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		<updated>2026-06-10T19:01:20Z</updated>
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	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Decoy_Man_(stage)&amp;diff=23899</id>
		<title>Decoy Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Decoy_Man_(stage)&amp;diff=23899"/>
				<updated>2024-07-31T21:49:55Z</updated>
		
		<summary type="html">&lt;p&gt;Darkwitchclaire: /* Strategy */&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=Decoy Man&lt;br /&gt;
|caption=&lt;br /&gt;
|rank=138th&lt;br /&gt;
|image=[[File:MaGMML3-138-DecoyMan.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[The Great Metaphor]]&lt;br /&gt;
|composer=Shusaku Uchiyama, Manami Matsumae, The Great Metaphor&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
MaGMML3: 1: Mick, 2: Shinryu, 3: Pacchy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=33&lt;br /&gt;
|judge2=28&lt;br /&gt;
|judge3=49&lt;br /&gt;
|judge4=42&lt;br /&gt;
|judge5=54&lt;br /&gt;
|totalscore=41.20&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[B Bitter]]&lt;br /&gt;
*[[Camouflametall]]&lt;br /&gt;
*[[Crystal Joe]]&lt;br /&gt;
*[[Floor Turret]]&lt;br /&gt;
*[[Gachappon]]&lt;br /&gt;
*[[Twin Cannon|Light TC]]&lt;br /&gt;
*[[Crystal Joe|Psychic Joe]]&lt;br /&gt;
*[[Returning Sniper Joe]]&lt;br /&gt;
*[[Twin Cannon]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Cut Man]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Decoy Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music='''Part 1:''' Mega Man 10 - Absolute Chill&amp;lt;br&amp;gt;'''Cut Man:''' Mega Man - Boss&amp;lt;br&amp;gt;'''Part 2:''' MaGMML3 - Decoy Man&amp;lt;br&amp;gt;'''Boss:''' MaGMML3 - Vs. Decoy Man&lt;br /&gt;
|location=[[Tier 4 (MaGMML3)|Tier 4]]&lt;br /&gt;
|previous=[[Creatively Named Level]]&lt;br /&gt;
|next=[[Where no met has gone before]]&lt;br /&gt;
}}&lt;br /&gt;
'''Decoy Man''' is the 138th place level in ''[[Make a Good Mega Man Level 3]]''. A level built around deception and misdirection, what starts as a short rushed submission leads into a level filled with fake tiles and [[Floor Turret|turrets disguising themselves as part of the floor]]. The level also features [[Camouflametall]]s, a number of which are modified to disguise themselves as items other than 1-Ups. &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level begins with a straightforward path with some [[Crystal Joe]]s, [[Twin Cannon]]s, ladders, and spikes. After a couple screens, [[Mega Man]] finds a sign from the creator explaining they didn't have time to finish the level or create a boss, leading to a fight against [[Cut Man]]. After defeating him, he drops an M-Tank – but at the same time, the floor gives out, dropping Mega Man into the true meat of the level.&lt;br /&gt;
&lt;br /&gt;
From here, Floor Turrets make frequent appearances, marked by darker blue tiles in the floor. Modified iterations of Crystal Joe and Twin Cannon – Psychic Joe and Light TC – also start appearing alongside their unmodified templates. False tiles similar to those seen in Wily Castle 4 in ''[[Mega Man 2]]'' are another hazard, but fortunately none in the level lead to instant death. After a short while, Mega Man will find a ladder on the top of the screen; climbing it leads to an area with a handful of enemies, signs containing lore about the level, and a [[Camouflametall]] disguised as as a [[Trickster Token]]; destroying it will release the very collectible it was disguised as.&lt;br /&gt;
&lt;br /&gt;
Camouflametalls disguised as items besides 1-Ups become a frequent sight from here on out; however, they will not animate nor change colours like actual power-ups, making them easy to spot. The level itself is otherwise a straightforward process of enemy challenges and navigating fake tiles, with the only other hidden secret being an E-Tank over a bed of spikes that requires a utility to cross. Every spike in the level is merely a Damage Spike, and touching them will inflict 7 points of damage rather than instant death. One final fakeout appears in the boss corridor before [[Decoy Man]] himself: a genuine 1-Up, the only legitimate pickup placed in the level.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=Nice try with the fake-out, but I didn't fall for it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Decoy Man does a good job making the initial level feel like an authentic rush job: Super quick to reach the boss, easy enemies, poor visual contrast, no real platforming challenge... I would've been fooled if it weren't for the name. To give the level some credit, the Crystal Joes in the rush job have some occasionally dangerous placement! Normally, they aren't placed in ways that hit me, but I've been tagged here once or twice--and it's my own fault when it happens! Also, props for the Cut Man M-Tank; I like the reward for the risky, close-ranged kill.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Unfortunately, the *real* level sees no improvement on the fake one. The enemies are still too easy--a real shame, since while the concepts have a lot of potential, the fake floors are a mild inconvenience at most (though that's better than frustrating), and the platforming is still dull. More prominently, the aesthetic is *worse* than the fakeout, no thanks to the rather ear-piercing music. About the most interesting the level gets is the Token room, and even then, I can't remember most of it. I suppose I can give props for a custom boss, but Decoy Man is boring compared to Cut Man, so the whole thing flounders. This started with a good premise, but the end result leaves a lot to be desired. It's a shame, really.&lt;br /&gt;
|mickscore=33&lt;br /&gt;
|mgdesign=12&lt;br /&gt;
|mgfun=5&lt;br /&gt;
|mgcreativity=3&lt;br /&gt;
|mgaesthetics=3&lt;br /&gt;
|mgfunctionality=10&lt;br /&gt;
|shin=If it wasn't for the title of the stage, you might've actually got me with that opening bit. Either way, I don't think it would have changed my perspective on this level all that much. This is a stage with a very promising idea, but ends up being held back by a lot of issues.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For a level that's meant to be based around deception, the design here doesn't do a whole lot to properly capitalize on that. Terrain and enemy configurations barely complement each other, making almost every obstacle completely unthreatening. It's a bit disappointing, since the custom enemies seem like they could be interesting to fight if paired with better room layouts. As it is now, almost everything here is pretty bare bones.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The fake floor gimmick could've worked wonders to spice up the level, but the placement only serves to hinder your movements for a few seconds (and might make you second-guess a jump or two). On a related note, I could never tell if there was supposed to be an attempt at telegraphing with one of the fake floors in the token room. I bring this up since there's a Crystal Joe that routinely falls from near the top of the screen towards the end of that section, and it always looked a little off to me.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;That one oddity aside, the only thing left to mention is the boss, who is...unfortunately just as basic as the rest of the stage. Decoy Man's pattern is completely fixed and predictable, and the clone he summons doesn't really add much depth to the fight. You'll still end up dodging him the same way, but now there's slightly less room for error. All in all, this is a disappointing end to a stage that never really lives up to its potential.&lt;br /&gt;
|shinscore=23&lt;br /&gt;
|sdesign=6&lt;br /&gt;
|sfun=4&lt;br /&gt;
|screativity=5&lt;br /&gt;
|saesthetics=4&lt;br /&gt;
|sfunctionality=9&lt;br /&gt;
|pachy=Illusionary Melancholy!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Okay, you got me there with that fake out, that one was good. It fits the Robot Master in question, so I don't mind it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;What I don't really like is that you can't tell which platforms are fake, while thankfully the stage restrained itself from doing something evil with it. This can still lead to some unfair situations while fighting the enemies.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And... that's really all there is going on with the stage. The rest of the level design boils down to straight paths while shooting the enemies in the way. There aren't any significant setups that keep the player engaged with the level.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Also, the music: it's very distorienting and depressing sounding. I guess it fits the backstory of Decoy Man... Either way, it makes the stage kinda insufferable, intentional or not.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Decoy Man has a rather simple pattern, but not so simple to get around with the projectile he leaves behind after each jump. Combine that with Decoy's high contact damage and a copy of himself showing up at the later half of the battle, this quickly becomes a rough boss fight for sure.&lt;br /&gt;
|pachyscore=49&lt;br /&gt;
|pdesign=13&lt;br /&gt;
|pfun=13&lt;br /&gt;
|pcreativity=12&lt;br /&gt;
|paesthetics=4&lt;br /&gt;
|pfunctionality=7&lt;br /&gt;
|flashman=You have the blueprint for something truly special here: present the player with an unusually short and unremarkable level that was obviously rushed, then reveal the *real* level, which develops a thought-provoking story and subverts expectations at every turn. The problem is, this level topples its own potential by subverting all the wrong expectations.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm talking about expectations such as text boxes that are free of typos, custom sprites in a style that reads as Mega Man, screen transitions that are safe from any angle, and music that doesn't detract from the enjoyment with dreary dissonance. I'm talking about a learning curve that teaches the player to be suspicious *before* being blindsided. I'm talking about challenges that grow in difficulty and complexity, and that consist of more than a bunch of stationary enemies hanging out on the ground.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Checkpoints, screen count, overall focus, and a well-handled fake-out with Cut Man are among the few things that meet my expectations. I do like the different varieties of Metall (especially the cheeky &amp;quot;token&amp;quot;), and I like how the story is parceled out amidst a series of small challenges. I wish the story were worked into the boss fight, though--I think some dialogue and one final bait and switch of some sort would've tied the whole thing together nicely.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Some things that are obvious should be more sneaky (eg, the concealed turrets that stand out like a sore thumb), and some things that are sneaky should be more obvious (eg, the fake floors that are utterly indistinguishable from normal floors). Theming could stand to be stronger--the plain foreground/background graphics don't seem particularly decoy-ish, and there's nothing really deceptive or surprising about the enemies that aren't disguised.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I love what this level could've been, but it needs a lot of work to get there.&lt;br /&gt;
|flashmanscore=42&lt;br /&gt;
|fmdesign=13&lt;br /&gt;
|fmfun=12&lt;br /&gt;
|fmcreativity=6&lt;br /&gt;
|fmaesthetics=4&lt;br /&gt;
|fmfunctionality=7&lt;br /&gt;
|ace=Man, after that.... intentionally crap opening, I'm not going to lie, I'm disappointed by this level.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;So much potential, wasted. You had fakeout floors, disguised enemies, and the opportunity to really play with the player's expectations. Which you didn't. Everything was rather predictable past the opening, which is sad.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Few things I did rather like, as always; the rejigged devkit assets are nice to see, and I actually loved the fake floor enemy. It's a shame the 4-way Crystal Joe actually adds nothing to how you fight the enemy--he and the rejigged Cannon never get placed in positions where their alterations amount to anything.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Sadly, the level is just really basic at its core, and doesn't do much beyond the scope of the intentionally crap opening other than a few nifty new enemies. There's also this weird backstory with spelling almost as bad as mine, and I eventually sort of zoned out by the final few signposts. They don't really add much. Also, the music had a bit too many high pitched notes--the actual tune isn't bad, but the implementation is rather awful at times.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm not sure what to make of Decoy Man himself; his pattern is super basic, but still puts out a challenge, as he hits pretty hard, and his small hops don't give that much room to manoeuvre.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I appreciate the hologram, even if said hologram firing out harmful projectiles is a tad weird.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Still, the stage is better for having an original fight, and I burst out laughing when I saw him, so I guess that counts for something. He has a very romhack quality all to his own.&lt;br /&gt;
|acescore=54&lt;br /&gt;
|asdesign=19&lt;br /&gt;
|asfun=13&lt;br /&gt;
|ascreativity=8&lt;br /&gt;
|asaesthetics=4&lt;br /&gt;
|asfunctionality=10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML3 Tier 4}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 4 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]]&lt;/div&gt;</summary>
		<author><name>Darkwitchclaire</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Decoy_Man_(stage)&amp;diff=23753</id>
		<title>Decoy Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Decoy_Man_(stage)&amp;diff=23753"/>
				<updated>2024-07-25T22:35:56Z</updated>
		
		<summary type="html">&lt;p&gt;Darkwitchclaire: &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=Decoy Man&lt;br /&gt;
|caption=&lt;br /&gt;
|rank=138th&lt;br /&gt;
|image=[[File:MaGMML3-138-DecoyMan.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[The Great Metaphor]]&lt;br /&gt;
|composer=Shusaku Uchiyama, Manami Matsumae, The Great Metaphor&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
MaGMML3: 1: Mick, 2: Shinryu, 3: Pacchy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=33&lt;br /&gt;
|judge2=28&lt;br /&gt;
|judge3=49&lt;br /&gt;
|judge4=42&lt;br /&gt;
|judge5=54&lt;br /&gt;
|totalscore=41.20&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Twin Cannon]]&lt;br /&gt;
*[[Crystal Joe]]&lt;br /&gt;
*[[B Bitter]]&lt;br /&gt;
*[[Gachappon]]&lt;br /&gt;
*[[Metall]]&lt;br /&gt;
*[[Camouflametall]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*False Floor&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Cut Man]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Decoy Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music='''Part 1:''' Mega Man 10 - Absolute Chill&amp;lt;br&amp;gt;'''Vs. Cut Man:''' Mega Man - Boss&amp;lt;br&amp;gt;'''Part 2:''' Decoy Man - Second Half&amp;lt;br&amp;gt;'''Boss:''' Vs. Decoy Man&lt;br /&gt;
|location=[[Tier 4 (MaGMML3)|Tier 4]]&lt;br /&gt;
|previous=[[Creatively Named Level]]&lt;br /&gt;
|next=[[Where no met has gone before]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Decoy Man''' is the 138th place level in ''[[Make a Good Mega Man Level 3]]''. A level built around tricking the player, it begins with a short fakeout stage in the style of a rushed submission, complete with an unaltered fight against [[Cut Man]]. Afterwards, the player is dropped into the real stage, which features many disguised enemies and false floors.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The stage begins with a straightforward section with some enemies, ladders, and spikes. After a couple screens, [[Mega Man]] finds a sign from the creator explaining they didn't have time to finish the level or create a boss, leading to a fight with [[Cut Man]]. After defeating him, an M-Tank drops but the floor gives out, dropping Mega Man into the second part of the stage.&lt;br /&gt;
&lt;br /&gt;
This section of the stage contains turrets marked by darker blue tiles in the floor as well as false floors, but none leading to instant death. After falling though the floor and climbing a ladder, climb the ladder to the ceiling to enter an area with text boxes containing lore about [[Decoy Man]] and a [[Camouflametall]] disguised as as a [[Trickster Token]] at the end. Defeat it to collect the stage's only token. Otherwise the level is rather straightforward, with the only other secret being an E-Tank after crossing over spikes that continue from under floating platforms. The only real powerup in the level, a 1-up, is supplied before the boss fight against [[Decoy Man]].&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=Nice try with the fake-out, but I didn't fall for it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Decoy Man does a good job making the initial level feel like an authentic rush job: Super quick to reach the boss, easy enemies, poor visual contrast, no real platforming challenge... I would've been fooled if it weren't for the name. To give the level some credit, the Crystal Joes in the rush job have some occasionally dangerous placement! Normally, they aren't placed in ways that hit me, but I've been tagged here once or twice--and it's my own fault when it happens! Also, props for the Cut Man M-Tank; I like the reward for the risky, close-ranged kill.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Unfortunately, the *real* level sees no improvement on the fake one. The enemies are still too easy--a real shame, since while the concepts have a lot of potential, the fake floors are a mild inconvenience at most (though that's better than frustrating), and the platforming is still dull. More prominently, the aesthetic is *worse* than the fakeout, no thanks to the rather ear-piercing music. About the most interesting the level gets is the Token room, and even then, I can't remember most of it. I suppose I can give props for a custom boss, but Decoy Man is boring compared to Cut Man, so the whole thing flounders. This started with a good premise, but the end result leaves a lot to be desired. It's a shame, really.&lt;br /&gt;
|mickscore=33&lt;br /&gt;
|mgdesign=12&lt;br /&gt;
|mgfun=5&lt;br /&gt;
|mgcreativity=3&lt;br /&gt;
|mgaesthetics=3&lt;br /&gt;
|mgfunctionality=10&lt;br /&gt;
|shin=If it wasn't for the title of the stage, you might've actually got me with that opening bit. Either way, I don't think it would have changed my perspective on this level all that much. This is a stage with a very promising idea, but ends up being held back by a lot of issues.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For a level that's meant to be based around deception, the design here doesn't do a whole lot to properly capitalize on that. Terrain and enemy configurations barely complement each other, making almost every obstacle completely unthreatening. It's a bit disappointing, since the custom enemies seem like they could be interesting to fight if paired with better room layouts. As it is now, almost everything here is pretty bare bones.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The fake floor gimmick could've worked wonders to spice up the level, but the placement only serves to hinder your movements for a few seconds (and might make you second-guess a jump or two). On a related note, I could never tell if there was supposed to be an attempt at telegraphing with one of the fake floors in the token room. I bring this up since there's a Crystal Joe that routinely falls from near the top of the screen towards the end of that section, and it always looked a little off to me.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;That one oddity aside, the only thing left to mention is the boss, who is...unfortunately just as basic as the rest of the stage. Decoy Man's pattern is completely fixed and predictable, and the clone he summons doesn't really add much depth to the fight. You'll still end up dodging him the same way, but now there's slightly less room for error. All in all, this is a disappointing end to a stage that never really lives up to its potential.&lt;br /&gt;
|shinscore=23&lt;br /&gt;
|sdesign=6&lt;br /&gt;
|sfun=4&lt;br /&gt;
|screativity=5&lt;br /&gt;
|saesthetics=4&lt;br /&gt;
|sfunctionality=9&lt;br /&gt;
|pachy=Illusionary Melancholy!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Okay, you got me there with that fake out, that one was good. It fits the Robot Master in question, so I don't mind it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;What I don't really like is that you can't tell which platforms are fake, while thankfully the stage restrained itself from doing something evil with it. This can still lead to some unfair situations while fighting the enemies.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And... that's really all there is going on with the stage. The rest of the level design boils down to straight paths while shooting the enemies in the way. There aren't any significant setups that keep the player engaged with the level.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Also, the music: it's very distorienting and depressing sounding. I guess it fits the backstory of Decoy Man... Either way, it makes the stage kinda insufferable, intentional or not.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Decoy Man has a rather simple pattern, but not so simple to get around with the projectile he leaves behind after each jump. Combine that with Decoy's high contact damage and a copy of himself showing up at the later half of the battle, this quickly becomes a rough boss fight for sure.&lt;br /&gt;
|pachyscore=49&lt;br /&gt;
|pdesign=13&lt;br /&gt;
|pfun=13&lt;br /&gt;
|pcreativity=12&lt;br /&gt;
|paesthetics=4&lt;br /&gt;
|pfunctionality=7&lt;br /&gt;
|flashman=You have the blueprint for something truly special here: present the player with an unusually short and unremarkable level that was obviously rushed, then reveal the *real* level, which develops a thought-provoking story and subverts expectations at every turn. The problem is, this level topples its own potential by subverting all the wrong expectations.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm talking about expectations such as text boxes that are free of typos, custom sprites in a style that reads as Mega Man, screen transitions that are safe from any angle, and music that doesn't detract from the enjoyment with dreary dissonance. I'm talking about a learning curve that teaches the player to be suspicious *before* being blindsided. I'm talking about challenges that grow in difficulty and complexity, and that consist of more than a bunch of stationary enemies hanging out on the ground.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Checkpoints, screen count, overall focus, and a well-handled fake-out with Cut Man are among the few things that meet my expectations. I do like the different varieties of Metall (especially the cheeky &amp;quot;token&amp;quot;), and I like how the story is parceled out amidst a series of small challenges. I wish the story were worked into the boss fight, though--I think some dialogue and one final bait and switch of some sort would've tied the whole thing together nicely.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Some things that are obvious should be more sneaky (eg, the concealed turrets that stand out like a sore thumb), and some things that are sneaky should be more obvious (eg, the fake floors that are utterly indistinguishable from normal floors). Theming could stand to be stronger--the plain foreground/background graphics don't seem particularly decoy-ish, and there's nothing really deceptive or surprising about the enemies that aren't disguised.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I love what this level could've been, but it needs a lot of work to get there.&lt;br /&gt;
|flashmanscore=42&lt;br /&gt;
|fmdesign=13&lt;br /&gt;
|fmfun=12&lt;br /&gt;
|fmcreativity=6&lt;br /&gt;
|fmaesthetics=4&lt;br /&gt;
|fmfunctionality=7&lt;br /&gt;
|ace=Man, after that.... intentionally crap opening, I'm not going to lie, I'm disappointed by this level.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;So much potential, wasted. You had fakeout floors, disguised enemies, and the opportunity to really play with the player's expectations. Which you didn't. Everything was rather predictable past the opening, which is sad.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Few things I did rather like, as always; the rejigged devkit assets are nice to see, and I actually loved the fake floor enemy. It's a shame the 4-way Crystal Joe actually adds nothing to how you fight the enemy--he and the rejigged Cannon never get placed in positions where their alterations amount to anything.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Sadly, the level is just really basic at its core, and doesn't do much beyond the scope of the intentionally crap opening other than a few nifty new enemies. There's also this weird backstory with spelling almost as bad as mine, and I eventually sort of zoned out by the final few signposts. They don't really add much. Also, the music had a bit too many high pitched notes--the actual tune isn't bad, but the implementation is rather awful at times.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm not sure what to make of Decoy Man himself; his pattern is super basic, but still puts out a challenge, as he hits pretty hard, and his small hops don't give that much room to manoeuvre.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I appreciate the hologram, even if said hologram firing out harmful projectiles is a tad weird.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Still, the stage is better for having an original fight, and I burst out laughing when I saw him, so I guess that counts for something. He has a very romhack quality all to his own.&lt;br /&gt;
|acescore=54&lt;br /&gt;
|asdesign=19&lt;br /&gt;
|asfun=13&lt;br /&gt;
|ascreativity=8&lt;br /&gt;
|asaesthetics=4&lt;br /&gt;
|asfunctionality=10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML3 Tier 4}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 4 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]][[Category:Tier 4 Stages]]&lt;/div&gt;</summary>
		<author><name>Darkwitchclaire</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Talk:Decoy_Man_(stage)&amp;diff=23752</id>
		<title>Talk:Decoy Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Talk:Decoy_Man_(stage)&amp;diff=23752"/>
				<updated>2024-07-25T22:12:26Z</updated>
		
		<summary type="html">&lt;p&gt;Darkwitchclaire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is the image uploaded? Also, &amp;quot;Psyche!&amp;quot; could be used as the level's quote.&lt;br /&gt;
- darkwitchclaire&lt;/div&gt;</summary>
		<author><name>Darkwitchclaire</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Talk:Decoy_Man_(stage)&amp;diff=23751</id>
		<title>Talk:Decoy Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Talk:Decoy_Man_(stage)&amp;diff=23751"/>
				<updated>2024-07-25T22:12:15Z</updated>
		
		<summary type="html">&lt;p&gt;Darkwitchclaire: Created page with &amp;quot;Is the image uploaded? Also, &amp;quot;Psyche!&amp;quot; could be used as the level's quote.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is the image uploaded? Also, &amp;quot;Psyche!&amp;quot; could be used as the level's quote.&lt;/div&gt;</summary>
		<author><name>Darkwitchclaire</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Decoy_Man_(stage)&amp;diff=23750</id>
		<title>Decoy Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Decoy_Man_(stage)&amp;diff=23750"/>
				<updated>2024-07-25T22:10:56Z</updated>
		
		<summary type="html">&lt;p&gt;Darkwitchclaire: /* Strategy */&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=Decoy Man&lt;br /&gt;
|caption=&lt;br /&gt;
|rank=138th&lt;br /&gt;
|image=[[File:MaGMML3-138-DecoyMan.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[The Great Metaphor]]&lt;br /&gt;
|composer=Shusaku Uchiyama, Manami Matsumae, The Great Metaphor&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
MaGMML3: 1: Mick, 2: Shinryu, 3: Pacchy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=33&lt;br /&gt;
|judge2=28&lt;br /&gt;
|judge3=49&lt;br /&gt;
|judge4=42&lt;br /&gt;
|judge5=54&lt;br /&gt;
|totalscore=41.20&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Twin Cannon]]&lt;br /&gt;
*[[Crystal Joe]]&lt;br /&gt;
*[[B Bitter]]&lt;br /&gt;
*[[Gachappon]]&lt;br /&gt;
*[[Metall]]&lt;br /&gt;
*[[Camouflametall]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*False Floor&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Cut Man]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Decoy Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music='''Part 1:''' Mega Man 10 - Absolute Chill&amp;lt;br&amp;gt;'''Vs. Cut Man:''' Mega Man - Boss&amp;lt;br&amp;gt;'''Part 2:''' Decoy Man - Second Half&amp;lt;br&amp;gt;'''Boss:''' Vs. Decoy Man&lt;br /&gt;
|location=[[Tier 4 (MaGMML3)|Tier 4]]&lt;br /&gt;
|previous=[[Creatively Named Level]]&lt;br /&gt;
|next=[[Where no met has gone before]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Decoy Man''' is the 138th place level in ''[[Make a Good Mega Man Level 3]]''. A level built around tricking the player, it begins with a short fakeout stage in the style of a rushed submission, complete with an unaltered fight against [[Cut Man]] before dropping the player into the real stage, which features many disguised enemies and false floors.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The stage begins with a straightforward section with some enemies, ladders, and spikes. After a couple screens, [[Mega Man]] finds a sign from the creator explaining they didn't have time to finish the level or create a boss, leading to a fight with [[Cut Man]]. After defeating him, an M-Tank drops but the floor gives out, dropping Mega Man into the second part of the stage.&lt;br /&gt;
&lt;br /&gt;
This section of the stage contains turrets marked by darker blue tiles in the floor as well as false floors, but none leading to instant death. After falling though the floor and climbing a ladder, climb the ladder to the ceiling to enter an area with text boxes containing lore about [[Decoy Man]] and a [[Camouflametall]] disguised as as a [[Trickster Token]] at the end. Defeat it to collect the stage's only token. Otherwise the level is rather straightforward, with the only other secret being an E-Tank after crossing over spikes that continue from under floating platforms. The only real powerup in the level, a 1-up, is supplied before the boss fight against [[Decoy Man]].&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=Nice try with the fake-out, but I didn't fall for it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Decoy Man does a good job making the initial level feel like an authentic rush job: Super quick to reach the boss, easy enemies, poor visual contrast, no real platforming challenge... I would've been fooled if it weren't for the name. To give the level some credit, the Crystal Joes in the rush job have some occasionally dangerous placement! Normally, they aren't placed in ways that hit me, but I've been tagged here once or twice--and it's my own fault when it happens! Also, props for the Cut Man M-Tank; I like the reward for the risky, close-ranged kill.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Unfortunately, the *real* level sees no improvement on the fake one. The enemies are still too easy--a real shame, since while the concepts have a lot of potential, the fake floors are a mild inconvenience at most (though that's better than frustrating), and the platforming is still dull. More prominently, the aesthetic is *worse* than the fakeout, no thanks to the rather ear-piercing music. About the most interesting the level gets is the Token room, and even then, I can't remember most of it. I suppose I can give props for a custom boss, but Decoy Man is boring compared to Cut Man, so the whole thing flounders. This started with a good premise, but the end result leaves a lot to be desired. It's a shame, really.&lt;br /&gt;
|mickscore=33&lt;br /&gt;
|mgdesign=12&lt;br /&gt;
|mgfun=5&lt;br /&gt;
|mgcreativity=3&lt;br /&gt;
|mgaesthetics=3&lt;br /&gt;
|mgfunctionality=10&lt;br /&gt;
|shin=If it wasn't for the title of the stage, you might've actually got me with that opening bit. Either way, I don't think it would have changed my perspective on this level all that much. This is a stage with a very promising idea, but ends up being held back by a lot of issues.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For a level that's meant to be based around deception, the design here doesn't do a whole lot to properly capitalize on that. Terrain and enemy configurations barely complement each other, making almost every obstacle completely unthreatening. It's a bit disappointing, since the custom enemies seem like they could be interesting to fight if paired with better room layouts. As it is now, almost everything here is pretty bare bones.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The fake floor gimmick could've worked wonders to spice up the level, but the placement only serves to hinder your movements for a few seconds (and might make you second-guess a jump or two). On a related note, I could never tell if there was supposed to be an attempt at telegraphing with one of the fake floors in the token room. I bring this up since there's a Crystal Joe that routinely falls from near the top of the screen towards the end of that section, and it always looked a little off to me.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;That one oddity aside, the only thing left to mention is the boss, who is...unfortunately just as basic as the rest of the stage. Decoy Man's pattern is completely fixed and predictable, and the clone he summons doesn't really add much depth to the fight. You'll still end up dodging him the same way, but now there's slightly less room for error. All in all, this is a disappointing end to a stage that never really lives up to its potential.&lt;br /&gt;
|shinscore=23&lt;br /&gt;
|sdesign=6&lt;br /&gt;
|sfun=4&lt;br /&gt;
|screativity=5&lt;br /&gt;
|saesthetics=4&lt;br /&gt;
|sfunctionality=9&lt;br /&gt;
|pachy=Illusionary Melancholy!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Okay, you got me there with that fake out, that one was good. It fits the Robot Master in question, so I don't mind it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;What I don't really like is that you can't tell which platforms are fake, while thankfully the stage restrained itself from doing something evil with it. This can still lead to some unfair situations while fighting the enemies.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And... that's really all there is going on with the stage. The rest of the level design boils down to straight paths while shooting the enemies in the way. There aren't any significant setups that keep the player engaged with the level.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Also, the music: it's very distorienting and depressing sounding. I guess it fits the backstory of Decoy Man... Either way, it makes the stage kinda insufferable, intentional or not.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Decoy Man has a rather simple pattern, but not so simple to get around with the projectile he leaves behind after each jump. Combine that with Decoy's high contact damage and a copy of himself showing up at the later half of the battle, this quickly becomes a rough boss fight for sure.&lt;br /&gt;
|pachyscore=49&lt;br /&gt;
|pdesign=13&lt;br /&gt;
|pfun=13&lt;br /&gt;
|pcreativity=12&lt;br /&gt;
|paesthetics=4&lt;br /&gt;
|pfunctionality=7&lt;br /&gt;
|flashman=You have the blueprint for something truly special here: present the player with an unusually short and unremarkable level that was obviously rushed, then reveal the *real* level, which develops a thought-provoking story and subverts expectations at every turn. The problem is, this level topples its own potential by subverting all the wrong expectations.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm talking about expectations such as text boxes that are free of typos, custom sprites in a style that reads as Mega Man, screen transitions that are safe from any angle, and music that doesn't detract from the enjoyment with dreary dissonance. I'm talking about a learning curve that teaches the player to be suspicious *before* being blindsided. I'm talking about challenges that grow in difficulty and complexity, and that consist of more than a bunch of stationary enemies hanging out on the ground.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Checkpoints, screen count, overall focus, and a well-handled fake-out with Cut Man are among the few things that meet my expectations. I do like the different varieties of Metall (especially the cheeky &amp;quot;token&amp;quot;), and I like how the story is parceled out amidst a series of small challenges. I wish the story were worked into the boss fight, though--I think some dialogue and one final bait and switch of some sort would've tied the whole thing together nicely.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Some things that are obvious should be more sneaky (eg, the concealed turrets that stand out like a sore thumb), and some things that are sneaky should be more obvious (eg, the fake floors that are utterly indistinguishable from normal floors). Theming could stand to be stronger--the plain foreground/background graphics don't seem particularly decoy-ish, and there's nothing really deceptive or surprising about the enemies that aren't disguised.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I love what this level could've been, but it needs a lot of work to get there.&lt;br /&gt;
|flashmanscore=42&lt;br /&gt;
|fmdesign=13&lt;br /&gt;
|fmfun=12&lt;br /&gt;
|fmcreativity=6&lt;br /&gt;
|fmaesthetics=4&lt;br /&gt;
|fmfunctionality=7&lt;br /&gt;
|ace=Man, after that.... intentionally crap opening, I'm not going to lie, I'm disappointed by this level.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;So much potential, wasted. You had fakeout floors, disguised enemies, and the opportunity to really play with the player's expectations. Which you didn't. Everything was rather predictable past the opening, which is sad.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Few things I did rather like, as always; the rejigged devkit assets are nice to see, and I actually loved the fake floor enemy. It's a shame the 4-way Crystal Joe actually adds nothing to how you fight the enemy--he and the rejigged Cannon never get placed in positions where their alterations amount to anything.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Sadly, the level is just really basic at its core, and doesn't do much beyond the scope of the intentionally crap opening other than a few nifty new enemies. There's also this weird backstory with spelling almost as bad as mine, and I eventually sort of zoned out by the final few signposts. They don't really add much. Also, the music had a bit too many high pitched notes--the actual tune isn't bad, but the implementation is rather awful at times.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm not sure what to make of Decoy Man himself; his pattern is super basic, but still puts out a challenge, as he hits pretty hard, and his small hops don't give that much room to manoeuvre.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I appreciate the hologram, even if said hologram firing out harmful projectiles is a tad weird.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Still, the stage is better for having an original fight, and I burst out laughing when I saw him, so I guess that counts for something. He has a very romhack quality all to his own.&lt;br /&gt;
|acescore=54&lt;br /&gt;
|asdesign=19&lt;br /&gt;
|asfun=13&lt;br /&gt;
|ascreativity=8&lt;br /&gt;
|asaesthetics=4&lt;br /&gt;
|asfunctionality=10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML3 Tier 4}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 4 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]][[Category:Tier 4 Stages]]&lt;/div&gt;</summary>
		<author><name>Darkwitchclaire</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Tier_4_(MaGMML3)&amp;diff=23749</id>
		<title>Tier 4 (MaGMML3)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Tier_4_(MaGMML3)&amp;diff=23749"/>
				<updated>2024-07-25T22:08:01Z</updated>
		
		<summary type="html">&lt;p&gt;Darkwitchclaire: /* Levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Sheriff's Jailhouse&lt;br /&gt;
|image=[[File:MaGMML3-Tier4.png|256px]]&lt;br /&gt;
|caption=''Everybody on the whole cell block''&amp;lt;br&amp;gt;''Was dancin' to the Jailhouse Rock!''&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[Yoshiatom]]&lt;br /&gt;
|artist=[[MiniMacro]], Protty&lt;br /&gt;
|composer=MiniMacro, Alberto Jose Gonzalez, Dan Butler&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=16&lt;br /&gt;
|collectables=40&lt;br /&gt;
|tierrank=[[File:Tier4Rank.png]]&lt;br /&gt;
|music=MaGMML3 - Those Ol' Jailhouse Blues&amp;lt;br&amp;gt;'''Wave Man's Saloon:''' Lucky Luke (GB) - Mexico City&amp;lt;br&amp;gt;'''Boss:''' MaGMML3 - Jail Break&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Mad Man]]&lt;br /&gt;
|previous=[[Tier 3 (MaGMML3)|Tier 3]]&lt;br /&gt;
|next=[[Tier 5 (MaGMML3)|Tier 5]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Those are actually real criminals. Watch your belongings.|Travel Brochure description|[[Make a Good Mega Man Level 3]]}}&lt;br /&gt;
The '''Sheriff's Jailhouse''' is the fourth Tier in ''[[Make a Good Mega Man Level 3]]''. It is a large Wild West-themed jailhouse managed by [[Sheriff Man]], with a number of robots locked up behind bars for petty crimes. The house is also home to the Rogue's Ratcheter, a lively saloon for reformed criminals to socialize and seek new opportunities.&lt;br /&gt;
&lt;br /&gt;
This tier has the levels ranked from 141st to 130th, and has the dubious honor of having the most [[Skip Teleporter|skippable]] levels out of all the gauntlets. To unlock the Tier Boss, at least 8 [[Energy Element]]s from the tier's [[simulation]]s are required.&lt;br /&gt;
&lt;br /&gt;
==Levels==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Rank&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Score&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Trickster Tokens&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Skippable?&lt;br /&gt;
|-&lt;br /&gt;
|141st&lt;br /&gt;
|[[Bright Man Remix]]&lt;br /&gt;
|[[Lejes]]&lt;br /&gt;
|40.35 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|140th&lt;br /&gt;
|[[Akudama Empire Mothership]]&lt;br /&gt;
|[[MechaShadow]]&lt;br /&gt;
|40.80 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|139th&lt;br /&gt;
|[[Creatively Named Level]]&lt;br /&gt;
|[[T Money]]&lt;br /&gt;
|40.85 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|138th&lt;br /&gt;
|[[Decoy Man (stage)|Decoy Man]]&lt;br /&gt;
|[[The Great Metaphor]]&lt;br /&gt;
|41.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|137th&lt;br /&gt;
|[[Where no met has gone before]]&lt;br /&gt;
|[[Alex9000]]&lt;br /&gt;
|41.40 / 100&lt;br /&gt;
|[[File:Element.png]][[File:Element.png]][[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|136th&lt;br /&gt;
|[[Stolen Citadel]]&lt;br /&gt;
|[[LunarRainbowShyGuy]]&lt;br /&gt;
|42.00 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|135th&lt;br /&gt;
|[[Military Training Grounds]]&lt;br /&gt;
|[[Dbsonic]]&lt;br /&gt;
|42.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|134th&lt;br /&gt;
|[[Teetering Over the Edge]]&lt;br /&gt;
|[[Kunosachiaka]]&lt;br /&gt;
|42.60 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|133rd&lt;br /&gt;
|[[House of Fun]]&lt;br /&gt;
|[[Smieszek Orzeszek]]&lt;br /&gt;
|42.80 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|132nd&lt;br /&gt;
|[[ArcaneMan -CHAOS TOWER- (CERN HQ Remains)]]&lt;br /&gt;
|[[VoidVisitor]]&lt;br /&gt;
|43 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|131st&lt;br /&gt;
|[[Radium Man]]&lt;br /&gt;
|[[TheBladeRoden]]&lt;br /&gt;
|43.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|130th&lt;br /&gt;
|[[Top Man 2: Spin or Go Home]]&lt;br /&gt;
|[[ChickenParm]]&lt;br /&gt;
|43.51 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secrets==&lt;br /&gt;
===Magnum Man===&lt;br /&gt;
In the Rogue's Racheter, [[Magnum Man]] can be found sitting by the bar counter. When spoken to, he will ask [[Mega Man]] for an M-Tank before telling him a story, thus accessing the bonus level [[Magnum Man (stage)|Magnum Man]], from the [[Make a Good Mega Man Level 3 Judge Application Levels|''MaGMML3'' Judge Application Levels]]. He will only ask for an M-Tank once, and subsequent visits can be made freely.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Trickster Tokens&lt;br /&gt;
|-&lt;br /&gt;
|[[Magnum Man (stage)|Magnum Man]]&lt;br /&gt;
|[[ACESpark]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Casino Membership===&lt;br /&gt;
In the Rogue's Ratcheter, [[Commando Man#Custom Variants|Not Napalm Man]] can be found on a platform, bemoaning a casino membership he cannot use. For 500 bolts, he will sell it to Mega Man, upgrading his membership at the [[Magic Card Casino]] from Bronze to Silver; or, if Mega Man has already bought a Silver Membership from Dark Jester in [[Tier 14 (MaGMML3)|Tier 14]], from Silver to Gold.&lt;br /&gt;
&lt;br /&gt;
===Hidden Plushie===&lt;br /&gt;
Between [[Decoy Man (stage)|Decoy Man]] and [[Where no met has gone before]] is a ladder under the ceiling, seemingly only one tile tall. However, the ceiling above it is fake; climbing the ladder up to the top will lead Mega Man to find the tier's hidden [[Plushies|plushie]] capsule.&lt;br /&gt;
&lt;br /&gt;
===Toad Dummy===&lt;br /&gt;
After initiating the [[Toad Dummy]] sidequest, Tier 4's Toad Dummy can be found by sliding left through the hole in the wall next to [[ArcaneMan -CHAOS TOWER- (CERN HQ Remains)]] where a [[Drillun]] is trying to escape. Before initiating the sidequest, its passage is incomplete, but afterwards, it will have dug through to a chamber with a rope leading upwards. The dummy can be found in the cell next to the rope, and is most vulnerable to the [[Power Line]].&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
*[[Sheriff Man]]&lt;br /&gt;
*[[Hunter Type A]]&lt;br /&gt;
*[[The Scorching Duo|Fire Magician]]&lt;br /&gt;
*[[The Scorching Duo|Scorch Man (''Mega Man Sunrise'')]]&lt;br /&gt;
*[[Hammerfall]]&lt;br /&gt;
*Fire Man (''Mega Man ROCKS!'')&lt;br /&gt;
*Delay Nezumi&lt;br /&gt;
*[[Dagger Man]]&lt;br /&gt;
*[[Molier]]&lt;br /&gt;
*[[Fukuhorn]]&lt;br /&gt;
*[[Fooley]] (imprisoned with [[Glooper]], [[Honey Woman|Honey Bee]], a [[Wave Man Jetski]], [[Tornado Platform]], and [[Penpen EV]])&lt;br /&gt;
*Dark Man 2&lt;br /&gt;
*[[Giree]]&lt;br /&gt;
*Venus&lt;br /&gt;
*[[Tamp]]&lt;br /&gt;
*Wave Man (DOS)&lt;br /&gt;
*Express Man&lt;br /&gt;
*[[Sepa Roader]]&lt;br /&gt;
*RockCar Model 8GB&lt;br /&gt;
*[[Solar Man#Custom Variants|Not Napalm Man]]&lt;br /&gt;
*[[Birdy]]&lt;br /&gt;
*[[Chunco]]&lt;br /&gt;
*Knight of Vall&lt;br /&gt;
*[[Magnum Man]]&lt;br /&gt;
*[[Drillun]]&lt;br /&gt;
*Hanayashiki Devil&lt;br /&gt;
*[[Peat]]&lt;br /&gt;
*Photon Man&lt;br /&gt;
*[[Hunter Type B]]&lt;br /&gt;
*[[Proto Man]] (after earning the Tier Rank)&lt;br /&gt;
*[[Hunter Woman]] (after earning 1 Tier Rank, before postgame)&lt;br /&gt;
*[[Forge Woman]] (after earning 3 Tier Ranks, before postgame)&lt;br /&gt;
*[[Presto]] (after earning 4 Tier Ranks, before postgame)&lt;br /&gt;
*[[Element Man]] (after earning 6 Tier Ranks, before postgame)&lt;br /&gt;
*[[Cerberus Man]] (after earning 8 Tier Ranks, before postgame)&lt;br /&gt;
*[[Dangan Man|Scorch Man V1]] (postgame)&lt;br /&gt;
*[[Lantern Man]] (postgame)&lt;br /&gt;
*[[Dyna Man|Blackout Man]] (postgame)&lt;br /&gt;
*[[Metall Man]] (postgame)&lt;br /&gt;
*[[Commando Man|Judgement Man]] (postgame)&lt;br /&gt;
*[[Nebula Grey]] (postgame, after clearing [[Shrine of Nebula]])&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Tier 4 has the most amount of skippable levels in the ''Make a Good Mega Man Level'' series, at five total; and if including [[Bakery Man (stage)|Bakery Man]] in [[Tier 5 (MaGMML3)]], has the highest consecutive amount of skippable levels.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 4}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Tiers]][[Category:Tier 4 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Tiers]]&lt;/div&gt;</summary>
		<author><name>Darkwitchclaire</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Decoy_Man_(stage)&amp;diff=23748</id>
		<title>Decoy Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Decoy_Man_(stage)&amp;diff=23748"/>
				<updated>2024-07-25T22:06:13Z</updated>
		
		<summary type="html">&lt;p&gt;Darkwitchclaire: &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=Decoy Man&lt;br /&gt;
|caption=&lt;br /&gt;
|rank=138th&lt;br /&gt;
|image=[[File:MaGMML3-138-DecoyMan.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[The Great Metaphor]]&lt;br /&gt;
|composer=Shusaku Uchiyama, Manami Matsumae, The Great Metaphor&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
MaGMML3: 1: Mick, 2: Shinryu, 3: Pacchy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=33&lt;br /&gt;
|judge2=28&lt;br /&gt;
|judge3=49&lt;br /&gt;
|judge4=42&lt;br /&gt;
|judge5=54&lt;br /&gt;
|totalscore=41.20&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Twin Cannon]]&lt;br /&gt;
*[[Crystal Joe]]&lt;br /&gt;
*[[B Bitter]]&lt;br /&gt;
*[[Gachappon]]&lt;br /&gt;
*[[Metall]]&lt;br /&gt;
*[[Camouflametall]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*False Floor&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Cut Man]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Decoy Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music='''Part 1:''' Mega Man 10 - Absolute Chill&amp;lt;br&amp;gt;'''Vs. Cut Man:''' Mega Man - Boss&amp;lt;br&amp;gt;'''Part 2:''' Decoy Man - Second Half&amp;lt;br&amp;gt;'''Boss:''' Vs. Decoy Man&lt;br /&gt;
|location=[[Tier 4 (MaGMML3)|Tier 4]]&lt;br /&gt;
|previous=[[Creatively Named Level]]&lt;br /&gt;
|next=[[Where no met has gone before]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Decoy Man''' is the 138th place level in ''[[Make a Good Mega Man Level 3]]''. A level built around tricking the player, it begins with a short fakeout stage in the style of a rushed submission, complete with an unaltered fight against [[Cut Man]] before dropping the player into the real stage, which features many disguised enemies and false floors.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The stage begins with a straightforward section with some enemies, ladders, and spikes. After a couple screens, [[Mega Man]] finds a sign from the creator explaining they didn't have time to finish the level or create a boss, leading to a fight with [[Cut Man]]. After defeating him, an M-Tank drops but the floor gives out, dropping Mega Man into the second part of the stage.&lt;br /&gt;
&lt;br /&gt;
This section of the stage contains turrets marked by darker blue tiles in the floor as well as false floors, but none leading to instant death. After falling though the floor and climbing the ladder, climb the ladder to the ceiling to enter an area with text boxes containing lore about [[Decoy Man]] and a [[Camouflametall]] disguised as as a [[Trickster Token]] at the end. Defeat it to collect the stage's only token. Otherwise the level is rather straightforward, with the only other secret being an E-Tank after crossing over spikes that continue from under floating platforms. The only real powerup in the level, a 1-up, is supplied before the boss fight against [[Decoy Man]].&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=Nice try with the fake-out, but I didn't fall for it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Decoy Man does a good job making the initial level feel like an authentic rush job: Super quick to reach the boss, easy enemies, poor visual contrast, no real platforming challenge... I would've been fooled if it weren't for the name. To give the level some credit, the Crystal Joes in the rush job have some occasionally dangerous placement! Normally, they aren't placed in ways that hit me, but I've been tagged here once or twice--and it's my own fault when it happens! Also, props for the Cut Man M-Tank; I like the reward for the risky, close-ranged kill.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Unfortunately, the *real* level sees no improvement on the fake one. The enemies are still too easy--a real shame, since while the concepts have a lot of potential, the fake floors are a mild inconvenience at most (though that's better than frustrating), and the platforming is still dull. More prominently, the aesthetic is *worse* than the fakeout, no thanks to the rather ear-piercing music. About the most interesting the level gets is the Token room, and even then, I can't remember most of it. I suppose I can give props for a custom boss, but Decoy Man is boring compared to Cut Man, so the whole thing flounders. This started with a good premise, but the end result leaves a lot to be desired. It's a shame, really.&lt;br /&gt;
|mickscore=33&lt;br /&gt;
|mgdesign=12&lt;br /&gt;
|mgfun=5&lt;br /&gt;
|mgcreativity=3&lt;br /&gt;
|mgaesthetics=3&lt;br /&gt;
|mgfunctionality=10&lt;br /&gt;
|shin=If it wasn't for the title of the stage, you might've actually got me with that opening bit. Either way, I don't think it would have changed my perspective on this level all that much. This is a stage with a very promising idea, but ends up being held back by a lot of issues.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For a level that's meant to be based around deception, the design here doesn't do a whole lot to properly capitalize on that. Terrain and enemy configurations barely complement each other, making almost every obstacle completely unthreatening. It's a bit disappointing, since the custom enemies seem like they could be interesting to fight if paired with better room layouts. As it is now, almost everything here is pretty bare bones.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The fake floor gimmick could've worked wonders to spice up the level, but the placement only serves to hinder your movements for a few seconds (and might make you second-guess a jump or two). On a related note, I could never tell if there was supposed to be an attempt at telegraphing with one of the fake floors in the token room. I bring this up since there's a Crystal Joe that routinely falls from near the top of the screen towards the end of that section, and it always looked a little off to me.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;That one oddity aside, the only thing left to mention is the boss, who is...unfortunately just as basic as the rest of the stage. Decoy Man's pattern is completely fixed and predictable, and the clone he summons doesn't really add much depth to the fight. You'll still end up dodging him the same way, but now there's slightly less room for error. All in all, this is a disappointing end to a stage that never really lives up to its potential.&lt;br /&gt;
|shinscore=23&lt;br /&gt;
|sdesign=6&lt;br /&gt;
|sfun=4&lt;br /&gt;
|screativity=5&lt;br /&gt;
|saesthetics=4&lt;br /&gt;
|sfunctionality=9&lt;br /&gt;
|pachy=Illusionary Melancholy!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Okay, you got me there with that fake out, that one was good. It fits the Robot Master in question, so I don't mind it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;What I don't really like is that you can't tell which platforms are fake, while thankfully the stage restrained itself from doing something evil with it. This can still lead to some unfair situations while fighting the enemies.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And... that's really all there is going on with the stage. The rest of the level design boils down to straight paths while shooting the enemies in the way. There aren't any significant setups that keep the player engaged with the level.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Also, the music: it's very distorienting and depressing sounding. I guess it fits the backstory of Decoy Man... Either way, it makes the stage kinda insufferable, intentional or not.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Decoy Man has a rather simple pattern, but not so simple to get around with the projectile he leaves behind after each jump. Combine that with Decoy's high contact damage and a copy of himself showing up at the later half of the battle, this quickly becomes a rough boss fight for sure.&lt;br /&gt;
|pachyscore=49&lt;br /&gt;
|pdesign=13&lt;br /&gt;
|pfun=13&lt;br /&gt;
|pcreativity=12&lt;br /&gt;
|paesthetics=4&lt;br /&gt;
|pfunctionality=7&lt;br /&gt;
|flashman=You have the blueprint for something truly special here: present the player with an unusually short and unremarkable level that was obviously rushed, then reveal the *real* level, which develops a thought-provoking story and subverts expectations at every turn. The problem is, this level topples its own potential by subverting all the wrong expectations.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm talking about expectations such as text boxes that are free of typos, custom sprites in a style that reads as Mega Man, screen transitions that are safe from any angle, and music that doesn't detract from the enjoyment with dreary dissonance. I'm talking about a learning curve that teaches the player to be suspicious *before* being blindsided. I'm talking about challenges that grow in difficulty and complexity, and that consist of more than a bunch of stationary enemies hanging out on the ground.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Checkpoints, screen count, overall focus, and a well-handled fake-out with Cut Man are among the few things that meet my expectations. I do like the different varieties of Metall (especially the cheeky &amp;quot;token&amp;quot;), and I like how the story is parceled out amidst a series of small challenges. I wish the story were worked into the boss fight, though--I think some dialogue and one final bait and switch of some sort would've tied the whole thing together nicely.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Some things that are obvious should be more sneaky (eg, the concealed turrets that stand out like a sore thumb), and some things that are sneaky should be more obvious (eg, the fake floors that are utterly indistinguishable from normal floors). Theming could stand to be stronger--the plain foreground/background graphics don't seem particularly decoy-ish, and there's nothing really deceptive or surprising about the enemies that aren't disguised.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I love what this level could've been, but it needs a lot of work to get there.&lt;br /&gt;
|flashmanscore=42&lt;br /&gt;
|fmdesign=13&lt;br /&gt;
|fmfun=12&lt;br /&gt;
|fmcreativity=6&lt;br /&gt;
|fmaesthetics=4&lt;br /&gt;
|fmfunctionality=7&lt;br /&gt;
|ace=Man, after that.... intentionally crap opening, I'm not going to lie, I'm disappointed by this level.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;So much potential, wasted. You had fakeout floors, disguised enemies, and the opportunity to really play with the player's expectations. Which you didn't. Everything was rather predictable past the opening, which is sad.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Few things I did rather like, as always; the rejigged devkit assets are nice to see, and I actually loved the fake floor enemy. It's a shame the 4-way Crystal Joe actually adds nothing to how you fight the enemy--he and the rejigged Cannon never get placed in positions where their alterations amount to anything.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Sadly, the level is just really basic at its core, and doesn't do much beyond the scope of the intentionally crap opening other than a few nifty new enemies. There's also this weird backstory with spelling almost as bad as mine, and I eventually sort of zoned out by the final few signposts. They don't really add much. Also, the music had a bit too many high pitched notes--the actual tune isn't bad, but the implementation is rather awful at times.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm not sure what to make of Decoy Man himself; his pattern is super basic, but still puts out a challenge, as he hits pretty hard, and his small hops don't give that much room to manoeuvre.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I appreciate the hologram, even if said hologram firing out harmful projectiles is a tad weird.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Still, the stage is better for having an original fight, and I burst out laughing when I saw him, so I guess that counts for something. He has a very romhack quality all to his own.&lt;br /&gt;
|acescore=54&lt;br /&gt;
|asdesign=19&lt;br /&gt;
|asfun=13&lt;br /&gt;
|ascreativity=8&lt;br /&gt;
|asaesthetics=4&lt;br /&gt;
|asfunctionality=10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML3 Tier 4}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 4 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]][[Category:Tier 4 Stages]]&lt;/div&gt;</summary>
		<author><name>Darkwitchclaire</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Decoy_Man_(stage)&amp;diff=23747</id>
		<title>Decoy Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Decoy_Man_(stage)&amp;diff=23747"/>
				<updated>2024-07-25T22:04:40Z</updated>
		
		<summary type="html">&lt;p&gt;Darkwitchclaire: Created page with &amp;quot;{{Levelinfo  |align=right &amp;lt;!-- ===========Info============== --&amp;gt; |title=Decoy Man |caption= |rank=138th |image=256px |game=''Make a Good Me...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Decoy Man&lt;br /&gt;
|caption=&lt;br /&gt;
|rank=138th&lt;br /&gt;
|image=[[File:MaGMML3-138-DecoyMan.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[The Great Metaphor]]&lt;br /&gt;
|composer=Shusaku Uchiyama, Manami Matsumae, The Great Metaphor&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
MaGMML3: 1: Mick, 2: Shinryu, 3: Pacchy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=33&lt;br /&gt;
|judge2=28&lt;br /&gt;
|judge3=49&lt;br /&gt;
|judge4=42&lt;br /&gt;
|judge5=54&lt;br /&gt;
|totalscore=41.20&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Twin Cannon]]&lt;br /&gt;
*[[Crystal Joe]]&lt;br /&gt;
*[[B Bitter]]&lt;br /&gt;
*[[Gachappon]]&lt;br /&gt;
*[[Metall]]&lt;br /&gt;
*[[Camouflametall]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*False Floor&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Cut Man]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Decoy Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music='''Part 1:''' Mega Man 10 - Absolute Chill&amp;lt;br&amp;gt;'''Vs. Cut Man:''' Mega Man - Boss&amp;lt;br&amp;gt;'''Part 2:''' Decoy Man - Second Half&amp;lt;br&amp;gt;'''Boss:''' Vs. Decoy Man&lt;br /&gt;
|location=[[Tier 1 (MaGMML3)|Tier 1]]&lt;br /&gt;
|previous=[[Creatively Named Level]]&lt;br /&gt;
|next=[[Where no met has gone before]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Decoy Man''' is the 138th place level in ''[[Make a Good Mega Man Level 3]]''. A level built around tricking the player, it begins with a short fakeout stage in the style of a rushed submission, complete with an unaltered fight against [[Cut Man]] before dropping the player into the real stage, which features many disguised enemies and false floors.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The stage begins with a straightforward section with some enemies, ladders, and spikes. After a couple screens, [[Mega Man]] finds a sign from the creator explaining they didn't have time to finish the level or create a boss, leading to a fight with [[Cut Man]]. After defeating him, an M-Tank drops but the floor gives out, dropping Mega Man into the second part of the stage.&lt;br /&gt;
&lt;br /&gt;
This section of the stage contains turrets marked by darker blue tiles in the floor as well as false floors, but none leading to instant death. After falling though the floor and climbing the ladder, climb the ladder to the ceiling to enter an area with text boxes containing lore about [[Decoy Man]] and a [[Camouflametall]] disguised as as a [[Trickster Token]] at the end. Defeat it to collect the stage's only token. Otherwise the level is rather straightforward, with the only other secret being an E-Tank after crossing over spikes that continue from under floating platforms. The only real powerup in the level, a 1-up, is supplied before the boss fight against [[Decoy Man]].&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=Nice try with the fake-out, but I didn't fall for it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Decoy Man does a good job making the initial level feel like an authentic rush job: Super quick to reach the boss, easy enemies, poor visual contrast, no real platforming challenge... I would've been fooled if it weren't for the name. To give the level some credit, the Crystal Joes in the rush job have some occasionally dangerous placement! Normally, they aren't placed in ways that hit me, but I've been tagged here once or twice--and it's my own fault when it happens! Also, props for the Cut Man M-Tank; I like the reward for the risky, close-ranged kill.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Unfortunately, the *real* level sees no improvement on the fake one. The enemies are still too easy--a real shame, since while the concepts have a lot of potential, the fake floors are a mild inconvenience at most (though that's better than frustrating), and the platforming is still dull. More prominently, the aesthetic is *worse* than the fakeout, no thanks to the rather ear-piercing music. About the most interesting the level gets is the Token room, and even then, I can't remember most of it. I suppose I can give props for a custom boss, but Decoy Man is boring compared to Cut Man, so the whole thing flounders. This started with a good premise, but the end result leaves a lot to be desired. It's a shame, really.&lt;br /&gt;
|mickscore=33&lt;br /&gt;
|mgdesign=12&lt;br /&gt;
|mgfun=5&lt;br /&gt;
|mgcreativity=3&lt;br /&gt;
|mgaesthetics=3&lt;br /&gt;
|mgfunctionality=10&lt;br /&gt;
|shin=If it wasn't for the title of the stage, you might've actually got me with that opening bit. Either way, I don't think it would have changed my perspective on this level all that much. This is a stage with a very promising idea, but ends up being held back by a lot of issues.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For a level that's meant to be based around deception, the design here doesn't do a whole lot to properly capitalize on that. Terrain and enemy configurations barely complement each other, making almost every obstacle completely unthreatening. It's a bit disappointing, since the custom enemies seem like they could be interesting to fight if paired with better room layouts. As it is now, almost everything here is pretty bare bones.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The fake floor gimmick could've worked wonders to spice up the level, but the placement only serves to hinder your movements for a few seconds (and might make you second-guess a jump or two). On a related note, I could never tell if there was supposed to be an attempt at telegraphing with one of the fake floors in the token room. I bring this up since there's a Crystal Joe that routinely falls from near the top of the screen towards the end of that section, and it always looked a little off to me.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;That one oddity aside, the only thing left to mention is the boss, who is...unfortunately just as basic as the rest of the stage. Decoy Man's pattern is completely fixed and predictable, and the clone he summons doesn't really add much depth to the fight. You'll still end up dodging him the same way, but now there's slightly less room for error. All in all, this is a disappointing end to a stage that never really lives up to its potential.&lt;br /&gt;
|shinscore=23&lt;br /&gt;
|sdesign=6&lt;br /&gt;
|sfun=4&lt;br /&gt;
|screativity=5&lt;br /&gt;
|saesthetics=4&lt;br /&gt;
|sfunctionality=9&lt;br /&gt;
|pachy=Illusionary Melancholy!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Okay, you got me there with that fake out, that one was good. It fits the Robot Master in question, so I don't mind it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;What I don't really like is that you can't tell which platforms are fake, while thankfully the stage restrained itself from doing something evil with it. This can still lead to some unfair situations while fighting the enemies.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And... that's really all there is going on with the stage. The rest of the level design boils down to straight paths while shooting the enemies in the way. There aren't any significant setups that keep the player engaged with the level.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Also, the music: it's very distorienting and depressing sounding. I guess it fits the backstory of Decoy Man... Either way, it makes the stage kinda insufferable, intentional or not.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Decoy Man has a rather simple pattern, but not so simple to get around with the projectile he leaves behind after each jump. Combine that with Decoy's high contact damage and a copy of himself showing up at the later half of the battle, this quickly becomes a rough boss fight for sure.&lt;br /&gt;
|pachyscore=49&lt;br /&gt;
|pdesign=13&lt;br /&gt;
|pfun=13&lt;br /&gt;
|pcreativity=12&lt;br /&gt;
|paesthetics=4&lt;br /&gt;
|pfunctionality=7&lt;br /&gt;
|flashman=You have the blueprint for something truly special here: present the player with an unusually short and unremarkable level that was obviously rushed, then reveal the *real* level, which develops a thought-provoking story and subverts expectations at every turn. The problem is, this level topples its own potential by subverting all the wrong expectations.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm talking about expectations such as text boxes that are free of typos, custom sprites in a style that reads as Mega Man, screen transitions that are safe from any angle, and music that doesn't detract from the enjoyment with dreary dissonance. I'm talking about a learning curve that teaches the player to be suspicious *before* being blindsided. I'm talking about challenges that grow in difficulty and complexity, and that consist of more than a bunch of stationary enemies hanging out on the ground.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Checkpoints, screen count, overall focus, and a well-handled fake-out with Cut Man are among the few things that meet my expectations. I do like the different varieties of Metall (especially the cheeky &amp;quot;token&amp;quot;), and I like how the story is parceled out amidst a series of small challenges. I wish the story were worked into the boss fight, though--I think some dialogue and one final bait and switch of some sort would've tied the whole thing together nicely.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Some things that are obvious should be more sneaky (eg, the concealed turrets that stand out like a sore thumb), and some things that are sneaky should be more obvious (eg, the fake floors that are utterly indistinguishable from normal floors). Theming could stand to be stronger--the plain foreground/background graphics don't seem particularly decoy-ish, and there's nothing really deceptive or surprising about the enemies that aren't disguised.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I love what this level could've been, but it needs a lot of work to get there.&lt;br /&gt;
|flashmanscore=42&lt;br /&gt;
|fmdesign=13&lt;br /&gt;
|fmfun=12&lt;br /&gt;
|fmcreativity=6&lt;br /&gt;
|fmaesthetics=4&lt;br /&gt;
|fmfunctionality=7&lt;br /&gt;
|ace=Man, after that.... intentionally crap opening, I'm not going to lie, I'm disappointed by this level.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;So much potential, wasted. You had fakeout floors, disguised enemies, and the opportunity to really play with the player's expectations. Which you didn't. Everything was rather predictable past the opening, which is sad.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Few things I did rather like, as always; the rejigged devkit assets are nice to see, and I actually loved the fake floor enemy. It's a shame the 4-way Crystal Joe actually adds nothing to how you fight the enemy--he and the rejigged Cannon never get placed in positions where their alterations amount to anything.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Sadly, the level is just really basic at its core, and doesn't do much beyond the scope of the intentionally crap opening other than a few nifty new enemies. There's also this weird backstory with spelling almost as bad as mine, and I eventually sort of zoned out by the final few signposts. They don't really add much. Also, the music had a bit too many high pitched notes--the actual tune isn't bad, but the implementation is rather awful at times.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm not sure what to make of Decoy Man himself; his pattern is super basic, but still puts out a challenge, as he hits pretty hard, and his small hops don't give that much room to manoeuvre.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I appreciate the hologram, even if said hologram firing out harmful projectiles is a tad weird.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Still, the stage is better for having an original fight, and I burst out laughing when I saw him, so I guess that counts for something. He has a very romhack quality all to his own.&lt;br /&gt;
|acescore=54&lt;br /&gt;
|asdesign=19&lt;br /&gt;
|asfun=13&lt;br /&gt;
|ascreativity=8&lt;br /&gt;
|asaesthetics=4&lt;br /&gt;
|asfunctionality=10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML3 Tier 4}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 4 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]][[Category:Tier 4 Stages]]&lt;/div&gt;</summary>
		<author><name>Darkwitchclaire</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Tier_8_(MaGMML3)&amp;diff=23692</id>
		<title>Tier 8 (MaGMML3)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Tier_8_(MaGMML3)&amp;diff=23692"/>
				<updated>2024-07-22T02:45:00Z</updated>
		
		<summary type="html">&lt;p&gt;Darkwitchclaire: /* King Man's Royal Courd */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Costume Party&lt;br /&gt;
|image=[[File:MaGMML3-Tier8.png|256px]]&lt;br /&gt;
|caption=&amp;quot;For this party, I've elected to dress as myself.&amp;quot;&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[Yoshiatom]], [[Spin Attaxx]]&lt;br /&gt;
|artist=Lulli&lt;br /&gt;
|composer=[[MiniMacro]], Minako Adachi, Kiyohiro Sada, CosmicGem, NARFNra&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=16&lt;br /&gt;
|collectables=49&lt;br /&gt;
|tierrank=[[File:Tier8Rank.png]]&lt;br /&gt;
|music=MaGMML3 - Masquerade Muzak&amp;lt;br&amp;gt;'''King Man's Royal Court:''' The Legend of Zelda: Oracle of Ages - Queen Ambi's Palace&amp;lt;br&amp;gt;'''Boss:''' MaGMML3 - False Sunrise&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Mirage Man]]&lt;br /&gt;
|previous=[[Tier 7 (MaGMML3)|Tier 7]]&lt;br /&gt;
|next=[[Tier 9 (MaGMML3)|Tier 9]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Better be dressed up... Halloween's come early here!|Travel Brochure description|[[Make a Good Mega Man Level 3]]}}&lt;br /&gt;
The '''Costume Party''' is the eighth Tier in ''[[Make a Good Mega Man Level 3]]''. It is a large costume party held in a fancy building, with a costume contest being held in the background as part of the Sixth Worldwide Sponsored Robot Tournament. Many of the attendees are subsequently dressed up in a variety of costumes, some of which are homages and references to various series; many of them will have different responses based on [[Mega Man]]'s current [[Costumes|costume]]. On each end of the tier are two NPCs that serve as shortcuts; a [[Foot Holder]] which can carry Mega Man close to the end, and one of the contest's judges, &amp;quot;Judgement Robo [[Piledan]]&amp;quot;, who invariably blasts Mega Man back to the start of the tier after judging his current costume.&lt;br /&gt;
&lt;br /&gt;
This tier has the levels ranked from 93rd to 83rd. To unlock the Tier Boss, at least 6 [[Energy Element]]s from the tier's [[simulation]]s are required.&lt;br /&gt;
&lt;br /&gt;
==Levels==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Rank&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Score&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Trickster Tokens&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Skippable?&lt;br /&gt;
|-&lt;br /&gt;
|93rd&lt;br /&gt;
|[[Metal Man Steals Other People's Conveyors]]&lt;br /&gt;
|[[boxuPos]]&lt;br /&gt;
|54.15 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|[[Worthless Man]]&lt;br /&gt;
|[[Giest118]]&lt;br /&gt;
|54.25 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|92nd&lt;br /&gt;
|[[Rock Fortress]]&lt;br /&gt;
|[[ALUMOX]]&lt;br /&gt;
|54.54/ 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91st&lt;br /&gt;
|[[Technical Support]]&lt;br /&gt;
|[[Zelo]]&lt;br /&gt;
|55 / 100&lt;br /&gt;
|[[File:Element.png]][[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90th&lt;br /&gt;
|[[Mirror Woman (stage)|Mirror Woman]]&lt;br /&gt;
|[[Ethervil]] &amp;amp; [[Wishy Washy]]&lt;br /&gt;
|55.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|89th&lt;br /&gt;
|[[Working in the Rain]]&lt;br /&gt;
|[[TheRetroDude]]&lt;br /&gt;
|55.80 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88th&lt;br /&gt;
|[[The Stormscraper]]&lt;br /&gt;
|[[LunuLeaf]]&lt;br /&gt;
|55.95 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|87th&lt;br /&gt;
|[[Step on the Gas]]&lt;br /&gt;
|[[Professor Ztar]]&lt;br /&gt;
|56 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|86th&lt;br /&gt;
|[[Sparks and Sockets]]&lt;br /&gt;
|[[An Absolute Loser]]&lt;br /&gt;
|56.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|85th&lt;br /&gt;
|[[Lost Caverns of Jungata]]&lt;br /&gt;
|[[Lizardcommando]]&lt;br /&gt;
|57 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|84th&lt;br /&gt;
|[[Gross Incandescence]]&lt;br /&gt;
|[[Lamda|Dracula9AntiChapel/Lamda]]&lt;br /&gt;
|57.15 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|83rd&lt;br /&gt;
|[[Foo Man (stage)|Foo Man]]&lt;br /&gt;
|[[sarysa]]&lt;br /&gt;
|57.80 / 100&lt;br /&gt;
|[[File:Element.png]][[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secrets==&lt;br /&gt;
===King Man's Royal Court===&lt;br /&gt;
By shooting a [[Switch Ball]] disguised as the head of a Mysterio (from ''Spider-Man'') costume, a secret slide passage to the left of [[Step on the Gas]] will open up, leading to a backstage area with a mirror inside. By examining the mirror, [[Mega Man]] will jump into it and be taken to a castle-like area, where [[King Man]] can be found with various attendees dressed as subjects.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Trickster Tokens&lt;br /&gt;
|-&lt;br /&gt;
|[[King Man (stage)|King Man]]&lt;br /&gt;
|[[Cruise Elroy]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hidden Plushie===&lt;br /&gt;
Within King Man's court, a [[Plushies|plushie]] capsule is hidden inside the large playing card atop the teleporter to his stage, and can be reached by using the [[Rush Coil]] directly underneath it.&lt;br /&gt;
&lt;br /&gt;
===Toad Dummy===&lt;br /&gt;
After initiating the [[Toad Dummy]] sidequest, an NPC with the appearance of Richard from ''Kaeru no Tame ni Kane wa Naru'' appears on top of [[Technical Support]]. After speaking to him, he can be shot to reveal the Toad Dummy. The dummy itself is weak against the [[Royal Guard]], although [[Tornado Blow]] and [[Propeller Vortex]] also do high damage.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
*[[Nitro Truck]] (as Optimus Prime from ''Transformers'')&lt;br /&gt;
*[[Foot Holder]]&lt;br /&gt;
*[[Mercury]]&lt;br /&gt;
*[[Cyber Gabyoall]] (as Godot from ''Ace Attorney'')&lt;br /&gt;
*Skull Man (with his Grim Reaper disguise from ''Mega Man Megamix'')&lt;br /&gt;
*Meta Knight&lt;br /&gt;
*[[Punk]] (as a pineapple)&lt;br /&gt;
*[[Pirate Man]] (as a bandit)&lt;br /&gt;
*[[Mono Roader]] (as a Moto Bug from ''Sonic the Hedgehog'')&lt;br /&gt;
*[[Ballade]] (as a beet)&lt;br /&gt;
*Brain Bot (trapped inside a locker)&lt;br /&gt;
*[[Foojeen]] (as Sorcerer Mickey from ''Fantasia'')&lt;br /&gt;
*[[Enker]] (as an Eggplant Wizard from ''Kid Icarus'')&lt;br /&gt;
*Sagittarius (as the Sagittarius Gold Cloth from ''Saint Seiya'')&lt;br /&gt;
*Nu'o and Bol'o&lt;br /&gt;
*[[Haunt Man]]&lt;br /&gt;
*[[Kinojampu]] (as a Goomba from ''Super Mario Bros.'')&lt;br /&gt;
*Magnet Man (as Magneto from ''X-Men'')&lt;br /&gt;
*Metall Stetson&lt;br /&gt;
*[[Dark Man 4]] (as Mega Man's current costume)&lt;br /&gt;
*Wario (with a random transformation)&lt;br /&gt;
*Time Man&lt;br /&gt;
*[[Quint]] (as a quince)&lt;br /&gt;
*[[Deispider]]&lt;br /&gt;
*Shpider&lt;br /&gt;
*[[Spider Cog]]&lt;br /&gt;
*Wave Man (as a member of the King's Guard)&lt;br /&gt;
*Mr. Fezziwig&lt;br /&gt;
*Crazy Daisy (as a princess)&lt;br /&gt;
*[[King Man]]&lt;br /&gt;
*Judgement Robo [[Piledan]]&lt;br /&gt;
*[[Proto Man]] (after earning the Tier Rank)&lt;br /&gt;
*[[Hunter Woman]] (after earning 1 Tier Rank, before postgame)&lt;br /&gt;
*[[Forge Woman]] (after earning 3 Tier Ranks, before postgame)&lt;br /&gt;
*[[Presto]] (after earning 4 Tier Ranks, before postgame)&lt;br /&gt;
*[[Element Man]] (after earning 6 Tier Ranks, before postgame)&lt;br /&gt;
*[[Cerberus Man]] (after earning 8 Tier Ranks, before postgame)&lt;br /&gt;
*[[Bigby Heli]] (postgame)&lt;br /&gt;
*[[Namonaki Robo]] (postgame)&lt;br /&gt;
*[[Blue Bomber Man]] (postgame)&lt;br /&gt;
*[[Rock Man]] (postgame)&lt;br /&gt;
*[[Mirror Woman]] (postgame)&lt;br /&gt;
*[[Rook Man]] (postgame)&lt;br /&gt;
*[[Nebula Grey]] (postgame, after clearing [[Shrine of Nebula]])&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Tier 8 contains the only contest entry to be unranked, [[Worthless Man]], due to one of the judges being unable to complete it. Like [[Bouncy Castle]] in ''[[Make a Good Mega Man Level 2]]'', it was placed based on the other judges' scores despite not being ranked as part of the contest.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 8}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Tiers]][[Category:Tier 8 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Tiers]]&lt;/div&gt;</summary>
		<author><name>Darkwitchclaire</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Tier_8_(MaGMML3)&amp;diff=23691</id>
		<title>Tier 8 (MaGMML3)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Tier_8_(MaGMML3)&amp;diff=23691"/>
				<updated>2024-07-22T02:39:45Z</updated>
		
		<summary type="html">&lt;p&gt;Darkwitchclaire: gave proper element/token count to gross incandescence and foo man&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Costume Party&lt;br /&gt;
|image=[[File:MaGMML3-Tier8.png|256px]]&lt;br /&gt;
|caption=&amp;quot;For this party, I've elected to dress as myself.&amp;quot;&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[Yoshiatom]], [[Spin Attaxx]]&lt;br /&gt;
|artist=Lulli&lt;br /&gt;
|composer=[[MiniMacro]], Minako Adachi, Kiyohiro Sada, CosmicGem, NARFNra&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=16&lt;br /&gt;
|collectables=49&lt;br /&gt;
|tierrank=[[File:Tier8Rank.png]]&lt;br /&gt;
|music=MaGMML3 - Masquerade Muzak&amp;lt;br&amp;gt;'''King Man's Royal Court:''' The Legend of Zelda: Oracle of Ages - Queen Ambi's Palace&amp;lt;br&amp;gt;'''Boss:''' MaGMML3 - False Sunrise&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Mirage Man]]&lt;br /&gt;
|previous=[[Tier 7 (MaGMML3)|Tier 7]]&lt;br /&gt;
|next=[[Tier 9 (MaGMML3)|Tier 9]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Better be dressed up... Halloween's come early here!|Travel Brochure description|[[Make a Good Mega Man Level 3]]}}&lt;br /&gt;
The '''Costume Party''' is the eighth Tier in ''[[Make a Good Mega Man Level 3]]''. It is a large costume party held in a fancy building, with a costume contest being held in the background as part of the Sixth Worldwide Sponsored Robot Tournament. Many of the attendees are subsequently dressed up in a variety of costumes, some of which are homages and references to various series; many of them will have different responses based on [[Mega Man]]'s current [[Costumes|costume]]. On each end of the tier are two NPCs that serve as shortcuts; a [[Foot Holder]] which can carry Mega Man close to the end, and one of the contest's judges, &amp;quot;Judgement Robo [[Piledan]]&amp;quot;, who invariably blasts Mega Man back to the start of the tier after judging his current costume.&lt;br /&gt;
&lt;br /&gt;
This tier has the levels ranked from 93rd to 83rd. To unlock the Tier Boss, at least 6 [[Energy Element]]s from the tier's [[simulation]]s are required.&lt;br /&gt;
&lt;br /&gt;
==Levels==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Rank&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Score&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Trickster Tokens&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Skippable?&lt;br /&gt;
|-&lt;br /&gt;
|93rd&lt;br /&gt;
|[[Metal Man Steals Other People's Conveyors]]&lt;br /&gt;
|[[boxuPos]]&lt;br /&gt;
|54.15 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|[[Worthless Man]]&lt;br /&gt;
|[[Giest118]]&lt;br /&gt;
|54.25 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|92nd&lt;br /&gt;
|[[Rock Fortress]]&lt;br /&gt;
|[[ALUMOX]]&lt;br /&gt;
|54.54/ 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91st&lt;br /&gt;
|[[Technical Support]]&lt;br /&gt;
|[[Zelo]]&lt;br /&gt;
|55 / 100&lt;br /&gt;
|[[File:Element.png]][[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90th&lt;br /&gt;
|[[Mirror Woman (stage)|Mirror Woman]]&lt;br /&gt;
|[[Ethervil]] &amp;amp; [[Wishy Washy]]&lt;br /&gt;
|55.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|89th&lt;br /&gt;
|[[Working in the Rain]]&lt;br /&gt;
|[[TheRetroDude]]&lt;br /&gt;
|55.80 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88th&lt;br /&gt;
|[[The Stormscraper]]&lt;br /&gt;
|[[LunuLeaf]]&lt;br /&gt;
|55.95 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|87th&lt;br /&gt;
|[[Step on the Gas]]&lt;br /&gt;
|[[Professor Ztar]]&lt;br /&gt;
|56 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|86th&lt;br /&gt;
|[[Sparks and Sockets]]&lt;br /&gt;
|[[An Absolute Loser]]&lt;br /&gt;
|56.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|85th&lt;br /&gt;
|[[Lost Caverns of Jungata]]&lt;br /&gt;
|[[Lizardcommando]]&lt;br /&gt;
|57 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|84th&lt;br /&gt;
|[[Gross Incandescence]]&lt;br /&gt;
|[[Lamda|Dracula9AntiChapel/Lamda]]&lt;br /&gt;
|57.15 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|83rd&lt;br /&gt;
|[[Foo Man (stage)|Foo Man]]&lt;br /&gt;
|[[sarysa]]&lt;br /&gt;
|57.80 / 100&lt;br /&gt;
|[[File:Element.png]][[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secrets==&lt;br /&gt;
===King Man's Royal Courd===&lt;br /&gt;
By shooting a [[Switch Ball]] disguised as the head of a Mysterio (from ''Spider-Man'') costume, a secret slide passage to the left of [[Step on the Gas]] will open up, leading to a backstage area with a mirror inside. By examining the mirror, [[Mega Man]] will jump into it and be taken to a castle-like area, where [[King Man]] can be found with various attendees dressed as subjects.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Trickster Tokens&lt;br /&gt;
|-&lt;br /&gt;
|[[King Man (stage)|King Man]]&lt;br /&gt;
|[[Cruise Elroy]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hidden Plushie===&lt;br /&gt;
Within King Man's court, a [[Plushies|plushie]] capsule is hidden inside the large playing card atop the teleporter to his stage, and can be reached by using the [[Rush Coil]] directly underneath it.&lt;br /&gt;
&lt;br /&gt;
===Toad Dummy===&lt;br /&gt;
After initiating the [[Toad Dummy]] sidequest, an NPC with the appearance of Richard from ''Kaeru no Tame ni Kane wa Naru'' appears on top of [[Technical Support]]. After speaking to him, he can be shot to reveal the Toad Dummy. The dummy itself is weak against the [[Royal Guard]], although [[Tornado Blow]] and [[Propeller Vortex]] also do high damage.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
*[[Nitro Truck]] (as Optimus Prime from ''Transformers'')&lt;br /&gt;
*[[Foot Holder]]&lt;br /&gt;
*[[Mercury]]&lt;br /&gt;
*[[Cyber Gabyoall]] (as Godot from ''Ace Attorney'')&lt;br /&gt;
*Skull Man (with his Grim Reaper disguise from ''Mega Man Megamix'')&lt;br /&gt;
*Meta Knight&lt;br /&gt;
*[[Punk]] (as a pineapple)&lt;br /&gt;
*[[Pirate Man]] (as a bandit)&lt;br /&gt;
*[[Mono Roader]] (as a Moto Bug from ''Sonic the Hedgehog'')&lt;br /&gt;
*[[Ballade]] (as a beet)&lt;br /&gt;
*Brain Bot (trapped inside a locker)&lt;br /&gt;
*[[Foojeen]] (as Sorcerer Mickey from ''Fantasia'')&lt;br /&gt;
*[[Enker]] (as an Eggplant Wizard from ''Kid Icarus'')&lt;br /&gt;
*Sagittarius (as the Sagittarius Gold Cloth from ''Saint Seiya'')&lt;br /&gt;
*Nu'o and Bol'o&lt;br /&gt;
*[[Haunt Man]]&lt;br /&gt;
*[[Kinojampu]] (as a Goomba from ''Super Mario Bros.'')&lt;br /&gt;
*Magnet Man (as Magneto from ''X-Men'')&lt;br /&gt;
*Metall Stetson&lt;br /&gt;
*[[Dark Man 4]] (as Mega Man's current costume)&lt;br /&gt;
*Wario (with a random transformation)&lt;br /&gt;
*Time Man&lt;br /&gt;
*[[Quint]] (as a quince)&lt;br /&gt;
*[[Deispider]]&lt;br /&gt;
*Shpider&lt;br /&gt;
*[[Spider Cog]]&lt;br /&gt;
*Wave Man (as a member of the King's Guard)&lt;br /&gt;
*Mr. Fezziwig&lt;br /&gt;
*Crazy Daisy (as a princess)&lt;br /&gt;
*[[King Man]]&lt;br /&gt;
*Judgement Robo [[Piledan]]&lt;br /&gt;
*[[Proto Man]] (after earning the Tier Rank)&lt;br /&gt;
*[[Hunter Woman]] (after earning 1 Tier Rank, before postgame)&lt;br /&gt;
*[[Forge Woman]] (after earning 3 Tier Ranks, before postgame)&lt;br /&gt;
*[[Presto]] (after earning 4 Tier Ranks, before postgame)&lt;br /&gt;
*[[Element Man]] (after earning 6 Tier Ranks, before postgame)&lt;br /&gt;
*[[Cerberus Man]] (after earning 8 Tier Ranks, before postgame)&lt;br /&gt;
*[[Bigby Heli]] (postgame)&lt;br /&gt;
*[[Namonaki Robo]] (postgame)&lt;br /&gt;
*[[Blue Bomber Man]] (postgame)&lt;br /&gt;
*[[Rock Man]] (postgame)&lt;br /&gt;
*[[Mirror Woman]] (postgame)&lt;br /&gt;
*[[Rook Man]] (postgame)&lt;br /&gt;
*[[Nebula Grey]] (postgame, after clearing [[Shrine of Nebula]])&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Tier 8 contains the only contest entry to be unranked, [[Worthless Man]], due to one of the judges being unable to complete it. Like [[Bouncy Castle]] in ''[[Make a Good Mega Man Level 2]]'', it was placed based on the other judges' scores despite not being ranked as part of the contest.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 8}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Tiers]][[Category:Tier 8 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Tiers]]&lt;/div&gt;</summary>
		<author><name>Darkwitchclaire</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Tier_8_(MaGMML3)&amp;diff=23687</id>
		<title>Tier 8 (MaGMML3)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Tier_8_(MaGMML3)&amp;diff=23687"/>
				<updated>2024-07-21T19:34:28Z</updated>
		
		<summary type="html">&lt;p&gt;Darkwitchclaire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Costume Party&lt;br /&gt;
|image=[[File:MaGMML3-Tier8.png|256px]]&lt;br /&gt;
|caption=Not quite dressed for the occasion.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=&lt;br /&gt;
|artist=&lt;br /&gt;
|composer=[[MiniMacro]], Minako Adachi, Kiyohiro Sada, CosmicGem, NARFNra&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=16&lt;br /&gt;
|collectables=49&lt;br /&gt;
|tierrank=[[File:Tier8Rank.png]]&lt;br /&gt;
|music=MaGMML3 - Masquerade  Muzak&amp;lt;br&amp;gt;'''King Man's Royal Court:''' The Legend of Zelda: Oracle of Ages (GBC) - Queen Ambi's Palace&amp;lt;br&amp;gt;'''Boss:''' MaGMML3 - False Sunrise&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Mirage Man]]&lt;br /&gt;
|previous=[[Tier 7 (MaGMML3)|Tier 7]]&lt;br /&gt;
|next=[[Tier 9 (MaGMML3)|Tier 9]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Better be dressed up... Halloween's come early here!|Travel Brochure description|[[Make a Good Mega Man Level 3]]}}&lt;br /&gt;
The '''Costume Party''' is the eighth Tier in ''[[Make a Good Mega Man Level 3]]''. A swanky lounge, it is home to a costume party whose exact rules and winner are never made clear to the player. As such, it features NPCs dressed in costumes from various franchises.&lt;br /&gt;
&lt;br /&gt;
This tier has the levels ranked from 93rd to 83rd. To unlock the Tier Boss, at least 8 [[Energy Element]]s from the tier's [[simulation]]s are required.&lt;br /&gt;
&lt;br /&gt;
==Levels==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Rank&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Score&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Trickster Tokens&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Skippable?&lt;br /&gt;
|-&lt;br /&gt;
|93rd&lt;br /&gt;
|[[Metal Man Steals Other People's Conveyors]]&lt;br /&gt;
|[[boxuPos]]&lt;br /&gt;
|54.15 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Disqualified&lt;br /&gt;
|[[Worthless Man]]&lt;br /&gt;
|[[Giest118]]&lt;br /&gt;
|54.25 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|92nd&lt;br /&gt;
|[[Rock Fortress]]&lt;br /&gt;
|[[ALUMOX]]&lt;br /&gt;
|54.54/ 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91st&lt;br /&gt;
|[[Technical Support]]&lt;br /&gt;
|[[Zelo]]&lt;br /&gt;
|55 / 100&lt;br /&gt;
|[[File:Element.png]][[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90th&lt;br /&gt;
|[[Mirror Woman (stage)|Mirror Woman]]&lt;br /&gt;
|[[Ethervil]] &amp;amp; [[Wishy Washy]]&lt;br /&gt;
|55.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|89th&lt;br /&gt;
|[[Working in the Rain]]&lt;br /&gt;
|[[TheRetroDude]]&lt;br /&gt;
|55.80 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88th&lt;br /&gt;
|[[The Stormscraper]]&lt;br /&gt;
|[[LunuLeaf]]&lt;br /&gt;
|55.95 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|87th&lt;br /&gt;
|[[Step on the Gas]]&lt;br /&gt;
|[[Professor Ztar]]&lt;br /&gt;
|56 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|86th&lt;br /&gt;
|[[Sparks and Sockets]]&lt;br /&gt;
|[[An Absolute Loser]]&lt;br /&gt;
|56.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|85th&lt;br /&gt;
|[[Lost Caverns of Jungata]]&lt;br /&gt;
|[[Lizardcommando]]&lt;br /&gt;
|57 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|84th&lt;br /&gt;
|[[Gross Incandescence]]&lt;br /&gt;
|[[Dracula9AntiChapel/Lamda]]&lt;br /&gt;
|57.15 / 100&lt;br /&gt;
|[[File:Element.png]][[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|83rd&lt;br /&gt;
|[[Foo Man (stage)|Foo Man]]&lt;br /&gt;
|[[sarysa]]&lt;br /&gt;
|57.80 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secrets==&lt;br /&gt;
===King Man===&lt;br /&gt;
Underneath [[Dark Man 4]] is a statue of Mysterio from Spider-Man with a switch for its head. Turning the switch blue opens a path to the left of [[Step on the Gas]] with a mirror at the end. Jumping in the Mirror Takes you to [[King Man]]'s castle, where his level awaits at the end of the hall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Trickster Tokens&lt;br /&gt;
|-&lt;br /&gt;
|[[King Man (stage)|King Man]]&lt;br /&gt;
|[[Cruise Elroy]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hidden Plushie===&lt;br /&gt;
&lt;br /&gt;
===Toad Dummy===&lt;br /&gt;
After initiating the [[Toad Dummy]] sidequest, an NPC with the appearance of Ralph from The Legend of Zelda: Oracle of Ages appears on top of [LEVEL] who simply says &amp;quot;Salutations&amp;quot;. After speaking to him, shoot him to reveal the Toad Dummy.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
*[[Mercury]]&lt;br /&gt;
*Cyber Gabyoall (as Godot from Ace Attorney)&lt;br /&gt;
*[[Skull Man]]&lt;br /&gt;
*Meta Knight&lt;br /&gt;
*[[Punk]] (as a pineapple)&lt;br /&gt;
*[[Pirate Man]]&lt;br /&gt;
*Mono Roader (as a Moto Bug from Sonic the Hedgehog)&lt;br /&gt;
*[[Ballade]] (as a beet)&lt;br /&gt;
*Brain Bot (trapped inside a locker)&lt;br /&gt;
*Foojeen&lt;br /&gt;
*[[Enker]] (as an Eggplant Wizard from Kid Icarus)&lt;br /&gt;
*[[Sagittarius]]&lt;br /&gt;
*Nu'o and Bol'o&lt;br /&gt;
*Kinojampu (as a Goomba from Mario)&lt;br /&gt;
*[[Magnet Man]] (as Magneto from the X-Men)&lt;br /&gt;
*Metall Stetson&lt;br /&gt;
*[[Dark Man 4]] (as the current player costume)&lt;br /&gt;
*Wario&lt;br /&gt;
*[[Time Man]]&lt;br /&gt;
*[[Quint]] (as a quince)&lt;br /&gt;
*Deispider&lt;br /&gt;
*Shpider&lt;br /&gt;
*Spider Cog&lt;br /&gt;
*Bigby Heli&lt;br /&gt;
*[[Wave Man]] (as a King's Guard)&lt;br /&gt;
*Mr. Fezziwig&lt;br /&gt;
*Crazy Daisy&lt;br /&gt;
*[[King Man]]&lt;br /&gt;
*Judgement Robo Piledan&lt;br /&gt;
*[[Proto Man]] (after earning the Tier Rank)&lt;br /&gt;
*[[Hunter Woman]] (after earning 1 Tier Rank, before postgame)&lt;br /&gt;
*[[Forge Woman]] (after earning 3 Tier Ranks, before postgame)&lt;br /&gt;
*[[Presto]] (after earning 4 Tier Ranks, before postgame)&lt;br /&gt;
*[[Element Man]] (after earning 6 Tier Ranks, before postgame)&lt;br /&gt;
*[[Cerberus Man]] (after earning 8 Tier Ranks, before postgame)&lt;br /&gt;
*[[Haunt Man]] (postgame)&lt;br /&gt;
*Blue Bomber Man (postgame)&lt;br /&gt;
*[[Rock Man]] (postgame)&lt;br /&gt;
*[[Mirror Woman]] (postgame)&lt;br /&gt;
*[[Rook Man]] (postgame)&lt;br /&gt;
*[[Nebula Grey]] (postgame, after clearing [[Shrine of Nebula]])&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This tier contains the only level to make it into the contest yet be disqualified, [[Worthless Man]], due to one of the judges being unable to complete it. Like [[Bouncy Castle]] in MaGMML2, it was not given a rank but placed based on the other judges' scores.&lt;br /&gt;
* [[Pirate Man]] and the Judgement Robo Piledan have unique dialogue for every costume, including Mega Man (Hair) and Rock.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 8}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Tiers]][[Category:Tier 8 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Tiers]]&lt;/div&gt;</summary>
		<author><name>Darkwitchclaire</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Tier_8_(MaGMML3)&amp;diff=23686</id>
		<title>Tier 8 (MaGMML3)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Tier_8_(MaGMML3)&amp;diff=23686"/>
				<updated>2024-07-21T19:32:19Z</updated>
		
		<summary type="html">&lt;p&gt;Darkwitchclaire: Initial creation, still missing some info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Costume Party&lt;br /&gt;
|image=[[File:MaGMML3-Tier8.png|256px]]&lt;br /&gt;
|caption=Not quite dressed for the occasion .&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=&lt;br /&gt;
|artist=&lt;br /&gt;
|composer=[[MiniMacro]], Minako Adachi, Kiyohiro Sada, CosmicGem, NARFNra&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=16&lt;br /&gt;
|collectables=49&lt;br /&gt;
|tierrank=[[File:Tier8Rank.png]]&lt;br /&gt;
|music=MaGMML3 - Masquerade  Muzak&amp;lt;br&amp;gt;'''King Man's Royal Court:''' The Legend of Zelda: Oracle of Ages (GBC) - Queen Ambi's Palace&amp;lt;br&amp;gt;'''Boss:''' MaGMML3 - False Sunrise&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Mirage Man]]&lt;br /&gt;
|previous=[[Tier 7 (MaGMML3)|Tier 7]]&lt;br /&gt;
|next=[[Tier 9 (MaGMML3)|Tier 9]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Better be dressed up... Halloween's come early here!|Travel Brochure description|[[Make a Good Mega Man Level 3]]}}&lt;br /&gt;
The '''Costume Party''' is the eighth Tier in ''[[Make a Good Mega Man Level 3]]''. A swanky lounge, it is home to a costume party whose exact rules and winner are never made clear to the player. As such, it features NPCs dressed in costumes from various franchises.&lt;br /&gt;
&lt;br /&gt;
This tier has the levels ranked from 93rd to 83rd. To unlock the Tier Boss, at least 8 [[Energy Element]]s from the tier's [[simulation]]s are required.&lt;br /&gt;
&lt;br /&gt;
==Levels==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Rank&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Score&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Trickster Tokens&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Skippable?&lt;br /&gt;
|-&lt;br /&gt;
|93rd&lt;br /&gt;
|[[Metal Man Steals Other People's Conveyors]]&lt;br /&gt;
|[[boxuPos]]&lt;br /&gt;
|54.15 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Disqualified&lt;br /&gt;
|[[Worthless Man]]&lt;br /&gt;
|[[Giest118]]&lt;br /&gt;
|54.25 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|92nd&lt;br /&gt;
|[[Rock Fortress]]&lt;br /&gt;
|[[ALUMOX]]&lt;br /&gt;
|54.54/ 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91st&lt;br /&gt;
|[[Technical Support]]&lt;br /&gt;
|[[Zelo]]&lt;br /&gt;
|55 / 100&lt;br /&gt;
|[[File:Element.png]][[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90th&lt;br /&gt;
|[[Mirror Woman (stage)|Mirror Woman]]&lt;br /&gt;
|[[Ethervil]] &amp;amp; [[Wishy Washy]]&lt;br /&gt;
|55.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|89th&lt;br /&gt;
|[[Working in the Rain]]&lt;br /&gt;
|[[TheRetroDude]]&lt;br /&gt;
|55.80 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88th&lt;br /&gt;
|[[The Stormscraper]]&lt;br /&gt;
|[[LunuLeaf]]&lt;br /&gt;
|55.95 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|87th&lt;br /&gt;
|[[Step on the Gas]]&lt;br /&gt;
|[[Professor Ztar]]&lt;br /&gt;
|56 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|86th&lt;br /&gt;
|[[Sparks and Sockets]]&lt;br /&gt;
|[[An Absolute Loser]]&lt;br /&gt;
|56.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|85th&lt;br /&gt;
|[[Lost Caverns of Jungata]]&lt;br /&gt;
|[[Lizardcommando]]&lt;br /&gt;
|57 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|84th&lt;br /&gt;
|[[Gross Incandescence]]&lt;br /&gt;
|[[Dracula9AntiChapel/Lamda]]&lt;br /&gt;
|57.15 / 100&lt;br /&gt;
|[[File:Element.png]][[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|83rd&lt;br /&gt;
|[[Foo Man (stage)|Foo Man]]&lt;br /&gt;
|[[sarysa]]&lt;br /&gt;
|57.80 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secrets==&lt;br /&gt;
===King Man===&lt;br /&gt;
Underneath [[Dark Man 4]] is a statue of Mysterio from Spider-Man with a switch for its head. Turning the switch blue opens a path to the left of [[Step on the Gas]] with a mirror at the end. Jumping in the Mirror Takes you to [[King Man]]'s castle, where his level awaits at the end of the hall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Trickster Tokens&lt;br /&gt;
|-&lt;br /&gt;
|[[King Man (stage)|King Man]]&lt;br /&gt;
|[[Cruise Elroy]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hidden Plushie===&lt;br /&gt;
&lt;br /&gt;
===Toad Dummy===&lt;br /&gt;
After initiating the [[Toad Dummy]] sidequest, an NPC with the appearance of Ralph from The Legend of Zelda: Oracle of Ages appears on top of [LEVEL] who simply says &amp;quot;Salutations&amp;quot;. After speaking to him, shoot him to reveal the Toad Dummy.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
*[[Mercury]]&lt;br /&gt;
*Cyber Gabyoall (as Godot from Ace Attorney)&lt;br /&gt;
*[[Skull Man]]&lt;br /&gt;
*Meta Knight&lt;br /&gt;
*[[Punk]] (as a pineapple)&lt;br /&gt;
*[[Pirate Man]]&lt;br /&gt;
*Mono Roader (as a Moto Bug from Sonic the Hedgehog)&lt;br /&gt;
*[[Ballade]] (as a beet)&lt;br /&gt;
*Brain Bot (trapped inside a locker)&lt;br /&gt;
*Foojeen&lt;br /&gt;
*[[Enker]] (as an Eggplant Wizard from Kid Icarus)&lt;br /&gt;
*[[Sagittarius]]&lt;br /&gt;
*Nu'o and Bol'o&lt;br /&gt;
*Kinojampu (as a Goomba from Mario)&lt;br /&gt;
*[[Magnet Man]] (as Magneto from the X-Men)&lt;br /&gt;
*Metall Stetson&lt;br /&gt;
*[[Dark Man 4]] (as the current player costume)&lt;br /&gt;
*Wario&lt;br /&gt;
*[[Time Man]]&lt;br /&gt;
*[[Quint]] (as a quince)&lt;br /&gt;
*Deispider&lt;br /&gt;
*Shpider&lt;br /&gt;
*Spider Cog&lt;br /&gt;
*Bigby Heli&lt;br /&gt;
*[[Wave Man]] (as a King's Guard)&lt;br /&gt;
*Mr. Fezziwig&lt;br /&gt;
*Crazy Daisy&lt;br /&gt;
*[[King Man]]&lt;br /&gt;
*Judgement Robo Piledan&lt;br /&gt;
*[[Proto Man]] (after earning the Tier Rank)&lt;br /&gt;
*[[Hunter Woman]] (after earning 1 Tier Rank, before postgame)&lt;br /&gt;
*[[Forge Woman]] (after earning 3 Tier Ranks, before postgame)&lt;br /&gt;
*[[Presto]] (after earning 4 Tier Ranks, before postgame)&lt;br /&gt;
*[[Element Man]] (after earning 6 Tier Ranks, before postgame)&lt;br /&gt;
*[[Cerberus Man]] (after earning 8 Tier Ranks, before postgame)&lt;br /&gt;
*[[Haunt Man]] (postgame)&lt;br /&gt;
*Blue Bomber Man (postgame)&lt;br /&gt;
*[[Rock Man]] (postgame)&lt;br /&gt;
*[[Mirror Woman]] (postgame)&lt;br /&gt;
*[[Rook Man]] (postgame)&lt;br /&gt;
*[[Nebula Grey]] (postgame, after clearing [[Shrine of Nebula]])&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This tier contains the only level to make it into the contest yet be disqualified, [[Worthless Man]], due to one of the judges being unable to complete it. Like [[Bouncy Castle]] in MaGMML2, it was not given a rank but placed based on the other judges' scores.&lt;br /&gt;
* [[Pirate Man]] and the Judgement Robo Piledan have unique dialogue for every costume, including Mega Man (Hair) and Rock.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 8}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Tiers]][[Category:Tier 8 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Tiers]]&lt;/div&gt;</summary>
		<author><name>Darkwitchclaire</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Fight,_Kikkoman!_For_Everlasting_Sauce!&amp;diff=23491</id>
		<title>Fight, Kikkoman! For Everlasting Sauce!</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Fight,_Kikkoman!_For_Everlasting_Sauce!&amp;diff=23491"/>
				<updated>2024-07-14T12:37:44Z</updated>
		
		<summary type="html">&lt;p&gt;Darkwitchclaire: /* Trivia */&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=Fight, Kikkoman!  For Everlasting Sauce!&lt;br /&gt;
|rank=58th&lt;br /&gt;
|image=[[File:MaGMML3-58-FightKikkoman.png|256px]]&lt;br /&gt;
|caption=''Show me! Show you! Kikkoman! Kikkoman!''&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]'' &lt;br /&gt;
|creator=[[LobsterKing]]&lt;br /&gt;
|composer=Yogatori, Houryu Samejima (originals)&amp;lt;br&amp;gt;[unknown remixer] (cover)&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
MaGMML3: 1: Mick, 2: Shinryu, 3: Pacchy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=45&lt;br /&gt;
|judge2=67&lt;br /&gt;
|judge3=68&lt;br /&gt;
|judge4=74&lt;br /&gt;
|judge5=63&lt;br /&gt;
|totalscore=63.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Fan Fiend]]&lt;br /&gt;
*[[Shrink|&amp;quot;Fish&amp;quot;]]&lt;br /&gt;
*[[Komasaburo]]&lt;br /&gt;
*[[Mono Roader]]&lt;br /&gt;
*[[V]]&lt;br /&gt;
*[[Yambow]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Destroyable Block]] (Komasaburo top)&lt;br /&gt;
*[[Jewel Platform]]&lt;br /&gt;
*[[X Platform]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[heints]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Kikkoman&amp;lt;br&amp;gt;'''Boss:''' La-Mulana 2 - From Nibiru&lt;br /&gt;
|location=[[Tier 11 (MaGMML3)|Tier 11]]&lt;br /&gt;
|previous=[[Alraune Woman (stage)|Alraune Woman]]&lt;br /&gt;
|next=[[Plataform Hijinks]]&lt;br /&gt;
}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Fight, Kikkoman!  For Everlasting Sauce!''' is the 58th place entry in ''[[Make a Good Mega Man Level 3]]''. The level has a monochrome ASCII aesthetic throughout, with the various stage elements and enemies all conforming to the aesthetic. [[Mega Man]] begins the stage with only [[Rush Bike]] (which has infinite ammo), but soon after transitions into a more conventional platforming stage involving [[Jewel Platform]]s.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{NeedsStrategy}}&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=...What? Okay seriously... what? This was easily one of the most baffling concepts I've seen in a while, and I had to look it up to make some sense of the whole idea. I see what this was going for... but I'm not sure if it works. Mega Man looks extraordinarily out of place, and the rock remix, while awesome, distracted me from the level enough that I'm not sure it works as background music.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The level starts interesting, riding in on Rush Bike just like the soy sauce superhero. It can take some getting used to, but it's an excellent start to the level... or at least it would be if this was a Rush Bike level. Unfortunately, the bike is abandoned after the intro, which is a crying shame as there were definitely opportunities for more speed-platforming with the doggo-cycle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To make matters worse, the ASCII lair is a lot less fun than what's before it. Granted, the final room with everything over a pool of 'water' is a fun time, and the : 3 block puzzles are entertaining, particularly with wind. However, while the Cat-tops get entertaining set-ups-namely the fourth token-dealing with them and Pendulums at the same time can be a bit frustrating. Thankfully, that's really only one instance, so the level by itself really isn't bad, just less fun than it could've been.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
But then there's the boss... oh good land, the BOSS! I'm not much of a Heinz guy to begin with (I prefer French's myself), but ye goodness that was a mess. High-pressure, continuous bullet spam that kills you in 6 hits. Barriers every time you shoot it (which creates a LOT of waiting). You can't clear the ridiculous spray of minions with Tornado Blow because that causes a near-undodgeable barrier to form. The inconsistent guarding behaviour makes it really unclear if any weapons are effective. And the boss takes barely any damage, especially considering its vulnerability time. Approximately half of my personal recording is spent on this travesty, and I pretty much just brute-forced the thing. If there's a trick to this? I'd love to know, otherwise the heints bottle is such a terrible boss that I genuinely would've preferred an energy element anti-climax.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It's a shame, this started out kind of fun, but once we dropped Rush Bike it turned into a completely different level, and the boss just... it was such a catastrophe of a fight that I genuinely dread playing this level again.&lt;br /&gt;
|mickscore=45&lt;br /&gt;
|mgdesign=19&lt;br /&gt;
|mgfun=5&lt;br /&gt;
|mgcreativity=8&lt;br /&gt;
|mgaesthetics=5&lt;br /&gt;
|mgfunctionality=8&lt;br /&gt;
|shin=I'm pretty sure there's an underlying joke here that I'm just not getting. Either way, this was...uniquely odd. I don't mean that in a bad way, mind you. This is actually a fairly interesting stage with a lot going for it.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The most stand-out thing here is easily the aesthetics. It's actually pretty charming, what with everything being made out of ASCII characters. The renditions of classic Mega Man enemies in this style is also pretty amusing, even if some of them feel a bit underutilized (the Mono Roader in particular doesn't seem to show up much here). For as fun as the ASCII art is to look at, though, it doesn't forgive how lacking most of the background is. The few screens that have background details actually look pretty nice, and I wish they had a greater presence over the flat, slightly-off shade of white that makes up most of the backdrop here.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Visuals aside, the stage itself actually plays out fairly well. While I wasn't really a fan of the opening Rush Bike segment, everything after that is a well-constructed series of platforming challenges. My favorite aspect of all this is how the enemies complement the room layouts and gimmicks, especially the Fan Fiends and the Komasaburos. They're set up in a variety of ways that contribute something to the platforming (rather than just being there for the sake of it), which is always a plus in my book.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
My only major complaints with this stage come from some of the tokens, as well as the end boss. In the case of the former, I found the first three tokens to be a lot harder to obtain than the final two, as you can easily lock yourself out of them just by missing some jumps (or by raising a platform too high in the case of the third one). As for the boss, his fight is just pure chaos. He spits out far too many projectiles, deals massive amounts of damage, and only takes one point of health from most weapons. Certain ones don't even hurt him, but still trigger his counter shots (such as Tornado Blow, which ends up flooding the screen even more). It's a bit of a sour note to end an otherwise decently good stage on, but for what it's worth, I still enjoyed most of my time with it.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
...And as a final-side note: The song used in this level is unbelievably catchy, and I'm probably going to be humming it for the rest of my days. Thank you, Kikkoman, for the everlasting earworm of a theme song.&lt;br /&gt;
|shinscore=67&lt;br /&gt;
|sdesign=21&lt;br /&gt;
|sfun=16&lt;br /&gt;
|screativity=12&lt;br /&gt;
|saesthetics=8&lt;br /&gt;
|sfunctionality=10&lt;br /&gt;
|pachy=Soup Alphabets Unleashed, Craziness Ensured.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I don't get the reference here at all, I guess it's uhh... cute? The aesthetics remind me of the Syobon Action game, probably not a good thing since that game was notorious for cheap deaths. Though it's probably just a coincidence since this and that are both based on Japanese emoticon art.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty frustrating first part of the level that you have to replay the whole part for if you fail to retrieve the token because you don't have Rush at that point. It's not so bad to do it slowly, but not when you need to retry and do the jump again and again.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Kinda odd checkpoint placement on the first screen with the swinging platform, it puts you at the BOTTOM of the swing so you instantly get tossed into the bottom screen checkpoint without a way back. This basically never really comes into play because the top section has nothing dangerous that can kill you, but still weird...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I kinda like the platform you have to step on to raise the other one, there's some clever implementation here for sure, especially with that one token room&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The last portion of the stage can get pretty frustrating with all the Fan Fiends and respawning airborne enemies happily knocking you into the instant-death pit as you try to do the jumps.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also the boss... cool off with the enemy spam, please? So you're meant to fire pretty much always because of how many hothead-likes are spammed, but you are also punished if you hit the boss itself that spawns these waves at you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also, don't ever use Tornado Blow in this battle...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It also seems like my shots don't do damage sometimes? But they still spawn the invulnerable wave the same, it's almost like the wave deflects the shot before it can register the boss&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
taking damage...&lt;br /&gt;
|pachyscore=68&lt;br /&gt;
|pdesign=24&lt;br /&gt;
|pfun=15&lt;br /&gt;
|pcreativity=13&lt;br /&gt;
|paesthetics=9&lt;br /&gt;
|pfunctionality=7&lt;br /&gt;
|flashman=I love when irrepressible charm is backed up by good game design. From the cat car to the statue to the cleverly simple stand-in for the Wily logo at the boss gate, there's no shortage of delightful surprises, and the stylishness and clarity of the art more than make up for its simplicity. Moreover, the level features good introductions, appropriate checkpoints, and other buzzwords that keep showing up in my reviews.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Going into this, I was unfamiliar with the main song and its sauce material. I mean, *source* material. Now that I've gotten some culture, I think I'd like to see even more of the video represented in the level. As much as I love puzzles, a miniboss shooting lasers from its chest and a ride on a fish blimp would better fit the easy, breezy feeling established by the &amp;quot;this is how you do a Rush Bike section&amp;quot; Rush Bike section.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The level doesn't feel disjointed so much as unrefined in how it evolves. Split paths overcomplicate the layout. Infinite bike energy abruptly and unceremoniously disappears. The water (soy sauce?) gimmick looks promising but goes nowhere, and the block-breaking puzzles go somewhere too quickly--more of a learning curve is needed. The final stretch feels underbaked; being able to reset the vertical platforms without dying or using weapons would be a huge improvement. However, swinging platforms + tops is impressively clever. Honorable mention to the fans as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
My most serious gripes are with the overly long and hectic boss fight. High-pitched whistles ruin the music. The health bar is illegible (brighter colors, please). Indirect (reflected) hits unfairly trigger a counterattack. To its credit, this is about the only place in the contest where launching Water Shield is as fun and damaging as it should be.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Criticisms aside, the best parts of this level are *fantastic*.&lt;br /&gt;
|flashmanscore=74&lt;br /&gt;
|fmdesign=23&lt;br /&gt;
|fmfun=17&lt;br /&gt;
|fmcreativity=13&lt;br /&gt;
|fmaesthetics=14&lt;br /&gt;
|fmfunctionality=7&lt;br /&gt;
|ace=This is honestly one of the most disappointing levels of the competition, because I want to love this. The graphics, music and theme of the level are wonderful, as is the humour throughout, which is incredibly rare in this competition. The inital Rush Bike segment is so very stupid and yet really fun. It's hard, but hey, fun hard is still fun.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I'll keep the other positives short - most of the level just kind of works as a fun romp. It doesn't push boundaries, but you have a stupid grin throughout and that charm really carries this stage... and unfortunately also carries the score.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I'm glad we're showing individual scores in this game because that aesthetic carries almost a third of this stage's total score - and this stage does have some areas where it swings and misses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As soon as the Fan enemies show up, the combination of the enemy types and the Swing often feels incredibly janky, and the fact that you have to do precise platforming sections with them around can get especially frustrating in a few rooms when it's harder to control your character.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Dishonourable mention to the long vertical climbing room - unfortunately one of the first places you encounter this combination - and Mega Man's respawning rules makes any sort of misplay in this room highly punishing.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Most of the time it's not too bad, but, here? Oof.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Diamond token puzzle was a really cool idea, but in practice? I'm not sure how to get it to work properly? I nailed it quickly on the first attempt but further runs were not so lucky.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The player seems to have very little control over the situation, from the Top's direction, to the imprecise nature of the Swings, the Tops respawning, and getting the Top off the final swing correctly. This room would have worked much better without the Swings.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The biggest problem with this stage though? The ending.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That boss was AWFUL. When the player's reaction is 'Oh Screw You' after their tenth death, something has gone wrong somewhere, or in this case a lot of things. The boss does an absurd amount of damage, the main attack is completely random and spawns an overwhelming number of minions, and it has really high defences - charged shots and weapons do bugger-all damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The fact that this boss counter-attacks on hits means certain weapons will flood the screen with indestructible projectiles - use Tornado Blow at your peril.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mega Man's limited movement and vertically challenged shooting abilities make this boss incredibly unpleasant to fight. Paradoxically, it gets easier in its second phase, due to the increased speed of the projectiles and minions, actually opening safe gaps on the screen. There is a sweet spot to projectile speed, which the first phase falls far below.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You want to know just how much this boss affected our perception? If you're seeing this sentence, then know that it got this stage listed among the Judge Skip Vote Potentials up until the very last minute. I'm literally adding this the day we're announcing to the development team our Votes. Ultimately brutE-tank force is a viable strategy in Mega Man bosses... so...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
An incredibly sour note to end on and colours the perception of the rest of the stage - and means this review ends up spending most of its time having to recount the negative aspects, which is unfortunate.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There was a lot of potential to this level, and it is a shame bungled key segments meant it did not live up to it.&lt;br /&gt;
|acescore=63&lt;br /&gt;
|asdesign=18&lt;br /&gt;
|asfun=12&lt;br /&gt;
|ascreativity=12&lt;br /&gt;
|asaesthetics=15&lt;br /&gt;
|asfunctionality=6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The stage is a reference to a Kikkoman parody superhero made of Shift-JIS art which appeared on Japanese image boards in the early 2000s. The title and music are based on ''Fight! Kikkoman'', a flash animation based on the concept created in 2002.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 11}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 11 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]]&lt;/div&gt;</summary>
		<author><name>Darkwitchclaire</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Fight,_Kikkoman!_For_Everlasting_Sauce!&amp;diff=23490</id>
		<title>Fight, Kikkoman! For Everlasting Sauce!</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Fight,_Kikkoman!_For_Everlasting_Sauce!&amp;diff=23490"/>
				<updated>2024-07-14T12:35:52Z</updated>
		
		<summary type="html">&lt;p&gt;Darkwitchclaire: &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=Fight, Kikkoman!  For Everlasting Sauce!&lt;br /&gt;
|rank=58th&lt;br /&gt;
|image=[[File:MaGMML3-58-FightKikkoman.png|256px]]&lt;br /&gt;
|caption=''Show me! Show you! Kikkoman! Kikkoman!''&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]'' &lt;br /&gt;
|creator=[[LobsterKing]]&lt;br /&gt;
|composer=Yogatori, Houryu Samejima (originals)&amp;lt;br&amp;gt;[unknown remixer] (cover)&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
MaGMML3: 1: Mick, 2: Shinryu, 3: Pacchy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=45&lt;br /&gt;
|judge2=67&lt;br /&gt;
|judge3=68&lt;br /&gt;
|judge4=74&lt;br /&gt;
|judge5=63&lt;br /&gt;
|totalscore=63.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Fan Fiend]]&lt;br /&gt;
*[[Shrink|&amp;quot;Fish&amp;quot;]]&lt;br /&gt;
*[[Komasaburo]]&lt;br /&gt;
*[[Mono Roader]]&lt;br /&gt;
*[[V]]&lt;br /&gt;
*[[Yambow]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Destroyable Block]] (Komasaburo top)&lt;br /&gt;
*[[Jewel Platform]]&lt;br /&gt;
*[[X Platform]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[heints]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Kikkoman&amp;lt;br&amp;gt;'''Boss:''' La-Mulana 2 - From Nibiru&lt;br /&gt;
|location=[[Tier 11 (MaGMML3)|Tier 11]]&lt;br /&gt;
|previous=[[Alraune Woman (stage)|Alraune Woman]]&lt;br /&gt;
|next=[[Plataform Hijinks]]&lt;br /&gt;
}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Fight, Kikkoman!  For Everlasting Sauce!''' is the 58th place entry in ''[[Make a Good Mega Man Level 3]]''. The level has a monochrome ASCII aesthetic throughout, with the various stage elements and enemies all conforming to the aesthetic. [[Mega Man]] begins the stage with only [[Rush Bike]] (which has infinite ammo), but soon after transitions into a more conventional platforming stage involving [[Jewel Platform]]s.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{NeedsStrategy}}&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=...What? Okay seriously... what? This was easily one of the most baffling concepts I've seen in a while, and I had to look it up to make some sense of the whole idea. I see what this was going for... but I'm not sure if it works. Mega Man looks extraordinarily out of place, and the rock remix, while awesome, distracted me from the level enough that I'm not sure it works as background music.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The level starts interesting, riding in on Rush Bike just like the soy sauce superhero. It can take some getting used to, but it's an excellent start to the level... or at least it would be if this was a Rush Bike level. Unfortunately, the bike is abandoned after the intro, which is a crying shame as there were definitely opportunities for more speed-platforming with the doggo-cycle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To make matters worse, the ASCII lair is a lot less fun than what's before it. Granted, the final room with everything over a pool of 'water' is a fun time, and the : 3 block puzzles are entertaining, particularly with wind. However, while the Cat-tops get entertaining set-ups-namely the fourth token-dealing with them and Pendulums at the same time can be a bit frustrating. Thankfully, that's really only one instance, so the level by itself really isn't bad, just less fun than it could've been.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
But then there's the boss... oh good land, the BOSS! I'm not much of a Heinz guy to begin with (I prefer French's myself), but ye goodness that was a mess. High-pressure, continuous bullet spam that kills you in 6 hits. Barriers every time you shoot it (which creates a LOT of waiting). You can't clear the ridiculous spray of minions with Tornado Blow because that causes a near-undodgeable barrier to form. The inconsistent guarding behaviour makes it really unclear if any weapons are effective. And the boss takes barely any damage, especially considering its vulnerability time. Approximately half of my personal recording is spent on this travesty, and I pretty much just brute-forced the thing. If there's a trick to this? I'd love to know, otherwise the heints bottle is such a terrible boss that I genuinely would've preferred an energy element anti-climax.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It's a shame, this started out kind of fun, but once we dropped Rush Bike it turned into a completely different level, and the boss just... it was such a catastrophe of a fight that I genuinely dread playing this level again.&lt;br /&gt;
|mickscore=45&lt;br /&gt;
|mgdesign=19&lt;br /&gt;
|mgfun=5&lt;br /&gt;
|mgcreativity=8&lt;br /&gt;
|mgaesthetics=5&lt;br /&gt;
|mgfunctionality=8&lt;br /&gt;
|shin=I'm pretty sure there's an underlying joke here that I'm just not getting. Either way, this was...uniquely odd. I don't mean that in a bad way, mind you. This is actually a fairly interesting stage with a lot going for it.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The most stand-out thing here is easily the aesthetics. It's actually pretty charming, what with everything being made out of ASCII characters. The renditions of classic Mega Man enemies in this style is also pretty amusing, even if some of them feel a bit underutilized (the Mono Roader in particular doesn't seem to show up much here). For as fun as the ASCII art is to look at, though, it doesn't forgive how lacking most of the background is. The few screens that have background details actually look pretty nice, and I wish they had a greater presence over the flat, slightly-off shade of white that makes up most of the backdrop here.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Visuals aside, the stage itself actually plays out fairly well. While I wasn't really a fan of the opening Rush Bike segment, everything after that is a well-constructed series of platforming challenges. My favorite aspect of all this is how the enemies complement the room layouts and gimmicks, especially the Fan Fiends and the Komasaburos. They're set up in a variety of ways that contribute something to the platforming (rather than just being there for the sake of it), which is always a plus in my book.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
My only major complaints with this stage come from some of the tokens, as well as the end boss. In the case of the former, I found the first three tokens to be a lot harder to obtain than the final two, as you can easily lock yourself out of them just by missing some jumps (or by raising a platform too high in the case of the third one). As for the boss, his fight is just pure chaos. He spits out far too many projectiles, deals massive amounts of damage, and only takes one point of health from most weapons. Certain ones don't even hurt him, but still trigger his counter shots (such as Tornado Blow, which ends up flooding the screen even more). It's a bit of a sour note to end an otherwise decently good stage on, but for what it's worth, I still enjoyed most of my time with it.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
...And as a final-side note: The song used in this level is unbelievably catchy, and I'm probably going to be humming it for the rest of my days. Thank you, Kikkoman, for the everlasting earworm of a theme song.&lt;br /&gt;
|shinscore=67&lt;br /&gt;
|sdesign=21&lt;br /&gt;
|sfun=16&lt;br /&gt;
|screativity=12&lt;br /&gt;
|saesthetics=8&lt;br /&gt;
|sfunctionality=10&lt;br /&gt;
|pachy=Soup Alphabets Unleashed, Craziness Ensured.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I don't get the reference here at all, I guess it's uhh... cute? The aesthetics remind me of the Syobon Action game, probably not a good thing since that game was notorious for cheap deaths. Though it's probably just a coincidence since this and that are both based on Japanese emoticon art.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty frustrating first part of the level that you have to replay the whole part for if you fail to retrieve the token because you don't have Rush at that point. It's not so bad to do it slowly, but not when you need to retry and do the jump again and again.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Kinda odd checkpoint placement on the first screen with the swinging platform, it puts you at the BOTTOM of the swing so you instantly get tossed into the bottom screen checkpoint without a way back. This basically never really comes into play because the top section has nothing dangerous that can kill you, but still weird...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I kinda like the platform you have to step on to raise the other one, there's some clever implementation here for sure, especially with that one token room&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The last portion of the stage can get pretty frustrating with all the Fan Fiends and respawning airborne enemies happily knocking you into the instant-death pit as you try to do the jumps.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also the boss... cool off with the enemy spam, please? So you're meant to fire pretty much always because of how many hothead-likes are spammed, but you are also punished if you hit the boss itself that spawns these waves at you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also, don't ever use Tornado Blow in this battle...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It also seems like my shots don't do damage sometimes? But they still spawn the invulnerable wave the same, it's almost like the wave deflects the shot before it can register the boss&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
taking damage...&lt;br /&gt;
|pachyscore=68&lt;br /&gt;
|pdesign=24&lt;br /&gt;
|pfun=15&lt;br /&gt;
|pcreativity=13&lt;br /&gt;
|paesthetics=9&lt;br /&gt;
|pfunctionality=7&lt;br /&gt;
|flashman=I love when irrepressible charm is backed up by good game design. From the cat car to the statue to the cleverly simple stand-in for the Wily logo at the boss gate, there's no shortage of delightful surprises, and the stylishness and clarity of the art more than make up for its simplicity. Moreover, the level features good introductions, appropriate checkpoints, and other buzzwords that keep showing up in my reviews.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Going into this, I was unfamiliar with the main song and its sauce material. I mean, *source* material. Now that I've gotten some culture, I think I'd like to see even more of the video represented in the level. As much as I love puzzles, a miniboss shooting lasers from its chest and a ride on a fish blimp would better fit the easy, breezy feeling established by the &amp;quot;this is how you do a Rush Bike section&amp;quot; Rush Bike section.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The level doesn't feel disjointed so much as unrefined in how it evolves. Split paths overcomplicate the layout. Infinite bike energy abruptly and unceremoniously disappears. The water (soy sauce?) gimmick looks promising but goes nowhere, and the block-breaking puzzles go somewhere too quickly--more of a learning curve is needed. The final stretch feels underbaked; being able to reset the vertical platforms without dying or using weapons would be a huge improvement. However, swinging platforms + tops is impressively clever. Honorable mention to the fans as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
My most serious gripes are with the overly long and hectic boss fight. High-pitched whistles ruin the music. The health bar is illegible (brighter colors, please). Indirect (reflected) hits unfairly trigger a counterattack. To its credit, this is about the only place in the contest where launching Water Shield is as fun and damaging as it should be.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Criticisms aside, the best parts of this level are *fantastic*.&lt;br /&gt;
|flashmanscore=74&lt;br /&gt;
|fmdesign=23&lt;br /&gt;
|fmfun=17&lt;br /&gt;
|fmcreativity=13&lt;br /&gt;
|fmaesthetics=14&lt;br /&gt;
|fmfunctionality=7&lt;br /&gt;
|ace=This is honestly one of the most disappointing levels of the competition, because I want to love this. The graphics, music and theme of the level are wonderful, as is the humour throughout, which is incredibly rare in this competition. The inital Rush Bike segment is so very stupid and yet really fun. It's hard, but hey, fun hard is still fun.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I'll keep the other positives short - most of the level just kind of works as a fun romp. It doesn't push boundaries, but you have a stupid grin throughout and that charm really carries this stage... and unfortunately also carries the score.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I'm glad we're showing individual scores in this game because that aesthetic carries almost a third of this stage's total score - and this stage does have some areas where it swings and misses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As soon as the Fan enemies show up, the combination of the enemy types and the Swing often feels incredibly janky, and the fact that you have to do precise platforming sections with them around can get especially frustrating in a few rooms when it's harder to control your character.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Dishonourable mention to the long vertical climbing room - unfortunately one of the first places you encounter this combination - and Mega Man's respawning rules makes any sort of misplay in this room highly punishing.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Most of the time it's not too bad, but, here? Oof.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Diamond token puzzle was a really cool idea, but in practice? I'm not sure how to get it to work properly? I nailed it quickly on the first attempt but further runs were not so lucky.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The player seems to have very little control over the situation, from the Top's direction, to the imprecise nature of the Swings, the Tops respawning, and getting the Top off the final swing correctly. This room would have worked much better without the Swings.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The biggest problem with this stage though? The ending.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That boss was AWFUL. When the player's reaction is 'Oh Screw You' after their tenth death, something has gone wrong somewhere, or in this case a lot of things. The boss does an absurd amount of damage, the main attack is completely random and spawns an overwhelming number of minions, and it has really high defences - charged shots and weapons do bugger-all damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The fact that this boss counter-attacks on hits means certain weapons will flood the screen with indestructible projectiles - use Tornado Blow at your peril.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mega Man's limited movement and vertically challenged shooting abilities make this boss incredibly unpleasant to fight. Paradoxically, it gets easier in its second phase, due to the increased speed of the projectiles and minions, actually opening safe gaps on the screen. There is a sweet spot to projectile speed, which the first phase falls far below.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You want to know just how much this boss affected our perception? If you're seeing this sentence, then know that it got this stage listed among the Judge Skip Vote Potentials up until the very last minute. I'm literally adding this the day we're announcing to the development team our Votes. Ultimately brutE-tank force is a viable strategy in Mega Man bosses... so...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
An incredibly sour note to end on and colours the perception of the rest of the stage - and means this review ends up spending most of its time having to recount the negative aspects, which is unfortunate.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There was a lot of potential to this level, and it is a shame bungled key segments meant it did not live up to it.&lt;br /&gt;
|acescore=63&lt;br /&gt;
|asdesign=18&lt;br /&gt;
|asfun=12&lt;br /&gt;
|ascreativity=12&lt;br /&gt;
|asaesthetics=15&lt;br /&gt;
|asfunctionality=6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The stage is a reference to a Kikkoman parody superhero made of Shift-JIS art which appeared on Japanese image boards. The title and music are based on ''Fight! Kikkoman'', a flash animation based on the concept created in 2002.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 11}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 11 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]]&lt;/div&gt;</summary>
		<author><name>Darkwitchclaire</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Wily_Stadium&amp;diff=23484</id>
		<title>Wily Stadium</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Wily_Stadium&amp;diff=23484"/>
				<updated>2024-07-14T04:41:41Z</updated>
		
		<summary type="html">&lt;p&gt;Darkwitchclaire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Wily Stadium&lt;br /&gt;
|image=[[File:MaGMML3-WilyStadium.png]]&lt;br /&gt;
|caption=Grab your tickets to the final battle while you still can!&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator= &lt;br /&gt;
|composer= &lt;br /&gt;
|artist=[[Spin Attaxx]], [[Karakato]] (map)&amp;lt;br&amp;gt;[[Protty]] (tiles)&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=7&lt;br /&gt;
|collectables=7&lt;br /&gt;
|bosses=&lt;br /&gt;
|previous=[[Tier 15 (MaGMML3)|Tier 15]]&lt;br /&gt;
|next=[[Tier X (MaGMML3)|Tier X]]&lt;br /&gt;
|music=MaGMML3 - Let the Games Begin&amp;lt;br&amp;gt;'''Map:''' MaGMML3 - Come One, Come All!&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Come one, come all! Dr. Wily's grand finale awaits!|Travel brochure description|[[Make a Good Mega Man Level 3]]}}&lt;br /&gt;
The '''Wily Stadium''' (also known as '''Ernest Stadium''' and '''Tier W''') is a location in ''[[Make a Good Mega Man Level 3]]''. It is a gigantic stadium in the style of a Wily Castle that serves as the location of the finals of the Sixth Worldwide Sponsored Robot Tournament. At the awards ceremony for the tournament, [[Ernest Will]] reveals [[Doctor Albert W. Wily|his true self]] to the world, and [[Mega Man]] and the other finalists are sent into the stadium to duke it out.&lt;br /&gt;
&lt;br /&gt;
As with prior ''MaGMML'' fortresses, each of the Wily Stadium's stages are made by the judges, and it is inaccessible without first collecting all 15 [[Tier Rank]]s and speaking to Ernest Will in the [[Victor Heights]] hotel lobby. Upon entering the Wily Stadium, the player is locked into it and cannot leave without clearing it first. Unlike prior ''MaGMML'' fortresses, though, the Wily Stadium has a hub area with a vending machine to stock up on Tanks, and each stage can be played and revisited in any order. The final Wily stage, however, cannot be played without obtaining the [[Energy Element]]s from each of the first five stages.&lt;br /&gt;
&lt;br /&gt;
After beating the game, the Wily Stadium can be freely revisited from the bus stop. A side area will also unlock, allowing the player to replay [[Chaos Assault]] (which, while technically preceding the Wily Stadium itself, is considered &amp;quot;Wily 0&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Trickster Tokens&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Bosses&lt;br /&gt;
|-&lt;br /&gt;
|[[Chaos Assault]]&lt;br /&gt;
|[[snoruntpyro]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|[[Regal Machine]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cross Armada]]&lt;br /&gt;
|[[Mick Galbani]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|[[Falcon Rock]]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Bronze Yard]]&lt;br /&gt;
|[[ACESpark]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|[[Tengen Tophammer]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Be The Smaller Person]]&lt;br /&gt;
|[[Flashman85]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|[[Kouker Quge]]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Level with a Met Pun]]&lt;br /&gt;
|[[Pachy]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|[[Metilda McBossface]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Armory Catastrophe]]&lt;br /&gt;
|[[Shinryu]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|[[Neko Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Greatest Show Of All Time]]&lt;br /&gt;
|[[:Category:MULTIPERSON Levels|MULTIPERSON]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|[[Bass]]&amp;lt;br&amp;gt;[[Cerberus Man]]&amp;lt;br&amp;gt;[[Element Man]]&amp;lt;br&amp;gt;[[Forge Woman]]&amp;lt;br&amp;gt;[[Hunter Woman]]&amp;lt;br&amp;gt;[[Presto]]&amp;lt;br&amp;gt;[[Wily Machine SPIRE]]&amp;lt;br&amp;gt;[[Wily Jet]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The Wily Stadium's design is loosely based on [https://en.wikipedia.org/wiki/Wembley_Stadium Wembley Stadium], incorporating its distinctive arch.&lt;br /&gt;
* The jingle used during the path-drawing cutscene is a remix of ''I am world king!!'', Dr. Wily's theme from ''Mega Man: Battle &amp;amp; Chase''.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Wily Stadium}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tiers]][[Category:Make a Good Mega Man Level 3 Tiers]][[Category:Wily Stadium]]&lt;/div&gt;</summary>
		<author><name>Darkwitchclaire</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=List_of_fangame_references_in_MaGMML&amp;diff=23243</id>
		<title>List of fangame references in MaGMML</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=List_of_fangame_references_in_MaGMML&amp;diff=23243"/>
				<updated>2024-07-07T17:21:03Z</updated>
		
		<summary type="html">&lt;p&gt;Darkwitchclaire: /* Nezumiman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In addition to referencing the official ''Mega Man'' games, '''the ''MaGMML'' series has featured numerous references to other ''Mega Man'' fangames'''. These range from minor throwaway details, to characters from those games appearing as tier bosses, to (in some rare cases) their plots directly influencing that of a ''MaGMML'' game. Each game is listed in alphabetical order; also included are ROM hacks and ''Mega Man''-esque games that range from professional to indie.&lt;br /&gt;
&lt;br /&gt;
==Fangames==&lt;br /&gt;
===''Mega Man 42''===&lt;br /&gt;
* [[Ombuds Man]], one of the game's eight Robot Masters, appears in ''[[Make a Good Mega Man Level 2]]'' as the boss of [[Tier 2 (MaGMML2)|Tier 2]]. He also has a cameo in ''MaGMML: Episode Zero'''s ending, as one of the patrons of [[Chateau Chevaleresque]].&lt;br /&gt;
* In ''[[Make a Good Mega Man Level: Episode Zero]]'', the [[Doctor Albert W. Wily|Dr. Wily]] begging montage in the Robot Museum features a scene depicting the game's final boss arena (which is identical to that of [[Mega Man 1|the original ''Mega Man'']]). In the scene, [[Mega Man]] is equipped with the Color Glob, the weakness of the Wily UFO.&lt;br /&gt;
* [[Mad Man]], another of the Robot Masters, appears as the boss of [[Tier 4 (MaGMML3)|Tier 4]] in ''[[Make a Good Mega Man Level 3]]''.&lt;br /&gt;
&lt;br /&gt;
===''Mega Man 8-Bit Deathmatch''===&lt;br /&gt;
* Maestro, the main character and default avatar, appears in ''[[Make a Good 48 Hour Mega Man Level]]'' as a purchasable [[Costumes|costume]].&lt;br /&gt;
* The final boss theme of ''MaGMML: Episode Zero'' remixes part of the [[Trio|Evil Robot]]'s theme from Chapter 8, among other tracks.&lt;br /&gt;
&lt;br /&gt;
===''Mega Man ARM 2''===&lt;br /&gt;
* [[Him]], the boss of Wily Stage 3, appears in ''[[Make a Good Mega Man Level Remastered]]'' as the boss of [[Tier 1 (MaGMML)|Tier 1]], replacing [[Jolt Man]] from the original.&lt;br /&gt;
&lt;br /&gt;
===''Mega Man's Christmas Carol'' series===&lt;br /&gt;
* [[Future]], one of the three Robot Masters from the original ''Mega Man's Christmas Carol'', appears in ''MaGMML2'' as the boss of [[Tier 7 (MaGMML2)|Tier 7]]. Past from the same game appears in the same tier as an NPC.&lt;br /&gt;
* ''MaGMML2'' contains a few bosses from ''Mega Man's Christmas Carol 2'' as NPCs: Scrooge appears in [[Tier 5 (MaGMML2)|Tier 5]], and Tiny Tim and Bob Cratchit appear in Tier 7.&lt;br /&gt;
* The secret level [[Twilight Lodge]] (accessed from Tier 7) is taken directly from ''[http://sprites-inc.co.uk/thread-1805.html Mega Man's Christmas Thingy]'', a game which was created in a single day using the ''MaGMML2'' engine and content planned for the then-in-development ''Mega Man's Christmas Carol 3'', including a brand new boss, [[Wishing Star]]. Ultimately, ''Mega Man's Christmas Carol 3'' used very little from Twilight Lodge, though Wishing Star makes a cameo in the game's credits (with his game of origin cited as ''Make a Good Mega Man Level 2'' rather than ''Mega Man's Christmas Thingy''), as well as Bass's epilogue.&lt;br /&gt;
* Jacob Marley from the first game appears in as an NPC in [[Tier 2 (MaGMML3)|Tier 2]] of ''MaGMML3''. Past also appears as a member of the tabletop game group in that tier, as does Wishing Star.&lt;br /&gt;
&lt;br /&gt;
===''Mega Man: The Dark Resistence''===&lt;br /&gt;
* Storm Man appears in ''MaGMML2'' as one of the patrons of Chateau Chevaleresque.&lt;br /&gt;
&lt;br /&gt;
===''Mega Man: Dr. Wily's Final Attack''===&lt;br /&gt;
* [[Lord Elewoofro]] appears in ''MaGMML2'' as the boss of [[Tier 5 (MaGMML2)|Tier 5]]. Unusually, he is ''not'' a boss in his source game, but instead gives Mega Man a random recovery item when using the Special Attack weapon, thus his tier boss fight is entirely original (with the music used for his source game's Wily Machine battle reused for his fight).&lt;br /&gt;
&lt;br /&gt;
===''Mega Man Eternal''===&lt;br /&gt;
* [[Jolt Man]], one of the game's eight Robot Masters, appears in the original ''[[Make a Good Mega Man Level]]'' as the boss of [[Tier 1 (MaGMML)|Tier 1]]. In ''MaGMML1R'', he is replaced by [[Him]] and is otherwise completely absent. Posters of Jolt Man (with a moustache as &amp;quot;El Jolto&amp;quot;) also appear in the background of ''MaGMML2'''s [[Tier 4 (MaGMML2)|Tier 4]].&lt;br /&gt;
&lt;br /&gt;
===''Mega Man: Revenge of the Fallen''===&lt;br /&gt;
* In the original ''MaGMML'', [[Knight Man]] ponders if he is eligible to be a tier boss, given his role in this game. ''MaGMML1R'' rewrites his dialogue to instead be a call forward to him running Chateau Chevaleresque in ''MaGMML2''.&lt;br /&gt;
* In ''MaGMML: Episode Zero'', the Dr. Wily begging montage in the Robot Museum features a scene depicting ''Revenge of the Fallen''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s final battle (which resembles ''[[Mega Man 6]]''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s with added background tiles). In it, Mega Man is equipped with the Star Crash, the weakness of the Wily Capsule.&lt;br /&gt;
&lt;br /&gt;
===''Mega Man Revolution''===&lt;br /&gt;
* In ''MaGMML: Episode Zero'', the Dr. Wily begging montage in the Robot Museum features a scene depicting ''Revolution'''s Wily battle, with [[Mega Man]] equipped with the Fire Seeker (the Wily Capsule's weakness). Very briefly, the bullet shot at Wily by Dr. Remir as he reveals his true colours can be seen flying towards Wily, but the scene replays before it can actually strike.&lt;br /&gt;
&lt;br /&gt;
===''Mega Man Rock Force''===&lt;br /&gt;
* [[Justice Man]], the main antagonist of the game, appears in both ''MaGMML'' and ''MaGMML1R'' as the boss of [[Tier 4 (MaGMML)|Tier 4]]. In the former, he is resurrected by Dr. Wily to fight Mega Man, but in the latter, Mega Man instead fights a holographic replica of him (and Justice Man himself remains dead). His dialogue in ''1R'' is lifted verbatim from the final battle of ''Rock Force'', and doesn't change to account for [[costumes]]. Justice Man also has a [[CD]] in ''MaGMML: Episode Zero'', and is featured in two separate statues in the Robot Museum.&lt;br /&gt;
* ''MaGMML2'' makes several references to Knight Man &amp;quot;having it in him&amp;quot;, a reference to a comment [[Plant Man]] makes about him (and his ability to act) in the ending of ''Rock Force''.&lt;br /&gt;
* In ''MaGMML: Episode Zero'', the Dr. Wily begging montage in the Robot Museum features a scene depicting ''Rock Force'''s final battle, with Justice Man appearing instead of Dr. Wily, and [[Mega Man]] being equipped with the Shock Gauntlet (Justice Man's weakness). The scene is inaccurate to ''Rock Force'' itself, which concluded with Justice Man's destruction without him ever begging for mercy.&lt;br /&gt;
* The ending of ''Rock Force'' and the anullment of the Robot Expiration Date law is brought up in ''MaGMML: Episode Zero'', with the Robot Museum being the revamped version briefly seen during the ending and statues in the museum mentioning the basic plot of ''Rock Force''. Additionally, [[SRARA]]'s integrated circuits are strongly implied via [[S.R.A.R.A. HQ]] to be the same kind Justice Man had, with them suffering the same defect that almost drove him to insanity.&lt;br /&gt;
* In ''MaGMML: Episode Zero'''s Robot Museum, four of the game's Robot Masters (Crypt Man, Virus Man, Boom Man (née Fuse Man), and Shock Man) are depicted as statues below Justice Man and four ''[[Mega Man 9]]'' Robot Masters, symbolising both games' struggle against anti-robot legislation.&lt;br /&gt;
* [[Death Man]], the last Robot Master encountered before Justice Man, appears as the boss of [[Tier 13 (MaGMML3)|Tier 13]] in ''MaGMML3''.&lt;br /&gt;
* Crypt Man appears as an NPC in Tier 2 of ''MaGMML3''.&lt;br /&gt;
&lt;br /&gt;
===''Mega Man ROCKS!''===&lt;br /&gt;
* [[Door Man]], one of the game's eight Robot Masters, appears in ''MaGMML2'' as the boss of [[Tier 3 (MaGMML2)|Tier 3]]. He also makes a cameo appearance in ''MaGMML: Episode Zero'''s ending, where he is seen arguing with [[Saturn]].&lt;br /&gt;
* In ''MaGMML: Episode Zero'', the Dr. Wily begging montage in the Robot Museum features a scene depicting ''ROCKS!'''s final battle, with [[Mega Man]] equipped with the Police Shield (the Wily UFO's weakness).&lt;br /&gt;
* [[Repair Man]], one of the game's eight Robot Masters, appears in ''MaGMML3'' as the boss of [[Tier 2 (MaGMML3)|Tier 2]].&lt;br /&gt;
&lt;br /&gt;
===''Mega Man: Square Root of Negative One''===&lt;br /&gt;
* [[Milk]], one of the game's eight Robot Masters, appears in ''MaGMML2'' as the boss of [[Tier 1 (MaGMML2)|Tier 1]]. It also makes a cameo in ''MaGMML: Episode Zero'''s ending, where it emerges from a Wargate in Dr. Cossack's laboratory.&lt;br /&gt;
* Thomas appears as an NPC in [[Tier 5 (MaGMML)|Tier 5]] of ''MaGMML'' and ''MaGMML1R''. raocow, the secret secondary player character, also appears in both games as an NPC in the attic of [[Dr. Light's Lab]].&lt;br /&gt;
* [[Bright Man]] uses the game's Special Weapons in his second phase in both ''MaGMML'' and ''MaGMML1R''. In the latter, not only do the weapons act more like they do in ''Square Root of Negative One'', but Bright Man also uses their palettes and icons.&lt;br /&gt;
* In ''MaGMML: Episode Zero'', the Dr. Wily begging montage in the Robot Museum features a scene depicting ''Square Root of Negative One'''s final battle, with [[Mega Man]] equipped with the Milk Spray (the Wily Capsule's weakness).&lt;br /&gt;
* In ''MaGMML: Episode Zero'', [[Unununium]] is capable of summoning one of ''Square Root of Negative One'''s Robot Masters for one of its attacks. The possible four it can summon are Illuminati, Angry Sun, Toss Tortoise, and Doodlebob.&lt;br /&gt;
&lt;br /&gt;
===''Mega Man Sunrise''===&lt;br /&gt;
* Scorch Man, one of the game's eight Robot Masters, appears in ''MaGMML2'' alongside Fire Magician from the bootleg ''Zook Hero Z'' as the boss of [[Tier 4 (MaGMML2)|Tier 4]]; collectively, they are known as [[The Scorching Duo]], though ''Mega Man Sunrise'''s boss music is used.&lt;br /&gt;
* In ''MaGMML: Episode Zero'', the Dr. Wily begging montage in the Robot Museum features a scene depicting ''Sunrise'''s final battle. While ''Sunrise'' is monochrome like the Game Boy games, the scene is depicted in ''Episode Zero'' in full colour (though the tiles retain the greenish-yellow palette). In it, Mega Man is equipped with the Wily Capsule's weakness, the Trance Wrecker, using a coloured palette provided by [[Cruise Elroy]].&lt;br /&gt;
&lt;br /&gt;
===''Mega Man: Super Fighting Robot''===&lt;br /&gt;
* The [[Gravity Change]] object present in devkits since the original ''MaGMML'' is taken directly from ''Super Fighting Robot'''s fourth Wily stage, complete with their original graphics.&lt;br /&gt;
* [[Dagger Man]], one of the game's eight Robot Masters, appears in the original ''MaGMML'' as the boss of [[Tier 2 (MaGMML)|Tier 2]], and in ''MaGMML1R'' as the boss of [[Tier 3 (MaGMML)|Tier 3]]. He also appears as an NPC in Tier 5 of ''MaGMML2''.&lt;br /&gt;
* The [[Wily Machine TROPHY]] fight in both ''MaGMML'' and ''MaGMML1R'' uses the Wily Capsule's battle music from this game for all three phases.&lt;br /&gt;
* In ''MaGMML: Episode Zero'', the Dr. Wily begging montage in the Robot Museum features a scene depicting ''Super Fighting Robot'''s final battle, with [[Mega Man]] equipped with the Zap Barrier (the Wily Capsule's weakness).&lt;br /&gt;
&lt;br /&gt;
===''Mega Man Unlimited''===&lt;br /&gt;
* Canonically, the [[Zero]] seen throughout the ''MaGMML'' series is a hastily rebuilt version of the Z-Prototype, which in the ''MaGMML'' timeline was irreparably damaged following the final battle of ''Unlimited''.&lt;br /&gt;
* [[Yoku Man]], a &amp;quot;public domain&amp;quot; ninth Robot Master, appears as the boss of [[Tier 3 (MaGMML)|Tier 3]] in the original ''MaGMML'', and of [[Tier 2 (MaGMML)|Tier 2]] in ''MaGMML1R''. He also appears as an NPC in Chateau Chevaleresque in ''MaGMML2''.&lt;br /&gt;
* Several of ''Unlimited'''s Robot Masters appear as NPCs in ''MaGMML2'': In addition to the aforementioned Yoku Man, Glue Man appears in Chateau Chevaleresque, Yo-Yo Man stands outside it, Trinitro Man manages the [[Challenge Tent]], Nail Man appears outside the [[Dojo]], Rainbow Man appears in Tier 5, and Comet Woman appears in Tier 8.&lt;br /&gt;
* Rainbow Man's stage is recreated in the [[The Pit of Pits|Pit of Pits]] mini-stage &amp;quot;A light challenge.&amp;quot;.&lt;br /&gt;
* In ''MaGMML: Episode Zero'', the Dr. Wily begging montage in the Robot Museum features a scene depicting ''Unlimited'''s Wily Machine battle, with [[Mega Man]] equipped with the Yo-Yo Cutter (the Wily Walker's weakness). Notably, Wily does not beg in ''Unlimited'' itself; instead, his UFO flies away when the Wily Walker is destroyed and the floor collapses, leading into the final stage.&lt;br /&gt;
&lt;br /&gt;
===''OH JOES! (A Proto Man Adventure)''===&lt;br /&gt;
* A [[Sniper Joe]] in [[Tier 8 (MaG48HMML)|Tier 8]] of ''MaG48HMML'' reads a &amp;quot;Choose Your Joe Adventure&amp;quot; book that loosely describes the game's events; in addition to a Joe stealing [[Proto Man]]'s shield, the latter can make use of the [[Laser Trident]] and Skull Barrier, both of which are part of his arsenal in the game.&lt;br /&gt;
* [[Regular Joe]], the final Sniper Joe encountered in the game, appears as the boss of [[Tier 1 (MaGMML3)|Tier 1]] of ''MaGMML3''.&lt;br /&gt;
&lt;br /&gt;
===''Proto Man's Return''===&lt;br /&gt;
* Part of the game's final boss theme is incorporated into Triolingo, the final boss track of ''MaGMML: Episode Zero''.&lt;br /&gt;
&lt;br /&gt;
===''Ring Man in the Castle''===&lt;br /&gt;
* Ring Man makes a cameo in ''MaGMML: Episode Zero'''s ending as a homage to this game; Dr. Cossack's laboratory is also styled after its appearance in the game's intro.&lt;br /&gt;
&lt;br /&gt;
===''Skull Man In: Scooby Doc 4: The Destroyer (Featuring Atsushi Onita)''===&lt;br /&gt;
* Skull Man's CD in ''MaGMML: Episode Zero'' alludes to the game's events, mentioning Skull Man's Wargate hopping to fight in other worlds. Skull Man himself also makes a cameo in the game's ending alongside Dr. Cossack and Ring Man in the former's laboratory, where the three witness a Wargate opening up.&lt;br /&gt;
* Wargates, the extradimensional portals used to enter and exit boss fights, are evoked multiple times in ''MaGMML: Episode Zero''. [[SRARA Joe]] uses one in an attack mimicking a similar attack used by Giga Joe in ''Scooby Doc 4'', a Wargate CD exists, and [[SRARA Met]] reveals they started appearing as a result of the aftermath of ''Sonic the Hedgehog/Mega Man: Worlds Collide''. It also reveals Dr. Wily created the [[Reality Core]] by studying the reality-warping energy the Wargates emit.&lt;br /&gt;
* When calling [[Knives]] in [[Lily Airpad]], she will allude to [[Toad Man]]'s death at the paws of Scooby Doc during ''Scooby Doc 4'''s climax, which Toad Man survived in the ''MaGMML'' timeline.&lt;br /&gt;
* Unununium can summon one of the game's bosses to use in a tag team alongside a ''Mega Man: Square Root of Negative One'' boss. The four it can summon are Thomas (not to be confused with the ''Square Root of Negative One'' Thomas), Non-Human, Taurus, and Slam Man.&lt;br /&gt;
&lt;br /&gt;
==ROM hacks==&lt;br /&gt;
&lt;br /&gt;
===''Mega Man Indonesian Artifact''===&lt;br /&gt;
* The tileset of Tier 5 in ''MaGMML3'' resembles Puzzle Man's. Furthermore, [[Puzzle Man]] is the boss of that tier.&lt;br /&gt;
===''Rockman 4 Minus Infinity''===&lt;br /&gt;
* The recurring Skull Amulet upgrade that protects Mega Man from a single lethal hit is lifted from this game.&lt;br /&gt;
* In ''MaGMML2'', Skull Man references using the Hell Wheel, his Special Weapon in ''Rockman 4 Minus Infinity'', to move around.&lt;br /&gt;
* In both the original ''MaGMML'' and ''MaGMML2'', [[The Arena]] uses Illusion from ''F-Zero Climax'' as the music, the same track ''Minus Infinity'' uses for its arena (though ''MaGMML'' uses the original track, and ''MaGMML2'' uses a custom 8-bit remix).&lt;br /&gt;
* The sixth and final Wily stage of ''MaGMML2'', [[Reality Core]], is based on Wily 3 from this game: both stages are giant mazes made up of previous stages, and are focused on finding bosses and destroying hotspots to unlock the final area.&lt;br /&gt;
* The ''MaGMML: Episode Zero'' level [[Stormy Spire]] acts as a homage to Cossack Stage 4, and features a similar looping circular stage design focused on reaching North, South, East, and West terminals to proceed. The level also includes custom [[Super Ball Machine Jr.]]s that act identically to their counterparts in ''Minus Infinity''.&lt;br /&gt;
&lt;br /&gt;
===''Rockman CX''===&lt;br /&gt;
* [[Cheat Man]], one of the game's eight Robot Masters, appears as the boss of [[Tier 6 (MaGMML2)|Tier 6]] in ''MaGMML2'', and is fought again during [[Deep Thoughts]]. He also appears outside Dr. Light's Lab after achieving 100% completion, and will access the Cheat Menu when talked to.&lt;br /&gt;
* Rockman CX appears as an unlockable costume, and will trigger unique dialogue when worn while fighting Cheat Man.&lt;br /&gt;
* In ''MaG48HMML'', a Brainga enemy from Cheat Man's stage appears in the Captain's wheelhouse after defeating [[Pirate Man]], and will unlock the Cheat Menu for all save files when spoken to.&lt;br /&gt;
&lt;br /&gt;
==''Mega Man''-likes==&lt;br /&gt;
===''The Krion Conquest''===&lt;br /&gt;
* Doropie appears in ''MaGMML2'' as an unlockable costume.&lt;br /&gt;
* The unnamed Round 5 samurai boss appears in ''MaG48HMML'' (where it is incorrectly named &amp;quot;Empress Elysia&amp;quot; after the game's main antagonist and final boss) as a hidden boss in [[Mystic Museum]] (albeit as a [[Punk]] reskin).&lt;br /&gt;
* Statues of enemies from ''The Krion Conquest'' appear in [[Tier 7 (MaG48HMML)|Tier 7]] of ''MaG48HMML''.&lt;br /&gt;
* The level [[Akudama Empire Mothership]] in ''MaGMML3'' is styled off the game.&lt;br /&gt;
&lt;br /&gt;
===''MegaMari''===&lt;br /&gt;
* Marisa Kirisame appears in ''MaGMML2'' as an unlockable costume. She and [[Cirno]] appear in the same game as NPCs in [[Tier 9 (MaGMML2)|Tier 9]]; the latter also appears as a packed-in [[Custom Costumes|custom costume]] in ''MaG48HMML''.&lt;br /&gt;
* The Pit of Pits stage &amp;quot;Stairway to Nether&amp;quot; in ''MaGMML2'' directly references Konpaku Youmu's stage. This area also appears in ''MaGMML: Episode Zero'''s [[Construction of Constructions]].&lt;br /&gt;
&lt;br /&gt;
===''Nezumiman''===&lt;br /&gt;
* [[Butter Nezumi]], one of the game's eight bosses, appears as the boss of [[Tier 9 (MaGMML2)|Tier 9]] in ''MaGMML2''. He also makes a cameo appearance in ''MaGMML: Episode Zero'''s ending, where he emerges from a Wargate in Dr. Cossack's Laboratory moments after Milk.&lt;br /&gt;
* Delay Nezumi, another boss from the game, appears as an NPC in [[Tier 4 (MaGMML3)|Tier 4]] of MaGMML3 in one of the cells. True to his name, he has a long pause in the middle of his dialogue.&lt;br /&gt;
&lt;br /&gt;
===''Rokko-Chan''===&lt;br /&gt;
* [[Jet Man]], one of the game's six bosses, appears as the boss of [[Tier 8 (MaGMML2)|Tier 8]] in ''MaGMML2''.&lt;br /&gt;
* Rokko-Chan appears in ''MaGMML2'' as an NPC that wanders the hub world, and can usually be encountered outside Tier 8. She also appears in the same game as an unlockable costume.&lt;br /&gt;
&lt;br /&gt;
[[Category:MaGMML Trivia]][[Category:Lists]]&lt;/div&gt;</summary>
		<author><name>Darkwitchclaire</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=List_of_fangame_references_in_MaGMML&amp;diff=23242</id>
		<title>List of fangame references in MaGMML</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=List_of_fangame_references_in_MaGMML&amp;diff=23242"/>
				<updated>2024-07-07T17:20:39Z</updated>
		
		<summary type="html">&lt;p&gt;Darkwitchclaire: /* Nezumiman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In addition to referencing the official ''Mega Man'' games, '''the ''MaGMML'' series has featured numerous references to other ''Mega Man'' fangames'''. These range from minor throwaway details, to characters from those games appearing as tier bosses, to (in some rare cases) their plots directly influencing that of a ''MaGMML'' game. Each game is listed in alphabetical order; also included are ROM hacks and ''Mega Man''-esque games that range from professional to indie.&lt;br /&gt;
&lt;br /&gt;
==Fangames==&lt;br /&gt;
===''Mega Man 42''===&lt;br /&gt;
* [[Ombuds Man]], one of the game's eight Robot Masters, appears in ''[[Make a Good Mega Man Level 2]]'' as the boss of [[Tier 2 (MaGMML2)|Tier 2]]. He also has a cameo in ''MaGMML: Episode Zero'''s ending, as one of the patrons of [[Chateau Chevaleresque]].&lt;br /&gt;
* In ''[[Make a Good Mega Man Level: Episode Zero]]'', the [[Doctor Albert W. Wily|Dr. Wily]] begging montage in the Robot Museum features a scene depicting the game's final boss arena (which is identical to that of [[Mega Man 1|the original ''Mega Man'']]). In the scene, [[Mega Man]] is equipped with the Color Glob, the weakness of the Wily UFO.&lt;br /&gt;
* [[Mad Man]], another of the Robot Masters, appears as the boss of [[Tier 4 (MaGMML3)|Tier 4]] in ''[[Make a Good Mega Man Level 3]]''.&lt;br /&gt;
&lt;br /&gt;
===''Mega Man 8-Bit Deathmatch''===&lt;br /&gt;
* Maestro, the main character and default avatar, appears in ''[[Make a Good 48 Hour Mega Man Level]]'' as a purchasable [[Costumes|costume]].&lt;br /&gt;
* The final boss theme of ''MaGMML: Episode Zero'' remixes part of the [[Trio|Evil Robot]]'s theme from Chapter 8, among other tracks.&lt;br /&gt;
&lt;br /&gt;
===''Mega Man ARM 2''===&lt;br /&gt;
* [[Him]], the boss of Wily Stage 3, appears in ''[[Make a Good Mega Man Level Remastered]]'' as the boss of [[Tier 1 (MaGMML)|Tier 1]], replacing [[Jolt Man]] from the original.&lt;br /&gt;
&lt;br /&gt;
===''Mega Man's Christmas Carol'' series===&lt;br /&gt;
* [[Future]], one of the three Robot Masters from the original ''Mega Man's Christmas Carol'', appears in ''MaGMML2'' as the boss of [[Tier 7 (MaGMML2)|Tier 7]]. Past from the same game appears in the same tier as an NPC.&lt;br /&gt;
* ''MaGMML2'' contains a few bosses from ''Mega Man's Christmas Carol 2'' as NPCs: Scrooge appears in [[Tier 5 (MaGMML2)|Tier 5]], and Tiny Tim and Bob Cratchit appear in Tier 7.&lt;br /&gt;
* The secret level [[Twilight Lodge]] (accessed from Tier 7) is taken directly from ''[http://sprites-inc.co.uk/thread-1805.html Mega Man's Christmas Thingy]'', a game which was created in a single day using the ''MaGMML2'' engine and content planned for the then-in-development ''Mega Man's Christmas Carol 3'', including a brand new boss, [[Wishing Star]]. Ultimately, ''Mega Man's Christmas Carol 3'' used very little from Twilight Lodge, though Wishing Star makes a cameo in the game's credits (with his game of origin cited as ''Make a Good Mega Man Level 2'' rather than ''Mega Man's Christmas Thingy''), as well as Bass's epilogue.&lt;br /&gt;
* Jacob Marley from the first game appears in as an NPC in [[Tier 2 (MaGMML3)|Tier 2]] of ''MaGMML3''. Past also appears as a member of the tabletop game group in that tier, as does Wishing Star.&lt;br /&gt;
&lt;br /&gt;
===''Mega Man: The Dark Resistence''===&lt;br /&gt;
* Storm Man appears in ''MaGMML2'' as one of the patrons of Chateau Chevaleresque.&lt;br /&gt;
&lt;br /&gt;
===''Mega Man: Dr. Wily's Final Attack''===&lt;br /&gt;
* [[Lord Elewoofro]] appears in ''MaGMML2'' as the boss of [[Tier 5 (MaGMML2)|Tier 5]]. Unusually, he is ''not'' a boss in his source game, but instead gives Mega Man a random recovery item when using the Special Attack weapon, thus his tier boss fight is entirely original (with the music used for his source game's Wily Machine battle reused for his fight).&lt;br /&gt;
&lt;br /&gt;
===''Mega Man Eternal''===&lt;br /&gt;
* [[Jolt Man]], one of the game's eight Robot Masters, appears in the original ''[[Make a Good Mega Man Level]]'' as the boss of [[Tier 1 (MaGMML)|Tier 1]]. In ''MaGMML1R'', he is replaced by [[Him]] and is otherwise completely absent. Posters of Jolt Man (with a moustache as &amp;quot;El Jolto&amp;quot;) also appear in the background of ''MaGMML2'''s [[Tier 4 (MaGMML2)|Tier 4]].&lt;br /&gt;
&lt;br /&gt;
===''Mega Man: Revenge of the Fallen''===&lt;br /&gt;
* In the original ''MaGMML'', [[Knight Man]] ponders if he is eligible to be a tier boss, given his role in this game. ''MaGMML1R'' rewrites his dialogue to instead be a call forward to him running Chateau Chevaleresque in ''MaGMML2''.&lt;br /&gt;
* In ''MaGMML: Episode Zero'', the Dr. Wily begging montage in the Robot Museum features a scene depicting ''Revenge of the Fallen''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s final battle (which resembles ''[[Mega Man 6]]''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s with added background tiles). In it, Mega Man is equipped with the Star Crash, the weakness of the Wily Capsule.&lt;br /&gt;
&lt;br /&gt;
===''Mega Man Revolution''===&lt;br /&gt;
* In ''MaGMML: Episode Zero'', the Dr. Wily begging montage in the Robot Museum features a scene depicting ''Revolution'''s Wily battle, with [[Mega Man]] equipped with the Fire Seeker (the Wily Capsule's weakness). Very briefly, the bullet shot at Wily by Dr. Remir as he reveals his true colours can be seen flying towards Wily, but the scene replays before it can actually strike.&lt;br /&gt;
&lt;br /&gt;
===''Mega Man Rock Force''===&lt;br /&gt;
* [[Justice Man]], the main antagonist of the game, appears in both ''MaGMML'' and ''MaGMML1R'' as the boss of [[Tier 4 (MaGMML)|Tier 4]]. In the former, he is resurrected by Dr. Wily to fight Mega Man, but in the latter, Mega Man instead fights a holographic replica of him (and Justice Man himself remains dead). His dialogue in ''1R'' is lifted verbatim from the final battle of ''Rock Force'', and doesn't change to account for [[costumes]]. Justice Man also has a [[CD]] in ''MaGMML: Episode Zero'', and is featured in two separate statues in the Robot Museum.&lt;br /&gt;
* ''MaGMML2'' makes several references to Knight Man &amp;quot;having it in him&amp;quot;, a reference to a comment [[Plant Man]] makes about him (and his ability to act) in the ending of ''Rock Force''.&lt;br /&gt;
* In ''MaGMML: Episode Zero'', the Dr. Wily begging montage in the Robot Museum features a scene depicting ''Rock Force'''s final battle, with Justice Man appearing instead of Dr. Wily, and [[Mega Man]] being equipped with the Shock Gauntlet (Justice Man's weakness). The scene is inaccurate to ''Rock Force'' itself, which concluded with Justice Man's destruction without him ever begging for mercy.&lt;br /&gt;
* The ending of ''Rock Force'' and the anullment of the Robot Expiration Date law is brought up in ''MaGMML: Episode Zero'', with the Robot Museum being the revamped version briefly seen during the ending and statues in the museum mentioning the basic plot of ''Rock Force''. Additionally, [[SRARA]]'s integrated circuits are strongly implied via [[S.R.A.R.A. HQ]] to be the same kind Justice Man had, with them suffering the same defect that almost drove him to insanity.&lt;br /&gt;
* In ''MaGMML: Episode Zero'''s Robot Museum, four of the game's Robot Masters (Crypt Man, Virus Man, Boom Man (née Fuse Man), and Shock Man) are depicted as statues below Justice Man and four ''[[Mega Man 9]]'' Robot Masters, symbolising both games' struggle against anti-robot legislation.&lt;br /&gt;
* [[Death Man]], the last Robot Master encountered before Justice Man, appears as the boss of [[Tier 13 (MaGMML3)|Tier 13]] in ''MaGMML3''.&lt;br /&gt;
* Crypt Man appears as an NPC in Tier 2 of ''MaGMML3''.&lt;br /&gt;
&lt;br /&gt;
===''Mega Man ROCKS!''===&lt;br /&gt;
* [[Door Man]], one of the game's eight Robot Masters, appears in ''MaGMML2'' as the boss of [[Tier 3 (MaGMML2)|Tier 3]]. He also makes a cameo appearance in ''MaGMML: Episode Zero'''s ending, where he is seen arguing with [[Saturn]].&lt;br /&gt;
* In ''MaGMML: Episode Zero'', the Dr. Wily begging montage in the Robot Museum features a scene depicting ''ROCKS!'''s final battle, with [[Mega Man]] equipped with the Police Shield (the Wily UFO's weakness).&lt;br /&gt;
* [[Repair Man]], one of the game's eight Robot Masters, appears in ''MaGMML3'' as the boss of [[Tier 2 (MaGMML3)|Tier 2]].&lt;br /&gt;
&lt;br /&gt;
===''Mega Man: Square Root of Negative One''===&lt;br /&gt;
* [[Milk]], one of the game's eight Robot Masters, appears in ''MaGMML2'' as the boss of [[Tier 1 (MaGMML2)|Tier 1]]. It also makes a cameo in ''MaGMML: Episode Zero'''s ending, where it emerges from a Wargate in Dr. Cossack's laboratory.&lt;br /&gt;
* Thomas appears as an NPC in [[Tier 5 (MaGMML)|Tier 5]] of ''MaGMML'' and ''MaGMML1R''. raocow, the secret secondary player character, also appears in both games as an NPC in the attic of [[Dr. Light's Lab]].&lt;br /&gt;
* [[Bright Man]] uses the game's Special Weapons in his second phase in both ''MaGMML'' and ''MaGMML1R''. In the latter, not only do the weapons act more like they do in ''Square Root of Negative One'', but Bright Man also uses their palettes and icons.&lt;br /&gt;
* In ''MaGMML: Episode Zero'', the Dr. Wily begging montage in the Robot Museum features a scene depicting ''Square Root of Negative One'''s final battle, with [[Mega Man]] equipped with the Milk Spray (the Wily Capsule's weakness).&lt;br /&gt;
* In ''MaGMML: Episode Zero'', [[Unununium]] is capable of summoning one of ''Square Root of Negative One'''s Robot Masters for one of its attacks. The possible four it can summon are Illuminati, Angry Sun, Toss Tortoise, and Doodlebob.&lt;br /&gt;
&lt;br /&gt;
===''Mega Man Sunrise''===&lt;br /&gt;
* Scorch Man, one of the game's eight Robot Masters, appears in ''MaGMML2'' alongside Fire Magician from the bootleg ''Zook Hero Z'' as the boss of [[Tier 4 (MaGMML2)|Tier 4]]; collectively, they are known as [[The Scorching Duo]], though ''Mega Man Sunrise'''s boss music is used.&lt;br /&gt;
* In ''MaGMML: Episode Zero'', the Dr. Wily begging montage in the Robot Museum features a scene depicting ''Sunrise'''s final battle. While ''Sunrise'' is monochrome like the Game Boy games, the scene is depicted in ''Episode Zero'' in full colour (though the tiles retain the greenish-yellow palette). In it, Mega Man is equipped with the Wily Capsule's weakness, the Trance Wrecker, using a coloured palette provided by [[Cruise Elroy]].&lt;br /&gt;
&lt;br /&gt;
===''Mega Man: Super Fighting Robot''===&lt;br /&gt;
* The [[Gravity Change]] object present in devkits since the original ''MaGMML'' is taken directly from ''Super Fighting Robot'''s fourth Wily stage, complete with their original graphics.&lt;br /&gt;
* [[Dagger Man]], one of the game's eight Robot Masters, appears in the original ''MaGMML'' as the boss of [[Tier 2 (MaGMML)|Tier 2]], and in ''MaGMML1R'' as the boss of [[Tier 3 (MaGMML)|Tier 3]]. He also appears as an NPC in Tier 5 of ''MaGMML2''.&lt;br /&gt;
* The [[Wily Machine TROPHY]] fight in both ''MaGMML'' and ''MaGMML1R'' uses the Wily Capsule's battle music from this game for all three phases.&lt;br /&gt;
* In ''MaGMML: Episode Zero'', the Dr. Wily begging montage in the Robot Museum features a scene depicting ''Super Fighting Robot'''s final battle, with [[Mega Man]] equipped with the Zap Barrier (the Wily Capsule's weakness).&lt;br /&gt;
&lt;br /&gt;
===''Mega Man Unlimited''===&lt;br /&gt;
* Canonically, the [[Zero]] seen throughout the ''MaGMML'' series is a hastily rebuilt version of the Z-Prototype, which in the ''MaGMML'' timeline was irreparably damaged following the final battle of ''Unlimited''.&lt;br /&gt;
* [[Yoku Man]], a &amp;quot;public domain&amp;quot; ninth Robot Master, appears as the boss of [[Tier 3 (MaGMML)|Tier 3]] in the original ''MaGMML'', and of [[Tier 2 (MaGMML)|Tier 2]] in ''MaGMML1R''. He also appears as an NPC in Chateau Chevaleresque in ''MaGMML2''.&lt;br /&gt;
* Several of ''Unlimited'''s Robot Masters appear as NPCs in ''MaGMML2'': In addition to the aforementioned Yoku Man, Glue Man appears in Chateau Chevaleresque, Yo-Yo Man stands outside it, Trinitro Man manages the [[Challenge Tent]], Nail Man appears outside the [[Dojo]], Rainbow Man appears in Tier 5, and Comet Woman appears in Tier 8.&lt;br /&gt;
* Rainbow Man's stage is recreated in the [[The Pit of Pits|Pit of Pits]] mini-stage &amp;quot;A light challenge.&amp;quot;.&lt;br /&gt;
* In ''MaGMML: Episode Zero'', the Dr. Wily begging montage in the Robot Museum features a scene depicting ''Unlimited'''s Wily Machine battle, with [[Mega Man]] equipped with the Yo-Yo Cutter (the Wily Walker's weakness). Notably, Wily does not beg in ''Unlimited'' itself; instead, his UFO flies away when the Wily Walker is destroyed and the floor collapses, leading into the final stage.&lt;br /&gt;
&lt;br /&gt;
===''OH JOES! (A Proto Man Adventure)''===&lt;br /&gt;
* A [[Sniper Joe]] in [[Tier 8 (MaG48HMML)|Tier 8]] of ''MaG48HMML'' reads a &amp;quot;Choose Your Joe Adventure&amp;quot; book that loosely describes the game's events; in addition to a Joe stealing [[Proto Man]]'s shield, the latter can make use of the [[Laser Trident]] and Skull Barrier, both of which are part of his arsenal in the game.&lt;br /&gt;
* [[Regular Joe]], the final Sniper Joe encountered in the game, appears as the boss of [[Tier 1 (MaGMML3)|Tier 1]] of ''MaGMML3''.&lt;br /&gt;
&lt;br /&gt;
===''Proto Man's Return''===&lt;br /&gt;
* Part of the game's final boss theme is incorporated into Triolingo, the final boss track of ''MaGMML: Episode Zero''.&lt;br /&gt;
&lt;br /&gt;
===''Ring Man in the Castle''===&lt;br /&gt;
* Ring Man makes a cameo in ''MaGMML: Episode Zero'''s ending as a homage to this game; Dr. Cossack's laboratory is also styled after its appearance in the game's intro.&lt;br /&gt;
&lt;br /&gt;
===''Skull Man In: Scooby Doc 4: The Destroyer (Featuring Atsushi Onita)''===&lt;br /&gt;
* Skull Man's CD in ''MaGMML: Episode Zero'' alludes to the game's events, mentioning Skull Man's Wargate hopping to fight in other worlds. Skull Man himself also makes a cameo in the game's ending alongside Dr. Cossack and Ring Man in the former's laboratory, where the three witness a Wargate opening up.&lt;br /&gt;
* Wargates, the extradimensional portals used to enter and exit boss fights, are evoked multiple times in ''MaGMML: Episode Zero''. [[SRARA Joe]] uses one in an attack mimicking a similar attack used by Giga Joe in ''Scooby Doc 4'', a Wargate CD exists, and [[SRARA Met]] reveals they started appearing as a result of the aftermath of ''Sonic the Hedgehog/Mega Man: Worlds Collide''. It also reveals Dr. Wily created the [[Reality Core]] by studying the reality-warping energy the Wargates emit.&lt;br /&gt;
* When calling [[Knives]] in [[Lily Airpad]], she will allude to [[Toad Man]]'s death at the paws of Scooby Doc during ''Scooby Doc 4'''s climax, which Toad Man survived in the ''MaGMML'' timeline.&lt;br /&gt;
* Unununium can summon one of the game's bosses to use in a tag team alongside a ''Mega Man: Square Root of Negative One'' boss. The four it can summon are Thomas (not to be confused with the ''Square Root of Negative One'' Thomas), Non-Human, Taurus, and Slam Man.&lt;br /&gt;
&lt;br /&gt;
==ROM hacks==&lt;br /&gt;
&lt;br /&gt;
===''Mega Man Indonesian Artifact''===&lt;br /&gt;
* The tileset of Tier 5 in ''MaGMML3'' resembles Puzzle Man's. Furthermore, [[Puzzle Man]] is the boss of that tier.&lt;br /&gt;
===''Rockman 4 Minus Infinity''===&lt;br /&gt;
* The recurring Skull Amulet upgrade that protects Mega Man from a single lethal hit is lifted from this game.&lt;br /&gt;
* In ''MaGMML2'', Skull Man references using the Hell Wheel, his Special Weapon in ''Rockman 4 Minus Infinity'', to move around.&lt;br /&gt;
* In both the original ''MaGMML'' and ''MaGMML2'', [[The Arena]] uses Illusion from ''F-Zero Climax'' as the music, the same track ''Minus Infinity'' uses for its arena (though ''MaGMML'' uses the original track, and ''MaGMML2'' uses a custom 8-bit remix).&lt;br /&gt;
* The sixth and final Wily stage of ''MaGMML2'', [[Reality Core]], is based on Wily 3 from this game: both stages are giant mazes made up of previous stages, and are focused on finding bosses and destroying hotspots to unlock the final area.&lt;br /&gt;
* The ''MaGMML: Episode Zero'' level [[Stormy Spire]] acts as a homage to Cossack Stage 4, and features a similar looping circular stage design focused on reaching North, South, East, and West terminals to proceed. The level also includes custom [[Super Ball Machine Jr.]]s that act identically to their counterparts in ''Minus Infinity''.&lt;br /&gt;
&lt;br /&gt;
===''Rockman CX''===&lt;br /&gt;
* [[Cheat Man]], one of the game's eight Robot Masters, appears as the boss of [[Tier 6 (MaGMML2)|Tier 6]] in ''MaGMML2'', and is fought again during [[Deep Thoughts]]. He also appears outside Dr. Light's Lab after achieving 100% completion, and will access the Cheat Menu when talked to.&lt;br /&gt;
* Rockman CX appears as an unlockable costume, and will trigger unique dialogue when worn while fighting Cheat Man.&lt;br /&gt;
* In ''MaG48HMML'', a Brainga enemy from Cheat Man's stage appears in the Captain's wheelhouse after defeating [[Pirate Man]], and will unlock the Cheat Menu for all save files when spoken to.&lt;br /&gt;
&lt;br /&gt;
==''Mega Man''-likes==&lt;br /&gt;
===''The Krion Conquest''===&lt;br /&gt;
* Doropie appears in ''MaGMML2'' as an unlockable costume.&lt;br /&gt;
* The unnamed Round 5 samurai boss appears in ''MaG48HMML'' (where it is incorrectly named &amp;quot;Empress Elysia&amp;quot; after the game's main antagonist and final boss) as a hidden boss in [[Mystic Museum]] (albeit as a [[Punk]] reskin).&lt;br /&gt;
* Statues of enemies from ''The Krion Conquest'' appear in [[Tier 7 (MaG48HMML)|Tier 7]] of ''MaG48HMML''.&lt;br /&gt;
* The level [[Akudama Empire Mothership]] in ''MaGMML3'' is styled off the game.&lt;br /&gt;
&lt;br /&gt;
===''MegaMari''===&lt;br /&gt;
* Marisa Kirisame appears in ''MaGMML2'' as an unlockable costume. She and [[Cirno]] appear in the same game as NPCs in [[Tier 9 (MaGMML2)|Tier 9]]; the latter also appears as a packed-in [[Custom Costumes|custom costume]] in ''MaG48HMML''.&lt;br /&gt;
* The Pit of Pits stage &amp;quot;Stairway to Nether&amp;quot; in ''MaGMML2'' directly references Konpaku Youmu's stage. This area also appears in ''MaGMML: Episode Zero'''s [[Construction of Constructions]].&lt;br /&gt;
&lt;br /&gt;
===''Nezumiman''===&lt;br /&gt;
* [[Butter Nezumi]], one of the game's eight bosses, appears as the boss of [[Tier 9 (MaGMML2)|Tier 9]] in ''MaGMML2''. He also makes a cameo appearance in ''MaGMML: Episode Zero'''s ending, where he emerges from a Wargate in Dr. Cossack's Laboratory moments after Milk.&lt;br /&gt;
* [[Delay Nezumi]], another boss from the game, appears as an NPC in [[Tier 4 (MaGMML3)|Tier 4]] of MaGMML3 in one of the cells. True to his name, he has a long pause in the middle of his dialogue.&lt;br /&gt;
&lt;br /&gt;
===''Rokko-Chan''===&lt;br /&gt;
* [[Jet Man]], one of the game's six bosses, appears as the boss of [[Tier 8 (MaGMML2)|Tier 8]] in ''MaGMML2''.&lt;br /&gt;
* Rokko-Chan appears in ''MaGMML2'' as an NPC that wanders the hub world, and can usually be encountered outside Tier 8. She also appears in the same game as an unlockable costume.&lt;br /&gt;
&lt;br /&gt;
[[Category:MaGMML Trivia]][[Category:Lists]]&lt;/div&gt;</summary>
		<author><name>Darkwitchclaire</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Tier_4_(MaGMML3)&amp;diff=23241</id>
		<title>Tier 4 (MaGMML3)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Tier_4_(MaGMML3)&amp;diff=23241"/>
				<updated>2024-07-07T17:14:42Z</updated>
		
		<summary type="html">&lt;p&gt;Darkwitchclaire: Undo revision 23240 by Darkwitchclaire (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Sheriff's Jailhouse&lt;br /&gt;
|image=[[File:MaGMML3-Tier4.png|256px]]&lt;br /&gt;
|caption=I'm going to jail!&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=&lt;br /&gt;
|artist=&lt;br /&gt;
|composer=[[MiniMacro]], Alberto Jose Gonzalez, Dan Butler&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=16&lt;br /&gt;
|collectables=40&lt;br /&gt;
|tierrank=[[File:Tier4Rank.png]]&lt;br /&gt;
|music=MaGMML3 - Those Ol' Jailhouse Blues&amp;lt;br&amp;gt;'''Wave Man's Saloon:''' Lucky Luke (GB) - Mexico City&amp;lt;br&amp;gt;'''Boss:''' MaGMML3 - Jail Break&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Mad Man]]&lt;br /&gt;
|previous=[[Tier 3 (MaGMML3)|Tier 3]]&lt;br /&gt;
|next=[[Tier 5 (MaGMML3)|Tier 5]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Those are actually real criminals. Watch your belongings.|Travel Brochure description|[[Make a Good Mega Man Level 3]]}}&lt;br /&gt;
'''Sheriff's Jailhouse''' is the fourth Tier in ''[[Make a Good Mega Man Level 3]]''. It is a wild west themed tier, with several robots locked up in cells.&lt;br /&gt;
&lt;br /&gt;
This tier has the levels ranked from 141st to 130th. To unlock the Tier Boss, at least  [[Energy Element]]s from the tier's [[simulation]]s are required.&lt;br /&gt;
&lt;br /&gt;
==Levels==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Score&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Trickster Tokens&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Skippable?&lt;br /&gt;
|-&lt;br /&gt;
|[[Bright Man Remix]]&lt;br /&gt;
|[[Lejes]]&lt;br /&gt;
|40.35 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Akudama Empire Mothership]]&lt;br /&gt;
|[[MechaShadow]]&lt;br /&gt;
|40.80 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Creatively Named Level]]&lt;br /&gt;
|[[T Money]]&lt;br /&gt;
|40.85 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Decoy Man]]&lt;br /&gt;
|[[The Great Metaphor]]&lt;br /&gt;
|41.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Where no met has gone before]]&lt;br /&gt;
|[[Alex9000]]&lt;br /&gt;
|41.40/ 100&lt;br /&gt;
|[[File:Element.png]][[File:Element.png]][[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Stolen Citadel]]&lt;br /&gt;
|[[LunarRainbowShyGuy]]&lt;br /&gt;
|42.00 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Military Training Grounds]]&lt;br /&gt;
|[[Dbsonic]]&lt;br /&gt;
|42.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Teetering Over the Edge]]&lt;br /&gt;
|[[Kunosachiaka]]&lt;br /&gt;
|42.60 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[House of Fun]]&lt;br /&gt;
|[[Smieszek Orzeszek]]&lt;br /&gt;
|42.80 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[ArcaneMan -CHAOS TOWER- (CERN HQ Remains)]]&lt;br /&gt;
|[[VoidVisitor]]&lt;br /&gt;
|43 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Radium Man]]&lt;br /&gt;
|[[TheBladeRoden]]&lt;br /&gt;
|43.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Top Man 2: Spin or Go Home]]&lt;br /&gt;
|[[ChickenParm]]&lt;br /&gt;
|43.51 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secrets==&lt;br /&gt;
===Rogue's Racheter===&lt;br /&gt;
Next to level 133, there is a sign for  Rogue's Racheter, a bar for reformed criminals. Go left from there to enter it. By speaking to [[Magnum Man]] , [[Mega Man]] can access the bonus level [[Magnum Man (stage)|Magnum Man]], from the [[Make a Good Mega Man Level 3 Judge Application Levels|''MaGMML3'' Judge Application Levels]].&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Trickster Tokens&lt;br /&gt;
|-&lt;br /&gt;
|[[Magnum Man (stage)|Magnum Man]]&lt;br /&gt;
|[[ACESpark]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Toad Dummy===&lt;br /&gt;
After initiating the [[Toad Dummy]] sidequest, Tier 4's Toad Dummy can be found by sliding left through the hole in the wall next to level 132 where a Drillun is trying to escape. The dummy can be found in the cell next to the rope.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
*[[Sheriff Man]]&lt;br /&gt;
*Hunter A&lt;br /&gt;
*Fire Magician&lt;br /&gt;
*Scorch Man&lt;br /&gt;
*Hammerfall&lt;br /&gt;
*Fire Man&lt;br /&gt;
*Delay Nezumi&lt;br /&gt;
*Dagger Man&lt;br /&gt;
*Molier&lt;br /&gt;
*Fukuhorn&lt;br /&gt;
*Fooley&lt;br /&gt;
*Glooper&lt;br /&gt;
*Honey Bee&lt;br /&gt;
*Wave Jetski&lt;br /&gt;
*Tornado Magnet&lt;br /&gt;
*Pen Pen EV&lt;br /&gt;
*Dark Man 2&lt;br /&gt;
*[[Venus]]&lt;br /&gt;
*Tamp&lt;br /&gt;
*Peat&lt;br /&gt;
*Photon Man&lt;br /&gt;
*[[Wave Man]]&lt;br /&gt;
*Express Man&lt;br /&gt;
*Roader&lt;br /&gt;
*Sepa&lt;br /&gt;
*RockCar Model 8GB&lt;br /&gt;
*Not Napalm Man&lt;br /&gt;
*Birdy&lt;br /&gt;
*Chunco&lt;br /&gt;
*Knight of Vall&lt;br /&gt;
*[[Magnum Man]]&lt;br /&gt;
*Drillun&lt;br /&gt;
*Hanayashiki Devil&lt;br /&gt;
*[[Proto Man]] (after earning the Tier Rank)&lt;br /&gt;
*[[Hunter Woman]] (after earning 1 Tier Rank, before postgame)&lt;br /&gt;
*[[Forge Woman]] (after earning 3 Tier Ranks, before postgame)&lt;br /&gt;
*[[Presto]] (after earning 4 Tier Ranks, before postgame)&lt;br /&gt;
*[[Element Man]] (after earning 6 Tier Ranks, before postgame)&lt;br /&gt;
*[[Cerberus Man]] (after earning 8 Tier Ranks, before postgame)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 4}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Tiers]][[Category:Tier 4 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Tiers]]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*This tier has the most amount of skippable levels in the ''Make a Good Mega Man Level'' series, at five total. And including [[Bakery Man]] in [[Tier 5 (MaGMML3)]], has the highest consecutive amount of skippable levels.&lt;/div&gt;</summary>
		<author><name>Darkwitchclaire</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Tier_4_(MaGMML3)&amp;diff=23240</id>
		<title>Tier 4 (MaGMML3)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Tier_4_(MaGMML3)&amp;diff=23240"/>
				<updated>2024-07-07T17:13:28Z</updated>
		
		<summary type="html">&lt;p&gt;Darkwitchclaire: removed trivia after realizing i left it in the copied template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Sheriff's Jailhouse&lt;br /&gt;
|image=[[File:MaGMML3-Tier4.png|256px]]&lt;br /&gt;
|caption=I'm going to jail!&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=&lt;br /&gt;
|artist=&lt;br /&gt;
|composer=[[MiniMacro]], Alberto Jose Gonzalez, Dan Butler&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=16&lt;br /&gt;
|collectables=40&lt;br /&gt;
|tierrank=[[File:Tier4Rank.png]]&lt;br /&gt;
|music=MaGMML3 - Those Ol' Jailhouse Blues&amp;lt;br&amp;gt;'''Wave Man's Saloon:''' Lucky Luke (GB) - Mexico City&amp;lt;br&amp;gt;'''Boss:''' MaGMML3 - Jail Break&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Mad Man]]&lt;br /&gt;
|previous=[[Tier 3 (MaGMML3)|Tier 3]]&lt;br /&gt;
|next=[[Tier 5 (MaGMML3)|Tier 5]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Those are actually real criminals. Watch your belongings.|Travel Brochure description|[[Make a Good Mega Man Level 3]]}}&lt;br /&gt;
'''Sheriff's Jailhouse''' is the fourth Tier in ''[[Make a Good Mega Man Level 3]]''. It is a wild west themed tier, with several robots locked up in cells.&lt;br /&gt;
&lt;br /&gt;
This tier has the levels ranked from 141st to 130th. To unlock the Tier Boss, at least  [[Energy Element]]s from the tier's [[simulation]]s are required.&lt;br /&gt;
&lt;br /&gt;
==Levels==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Score&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Trickster Tokens&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Skippable?&lt;br /&gt;
|-&lt;br /&gt;
|[[Bright Man Remix]]&lt;br /&gt;
|[[Lejes]]&lt;br /&gt;
|40.35 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Akudama Empire Mothership]]&lt;br /&gt;
|[[MechaShadow]]&lt;br /&gt;
|40.80 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Creatively Named Level]]&lt;br /&gt;
|[[T Money]]&lt;br /&gt;
|40.85 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Decoy Man]]&lt;br /&gt;
|[[The Great Metaphor]]&lt;br /&gt;
|41.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Where no met has gone before]]&lt;br /&gt;
|[[Alex9000]]&lt;br /&gt;
|41.40/ 100&lt;br /&gt;
|[[File:Element.png]][[File:Element.png]][[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Stolen Citadel]]&lt;br /&gt;
|[[LunarRainbowShyGuy]]&lt;br /&gt;
|42.00 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Military Training Grounds]]&lt;br /&gt;
|[[Dbsonic]]&lt;br /&gt;
|42.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Teetering Over the Edge]]&lt;br /&gt;
|[[Kunosachiaka]]&lt;br /&gt;
|42.60 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[House of Fun]]&lt;br /&gt;
|[[Smieszek Orzeszek]]&lt;br /&gt;
|42.80 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[ArcaneMan -CHAOS TOWER- (CERN HQ Remains)]]&lt;br /&gt;
|[[VoidVisitor]]&lt;br /&gt;
|43 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Radium Man]]&lt;br /&gt;
|[[TheBladeRoden]]&lt;br /&gt;
|43.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Top Man 2: Spin or Go Home]]&lt;br /&gt;
|[[ChickenParm]]&lt;br /&gt;
|43.51 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secrets==&lt;br /&gt;
===Rogue's Racheter===&lt;br /&gt;
Next to level 133, there is a sign for  Rogue's Racheter, a bar for reformed criminals. Go left from there to enter it. By speaking to [[Magnum Man]] , [[Mega Man]] can access the bonus level [[Magnum Man (stage)|Magnum Man]], from the [[Make a Good Mega Man Level 3 Judge Application Levels|''MaGMML3'' Judge Application Levels]].&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Trickster Tokens&lt;br /&gt;
|-&lt;br /&gt;
|[[Magnum Man (stage)|Magnum Man]]&lt;br /&gt;
|[[ACESpark]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Toad Dummy===&lt;br /&gt;
After initiating the [[Toad Dummy]] sidequest, Tier 4's Toad Dummy can be found by sliding left through the hole in the wall next to level 132 where a Drillun is trying to escape. The dummy can be found in the cell next to the rope.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
*[[Sheriff Man]]&lt;br /&gt;
*Hunter A&lt;br /&gt;
*Fire Magician&lt;br /&gt;
*Scorch Man&lt;br /&gt;
*Hammerfall&lt;br /&gt;
*Fire Man&lt;br /&gt;
*Delay Nezumi&lt;br /&gt;
*Dagger Man&lt;br /&gt;
*Molier&lt;br /&gt;
*Fukuhorn&lt;br /&gt;
*Fooley&lt;br /&gt;
*Glooper&lt;br /&gt;
*Honey Bee&lt;br /&gt;
*Wave Jetski&lt;br /&gt;
*Tornado Magnet&lt;br /&gt;
*Pen Pen EV&lt;br /&gt;
*Dark Man 2&lt;br /&gt;
*[[Venus]]&lt;br /&gt;
*Tamp&lt;br /&gt;
*Peat&lt;br /&gt;
*Photon Man&lt;br /&gt;
*[[Wave Man]]&lt;br /&gt;
*Express Man&lt;br /&gt;
*Roader&lt;br /&gt;
*Sepa&lt;br /&gt;
*RockCar Model 8GB&lt;br /&gt;
*Not Napalm Man&lt;br /&gt;
*Birdy&lt;br /&gt;
*Chunco&lt;br /&gt;
*Knight of Vall&lt;br /&gt;
*[[Magnum Man]]&lt;br /&gt;
*Drillun&lt;br /&gt;
*Hanayashiki Devil&lt;br /&gt;
*[[Proto Man]] (after earning the Tier Rank)&lt;br /&gt;
*[[Hunter Woman]] (after earning 1 Tier Rank, before postgame)&lt;br /&gt;
*[[Forge Woman]] (after earning 3 Tier Ranks, before postgame)&lt;br /&gt;
*[[Presto]] (after earning 4 Tier Ranks, before postgame)&lt;br /&gt;
*[[Element Man]] (after earning 6 Tier Ranks, before postgame)&lt;br /&gt;
*[[Cerberus Man]] (after earning 8 Tier Ranks, before postgame)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 4}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Tiers]][[Category:Tier 4 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Tiers]]&lt;/div&gt;</summary>
		<author><name>Darkwitchclaire</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Tier_4_(MaGMML3)&amp;diff=23234</id>
		<title>Tier 4 (MaGMML3)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Tier_4_(MaGMML3)&amp;diff=23234"/>
				<updated>2024-07-07T16:51:06Z</updated>
		
		<summary type="html">&lt;p&gt;Darkwitchclaire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Sheriff's Jailhouse&lt;br /&gt;
|image=[[File:MaGMML3-Tier4.png|256px]]&lt;br /&gt;
|caption=.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=&lt;br /&gt;
|artist=&lt;br /&gt;
|composer=[[MiniMacro]], Alberto Jose Gonzalez, Dan Butler&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=16&lt;br /&gt;
|collectables=40&lt;br /&gt;
|tierrank=[[File:Tier4Rank.png]]&lt;br /&gt;
|music=MaGMML3 - Those Ol' Jailhouse Blues&amp;lt;br&amp;gt;'''Wave Man's Saloon:''' Lucky Luke (GB) - Mexico City&amp;lt;br&amp;gt;'''Boss:''' MaGMML3 - Jail Break&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Mad Man]]&lt;br /&gt;
|previous=[[Tier 3 (MaGMML3)|Tier 3]]&lt;br /&gt;
|next=[[Tier 5 (MaGMML3)|Tier 5]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Those are actually real criminals. Watch your belongings.|Travel Brochure description|[[Make a Good Mega Man Level 3]]}}&lt;br /&gt;
'''Sheriff's Jailhouse''' is the fourth Tier in ''[[Make a Good Mega Man Level 3]]''. It is a wild west themed tier, with several robots locked up in cells.&lt;br /&gt;
&lt;br /&gt;
This tier has the levels ranked from 141st to 130th. To unlock the Tier Boss, at least  [[Energy Element]]s from the tier's [[simulation]]s are required.&lt;br /&gt;
&lt;br /&gt;
==Levels==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Score&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Trickster Tokens&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Skippable?&lt;br /&gt;
|-&lt;br /&gt;
|[[Bright Man Remix]]&lt;br /&gt;
|[[Lejes]]&lt;br /&gt;
|40.35 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Akudama Empire Mothership]]&lt;br /&gt;
|[[MechaShadow]]&lt;br /&gt;
|40.80 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Creatively Named Level]]&lt;br /&gt;
|[[T Money]]&lt;br /&gt;
|40.85 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Decoy Man]]&lt;br /&gt;
|[[The Great Metaphor]]&lt;br /&gt;
|41.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Where no met has gone before]]&lt;br /&gt;
|[[Alex9000]]&lt;br /&gt;
|41.40/ 100&lt;br /&gt;
|[[File:Element.png]][[File:Element.png]][[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Stolen Citadel]]&lt;br /&gt;
|[[LunarRainbowShyGuy]]&lt;br /&gt;
|42.00 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Military Training Grounds]]&lt;br /&gt;
|[[Dbsonic]]&lt;br /&gt;
|42.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Teetering Over the Edge]]&lt;br /&gt;
|[[Kunosachiaka]]&lt;br /&gt;
|42.60 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[House of Fun]]&lt;br /&gt;
|[[Smieszek Orzeszek]]&lt;br /&gt;
|42.80 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[ArcaneMan -CHAOS TOWER- (CERN HQ Remains)]]&lt;br /&gt;
|[[VoidVisitor]]&lt;br /&gt;
|43 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Radium Man]]&lt;br /&gt;
|[[TheBladeRoden]]&lt;br /&gt;
|43.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Top Man 2: Spin or Go Home]]&lt;br /&gt;
|[[ChickenParm]]&lt;br /&gt;
|43.51 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secrets==&lt;br /&gt;
===Rogue's Racheter===&lt;br /&gt;
Next to level 133, there is a sign for  Rogue's Racheter, a bar for reformed criminals. Go left from there to enter it. By speaking to [[Magnum Man]] , [[Mega Man]] can access the bonus level [[Magnum Man (stage)|Magnum Man]], from the [[Make a Good Mega Man Level 3 Judge Application Levels|''MaGMML3'' Judge Application Levels]].&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Trickster Tokens&lt;br /&gt;
|-&lt;br /&gt;
|[[Magnum Man (stage)|Magnum Man]]&lt;br /&gt;
|[[ACESpark]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Toad Dummy===&lt;br /&gt;
After initiating the [[Toad Dummy]] sidequest, Tier 4's Toad Dummy can be found by sliding left through the hole in the wall next to level 132 where a Drillun is trying to escape. The dummy can be found in the cell next to the rope.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
*[[Sheriff Man]]&lt;br /&gt;
*Hunter A&lt;br /&gt;
*Fire Magician&lt;br /&gt;
*Scorch Man&lt;br /&gt;
*Hammerfall&lt;br /&gt;
*Fire Man&lt;br /&gt;
*Delay Nezumi&lt;br /&gt;
*Dagger Man&lt;br /&gt;
*Molier&lt;br /&gt;
*Fukuhorn&lt;br /&gt;
*Fooley&lt;br /&gt;
*Glooper&lt;br /&gt;
*Honey Bee&lt;br /&gt;
*Wave Jetski&lt;br /&gt;
*Tornado Magnet&lt;br /&gt;
*Pen Pen EV&lt;br /&gt;
*Dark Man 2&lt;br /&gt;
*[[Venus]]&lt;br /&gt;
*Tamp&lt;br /&gt;
*Peat&lt;br /&gt;
*Photon Man&lt;br /&gt;
*[[Wave Man]]&lt;br /&gt;
*Express Man&lt;br /&gt;
*Roader&lt;br /&gt;
*Sepa&lt;br /&gt;
*RockCar Model 8GB&lt;br /&gt;
*Not Napalm Man&lt;br /&gt;
*Birdy&lt;br /&gt;
*Chunco&lt;br /&gt;
*Knight of Vall&lt;br /&gt;
*[[Magnum Man]]&lt;br /&gt;
*Drillun&lt;br /&gt;
*Hanayashiki Devil&lt;br /&gt;
*[[Proto Man]] (after earning the Tier Rank)&lt;br /&gt;
*[[Hunter Woman]] (after earning 1 Tier Rank, before postgame)&lt;br /&gt;
*[[Forge Woman]] (after earning 3 Tier Ranks, before postgame)&lt;br /&gt;
*[[Presto]] (after earning 4 Tier Ranks, before postgame)&lt;br /&gt;
*[[Element Man]] (after earning 6 Tier Ranks, before postgame)&lt;br /&gt;
*[[Cerberus Man]] (after earning 8 Tier Ranks, before postgame)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 4}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Tiers]][[Category:Tier 4 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Tiers]]&lt;/div&gt;</summary>
		<author><name>Darkwitchclaire</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Tier_4_(MaGMML3)&amp;diff=23233</id>
		<title>Tier 4 (MaGMML3)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Tier_4_(MaGMML3)&amp;diff=23233"/>
				<updated>2024-07-07T16:48:57Z</updated>
		
		<summary type="html">&lt;p&gt;Darkwitchclaire: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Sheriff's Jailhouse&lt;br /&gt;
|image=[[File:MaGMML3-Tier4.png|256px]]&lt;br /&gt;
|caption=.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=&lt;br /&gt;
|artist=&lt;br /&gt;
|composer=[[MiniMacro]], Alberto Jose Gonzalez, Dan Butler&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=16&lt;br /&gt;
|collectables=40&lt;br /&gt;
|tierrank=[[File:Tier4Rank.png]]&lt;br /&gt;
|music=MaGMML3 - Those Ol' Jailhouse Blues&amp;lt;br&amp;gt;'''Wave Man's Saloon:''' Lucky Luke (GB) - Mexico City&amp;lt;br&amp;gt;'''Boss:''' MaGMML3 - Jail Break&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Mad Man]]&lt;br /&gt;
|previous=[[Tier 3 (MaGMML3)|Tier 3]]&lt;br /&gt;
|next=[[Tier 5 (MaGMML3)|Tier 5]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Those are actually real criminals. Watch your belongings.|Travel Brochure description|[[Make a Good Mega Man Level 3]]}}&lt;br /&gt;
'''Sheriff's Jailhouse''' is the fourth Tier in ''[[Make a Good Mega Man Level 3]]''. It is a wild west themed tier, with several robots locked up in cells.&lt;br /&gt;
&lt;br /&gt;
This tier has the levels ranked from 141st to 130th. To unlock the Tier Boss, at least  [[Energy Element]]s from the tier's [[simulation]]s are required.&lt;br /&gt;
&lt;br /&gt;
==Levels==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Score&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Trickster Tokens&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Skippable?&lt;br /&gt;
|-&lt;br /&gt;
|[[Bright Man Remix]]&lt;br /&gt;
|[[Lejes]]&lt;br /&gt;
|40.35 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Akudama Empire Mothership]]&lt;br /&gt;
|[[MechaShadow]]&lt;br /&gt;
|40.80 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Creatively Named Level]]&lt;br /&gt;
|[[T Money]]&lt;br /&gt;
|40.85 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Decoy Man]]&lt;br /&gt;
|[[The Great Metaphor]]&lt;br /&gt;
|41.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Where no met has gone before]]&lt;br /&gt;
|[[Alex9000]]&lt;br /&gt;
|41.40/ 100&lt;br /&gt;
|[[File:Element.png]][[File:Element.png]][[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Stolen Citadel]]&lt;br /&gt;
|[[LunarRainbowShyGuy]]&lt;br /&gt;
|42.00 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Military Training Grounds]]&lt;br /&gt;
|[[Dbsonic]]&lt;br /&gt;
|42.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Teetering Over the Edge]]&lt;br /&gt;
|[[Kunosachiaka]]&lt;br /&gt;
|42.60 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[House of Fun]]&lt;br /&gt;
|[[Smieszek Orzeszek]]&lt;br /&gt;
|42.80 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[ArcaneMan -CHAOS TOWER- (CERN HQ Remains)]]&lt;br /&gt;
|[[VoidVisitor]]&lt;br /&gt;
|43 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Radium Man]]&lt;br /&gt;
|[[TheBladeRoden]]&lt;br /&gt;
|43.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Top Man 2: Spin or Go Home]]&lt;br /&gt;
|[[ChickenParm]]&lt;br /&gt;
|43.51 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secrets==&lt;br /&gt;
===Rogue's Racheter===&lt;br /&gt;
Next to level 133, there is a sign for  Rogue's Racheter, a bar for reformed criminals. Go left from there to enter it. By speaking to [[Magnum Man]] , [[Mega Man]] can access the bonus level [[Magnum Man (stage)|Magnum Man]], from the [[Make a Good Mega Man Level 3 Judge Application Levels|''MaGMML3'' Judge Application Levels]].&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Trickster Tokens&lt;br /&gt;
|-&lt;br /&gt;
|[[Magnum Man (stage)|Magnum Man]]&lt;br /&gt;
|[[ACESpark]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Toad Dummy===&lt;br /&gt;
After initiating the [[Toad Dummy]] sidequest, Tier 4's Toad Dummy can be found by sliding left through the hole in the wall where a Drillun is trying to escape. The dummy can be found in the cell next to the rope.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
*[[Sheriff Man]]&lt;br /&gt;
*Hunter A&lt;br /&gt;
*Fire Magician&lt;br /&gt;
*Scorch Man&lt;br /&gt;
*Hammerfall&lt;br /&gt;
*Fire Man&lt;br /&gt;
*Delay Nezumi&lt;br /&gt;
*Dagger Man&lt;br /&gt;
*Molier&lt;br /&gt;
*Fukuhorn&lt;br /&gt;
*Fooley&lt;br /&gt;
*Glooper&lt;br /&gt;
*Honey Bee&lt;br /&gt;
*Wave Jetski&lt;br /&gt;
*Tornado Magnet&lt;br /&gt;
*Pen Pen EV&lt;br /&gt;
*Dark Man 2&lt;br /&gt;
*[[Venus]]&lt;br /&gt;
*Tamp&lt;br /&gt;
*Peat&lt;br /&gt;
*Photon Man&lt;br /&gt;
*[[Wave Man]]&lt;br /&gt;
*Express Man&lt;br /&gt;
*Roader&lt;br /&gt;
*Sepa&lt;br /&gt;
*RockCar Model 8GB&lt;br /&gt;
*Not Napalm Man&lt;br /&gt;
*Birdy&lt;br /&gt;
*Chunco&lt;br /&gt;
*Knight of Vall&lt;br /&gt;
*[[Magnum Man]]&lt;br /&gt;
*Drillun&lt;br /&gt;
*Hanayashiki Devil&lt;br /&gt;
*[[Proto Man]] (after earning the Tier Rank)&lt;br /&gt;
*[[Hunter Woman]] (after earning 1 Tier Rank, before postgame)&lt;br /&gt;
*[[Forge Woman]] (after earning 3 Tier Ranks, before postgame)&lt;br /&gt;
*[[Presto]] (after earning 4 Tier Ranks, before postgame)&lt;br /&gt;
*[[Element Man]] (after earning 6 Tier Ranks, before postgame)&lt;br /&gt;
*[[Cerberus Man]] (after earning 8 Tier Ranks, before postgame)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 4}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Tiers]][[Category:Tier 4 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Tiers]]&lt;/div&gt;</summary>
		<author><name>Darkwitchclaire</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Tier_4_(MaGMML3)&amp;diff=23232</id>
		<title>Tier 4 (MaGMML3)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Tier_4_(MaGMML3)&amp;diff=23232"/>
				<updated>2024-07-07T16:47:33Z</updated>
		
		<summary type="html">&lt;p&gt;Darkwitchclaire: Initial creation. Some more information needed, including elements needed to fight boss and postgame NPCs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Sheriff's Jailhouse&lt;br /&gt;
|image=[[File:MaGMML3-Tier4.png|256px]]&lt;br /&gt;
|caption=.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=&lt;br /&gt;
|artist=&lt;br /&gt;
|composer=[[MiniMacro]], Alberto Jose Gonzalez, Dan Butler&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=16&lt;br /&gt;
|collectables=40&lt;br /&gt;
|tierrank=[[File:Tier4Rank.png]]&lt;br /&gt;
|music=MaGMML3 - Those Ol' Jailhouse Blues&amp;lt;br&amp;gt;'''Wave Man's Saloon:''' Lucky Luke (GB) - Mexico City&amp;lt;br&amp;gt;'''Boss:''' MaGMML3 - Jail Break&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Mad Man]]&lt;br /&gt;
|previous=[[Tier 3 (MaGMML3)|Tier 3]]&lt;br /&gt;
|next=[[Tier 5 (MaGMML3)|Tier 5]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Those are actually real criminals. Watch your belongings.|Travel Brochure description|[[Make a Good Mega Man Level 3]]}}&lt;br /&gt;
'''Sheriff's Jailhouse''' is the fourth Tier in ''[[Make a Good Mega Man Level 3]]''. It is a wild west themed tier, with several robots locked up in cells.&lt;br /&gt;
&lt;br /&gt;
This tier has the levels ranked from 141st to 130th. To unlock the Tier Boss, at least  [[Energy Element]]s from the tier's [[simulation]]s are required.&lt;br /&gt;
&lt;br /&gt;
==Levels==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Score&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Trickster Tokens&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Skippable?&lt;br /&gt;
|-&lt;br /&gt;
|[[Bright Man Remix]]&lt;br /&gt;
|[[Lejes]]&lt;br /&gt;
|40.35 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Akudama Empire Mothership]]&lt;br /&gt;
|[[MechaShadow]]&lt;br /&gt;
|40.80 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Creatively Named Level]]&lt;br /&gt;
|[[T Money]]&lt;br /&gt;
|40.85 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Decoy Man]]&lt;br /&gt;
|[[The Great Metaphor]]&lt;br /&gt;
|41.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Where no met has gone before]]&lt;br /&gt;
|[[Alex9000]]&lt;br /&gt;
|41.40/ 100&lt;br /&gt;
|[[File:Element.png]][[File:Element.png]][[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Stolen Citadel]]&lt;br /&gt;
|[[LunarRainbowShyGuy]]&lt;br /&gt;
|42.00 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Military Training Grounds]]&lt;br /&gt;
|[[Dbsonic]]&lt;br /&gt;
|42.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Teetering Over the Edge]]&lt;br /&gt;
|[[Kunosachiaka]]&lt;br /&gt;
|42.60 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[House of Fun]]&lt;br /&gt;
|[[Smieszek Orzeszek]]&lt;br /&gt;
|42.80 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[ArcaneMan -CHAOS TOWER- (CERN HQ Remains)]]&lt;br /&gt;
|[[VoidVisitor]]&lt;br /&gt;
|43 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Radium Man]]&lt;br /&gt;
|[[TheBladeRoden]]&lt;br /&gt;
|43.20 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Top Man 2: Spin or Go Home]]&lt;br /&gt;
|[[ChickenParm]]&lt;br /&gt;
|43.51 / 100&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secrets==&lt;br /&gt;
===Rogue's Racheter===&lt;br /&gt;
Next to level 133, there is a sign for  Rogue's Racheter, a bar for reformed criminals. Go left from there to enter it. By speaking to [[Magnum Man]] , [[Mega Man]] can access the bonus level [[Magnum Man (stage)|Magnum Man]], from the [[Make a Good Mega Man Level 3 Judge Application Levels|''MaGMML3'' Judge Application Levels]].&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Trickster Tokens&lt;br /&gt;
|-&lt;br /&gt;
|[[Magnum Man (stage)|Magnum Man]]&lt;br /&gt;
|[[ACESPark]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Toad Dummy===&lt;br /&gt;
After initiating the [[Toad Dummy]] sidequest, Tier 4's Toad Dummy can be found by sliding left through the hole in the wall where a Drillun is trying to escape. The dummy can be found in the cell next to the rope.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
*[[Sheriff Man]]&lt;br /&gt;
*Hunter A&lt;br /&gt;
*Fire Magician&lt;br /&gt;
*Scorch Man&lt;br /&gt;
*Hammerfall&lt;br /&gt;
*Fire Man&lt;br /&gt;
*Delay Nezumi&lt;br /&gt;
*Dagger Man&lt;br /&gt;
*Molier&lt;br /&gt;
*Fukuhorn&lt;br /&gt;
*Fooley&lt;br /&gt;
*Glooper&lt;br /&gt;
*Honey Bee&lt;br /&gt;
*Wave Jetski&lt;br /&gt;
*Tornado Magnet&lt;br /&gt;
*Pen Pen EV&lt;br /&gt;
*Dark Man 2&lt;br /&gt;
*[[Venus]]&lt;br /&gt;
*Tamp&lt;br /&gt;
*Peat&lt;br /&gt;
*Photon Man&lt;br /&gt;
*[[Wave Man]]&lt;br /&gt;
*Express Man&lt;br /&gt;
*Roader&lt;br /&gt;
*Sepa&lt;br /&gt;
*RockCar Model 8GB&lt;br /&gt;
*Not Napalm Man&lt;br /&gt;
*Birdy&lt;br /&gt;
*Chunco&lt;br /&gt;
*Knight of Vall&lt;br /&gt;
*[[Magnum Man]]&lt;br /&gt;
*Drillun&lt;br /&gt;
*Hanayashiki Devil&lt;br /&gt;
*[[Proto Man]] (after earning the Tier Rank)&lt;br /&gt;
*[[Hunter Woman]] (after earning 1 Tier Rank, before postgame)&lt;br /&gt;
*[[Forge Woman]] (after earning 3 Tier Ranks, before postgame)&lt;br /&gt;
*[[Presto]] (after earning 4 Tier Ranks, before postgame)&lt;br /&gt;
*[[Element Man]] (after earning 6 Tier Ranks, before postgame)&lt;br /&gt;
*[[Cerberus Man]] (after earning 8 Tier Ranks, before postgame)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 4}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Tiers]][[Category:Tier 4 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Tiers]]&lt;/div&gt;</summary>
		<author><name>Darkwitchclaire</name></author>	</entry>

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