting quite disgusted by this sewer either way, so it would be preferred if this was taken care of quickly.&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level: Episode Zero]]''===&lt;br /&gt;
While he doesn't return as a boss or even an NPC, Ombuds Man makes a surprise cameo appearance in ''Episode Zero'''s end credits. He is seen in the Chateau Chevaleresque standing next to [[Napalm Man]], and the two seem perfectly content not saying a single word to each other.&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/3&lt;br /&gt;
| hornet = 1&lt;br /&gt;
| jewel = 2&lt;br /&gt;
| grab = 1&lt;br /&gt;
| triple = 4&lt;br /&gt;
| flash = N&lt;br /&gt;
| slash = 1&lt;br /&gt;
| wheel = 1&lt;br /&gt;
| sakugarne = 2&lt;br /&gt;
| wire = 1&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| notes = Destroying the falling debris can actually yield drops.&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* An ''ombudsman'' is an appointed official whose duty is to investigate complaints, generally on behalf of individuals such as consumers or taxpayers, against institutions such as companies and government departments.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Tier Bosses]][[Category:Tier 2 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Bosses]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Ombuds_Man&amp;diff=25132</id>
		<title>Ombuds Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Ombuds_Man&amp;diff=25132"/>
				<updated>2024-10-07T20:25:18Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Make a Good Mega Man Level 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#7D7F85&lt;br /&gt;
|titletext = #ffffff&lt;br /&gt;
|name= [[File:MM42OmbudsManMug.png|left]][[File:MM42OmbudsManMug.png|right]]Ombuds Man&lt;br /&gt;
|image= [[File:Om+Buds.jpg|287px|Artwork by Servadac]]&lt;br /&gt;
|caption=Artwork by '''Servadac'''&lt;br /&gt;
|script=オンブズマン&lt;br /&gt;
|romaji=Onbuzuman&lt;br /&gt;
|number= DWN-427&lt;br /&gt;
|designer=Servadac&lt;br /&gt;
|programmer=[[snoruntpyro]], [[The Stove Guy]]&lt;br /&gt;
|artist=Servadac&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor=Black&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;4 (falling rocks)&amp;lt;br&amp;gt;2 (Paper Slash)&lt;br /&gt;
|weapon= Paper Slash&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack= &lt;br /&gt;
|type=Cutter&lt;br /&gt;
|weak=[[Triple Blade]]&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[Tier 2 (MaGMML2)]]&lt;br /&gt;
|occupation=Bureaucrat&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss, NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (cameo)&lt;br /&gt;
|appear2=''Mega Man 42''&lt;br /&gt;
|sprite=[[File:MaGMML2_OmbudsMan.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|...what is an Ombuds?|Mega Man|confused as everybody on their first visit.|}}&lt;br /&gt;
'''Ombuds Man''' is a Robot Master from the fangame ''Mega Man 42''. He is a Robot Master built to handle paperwork and other bureaucratic affairs, before eventually allying himself with [[Doctor Albert W. Wily|Dr. Wily]]. He appears as the boss of [[Tier 2 (MaGMML2)|Tier 2]] in ''[[Make a Good Mega Man Level 2]]'', with an upgraded pattern from his original game.&lt;br /&gt;
&lt;br /&gt;
==Game Appearances==&lt;br /&gt;
===''Mega Man 42''===&lt;br /&gt;
Ombuds Man is one of the eight Robot Masters. His stage takes place in an office building that either [[Mega Man]] or Mega Girl ([[Roll]]) must climb in order to reach the boss. His attacks consists of his signature Paper Slash move, which fires a triple spreadshot of paper, one forward and two at 45 degree angles, and slamming his fist on the ground, producing falling debris from the ceiling.&lt;br /&gt;
&lt;br /&gt;
He is weak to the Color Glob, Art Man's Special Weapon, and his Paper Slash weapon is the weakness of Zombie Man.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 2]]''===&lt;br /&gt;
Ombuds Man appears as the boss of Tier 2, the Sewers. After a brief bit of dialogue with Mega Man, where he admits to not even knowing what an Ombuds is, calling it &amp;quot;an enigma of life&amp;quot;, he challenges him to battle. &lt;br /&gt;
&lt;br /&gt;
Ombuds Man's abilities have been significantly ramped up from his original battle. In addition to retaining all of his original attacks, he has gained a good amount of new moves as listed below that he will repeat in a set order.&lt;br /&gt;
&lt;br /&gt;
* Slams his fist on the ground in the beginning of the fight, causing rocks to fall. One rock will always be aimed at Mega Man's position.&lt;br /&gt;
* Fires the Paper Slash, jumps back, firing one paper in ari and two on ground.&lt;br /&gt;
* Tosses a printer on the ground, which can be destroyed. This printer fires paper shots straight forward.&lt;br /&gt;
* Slams his fist again, also destroying the printer if it is still intact.&lt;br /&gt;
* Jumps and fires Paper Slash straight up, with its shots arcing downwards. He proceeds to adjust his tie, and teleport out of the arena, firing 6 papers around. &lt;br /&gt;
* After that, he will fall on Mega Man's position, causing rocks to fall once again.&lt;br /&gt;
&lt;br /&gt;
After his defeat, he will appear at [[Chateau Chevaleresque]] as an NPC. &lt;br /&gt;
&lt;br /&gt;
====Pre-Battle Dialogue====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
 ! Character !! Dialogue&lt;br /&gt;
 {{Alternating rows table section|es=background:#f0f0f0;&lt;br /&gt;
 |{{!}}'''Mega Man'''{{!!}} Uhh... a business man in the sewer? What...?&lt;br /&gt;
 |{{!}}'''Ombuds Man'''{{!!}} Ahh, you've finally arrived!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I was wondering when you would show up, Mega Man. I've grown quite impatient down here.&lt;br /&gt;
 |{{!}}'''Mega Man'''{{!!}} Who are you and why did you think it was a good idea to bring formal wear into a sewer?&lt;br /&gt;
 |{{!}}'''Ombuds Man'''{{!!}} Ahh, you don't remember me... I am ''Ombuds Man!''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If I recall correctly, I am from one of your earlier adventures, so I am not surprised I have been forgotten.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As for why I wear such attire, it is simply business. Do not question what needs to be done. &lt;br /&gt;
 |{{!}}'''Mega Man'''{{!!}} ... What is an Ombuds?&lt;br /&gt;
 |{{!}}'''Ombuds Man'''{{!!}} Ah, the quintessential question - for even I cannot deliver you an answer. It is simply an enigma of life.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;But now, we must do battle - it is destiny that we must.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm getting quite disgusted by this sewer either way, so it would be preferred if this was taken care of quickly.&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level: Episode Zero]]''===&lt;br /&gt;
While he doesn't return as a boss or even an NPC, Ombuds Man makes a surprise cameo appearance in ''Episode Zero'''s end credits. He is seen in the Chateau Chevaleresque standing next to [[Napalm Man]], and the two seem perfectly content not saying a single word to each other.&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/3&lt;br /&gt;
| hornet = 1&lt;br /&gt;
| jewel = 2&lt;br /&gt;
| grab = 1&lt;br /&gt;
| triple = 4&lt;br /&gt;
| flash = N&lt;br /&gt;
| slash = 1&lt;br /&gt;
| wheel = 1&lt;br /&gt;
| sakugarne = 2&lt;br /&gt;
| wire = 1&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| notes = Destroying the falling debris can actually yield drops.&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* An ''ombudsman'' is an appointed official whose duty is to investigate complaints, generally on behalf of individuals such as consumers or taxpayers, against institutions such as companies and government departments.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Tier Bosses]][[Category:Tier 2 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Bosses]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Kichona&amp;diff=25130</id>
		<title>Kichona</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Kichona&amp;diff=25130"/>
				<updated>2024-10-07T17:44:39Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#8D83AB&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= Kawaii Kichona Shofu&lt;br /&gt;
|image=[[File:Kichona artwork.jpg|200px]]&lt;br /&gt;
|caption= Concept art by Zatsupachi&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number=&lt;br /&gt;
|designer= Zatsupachi&lt;br /&gt;
|programmer= Zatsupachi&lt;br /&gt;
|gender= Female&lt;br /&gt;
|eyecolor = Light Blue&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= Modified Tommy Gun, Syringe Sword&lt;br /&gt;
|hp=56&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Swift&lt;br /&gt;
|weak=[[Wheel Cutter]]&lt;br /&gt;
|affiliations= [[Crator]]&amp;lt;br&amp;gt;[[Cream]]&lt;br /&gt;
|stage=[[Yggdrasil]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation= Lead Researcher, Army General&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]]&lt;br /&gt;
|appear2= Cutezome Mythos&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:MaGMML2 Kichona.png]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I assume [[Mega Man|you]]'ve beaten [[Cream]] and [[Crator]]. Don't worry they're not dead. The technology on Earth is rather inadequate to deal with even civilians. Now, let's see how you fight!|Kichona|[[Yggdrasil]].}}&lt;br /&gt;
'''Kichona''' is known by the Cutezome people as the purest descendant of the ancients.&lt;br /&gt;
She possesses nearly the same genetic configuration as the first Cutezomes.&lt;br /&gt;
The government implored her to give her genetic perfection to the next generation,&lt;br /&gt;
as the current generation of Cutezomes has had a decline on their genetics.&lt;br /&gt;
Due to deterioration through time, the Cutezome people are faced with more diseases and weaknesses.&lt;br /&gt;
&lt;br /&gt;
She possesses an extremely high IQ and is a proverbial 'chessmaster' in Zatsupachi's mythos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Half of Kichona's pattern was broken via oversight, as well&lt;br /&gt;
as her collision mask was set to [[Splash Woman]]'s.&lt;br /&gt;
&lt;br /&gt;
She still possesses certain abilities though:&lt;br /&gt;
&lt;br /&gt;
*Gun(4 damage) - She shoots her gun indiscriminately scattering bullets in a 90-degree(?) cone.&lt;br /&gt;
*Charge(bugged, supposed to be 10 damage) - She can heal 10 hp with this attack per 15(?) frames she is attached. Can be done a second time immediately after the first charge ends.&lt;br /&gt;
&lt;br /&gt;
She can at every other action parry your attacks, making her invulnerable for the time. In phase 1, when she haven't gone below 50% health, Charge is usually done after a parry. Sometimes you can make her cancel her next action, sometimes leading to a parry combo.&lt;br /&gt;
&lt;br /&gt;
Upon hitting 50% health, she enters Phase 2 and gains a new attack:&lt;br /&gt;
&lt;br /&gt;
*Syringe Smack(14 damage) - She violently smacks the ground with her Syringe.&lt;br /&gt;
&lt;br /&gt;
She will charge without needing to draw the syringe more often, or chain it after the smack. Even if her health goes above 50%, she will not revert to Phase 1 behaviour.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 2/2/6&lt;br /&gt;
| hornet = 0&lt;br /&gt;
| jewel = 0&lt;br /&gt;
| grab = 0&lt;br /&gt;
| triple = 6&lt;br /&gt;
| slash = 0&lt;br /&gt;
| wheel = 10&lt;br /&gt;
| sakugarne = 0&lt;br /&gt;
| wire = 0&lt;br /&gt;
| arrow = 0&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Kichona, [[Cream]] and [[Crator]] are the only main path bosses not featured in the Mega Arena.&lt;br /&gt;
*Ironically, despite Cutezomes being resistant to such cuts, Kichona takes sizable damage from the [[Triple Blade]] and the [[Wheel Cutter]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Entry Bosses}}&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Tier 2 (MaGMML2)]][[Category:Main Path Boss]][[Category:Make a Good Mega Man Level 2]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Kichona&amp;diff=25129</id>
		<title>Kichona</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Kichona&amp;diff=25129"/>
				<updated>2024-10-07T17:44:17Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#8D83AB&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= Kawaii Kichona Shofu&lt;br /&gt;
|image=[[File:Kichona artwork.jpg|200px]]&lt;br /&gt;
|caption= Concept art by Zatsupachi&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number=&lt;br /&gt;
|designer= Zatsupachi&lt;br /&gt;
|programmer= Zatsupachi&lt;br /&gt;
|gender= Female&lt;br /&gt;
|eyecolor = Light Blue&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= Modified Tommy Gun, Syringe Sword&lt;br /&gt;
|hp=56&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Swift&lt;br /&gt;
|weak=[[Wheel Cutter]]&lt;br /&gt;
|affiliations= [[Crator]]&amp;lt;br&amp;gt;[[Cream]]&lt;br /&gt;
|stage=[[Yggdrasil]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation= Lead Researcher, Army General&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]]&lt;br /&gt;
|appear2= Cutezome Mythos&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:MaGMML2 Kichona.png]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I assume [[Mega Man|you]]'ve beaten [[Cream]] and [[Crator]]. Don't worry they're not dead. The technology on Earth is rather inadequate to deal with even civilians. Now, let's see how you fight!|Kichona|[[Yggdrasil]].}}&lt;br /&gt;
'''Kichona''' is known by the Cutezome people as the purest descendant of the ancients.&lt;br /&gt;
She possesses nearly the same genetic configuration as the first Cutezomes.&lt;br /&gt;
The government implored her to give her genetic perfection to the next generation,&lt;br /&gt;
as the current generation of Cutezomes has had a decline on their genetics.&lt;br /&gt;
Due to deterioration through time, the Cutezome people are faced with more diseases and weaknesses.&lt;br /&gt;
&lt;br /&gt;
She possesses an extremely high IQ and is a proverbial 'chessmaster' in Zatsupachi's mythos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Half of Kichona's pattern was broken via oversight, as well&lt;br /&gt;
as her collision mask was set to [[Splash Woman]]'s.&lt;br /&gt;
&lt;br /&gt;
She still possesses certain abilities though:&lt;br /&gt;
&lt;br /&gt;
*Gun(4 damage) - She shoots her gun indiscriminately scattering bullets in a 90-degree(?) cone.&lt;br /&gt;
*Charge(bugged, supposed to be 10 damage) - She can heal 10 hp with this attack per 15(?) frames she is attached. Can be done a second time immediately after the first one ends.&lt;br /&gt;
&lt;br /&gt;
She can at every other action parry your attacks, making her invulnerable for the time. In phase 1, when she haven't gone below 50% health, Charge is usually done after a parry. Sometimes you can make her cancel her next action, sometimes leading to a parry combo.&lt;br /&gt;
&lt;br /&gt;
Upon hitting 50% health, she enters Phase 2 and gains a new attack:&lt;br /&gt;
&lt;br /&gt;
*Syringe Smack(14 damage) - She violently smacks the ground with her Syringe.&lt;br /&gt;
&lt;br /&gt;
She will charge without needing to draw the syringe more often, or chain it after the smack. Even if her health goes above 50%, she will not revert to Phase 1 behaviour.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 2/2/6&lt;br /&gt;
| hornet = 0&lt;br /&gt;
| jewel = 0&lt;br /&gt;
| grab = 0&lt;br /&gt;
| triple = 6&lt;br /&gt;
| slash = 0&lt;br /&gt;
| wheel = 10&lt;br /&gt;
| sakugarne = 0&lt;br /&gt;
| wire = 0&lt;br /&gt;
| arrow = 0&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Kichona, [[Cream]] and [[Crator]] are the only main path bosses not featured in the Mega Arena.&lt;br /&gt;
*Ironically, despite Cutezomes being resistant to such cuts, Kichona takes sizable damage from the [[Triple Blade]] and the [[Wheel Cutter]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Entry Bosses}}&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Tier 2 (MaGMML2)]][[Category:Main Path Boss]][[Category:Make a Good Mega Man Level 2]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Cream&amp;diff=25128</id>
		<title>Cream</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Cream&amp;diff=25128"/>
				<updated>2024-10-07T17:40:01Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#9B8A46&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= [[File:Creamshot.png|left]]Cream O. Dall[[File:Creamshot.png|right]]&lt;br /&gt;
|image=[[File:Cream artwork.jpeg|200px]]&lt;br /&gt;
|caption= Concept by Zatsupachi&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = Kurimu&lt;br /&gt;
|number= &lt;br /&gt;
|designer= Zatsupachi &lt;br /&gt;
|programmer= Zatsupachi &lt;br /&gt;
|gender= Female&lt;br /&gt;
|eyecolor = Blue&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= Portable Omni-Weapons System(Cream Buster)&lt;br /&gt;
|hp=50&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Missile, Impact&lt;br /&gt;
|weak=[[Mega Buster]]&lt;br /&gt;
|affiliations= [[Crator]]&amp;lt;br&amp;gt;[[Kichona]]&lt;br /&gt;
|stage=[[Yggdrasil]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation= Student, Historian&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2= Cutezome Mythos&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:MaGMML2 Cream.png ]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I knew this was too easy, alright, let's do this!|Cream|[[Yggdrasil]].}}&lt;br /&gt;
'''Cream''' has similar to [[Crator]] as she too was also a part of Kichona's grand scheme.&lt;br /&gt;
However, unlike [[Crator]] it was not Kichona who foresought her &amp;quot;programming&amp;quot; and genetic modification.&lt;br /&gt;
Due to a faulty genetic configuration, this caused various parts of her body to irregularly grow.&lt;br /&gt;
Most notably her hair. Thankfully, [[Kichona]] found Cream with [[Crator]] and this genetic malfunction was corrected.&lt;br /&gt;
Due to Cream's body adapting, her hair will retain that length even if she cuts it.&lt;br /&gt;
Cream is a history buff, mostly because she hails from a family of archeologists.&lt;br /&gt;
&lt;br /&gt;
She is best equipped with ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
&lt;br /&gt;
She can only he hurt with the Mega Buster. She has various attacks, and likes to bounce around the arena.&lt;br /&gt;
&lt;br /&gt;
*Buster(4 small, 6 big): she randomly chooses which type to shoot.&lt;br /&gt;
*Dash(6 contact): she has contact damage when dashing.&lt;br /&gt;
*Explosive(8 rocket/grenade explosion, 2 grenade): she randomly chooses which type to shoot when she jumps.&lt;br /&gt;
*HAMMER!(28 contact, 4 debris): her insta-kill. She jumps in the air and slam the ground with a hammer.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 3/3/5&lt;br /&gt;
| hornet = 0&lt;br /&gt;
| jewel = 0&lt;br /&gt;
| grab = 0&lt;br /&gt;
| triple = 0&lt;br /&gt;
| slash = 0&lt;br /&gt;
| wheel = 0&lt;br /&gt;
| sakugarne = 0&lt;br /&gt;
| wire = 0&lt;br /&gt;
| arrow = 0&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
==Costume==&lt;br /&gt;
You will need 100 Noble Nickels to unlock custom skins.&lt;br /&gt;
There is a [[Custom Costumes#Other_Series_Costumes|custom skin]] somewhere out there by Zatsupachi...&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*[[Kichona]], Cream and [[Crator]] are the only main path bosses not featured in the Mega Arena.&lt;br /&gt;
*A glitch has been found that can skip the battle against Cream entirely: tip-toe into the boss door,and there will be a pixel-perfect space where you can stand and not trigger the boss battle.Shoot any projectiles into her hitbox and then activating the battle will instantly kill Cream. However, skipping Cream will give you [[Crator]]'s element.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Entry Bosses}}&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Tier 2 (MaGMML2)]][[Category:Main Path Boss]][[Category:Make a Good Mega Man Level 2]][[Category:Bosses]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Crator&amp;diff=25127</id>
		<title>Crator</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Crator&amp;diff=25127"/>
				<updated>2024-10-07T17:39:14Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#7D7F85&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= Crator W. Davish&lt;br /&gt;
|image=[[File:Crator_artwork.jpeg|200px]]&lt;br /&gt;
|caption= Concept by Zatsupachi&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = Kureita&lt;br /&gt;
|number= &lt;br /&gt;
|designer= [[Zatsupachi]]&lt;br /&gt;
|programmer= [[Zatsupachi]]&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor = Blue&lt;br /&gt;
|at= &lt;br /&gt;
|weapon= Prototype Controlled Energy Beam(Lightsaber)&lt;br /&gt;
|hp=40&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Cutter, Space&lt;br /&gt;
|weak=[[Slash Claw]], [[Triple Blade]]&lt;br /&gt;
|affiliations= [[Cream]]&amp;lt;br&amp;gt;[[Kichona]]&lt;br /&gt;
|stage=[[Yggdrasil]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation= Student, Researcher&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2= Cutezome Mythos&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:MaGMML2 Crator.png]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Whatever [[Mega Man|you]] are, You're not stopping me from doing my work! En garde!|Crator|[[Yggdrasil]].}}&lt;br /&gt;
'''Crator''' (pronounced as Crater) is a genetically modified Cutezome. He is bred to be as optimal as their ancestors.&lt;br /&gt;
He possesses great intellect for someone his age (14 Earth Years), though he's not as smart as his mentor, [[Kichona]].&lt;br /&gt;
Ever since he was born, he was under [[Kichona]]'s watchful eye as she &amp;quot;programmed&amp;quot; him to be the best that he could be.&lt;br /&gt;
Albeit Crator possessing multiple skillsets, both physical and mental, he has limited brain power to process everything [[Kichona]] has taught him, since he is introduced to these skillsets at will by [[Kichona]].&lt;br /&gt;
&lt;br /&gt;
He is equipped with a lightsaber that virtually can cut any physical object through molecular displacement caused by the sheer energy of the beam. He is seen in [[Yggdrasil]] with [[Kichona]] helping her with some experiments.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Crator, like all of the [[Yggdrasil]] bosses do not have normal contact damage. He is also known to deal massive amounts of damage so care is advised. He is invulnerable during all attacks that use his sword.&lt;br /&gt;
&lt;br /&gt;
He possesses many different attacks:&lt;br /&gt;
&lt;br /&gt;
* Slash(14 damage): He swings his sword, and shoots a wave projectile that deals 8 damage with a 50% chance.&lt;br /&gt;
&lt;br /&gt;
* Reko(6 damage, 28 contact): He slams the ground, Energy blasts come out of ground outwards from him every 36 pixels.&lt;br /&gt;
&lt;br /&gt;
Upon reaching 50% health, he gain two additional attacks:&lt;br /&gt;
&lt;br /&gt;
* Rush(14 damage): He dashes forward with his sword. Only does it after using Reko. &lt;br /&gt;
&lt;br /&gt;
* Genmu(12 damage, 28 contact): He raises his sword into the air and lets out large wave you can slide under.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/3&lt;br /&gt;
| hornet = 0&lt;br /&gt;
| jewel = 0&lt;br /&gt;
| grab = 0&lt;br /&gt;
| triple = 5&lt;br /&gt;
| slash = 8&lt;br /&gt;
| wheel = 0&lt;br /&gt;
| sakugarne = 0&lt;br /&gt;
| wire = 0&lt;br /&gt;
| arrow = 0&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*[[Kichona]], [[Cream]] and Crator are the only main path bosses not featured in the Mega Arena.&lt;br /&gt;
*Ironically, despite Cutezomes being resistant to such cuts, Crator takes sizable damage from the [[Triple Blade]] and the [[Slash Claw]].&lt;br /&gt;
*A glitch has been found that can skip the battle against Crator entirely: tip-toe into the boss door,and there will be a pixel-perfect space where you can stand and not trigger the boss battle.Shoot any projectiles into his hitbox and then activating the battle will instantly kill Crator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Entry Bosses}}&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Tier 2 (MaGMML2)]][[Category:Main Path Boss]][[Category:Make a Good Mega Man Level 2]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Yggdrasil&amp;diff=25126</id>
		<title>Yggdrasil</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Yggdrasil&amp;diff=25126"/>
				<updated>2024-10-07T16:30:59Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Green Path – Cream */&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 Blocks that act as an alternate way of reaching the pink path by using the [[Wheel Cutter]] to go upwards. However, the lower ladder is not climbable due to a bug, forcing the player to scale the whole room diagonally between side blocks with Super Arrow and Rush Jet.&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. However, the ending of the green path's late entrance can be successfully accessed and even traversed backwards, in which case using [[Sakugarne]] can help with the descent.&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 is one of only two multi-Element level in the ''MaGMML'' series where one Energy Element is inaccessible without collecting another in the stage first (the other being [[Spectrum Science]] in ''[[Make a Good Mega Man Level 3]]''). In Yggdrasil's case, the door to Kichona will not open without first collecting Crator and Cream's Energy Elements.&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>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Yggdrasil&amp;diff=25125</id>
		<title>Yggdrasil</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Yggdrasil&amp;diff=25125"/>
				<updated>2024-10-07T16:29:46Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Green Path – Cream */&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 Blocks that act as an alternate way of reaching the pink path requiring [[Wheel Cutter]] to scale. However, the lower ladder is not climbable due to a bug, forcing the player to scale the whole room with Super Arrow and Rush Jet.&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. However, the ending of the green path's late entrance can be successfully accessed and even traversed backwards, in which case using [[Sakugarne]] can help with the descent.&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 is one of only two multi-Element level in the ''MaGMML'' series where one Energy Element is inaccessible without collecting another in the stage first (the other being [[Spectrum Science]] in ''[[Make a Good Mega Man Level 3]]''). In Yggdrasil's case, the door to Kichona will not open without first collecting Crator and Cream's Energy Elements.&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>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Yggdrasil&amp;diff=25124</id>
		<title>Yggdrasil</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Yggdrasil&amp;diff=25124"/>
				<updated>2024-10-07T16:13:38Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Pink Path – Kichona */&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. However, the ending of the green path's late entrance can be successfully accessed and even traversed backwards, in which case using [[Sakugarne]] can help with the descent.&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 is one of only two multi-Element level in the ''MaGMML'' series where one Energy Element is inaccessible without collecting another in the stage first (the other being [[Spectrum Science]] in ''[[Make a Good Mega Man Level 3]]''). In Yggdrasil's case, the door to Kichona will not open without first collecting Crator and Cream's Energy Elements.&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>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Glass_Man&amp;diff=25088</id>
		<title>Glass Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Glass_Man&amp;diff=25088"/>
				<updated>2024-10-06T16:17:03Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Make a Good Mega Man Level (Remastered) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#B767A3&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= [[File:GlassManMugshot.png|left]]Glass Man[[File:GlassManMugshot.png|right]]&lt;br /&gt;
|image= [[ File:GlassManArtwork.png |270px|Artwork by Phusion]]&lt;br /&gt;
|caption= Artwork by '''Phusion'''&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number= &lt;br /&gt;
|designer=[[RedBlupi]]'s brother&lt;br /&gt;
|programmer=[[RedBlupi]]{{1}}{{1R}}&amp;lt;br&amp;gt;[[ACESpark]]{{2}}&lt;br /&gt;
|artist=[[RedBlupi]]&amp;lt;br&amp;gt;[[ACESpark]]{{2}}&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor = Red&lt;br /&gt;
|at=5 (contact){{1}}{{1R}}&amp;lt;br&amp;gt;3 (glass wall){{1}}{{1R}}&amp;lt;br&amp;gt;5 (Power Orb){{1}}{{1R}}&lt;br /&gt;
|weapon= [[Power Orb]]&lt;br /&gt;
|hp=28{{1}}{{1R}}&amp;lt;br&amp;gt;56{{2}}&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Crystal&lt;br /&gt;
|weak= [[Gemini Laser]]{{1}}&amp;lt;br&amp;gt;[[Gemini Laser]], [[Power Orb]]{{1R}}&amp;lt;br&amp;gt;[[Grab Buster]]{{2}}&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]] (formerly)&lt;br /&gt;
|stage=[[Glass Man (stage)|Glass Man]]&lt;br /&gt;
|location='''MaGMML(1R):'''&amp;lt;br&amp;gt;[[Glass Man (stage)|Glass Man]]&amp;lt;br&amp;gt;[[Hall of Fame]]&amp;lt;br&amp;gt;'''MaGMML2:'''&amp;lt;br&amp;gt;[[Tier 10 (MaGMML2)|Tier 10]]&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (Boss)&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: Episode Zero|MaGMML: Episode Zero]] (Cameo)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite= [[File:GlassMan.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|81 entries, huh? It doesn't matter who won, you're all winners in my eyes &amp;lt;3|Glass Man|in [[Tier 10 (MaGMML2)]].}}&lt;br /&gt;
&lt;br /&gt;
'''Glass Man''' is a boss in ''[[Make a Good Mega Man Level]]'' and [[Make a Good Mega Man Level Remastered|its remake]] who appears at the end of [[Glass Man (stage)|his namesake level]]. He returns later in the game as a midboss in the Wily stage [[Hall of Fame]].&lt;br /&gt;
&lt;br /&gt;
Glass Man also appears in ''[[Make a Good Mega Man Level 2]]'' as an NPC in [[Tier 10 (MaGMML2)|Tier 10]], and as a secret boss in the same area after clearing the [[Wily Star II]]. He also makes a brief cameo during the opening cutscenes of ''[[Make a Good Mega Man Level: Episode Zero]]'', standing behind [[Doctor Albert W. Wily|Dr. Wily]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
===''[[Make a Good Mega Man Level]]'' ''([[Make a Good Mega Man Level Remastered|Remastered]])''===&lt;br /&gt;
Glass Man will start the battle by jumping up and down, creating glass walls that push [[Mega Man]] while staying on the right side of the room. He shoots at a random time during each jump and jumps two times before shooting on the ground again. When his health is down to 20 points, he will use his [[Power Orb]] and bounce around the room while inside it until it shatters, tracking Mega Man's position at low horisontal speed. He will then begin moving around as he jumps. He will activate the Power Orb again when his health is down to 10 points, and his jumps will also cover more distance.&lt;br /&gt;
&lt;br /&gt;
In the remaster, his jumps to the left go further than to the right and the Power Orb attack can no longer track the player.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 2]]''===&lt;br /&gt;
Glass Man's pattern has been greatly expanded, to the point where he now has twice as much health as in the first game. Initially, he attacks in the following pattern:&lt;br /&gt;
*Jump up and down, creating glass walls that push Mega Man.&lt;br /&gt;
*Jump towards Mega Man, creating glass walls.&lt;br /&gt;
*Create a barrier of glass walls that fly forward when shot, similar to the glass wall barriers used by [[Vitreous]]. If enough time passes without all the glass walls being shot, Glass Man will simply throw all of them at once.&lt;br /&gt;
*Jump to the top of the room and toss down a spiked glass ball that bounces along the ground 4 times, shooting small glass spikes in 4 cardinal directions each time it lands.&lt;br /&gt;
Once his health is down to 28 points, he breaks the ceiling to his room and switches to a different pattern:&lt;br /&gt;
*Jump above the screen, and drop down in the Power Orb, bouncing around the room until it shatters, after which it splits into 8 small glass spikes.&lt;br /&gt;
*Create a group of large glass spikes that fly towards Mega Man, either from below or from the side of the screen.&lt;br /&gt;
*Jump above the screen and create a barrage of the same large glass spikes.&lt;br /&gt;
*Drop 3 Power Orbs that shatter after hitting the ground, all of which split into 8 small spikes. Glass Man is only inside the third Power Orb.&lt;br /&gt;
*Create a single glass wall.&lt;br /&gt;
*Jump above the screen and drop 3 more Power Orbs, with the third one again having Glass Man inside it.&lt;br /&gt;
*Create a single glass wall.&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&lt;br /&gt;
| metal = 1&lt;br /&gt;
| gemini = 3&lt;br /&gt;
| solar = 1&lt;br /&gt;
| top = 0&lt;br /&gt;
| wool = 1&lt;br /&gt;
| black = 1&lt;br /&gt;
| phar = 1/1/2&lt;br /&gt;
| magic= 1&lt;br /&gt;
| notes =&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level Remastered===&lt;br /&gt;
{{Damagetable1R&lt;br /&gt;
| buster = 1/1/2&lt;br /&gt;
| metal = 1&lt;br /&gt;
| gemini = 3&lt;br /&gt;
| solar = 1&lt;br /&gt;
| top = 1&lt;br /&gt;
| wool = 1&lt;br /&gt;
| black = 1&lt;br /&gt;
| phar = 2/3&lt;br /&gt;
| magic = 1&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 = (1/1/2)&lt;br /&gt;
(2/2/3)&lt;br /&gt;
| hornet = (0/3)&lt;br /&gt;
(0/4)&lt;br /&gt;
| jewel = 2&lt;br /&gt;
3&lt;br /&gt;
| grab = 3&lt;br /&gt;
4&lt;br /&gt;
| triple = (1/3)&lt;br /&gt;
(2/4)&lt;br /&gt;
| slash = 0&lt;br /&gt;
0&lt;br /&gt;
| wheel = 1&lt;br /&gt;
2&lt;br /&gt;
| sakugarne = 0&lt;br /&gt;
0&lt;br /&gt;
| wire = 1&lt;br /&gt;
1&lt;br /&gt;
| arrow = 2&lt;br /&gt;
3&lt;br /&gt;
| flash = N&lt;br /&gt;
N&lt;br /&gt;
| notes = The top set of numbers refers to Phase 1, the bottom set refers to Phase 2. Explosions generated by Haunt Pumpkin and Truffle Cluster deal higher damage and can destroy Glass Man's glass panes. Explosive attacks can damage Glass Man regardless of whether or not he is encased in his shield. Force Beam deals no damage to Glass Man himself, but can destroy his glass panes.&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
*While [[RedBlupi]] programmed Glass Man and created his sprites, his actual design stems from RedBlupi's brother.&lt;br /&gt;
*Glass Man is the only entry boss in the original ''Make a Good Mega Man Level'' to be a Robot Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML Tier 5}}&lt;br /&gt;
{{MaGMML}}&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Make a Good Mega Man Level Bosses]][[Category:Make a Good Mega Man Level 2 Bosses]][[Category:Tier 10 (MaGMML2)]]&lt;br /&gt;
[[Category:Make a Good Mega Man Level Remastered Bosses]][[Category:MaGMML Original Characters]][[Category:Entry Characters (MaGMML1)]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=The_Impaler&amp;diff=25072</id>
		<title>The Impaler</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=The_Impaler&amp;diff=25072"/>
				<updated>2024-10-06T07:51:47Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#696540&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:TheImpalerMugshot.png|left]][[File:TheImpalerMugshot.png|right]]The Impaler&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script=&lt;br /&gt;
|romaji=&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[The Stove Guy]]&lt;br /&gt;
|programmer=[[The Stove Guy]]&lt;br /&gt;
|gender=&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|at=5 (contact)&amp;lt;br&amp;gt;4 (screw)&amp;lt;br&amp;gt;4 (laser)&amp;lt;br&amp;gt;3 (shockwave)&amp;lt;br&amp;gt;3 (projectile)&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=56 (total)&amp;lt;br&amp;gt;28 (both phases)&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Impact&lt;br /&gt;
|weak=[[Top Spin]], [[Thunder Wool]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[The Arena]]{{1R}}&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level Remastered|MaGMML1R]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite= [[File:TheImpaler.png]]&lt;br /&gt;
}}&lt;br /&gt;
'''The Impaler''' is a boss from ''[[Make a Good Mega Man Level Remastered]]''. It is a floating one-eyed robot with a giant screw on the bottom of its body.&lt;br /&gt;
&lt;br /&gt;
It appears as an opponent in [[The Arena]], being fought between the [[Air Capsule]] and the [[Wily Machine TROPHY]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
The Impaler will start by randomly selecting from the following set of attacks:&lt;br /&gt;
*Hover over [[Mega Man]], extending its screw to the ground three times, creating shockwaves on both sides each time it lands (identical in appearance to those used by [[Commando Man]]).&lt;br /&gt;
*Float to the side of the screen and extend a projectile dispenser, dropping a group of large projectiles down followed by a group of small projectiles that go upward and float down. The Impaler then repeats this twice in different areas (where it can also use a projectile dispenser on the other side of its body).&lt;br /&gt;
*Hover back and forth, dropping large projectiles from its equally extended projectile dispensers 6 times, and also firing groups of small projectiles upwards after every third shot.&lt;br /&gt;
*Head to the center of the screen, drop its screw (creating another pair of shockwaves), and create a vacuum that sucks Mega Man towards the screw, while firing small projectiles in an arc.&lt;br /&gt;
*Having used both the screw and projectile dispensers, goes up and releases a laser that goes from one end of the room to the other while attached to The Impaler, but only deals damage when glowing. After this, The Impaler restarts its pattern.&lt;br /&gt;
&lt;br /&gt;
After its first health bar has been depleted, the projectile dispensers break off and The Impaler drops through the floor, breaking it and revealing a second screen of the room, with lava at the bottom. Its possible attacks now change to the following:&lt;br /&gt;
*Hover over Mega Man, extending its screw to the ground three times. Unless the screw lands on the edge of the room, it will break through part of the room's ground.&lt;br /&gt;
*Slam into the walls of the room twice. Each impact with the wall creates three projectiles that drop down in arcs.&lt;br /&gt;
If The Impaler breaks through enough ground to hit the lava, it will stop as its health slowly depletes (able to be depleted faster from being hit by Mega Man during this), eventually being defeated. If the player has ammo for certain Special Weapons and is willing to use them, making the Impaler touch the lava is not required for it to be defeated.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable1R&lt;br /&gt;
|buster=2/2/3&lt;br /&gt;
|metal=1&lt;br /&gt;
|gemini=2&lt;br /&gt;
|solar=1.5&lt;br /&gt;
|top=3&lt;br /&gt;
|wool=3&lt;br /&gt;
|black=1&lt;br /&gt;
|phar=1/1&lt;br /&gt;
|magic=1.5&lt;br /&gt;
|orb=2.5&lt;br /&gt;
|notes=}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
*In the initial version of ''MaGMML1R'', The Impaler used the default [[Pharaoh Shot]] damage values, meaning it took 1 point of damage from an uncharged shot and 20 points from a charged shot. This was fixed in version 1.1.&lt;br /&gt;
*The Impaler was created by [[The Stove Guy]] as a concept for what a boss of his own entry to the contest, [[Spiky Meltdown]], would be like. Fittingly, its arena uses recolored tiles from Spiky Meltdown.&lt;br /&gt;
*The Impaler is the only non-entry boss in ''MaGMML1R'' to have damage values ending in decimals (namely, the damage it takes from [[Solar Blaze]], [[Magic Card]], and [[Power Orb]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML}}&lt;br /&gt;
[[Category:Bosses]][[Category:Arena Bosses]]&lt;br /&gt;
[[Category:Make a Good Mega Man Level Remastered]]&lt;br /&gt;
[[Category:Make a Good Mega Man Level Remastered Bosses]]&lt;br /&gt;
[[Category:MaGMML Original Characters]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Zero&amp;diff=25069</id>
		<title>Zero</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Zero&amp;diff=25069"/>
				<updated>2024-10-05T22:24:27Z</updated>
		
		<summary type="html">&lt;p&gt;Alexium: /* Make a Good Mega Man Level Remastered */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#993D4F&lt;br /&gt;
|titletext=white&lt;br /&gt;
|name=[[File:ZeroMug.png|left|Zero Mug]][[File:ZeroMug.png|right|Zero Mug]]Zero&lt;br /&gt;
|image=[[File:ZeroArt.png|275px]]&lt;br /&gt;
|caption=Artwork by '''Spin Attaxx'''&lt;br /&gt;
|number=DWN-∞&lt;br /&gt;
|designer=[[snoruntpyro]]&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=N/A&lt;br /&gt;
|weapon=[[Z-Buster]]&amp;lt;br&amp;gt;[[Z-Saber]]&amp;lt;br&amp;gt;[[Z-Burst]]&amp;lt;br&amp;gt;[[Blank Drive]]&lt;br /&gt;
|hp=28&lt;br /&gt;
|occupation=Decoy Robot&lt;br /&gt;
|type=Laser&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]] (formerly)&amp;lt;br&amp;gt;Himself&lt;br /&gt;
|stage=[[Flashback Database]]&lt;br /&gt;
|location=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (Final Boss)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]] (NPC, Costume)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]&lt;br /&gt;
|appear2= &lt;br /&gt;
|sprite=[[File:ZeroSprite.gif]][[File:ZeroCloakedSprite.gif|Hooded Zero]][[File:ZeroXtremeSprite.png|Xtreme Zero]]&lt;br /&gt;
|}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{quote|I... wish to use this power. To fight Mega Man. The real hero of our stories. I have to prove myself as a worthy opponent to him! On my terms of course... No Dr. Wily, or any foolishness like that...|Zero|[[Make a Good Mega Man Level: Episode Zero]]}}&lt;br /&gt;
&lt;br /&gt;
'''Zero''' is a joke character that first appeared in ''[[Make a Good Mega Man Level]]''. Created at the expense of the [http://megaman.wikia.com/wiki/Zero actual Zero], his existence pokes fun at the tendency for fangames to include the real Zero as some form of ultimate threat, with one of the more infamous examples being ''Mega Man Unlimited''. Originally a hastily built decoy robot, built only to slow [[Mega Man]]'s escape from [[Wily Castle]], Zero reappears in ''[[Make a Good Mega Man Level 2]]'' as a major character, wearing a red cloak to conceal his identity. After gaining sentience and becoming angry at [[Doctor Albert W. Wily|Dr. Wily]] for using and discarding him, Zero helps [[Mega Man]] out throughout the game, revealing his true identity once Wily has been stopped and Mega Man has collected all the [[Energy Element]]s possible at that point. He built his [[Null and Void (MaGMML2)|own fortress]], which serves as one of the final challenges in the game.&lt;br /&gt;
&lt;br /&gt;
He is the protagonist and playable character of the interquel ''[[Make a Good Mega Man Level: Episode Zero]]'', where he boasts weapons and moves similar to his original counterpart.&lt;br /&gt;
&lt;br /&gt;
==''MaGMML'' Series Appearances==&lt;br /&gt;
===''Make a Good Mega Man Level (Remastered)''===&lt;br /&gt;
Zero appears at the end of [[Flashback Database]] following [[Wily Machine TROPHY]]'s defeat, serving as the final boss. When the battle begins, a silhouette of the real Zero drops down and gradually grows darker as Dr. Wily backs away, before revealing itself to be the MaGMML version of Zero. &lt;br /&gt;
&lt;br /&gt;
During the battle, Zero slides back and forth across the floor, occasionally firing a slow projectile at Mega Man, but neither collision nor the projectile can deal any actual damage to him. Despite this, he has no specific weakness, only taking 1 point of damage from everything (except [[Top Spin]], which does nothing{{1}}), including charged Mega Buster shots. However, thanks to the properties of [[Solar Blaze]], hitting Zero with the big shot before it splits off will do two damage, making that technically his weakness.&lt;br /&gt;
&lt;br /&gt;
After being defeated, Zero drops the final Energy Element, and the castle begins to self destruct. Mega Man realizes that Zero was merely a decoy robot, and teleports away from the castle as usual.&lt;br /&gt;
&lt;br /&gt;
===''Make a Good Mega Man Level 2''===&lt;br /&gt;
Zero (as the Cloaked Man) first appears after obtaining at least 10 [[Energy Element]]s. He leaves a note for Mega Man to meet him at [[Chateau Chevaleresque]]. When [[Mega Man]] meets up with him, he discusses the power of the [[simulation]]s and asserts that he is not plotting anything, but people like [[Doctor Albert W. Wily|Dr. Wily]] could. He dodges the questions about his identity. When his spiel is over, he gives out an E-Tank and leaves. He appears again after getting 38 Energy Elements, repeating his thoughts about the simulations and how they could be used for evil. His last appearance before the [[Wily Star II]] appears is after getting at least 52 Energy Elements. He continues delivering a soliloquy on the power of the simulations while Mega Man gets audibly frustrated at him.&lt;br /&gt;
&lt;br /&gt;
After the Wily Star II appears and [[Doctor Thomas Light|Dr. Light]] tells Mega Man that using [[Rush]] is not an option due to its force field, Zero appears once again, offering his advice. After Mega Man gets frustrated with him, Zero explains that the Energy Elements can cause volatile reactions when there are a lot in one place (hinting at the opening of [[Tier X (MaGMML2)|Tier X]]), and that they could possibly use the power to get a spaceship that could sneak by Wily's forcefield undetected. Mega Man decides to roll with it, and it actually works. Zero then wishes Mega Man good luck, and is not seen again until Wily is defeated. After the credits roll, he appears outside of [[Dr. Light's Lab]] and challenges Mega Man to get all the Energy Elements.&lt;br /&gt;
&lt;br /&gt;
His last appearence is at the very end of the true final level, [[Null and Void (MaGMML2)|Null and Void]]. Here, he reveals that he was using Tier X and Null and Void as a base the whole time, to build an ultimate robot to challenge Mega Man to the greatest battle of all time. He explains that after his last meeting with Mega Man, he was inspired to have a true battle with him. He also explains that he was working on this before Dr. Wily began planning to attack the festival, and decided stopping Wily should be prioritized over the ultimate battle. He then summons his capsule containing [[Absolute ZERO]], and the battle then begins.&lt;br /&gt;
&lt;br /&gt;
After Absolute ZERO's defeat, he is revealed to have been piloting the robot with his cloak off, showing that he is truly Zero from the first game. He explains that after his first defeat, he hid himself while he repaired himself, and was able to help Mega Man thanks to him having access to Wily's plans, being a robot built by him. He then explains that now that the ultimate battle is complete, his purpose has been fulfilled, and his life is complete. He ascends to the heavens, accompanied by a rainbow and a completely normal sounding angelic choir. As he disappears into the aether, never to be seen again, he drops the final Energy Element.&lt;br /&gt;
&lt;br /&gt;
Collecting his last Energy Element also unlocks him as a costume. True to the original Zero, the costume only ever uses one frame of animation. He can also use the [[Alternate Weapons|Contest Weapon Data]].&lt;br /&gt;
&lt;br /&gt;
===''Make a Good Mega Man Level: Episode Zero''===&lt;br /&gt;
In his most significant role to date, ''Make a Good Mega Man Level: Episode Zero'' features him as the protagonist and only playable character. Now sporting an actual spritesheet, Zero has a different playstyle from Mega Man, and moves very similarly to his main timeline counterpart in the ''Mega Man X'' and ''Mega Man Zero'' series with a dash/airdash ability. Players also have the option to start the game with a costume that gives Zero his traditional ''Mega Man X'' appearance; this costume, as well as one of his &amp;quot;Cloaked Figure&amp;quot; disguise in ''MaGMML2'', can also be bought from [[Dr. Wily's Secret Bunker]].&lt;br /&gt;
&lt;br /&gt;
''Episode Zero'' follows Zero's story in the interim between ''MaGMML1'' and ''MaGMML2'', with Zero surviving his battle with Mega Man and narrowly escaping the Wily Castle, only to be knocked offline. Waking up two weeks later, he is rediscovered by Dr. Wily, who upgrades him with the [[Z-Saber]] and [[Z-Burst]] and enlists him in his plan to develop the [[Reality Core]]. Along the way, he encounters [[SRARA]] in [[Mega City]], learns about Mega Man's heroics (and subsequently desires to be a hero himself), and is recruited by Agents [[Roslyn Krantz]] and [[Gilbert D. Stern]] to track down SRARA and stop their activities.&lt;br /&gt;
&lt;br /&gt;
Eventually, Dr. Wily disowns Zero after going mad with power and locking himself in his bunker, prompting Zero to abandon Wily and focus on defeating SRARA. A raid on [[S.R.A.R.A. HQ|their hidden base]] leads him to encounter [[Duo]] and follow SRARA into Tier X, where he learns of their plan to control reality. Together with Duo, he pursues the quartet to [[Null and Void (Episode Zero)|Null and Void]] and ultimately defeats them, as well as a resurrected [[Trio]]. After the battle, Zero persuades Duo to temporarily leave the contaminated Energy Elements in his care, so that he may use them to battle Mega Man once again and fulfill his purpose. After the credits, he relays his story to [[Knight Man]], before meeting Mega Man once again, leading into the events of ''MaGMML2''.&lt;br /&gt;
&lt;br /&gt;
==Zero Soul==&lt;br /&gt;
{{robotmaster&lt;br /&gt;
|titlebg=#8D83AB&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name=Zero Soul&lt;br /&gt;
|image=&lt;br /&gt;
|nickname=Soul of Souls{{1R}}&lt;br /&gt;
|designer=[[snoruntpyro]]&lt;br /&gt;
|programmer=snoruntpyro&lt;br /&gt;
|artist=snoruntpyro&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Yellow{{1}}&amp;lt;br&amp;gt;Red{{1R}}&lt;br /&gt;
|hp=56&lt;br /&gt;
|at=&lt;br /&gt;
|type=Copy&lt;br /&gt;
|weak=None{{1}}&amp;lt;br&amp;gt;[[Thunder Wool]], [[Pharaoh Shot]]{{1R}}&lt;br /&gt;
|affiliations=Himself&lt;br /&gt;
|location=[[The Arena]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (Superboss)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Cameo)&lt;br /&gt;
|sprite=[[File:MaGMML ZeroSoul.gif|MaGMML]] [[File:ZeroSoul1R.png|MaGMML1R]]&lt;br /&gt;
}}&lt;br /&gt;
'''Zero Soul''' is a powered-up incarnation of Zero that appears at the end of [[The Arena]] in the original ''Make a Good Mega Man Level'' and its remake. Bestowed with more power than before, he acts as a superboss and the game's final challenge.&lt;br /&gt;
&lt;br /&gt;
===''Make a Good Mega Man Level''===&lt;br /&gt;
Zero Soul appears as the end boss of the Arena, formed by Zero fusing with a trophy and gaining the power of all entries. In battle, he randomly selects from any of eleven attacks per phase, with ten of those attacks being a reference to some entry (how well it's related varies), and the last one being a generic projectile. Zero Soul starts with 56 health and sticks to the floor, chasing Mega Man, and when he gets to half health, he will drop a [[Yashichi]] and begin to float and chase vertically as well as horizontally.&lt;br /&gt;
&lt;br /&gt;
In his first phase, he will choose from these attacks:&lt;br /&gt;
* Shoots one bullet that goes to Mega Man's current position.&lt;br /&gt;
* Makes the background scroll down quickly for a few seconds. ([[Objective: Vain Space]])&lt;br /&gt;
* Shoots four arcing bombs that temporarily destroy the floor of the arena. ([[City War]])&lt;br /&gt;
* Shoots a shadow clone of Waltz that goes to Mega Man's current position. ([[Level]])&lt;br /&gt;
* Summons a few [[Telly|Tellies]]. ([[Chroma Key]])&lt;br /&gt;
* Summons an egg of a [[Pipi]]. ([[Midnight Snow]])&lt;br /&gt;
* Summons a temporary [[Screw Bomber]]. ([[Sky Ziggurat]])&lt;br /&gt;
* Summons three spreading shrapnel pieces of a [[Jet Bomb]]. ([[Sunset Siege]])&lt;br /&gt;
* Summons two [[Wanaan]]s that vaguely target Mega Man. ([[Wily Combo]])&lt;br /&gt;
* Summons two Napalm Bombs. ([[Napalm Forest and Caves]])&lt;br /&gt;
* Shoots a bouncing top. ([[Hard to See Land]])&lt;br /&gt;
&lt;br /&gt;
In his second phase, he will choose from these attacks:&lt;br /&gt;
* Shoots a bullet that bounces on the edge of the screen for a few seconds.&lt;br /&gt;
* Spawns a damaging [[Quick Laser]] at Mega Man's height. ([[The Quickening]])&lt;br /&gt;
* Creates a random assortment of [[Destroyable Block]]s. Infamous for being able to clip Zero Soul out of the arena sometimes. ([[Maze of Death]])&lt;br /&gt;
* Summons the arcing bullet used by [[Pandeeta]]. ([[Under Construction]])&lt;br /&gt;
* Summons a spike that arcs down and explodes into a asterisk pattern of bullets. ([[Spiky Meltdown]])&lt;br /&gt;
* Summons a thunderbolt that splits into two small electric balls when it hits the ground. ([[Thunderclyffe Plant]])&lt;br /&gt;
* Spawns a black ball that explodes into two smaller pink balls when it hits the ground that is also used by the Wily Capsule [[Wily Archives|Wily Archive]]. ([[Research Facility]])&lt;br /&gt;
* Summons a few [[Ring Ring]]s. ([[Citadel Basement]])&lt;br /&gt;
* Creates six [[Black Hole]]s for a short amount of time. ([[NEON GRAVITY]])&lt;br /&gt;
* Summons a few [[Monty G]]s. ([[Mega Man World]])&lt;br /&gt;
* Summons a falling crystal from the [[Crystal Generator]]. ([[Glass Man]])&lt;br /&gt;
&lt;br /&gt;
===''Make a Good Mega Man Level Remastered''===&lt;br /&gt;
Zero Soul reprises his original role as the end boss of the Arena, but has a recoloured sprite and new attack pattern. Unlike his original fight, Zero Soul uses original attacks alongside those based on entries. He also attacks in a set sequence, rather than choosing attacks at random.&lt;br /&gt;
&lt;br /&gt;
In his first phase, he begins with these attacks:&lt;br /&gt;
* Teleporting multiple times, before appearing at the top of the screen and summoning three waves of black holes; from which non-lethal [[Quick Laser]]s shoot downwards. Zero Soul will only use this attack once. ([[The Quickening]])&lt;br /&gt;
* Teleporting close to Mega Man, then flying towards him while using the Z-Saber. He will repeat this four times.&lt;br /&gt;
Afterwards he will repeat the following in descending order:&lt;br /&gt;
* Teleporting above Mega Man and following him, shrinking in size and releasing four spinning cutters while expanding. He will repeat this three times.&lt;br /&gt;
* Teleporting to the centre of the screen and transforming into a blob of paint. This blob then splits apart before multiple large paintdrops rain down from the top of the screen.&lt;br /&gt;
* Repeating the earlier Z-Saber dash attack, again doing so four times.&lt;br /&gt;
* Transforming into a small fireball and flying offscreen, causing seven giant fireballs to slowly fall from the top of the screen, each one appearing directly above Mega Man. He will reappear at the same spot afterwards.&lt;br /&gt;
&lt;br /&gt;
When Zero Soul has 36 health or less, he will fly to the top of the screen and begin his second phase, again following a set pattern he will repeat:&lt;br /&gt;
* Creating three black holes from which dark-coloured Energy Elements fall; these split into eight spiraling projectiles on hitting the ground. The first black hole appears where Zero Soul is, the other two appear on either side of the screen.&lt;br /&gt;
* Summoning numerous shadow clones of Waltz that fly from one side of the screen to the other. ([[Level]])&lt;br /&gt;
* Teleporting numerous times, then performing the first phase's Z-Saber dash twice. Zero Soul follows this up with two Final Cutter moves that send a wave of energy out towards Mega Man.&lt;br /&gt;
* Teleporting to one side of the arena, then bobbing up and down as spiked [[Destroyable Block]]s are summoned at the other end before flying towards him. Five waves of blocks are summoned, at least one of which will clip Zero Soul offscreen. ([[Maze of Death]])&lt;br /&gt;
* After being pushed away during the last attack, Zero Soul falls from the sky headfirst directly above Mega Man. Upon landing, he creates shockwaves on either side of him.&lt;br /&gt;
* Summoning a [[Black Hole]] that pulls in Mega Man's attacks while shooting a large number of bullets in all directions. This Black Hole follows Zero Soul as he flies from left to right and vice versa. ([[NEON GRAVITY]])&lt;br /&gt;
* Flying in a clockwise pattern while frequently creating a pair of spinning tops that fly towards Mega Man after a delay. He will create up to 10 pairs. ([[Hard to See Land]])&lt;br /&gt;
* Performing the first phase's quad-cutter attack three times.&lt;br /&gt;
* Teleporting to the center of the screen and encasing himself in a [[Power Orb]], protecting him from all attacks. He then bounces around violently in an effort to crash into Mega Man before the Power Orb shatters. ([[Glass Man (stage)|Glass Man]])&lt;br /&gt;
* Teleporting to three areas, each time creating a pair of warped [[Telly]]s that rapidly follow Mega Man. ([[Chroma Key]])&lt;br /&gt;
&lt;br /&gt;
Upon defeating Zero Soul, he splits in half and lets out an ear-piercing scream, before exploding completely.&lt;br /&gt;
&lt;br /&gt;
===''Make a Good Mega Man Level: Episode Zero''===&lt;br /&gt;
When using the [[Blank Drive|Giga Crush]], Zero briefly transforms into Zero Soul (reusing his white appearance in ''Make a Good Mega Man Level Remastered'') as the weapon's explosions spread out across the screen (this isn't the case if either the Original Costume or Hooded Costume are used, as both costumes have different transformations for the Giga Crush). Notably, this marks Zero Soul's first appearance outside of an Arena setting.&lt;br /&gt;
&lt;br /&gt;
==Damage Tables==&lt;br /&gt;
===Make a Good Mega Man Level===&lt;br /&gt;
====Zero====&lt;br /&gt;
{{Damagetable1&lt;br /&gt;
|buster=1/1/1&lt;br /&gt;
|metal=1&lt;br /&gt;
|gemini=1&lt;br /&gt;
|solar=1&lt;br /&gt;
|top=0&lt;br /&gt;
|wool=1&lt;br /&gt;
|black=1&lt;br /&gt;
|phar=1/1/1&lt;br /&gt;
|magic=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
====Zero Soul====&lt;br /&gt;
{{Damagetable1&lt;br /&gt;
|buster=1/1/2&lt;br /&gt;
|metal=1&lt;br /&gt;
|gemini=1&lt;br /&gt;
|solar=1&lt;br /&gt;
|top=0&lt;br /&gt;
|wool=1&lt;br /&gt;
|black=1&lt;br /&gt;
|phar=1/1/1&lt;br /&gt;
|magic=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level Remastered===&lt;br /&gt;
====Zero====&lt;br /&gt;
{{Damagetable1R&lt;br /&gt;
|buster=1/1/1&lt;br /&gt;
|metal=1&lt;br /&gt;
|gemini=1&lt;br /&gt;
|solar=1&lt;br /&gt;
|top=1&lt;br /&gt;
|wool=1&lt;br /&gt;
|black=1&lt;br /&gt;
|phar=1/1&lt;br /&gt;
|magic=1&lt;br /&gt;
|orb=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
====Zero Soul====&lt;br /&gt;
{{Damagetable1R&lt;br /&gt;
|buster=1/1/2&lt;br /&gt;
|metal=1&lt;br /&gt;
|gemini=1&lt;br /&gt;
|solar=1&lt;br /&gt;
|top=1&lt;br /&gt;
|wool=2&lt;br /&gt;
|black=1&lt;br /&gt;
|phar=1/2&lt;br /&gt;
|magic=1&lt;br /&gt;
|orb=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The majority of Zero's sprites are traced from the appearance of the real Zero in ''Mega Man Xtreme 2''.&lt;br /&gt;
* Zero's backstory as a failed prototype is heavily inspired by the Z-Prototype from ''Mega Man Unlimited''; the opening of ''MaGMML: Episode Zero'' even depicts him emerging from a capsule similar to that of the Z-Prototype's from ''Unlimited''.&lt;br /&gt;
* Zero Soul is a reference to the ''Kirby'' games' trend of including harder &amp;quot;Soul&amp;quot; versions of final bosses at the end of True Arenas. In addition to using the final music from ''Kirby: Planet Robobot''{{1}}/''Kirby Star Allies''{{1R}}, ''Remastered'' gives Zero Soul numerous shout-outs to Marx Soul, with shared attacks and an identical death sequence (complete with ear-piercing scream).&lt;br /&gt;
* A bug in the original ''Make a Good Mega Man Level'' with Zero Soul's Destroyable Block attack can cause him to clip offscreen if he's caught on a block. This is referenced in ''Remastered'', where he is intentionally pushed offscreen by such a block when using the attack.&lt;br /&gt;
* Because of the simple nature of his fight, Zero holds the honour of being the only Wily Castle boss to remain unchanged between the original ''Make a Good Mega Man Level'' and ''Remastered''.&lt;br /&gt;
* In ''Make a Good Mega Man Level Remastered'', Zero Soul's Destroyable Block attack will ordinarily never create blocks that the Power Orb can destroy, even if the player has unlocked the weapon. The only way such blocks can appear is by using the Power Orb Only [[Cheat Mode|cheat]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML Wily Castle}}&lt;br /&gt;
{{MaGMML}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Playable Characters]][[Category:Bosses]][[Category:Make a Good Mega Man Level Bosses]][[Category:Make a Good Mega Man Level Remastered Bosses]][[Category:Wily Castle]][[Category:Fortress Guardian]][[Category:Final Bosses]][[Category:Arena Bosses]][[Category:Superbosses]][[Category:Costume]][[Category:Make a Good Mega Man Level: Episode Zero]][[Category:MaGMML Original Characters]][[Category:Devteam Characters]]&lt;/div&gt;</summary>
		<author><name>Alexium</name></author>	</entry>

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