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		<id>http://magmmlcontest.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hollowaytape</id>
		<title>Make a Good Mega Man Level Contest - User contributions [en]</title>
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		<updated>2026-06-16T16:23:05Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Mount_Sabre&amp;diff=4581</id>
		<title>Mount Sabre</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Mount_Sabre&amp;diff=4581"/>
				<updated>2018-05-11T21:59:11Z</updated>
		
		<summary type="html">&lt;p&gt;Hollowaytape: Remove quotes&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= Mount Sabre&lt;br /&gt;
|rank = 13th&lt;br /&gt;
|image= [[File:MAGMML2-13-Mount-Sabre.png|200px]]&lt;br /&gt;
|caption=&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Kunosachiaka]]&lt;br /&gt;
|composer=Yoko Osaka&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 40&lt;br /&gt;
|judge2 = 41&lt;br /&gt;
|judge3 = 46&lt;br /&gt;
|judge4 = 37&lt;br /&gt;
|judge5 = 33&lt;br /&gt;
|totalscore = 39.0&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3&lt;br /&gt;
|enemies = &lt;br /&gt;
|subbosses =&lt;br /&gt;
|bosses = [[General Kelbesque]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Crystalis - ?&lt;br /&gt;
Crystalis - Mount Sabre&lt;br /&gt;
Crystalis - Wild Fields&lt;br /&gt;
|location = [[Tier 9 (MaGMML2)|Tier 9]]&lt;br /&gt;
|previous = [[Truffle Man]]&lt;br /&gt;
|next = [[Guts Man's Asteroid]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|&amp;quot;I am the great General Kelbesque. I am one of Draygonia's finest four. You better hope you're a high enough level to damage me. They don't tell you these things in the instruction manual. Bwahahahahaha!&amp;quot;|[[General Kelbesque]]|In-level comment box.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Mount Sabre is the 13th place entry in '''Make a Good Mega Man Level 2.''' It very heavily based on Crystalis, a top-down NES action RPG, but none of the judges knew what it was referencing.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Oh hey more references I don't get. Very interesting level, though I'm not sure if I like the first half all that much? I don't really think it introduces the new enemies and its concepts very well and the usage of the melting ice blocks is okay at best, and there's a couple awkward jumps that annoy me. Also, the zombies don't actually run into you, they stop right in front of you. Once the level gets to the second half, though, it gets a lot more interesting, with some actually pretty difficult setups involving those sound wave enemies. It actually plays really well and I like it a lot. The level also has a lot of charm going for it too, with funny dialogue through it and it just seeming really clashy in an adorable way seeing Mega Man just running around in what seems to just be your typical NES RPG that didn't actually leave Japan. So while the first half is pretty weak, the rest of the level is strong enough that I can still call it a pretty great level.&lt;br /&gt;
|pyroscore = 40&lt;br /&gt;
|spdesign = 10&lt;br /&gt;
|spfun = 8&lt;br /&gt;
|spcreativity = 12&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This is so cool! I have no idea what game this level is based off of, but I really liked it nonetheless. My main issue was with the cave section. The green Dratini-looking things and the spiders were spammed WAAAY too much. The bats were annoying and it seemed like my shots went through them. Also, the boss was pretty boring and it felt like more could have been done with it. Still, the level is pretty fun overall and has a nice aesthetic, making it an enjoyable experience.&lt;br /&gt;
|jupiscore = 41&lt;br /&gt;
|jhdesign = 9&lt;br /&gt;
|jhfun = 8&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = What a charming stage!!! It feels like an adventure and somehow the top down + sidescroller mix works beautifully. It's a bit long, but really well designed and doesn't suffer from its aesthetic either. I think if it was stripped from all its custom graphics it'd still hold up as a fun and interesting stage. I think the enemies here have a bit too much HP and some jumps and sections can be rather tricky to overcome, especially when relying on the buster, but this stage is great regardless!&lt;br /&gt;
|enjlscore = 46&lt;br /&gt;
|endesign = 12&lt;br /&gt;
|enfun = 9&lt;br /&gt;
|encreativity = 15&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I kinda feel bad not knowing what franchise this level makes reference to. Even that aside, I really liked the ideas used and how they were used. The only exception to this is that one section which you can climb like any ladder, since it is very hard to guess that you can, in fact, climb it. Other than that, the level design is fairly solid, although I didn't like the very precise ice blocks section, and a few other places with enemies requiring precision or timing to avoid. Other than that, there's not much else I can say about this one, except that I really liked it.&lt;br /&gt;
|garirryscore = 37&lt;br /&gt;
|gadesign = 9&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 12&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|ace = I have no idea what this stage is a reference to, admittedly. But it is a neat idea for a level! And that is really all this is - a clever idea that is not expanded upon to any great depths.&lt;br /&gt;
You nail the look of the stage though - it's seriously unique. Mega Man traversing an overhead landscape? Cool! Nothing in the level actually taking advantage of this unique opportunity? That's a shame. At the very least nothing feels like it's pointless or added for no reason, so the level is at least coherent.&lt;br /&gt;
&lt;br /&gt;
Still, by purely platforming standards, it's fun enough. Your new enemy assets are solid, even if a few of them had perhaps a little too much health. (The zombie comes to mind.) I wish I had seen more platforming gimmicks of some description, especially if you weren't going to take advantage of the level's situation with the enemies. There is only one unique &amp;quot;&amp;quot;non-enemy&amp;quot;&amp;quot; gimmick in the stage - towards the end of the level. I really wish it was more than a mere cutscene in practice though.&lt;br /&gt;
&lt;br /&gt;
Other neat features were the opportunities to talk to the NPC's. I kind of wish there were more of them honestly, as the writing isn't half bad. The names are a little nonsensical mind. :V&lt;br /&gt;
&lt;br /&gt;
The boss was... ok. I am rather surprised I never saw him use that sword of his, which he showed off in the intro. Maybe just another attack would've benefited him from being ultimately really forgettable. I'm glad he showed up all the same!&lt;br /&gt;
&lt;br /&gt;
So yeah, great idea. Wonderful attention to detail too. Execution is really average though. Could've done with a bit more of a push to utilize the advantage the concept had.&lt;br /&gt;
|acescore = 33&lt;br /&gt;
|asdesign = 9&lt;br /&gt;
|asfun = 8&lt;br /&gt;
|ascreativity = 6&lt;br /&gt;
|asaesthetics = 5&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 9}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 9 (MaGMML2)]][[Category:Stages with Collectables]][[Category:Kunosachiaka]][[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>Hollowaytape</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MAGMML2-13-Mount-Sabre.png&amp;diff=4580</id>
		<title>File:MAGMML2-13-Mount-Sabre.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MAGMML2-13-Mount-Sabre.png&amp;diff=4580"/>
				<updated>2018-05-11T21:57:46Z</updated>
		
		<summary type="html">&lt;p&gt;Hollowaytape: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollowaytape</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Mount_Sabre&amp;diff=4579</id>
		<title>Mount Sabre</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Mount_Sabre&amp;diff=4579"/>
				<updated>2018-05-11T21:57:28Z</updated>
		
		<summary type="html">&lt;p&gt;Hollowaytape: Initial stub article&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= Mount Sabre&lt;br /&gt;
|rank = 13th&lt;br /&gt;
|image= [[File:MAGMML2-13-Mount-Sabre.png|200px]]&lt;br /&gt;
|caption=&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Kunosachiaka]]&lt;br /&gt;
|composer=Yoko Osaka&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 40&lt;br /&gt;
|judge2 = 41&lt;br /&gt;
|judge3 = 46&lt;br /&gt;
|judge4 = 37&lt;br /&gt;
|judge5 = 33&lt;br /&gt;
|totalscore = 39.0&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3&lt;br /&gt;
|enemies = &lt;br /&gt;
|subbosses =&lt;br /&gt;
|bosses = [[General Kelbesque]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Crystalis - ?&lt;br /&gt;
Crystalis - Mount Sabre&lt;br /&gt;
Crystalis - Wild Fields&lt;br /&gt;
|location = [[Tier 9 (MaGMML2)|Tier 9]]&lt;br /&gt;
|previous = [[Truffle Man]]&lt;br /&gt;
|next = [[Guts Man's Asteroid]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|&amp;quot;I am the great General Kelbesque. I am one of Draygonia's finest four. You better hope you're a high enough level to damage me. They don't tell you these things in the instruction manual. Bwahahahahaha!&amp;quot;|[[General Kelbesque]]|In-level comment box.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Mount Sabre is the 13th place entry in '''Make a Good Mega Man Level 2.''' It very heavily based on Crystalis, a top-down NES action RPG, but none of the judges knew what it was referencing.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Oh hey more references I don't get. Very interesting level, though I'm not sure if I like the first half all that much? I don't really think it introduces the new enemies and its concepts very well and the usage of the melting ice blocks is okay at best, and there's a couple awkward jumps that annoy me. Also, the zombies don't actually run into you, they stop right in front of you. Once the level gets to the second half, though, it gets a lot more interesting, with some actually pretty difficult setups involving those sound wave enemies. It actually plays really well and I like it a lot. The level also has a lot of charm going for it too, with funny dialogue through it and it just seeming really clashy in an adorable way seeing Mega Man just running around in what seems to just be your typical NES RPG that didn't actually leave Japan. So while the first half is pretty weak, the rest of the level is strong enough that I can still call it a pretty great level.&lt;br /&gt;
|pyroscore = 40&lt;br /&gt;
|spdesign = 10&lt;br /&gt;
|spfun = 8&lt;br /&gt;
|spcreativity = 12&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This is so cool! I have no idea what game this level is based off of, but I really liked it nonetheless. My main issue was with the cave section. The green Dratini-looking things and the spiders were spammed WAAAY too much. The bats were annoying and it seemed like my shots went through them. Also, the boss was pretty boring and it felt like more could have been done with it. Still, the level is pretty fun overall and has a nice aesthetic, making it an enjoyable experience.&lt;br /&gt;
|jupiscore = 41&lt;br /&gt;
|jhdesign = 9&lt;br /&gt;
|jhfun = 8&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = What a charming stage!!! It feels like an adventure and somehow the top down + sidescroller mix works beautifully. It's a bit long, but really well designed and doesn't suffer from its aesthetic either. I think if it was stripped from all its custom graphics it'd still hold up as a fun and interesting stage. I think the enemies here have a bit too much HP and some jumps and sections can be rather tricky to overcome, especially when relying on the buster, but this stage is great regardless!&lt;br /&gt;
|enjlscore = 46&lt;br /&gt;
|endesign = 12&lt;br /&gt;
|enfun = 9&lt;br /&gt;
|encreativity = 15&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I kinda feel bad not knowing what franchise this level makes reference to. Even that aside, I really liked the ideas used and how they were used. The only exception to this is that one section which you can climb like any ladder, since it is very hard to guess that you can, in fact, climb it. Other than that, the level design is fairly solid, although I didn't like the very precise ice blocks section, and a few other places with enemies requiring precision or timing to avoid. Other than that, there's not much else I can say about this one, except that I really liked it.&lt;br /&gt;
|garirryscore = 37&lt;br /&gt;
|gadesign = 9&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 12&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|ace = &amp;quot;I have no idea what this stage is a reference to, admittedly. But it is a neat idea for a level! And that is really all this is - a clever idea that is not expanded upon to any great depths.&lt;br /&gt;
You nail the look of the stage though - it's seriously unique. Mega Man traversing an overhead landscape? Cool! Nothing in the level actually taking advantage of this unique opportunity? That's a shame. At the very least nothing feels like it's pointless or added for no reason, so the level is at least coherent.&lt;br /&gt;
&lt;br /&gt;
Still, by purely platforming standards, it's fun enough. Your new enemy assets are solid, even if a few of them had perhaps a little too much health. (The zombie comes to mind.) I wish I had seen more platforming gimmicks of some description, especially if you weren't going to take advantage of the level's situation with the enemies. There is only one unique &amp;quot;&amp;quot;non-enemy&amp;quot;&amp;quot; gimmick in the stage - towards the end of the level. I really wish it was more than a mere cutscene in practice though.&lt;br /&gt;
&lt;br /&gt;
Other neat features were the opportunities to talk to the NPC's. I kind of wish there were more of them honestly, as the writing isn't half bad. The names are a little nonsensical mind. :V&lt;br /&gt;
&lt;br /&gt;
The boss was... ok. I am rather surprised I never saw him use that sword of his, which he showed off in the intro. Maybe just another attack would've benefited him from being ultimately really forgettable. I'm glad he showed up all the same!&lt;br /&gt;
&lt;br /&gt;
So yeah, great idea. Wonderful attention to detail too. Execution is really average though. Could've done with a bit more of a push to utilize the advantage the concept had.&amp;quot;&lt;br /&gt;
|acescore = 33&lt;br /&gt;
|asdesign = 9&lt;br /&gt;
|asfun = 8&lt;br /&gt;
|ascreativity = 6&lt;br /&gt;
|asaesthetics = 5&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 9}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 9 (MaGMML2)]][[Category:Stages with Collectables]][[Category:Kunosachiaka]][[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>Hollowaytape</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Truffle_Man_(stage)&amp;diff=4574</id>
		<title>Truffle Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Truffle_Man_(stage)&amp;diff=4574"/>
				<updated>2018-05-11T21:34:00Z</updated>
		
		<summary type="html">&lt;p&gt;Hollowaytape: Fix next&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= Truffle Man&lt;br /&gt;
|rank = 14th&lt;br /&gt;
|image= [[File:MAGMML2-14-Truffle-Man.png|200px]]&lt;br /&gt;
|caption=&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[lung_]]&lt;br /&gt;
|composer=??&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 38&lt;br /&gt;
|judge2 = 45&lt;br /&gt;
|judge3 = 31&lt;br /&gt;
|judge4 = 35&lt;br /&gt;
|judge5 = 46&lt;br /&gt;
|totalscore = 39.0&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3&lt;br /&gt;
|enemies = &lt;br /&gt;
|subbosses = (Mushroom guy)&lt;br /&gt;
|bosses = [[Truffle Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = ??&lt;br /&gt;
|location = [[Tier 9 (MaGMML2)|Tier 9]]&lt;br /&gt;
|previous = [[Sector Upsilon 6]]&lt;br /&gt;
|next = [[Mount Sabre]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Truffle Man is the 14th place entry in '''Make a Good Mega Man Level 2.''' It is based heavily around mushrooms, with moving bouncy mushroom platforms and reskinned mushroom enemies. It features a mid-boss fight with a heavily-armed mushroom enemy, and a boss fight with the titular [[Truffle Man]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Pretty neat level! The custom enemies are actually suuuper neat and adorable, and they're used and combined in interesting ways. I really like the enemy that shoots the wave of explosions, it's used in some pretty neat rooms and it's interesting to work around. I'm not sure if I like how the Noble Nickels were hidden, though - 2 out of 3 are behind breakable walls that took me a couple playthroughs to even realize they were there. Both the miniboss and boss were impressive and a lot of fun to fight, and the level's just fun in general. I don't like the final stretch before the boss, though, with the moving mushroom platform - it's a HUGE pain to try and kill the mushroom Mets while trying to stay caught up with the platform. I feel like better enemy choice would have made the section more fluid and fun. I still really like most of the level, though, it's just super fun and creative.&lt;br /&gt;
|pyroscore = 38&lt;br /&gt;
|spdesign = 11&lt;br /&gt;
|spfun = 7&lt;br /&gt;
|spcreativity = 10&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = That level really felt like something out of a fangame. The custom enemies were great, and the bouncing mushroom gimmick was executed very well! The small bouncing mushrooms were placed in ways that were fun without being too hard for the level. The big ones went fast enough to keep you on your toes, but slow enough that you could catch up to it if you fell behind. The stage was a LITTLE bit too short, though. Truffle Man himself looks really cool, and the fight is fun, but that laser attack takes up a bit too much space. Overall though, fantastic level!Awesome job!&lt;br /&gt;
|jupiscore = 45&lt;br /&gt;
|jhdesign = 14&lt;br /&gt;
|jhfun = 7&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = Pretty nice level! I like the mushroom-themed enemies and how they behave, though I'm kinda sad the level forgot about two of its enemies after the first room :c. Aside from that it's pretty consistent and has a nice flow to it. I like the midboss, but I have some problems with Truffle Man himself. Aside from his buster dealing a lot of damage and often chasing me down after I thought I had already dodged it (since every bullet homes individually, rather than it being a streak of 3 in the same direction), he limits off the arena, often causing the player to be right next to him (which is not where you wanna be when a robot mushroom is tossing peas at you). I think he could've been more interesting if he utilised the pollen bombs from some of the enemies in the level instead of cutting off parts of the arena. The level itself is mostly fine, though I'm not a fan of the last section before the boss. The truffle mets on those platforms have to be taken out quickly or else the player will miss their ride. Placing a non-shielded enemy on the ride would've made getting back on the platform more reliable to accomplish. Overall this stage doesn't do much, but it has a nice theme and is fun to play.&lt;br /&gt;
|enjlscore = 31&lt;br /&gt;
|endesign = 7&lt;br /&gt;
|enfun = 7&lt;br /&gt;
|encreativity = 8&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = It's a pretty good level. The stage layout is actually very solid, however there are some issues, such as with certain enemies being too difficult to avoid, or Noble Nickels that are too hard to find. I liked the mushroom enemies too. Other than that, there's not much else that's considerably interesting in this stage, but it's still one I enjoy.&lt;br /&gt;
|garirryscore = 35&lt;br /&gt;
|gadesign = 9&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 9&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|ace = &amp;quot;So here comes this level, feeling like it is straight out of one of the official games, more or less. Good stuff.&lt;br /&gt;
The minor negatives to the stage? I think the colour palette is a bit drab and boring, the Spring Mushrooms and Enemy Mushrooms should've at least been different colours to help lessen confusion between what is an enemy and a gimmick, and I felt like it was very bizarre that the Mid-Boss has a greater range of attacks than the Robot Master.&lt;br /&gt;
The weirdest bit of the stage? The single, solitary Katonbyon from Mega Man 6 that shows up. Randomly. And isn't used again. I do not get it.&lt;br /&gt;
&lt;br /&gt;
Bare in mind, this is all minor, very nitpicky stuff. I guess the only real issue here - is it is not the most creative stage out there. This stage gets enemy and gimmick conveyance spot on, the themeing is completely consistent and well joined, strange dragonflies aside, and finally - it makes full use of every gimmick to its full effect. Maybe not every enemy, but certainly the gimmicks.&lt;br /&gt;
&lt;br /&gt;
I have a slight issue with the master - the fact that lasers are suddenly introduced to the stage is a bit off-putting and confusing, but this is yet again, a nitpick. He seems pretty difficult, but feels pretty fair once you get used to him.&lt;br /&gt;
&lt;br /&gt;
As far as good Mega Man levels go, this counts, and in my opinion ticks every box. Great work.&amp;quot;&lt;br /&gt;
|acescore = 41&lt;br /&gt;
|asdesign = 15&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 10&lt;br /&gt;
|asaesthetics = 5&lt;br /&gt;
|asfunction = 2&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 9}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 9 (MaGMML2)]][[Category:Stages with Collectables]][[Category:lung_]][[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>Hollowaytape</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:Hollowaytape&amp;diff=4573</id>
		<title>User:Hollowaytape</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:Hollowaytape&amp;diff=4573"/>
				<updated>2018-05-11T21:31:19Z</updated>
		
		<summary type="html">&lt;p&gt;Hollowaytape: Initial page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! I work on fan translation hacks of old Japanese PC games, and also love Mega Man games. I am on Twitter as [http://twitter.com/hallwaytaupe @hallwaytaupe].&lt;/div&gt;</summary>
		<author><name>Hollowaytape</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MAGMML2-14-Truffle-Man.png&amp;diff=4572</id>
		<title>File:MAGMML2-14-Truffle-Man.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MAGMML2-14-Truffle-Man.png&amp;diff=4572"/>
				<updated>2018-05-11T21:24:02Z</updated>
		
		<summary type="html">&lt;p&gt;Hollowaytape: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollowaytape</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Truffle_Man_(stage)&amp;diff=4571</id>
		<title>Truffle Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Truffle_Man_(stage)&amp;diff=4571"/>
				<updated>2018-05-11T21:23:26Z</updated>
		
		<summary type="html">&lt;p&gt;Hollowaytape: Initial stub article&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= Truffle Man&lt;br /&gt;
|rank = 14th&lt;br /&gt;
|image= [[File:MAGMML2-14-Truffle-Man.png|200px]]&lt;br /&gt;
|caption=&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[lung_]]&lt;br /&gt;
|composer=??&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 38&lt;br /&gt;
|judge2 = 45&lt;br /&gt;
|judge3 = 31&lt;br /&gt;
|judge4 = 35&lt;br /&gt;
|judge5 = 46&lt;br /&gt;
|totalscore = 39.0&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3&lt;br /&gt;
|enemies = &lt;br /&gt;
|subbosses = (Mushroom guy)&lt;br /&gt;
|bosses = [[Truffle Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = ??&lt;br /&gt;
|location = [[Tier 9 (MaGMML2)|Tier 9]]&lt;br /&gt;
|previous = [[Sector Upsilon 6]]&lt;br /&gt;
|next = [[Sector Upsilon 6]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Truffle Man is the 14th place entry in '''Make a Good Mega Man Level 2.''' It is based heavily around mushrooms, with moving bouncy mushroom platforms and reskinned mushroom enemies. It features a mid-boss fight with a heavily-armed mushroom enemy, and a boss fight with the titular [[Truffle Man]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Pretty neat level! The custom enemies are actually suuuper neat and adorable, and they're used and combined in interesting ways. I really like the enemy that shoots the wave of explosions, it's used in some pretty neat rooms and it's interesting to work around. I'm not sure if I like how the Noble Nickels were hidden, though - 2 out of 3 are behind breakable walls that took me a couple playthroughs to even realize they were there. Both the miniboss and boss were impressive and a lot of fun to fight, and the level's just fun in general. I don't like the final stretch before the boss, though, with the moving mushroom platform - it's a HUGE pain to try and kill the mushroom Mets while trying to stay caught up with the platform. I feel like better enemy choice would have made the section more fluid and fun. I still really like most of the level, though, it's just super fun and creative.&lt;br /&gt;
|pyroscore = 38&lt;br /&gt;
|spdesign = 11&lt;br /&gt;
|spfun = 7&lt;br /&gt;
|spcreativity = 10&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = That level really felt like something out of a fangame. The custom enemies were great, and the bouncing mushroom gimmick was executed very well! The small bouncing mushrooms were placed in ways that were fun without being too hard for the level. The big ones went fast enough to keep you on your toes, but slow enough that you could catch up to it if you fell behind. The stage was a LITTLE bit too short, though. Truffle Man himself looks really cool, and the fight is fun, but that laser attack takes up a bit too much space. Overall though, fantastic level!Awesome job!&lt;br /&gt;
|jupiscore = 45&lt;br /&gt;
|jhdesign = 14&lt;br /&gt;
|jhfun = 7&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = Pretty nice level! I like the mushroom-themed enemies and how they behave, though I'm kinda sad the level forgot about two of its enemies after the first room :c. Aside from that it's pretty consistent and has a nice flow to it. I like the midboss, but I have some problems with Truffle Man himself. Aside from his buster dealing a lot of damage and often chasing me down after I thought I had already dodged it (since every bullet homes individually, rather than it being a streak of 3 in the same direction), he limits off the arena, often causing the player to be right next to him (which is not where you wanna be when a robot mushroom is tossing peas at you). I think he could've been more interesting if he utilised the pollen bombs from some of the enemies in the level instead of cutting off parts of the arena. The level itself is mostly fine, though I'm not a fan of the last section before the boss. The truffle mets on those platforms have to be taken out quickly or else the player will miss their ride. Placing a non-shielded enemy on the ride would've made getting back on the platform more reliable to accomplish. Overall this stage doesn't do much, but it has a nice theme and is fun to play.&lt;br /&gt;
|enjlscore = 31&lt;br /&gt;
|endesign = 7&lt;br /&gt;
|enfun = 7&lt;br /&gt;
|encreativity = 8&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = It's a pretty good level. The stage layout is actually very solid, however there are some issues, such as with certain enemies being too difficult to avoid, or Noble Nickels that are too hard to find. I liked the mushroom enemies too. Other than that, there's not much else that's considerably interesting in this stage, but it's still one I enjoy.&lt;br /&gt;
|garirryscore = 35&lt;br /&gt;
|gadesign = 9&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 9&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|ace = &amp;quot;So here comes this level, feeling like it is straight out of one of the official games, more or less. Good stuff.&lt;br /&gt;
The minor negatives to the stage? I think the colour palette is a bit drab and boring, the Spring Mushrooms and Enemy Mushrooms should've at least been different colours to help lessen confusion between what is an enemy and a gimmick, and I felt like it was very bizarre that the Mid-Boss has a greater range of attacks than the Robot Master.&lt;br /&gt;
The weirdest bit of the stage? The single, solitary Katonbyon from Mega Man 6 that shows up. Randomly. And isn't used again. I do not get it.&lt;br /&gt;
&lt;br /&gt;
Bare in mind, this is all minor, very nitpicky stuff. I guess the only real issue here - is it is not the most creative stage out there. This stage gets enemy and gimmick conveyance spot on, the themeing is completely consistent and well joined, strange dragonflies aside, and finally - it makes full use of every gimmick to its full effect. Maybe not every enemy, but certainly the gimmicks.&lt;br /&gt;
&lt;br /&gt;
I have a slight issue with the master - the fact that lasers are suddenly introduced to the stage is a bit off-putting and confusing, but this is yet again, a nitpick. He seems pretty difficult, but feels pretty fair once you get used to him.&lt;br /&gt;
&lt;br /&gt;
As far as good Mega Man levels go, this counts, and in my opinion ticks every box. Great work.&amp;quot;&lt;br /&gt;
|acescore = 41&lt;br /&gt;
|asdesign = 15&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 10&lt;br /&gt;
|asaesthetics = 5&lt;br /&gt;
|asfunction = 2&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 9}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 9 (MaGMML2)]][[Category:Stages with Collectables]][[Category:lung_]][[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>Hollowaytape</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Misty_Lake&amp;diff=4564</id>
		<title>Misty Lake</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Misty_Lake&amp;diff=4564"/>
				<updated>2018-05-11T18:35:29Z</updated>
		
		<summary type="html">&lt;p&gt;Hollowaytape: Initial stub article&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= Misty Lake&lt;br /&gt;
|rank = 18th&lt;br /&gt;
|image= [[File:MAGMML2-18-Misty-Lake.png|200px]]&lt;br /&gt;
|caption=&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[notencore]]&lt;br /&gt;
|composer=Danooctl&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 42&lt;br /&gt;
|judge2 = 33&lt;br /&gt;
|judge3 = 44&lt;br /&gt;
|judge4 = 40&lt;br /&gt;
|judge5 = 30&lt;br /&gt;
|totalscore = 37.8&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5&lt;br /&gt;
|enemies = &lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = [[Cirno]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = ??&lt;br /&gt;
|location = [[Tier 9 (MaGMML2)|Tier 9]]&lt;br /&gt;
|previous = [[Bond Man]]&lt;br /&gt;
|next = [[Donut Observation Center]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Thanks for playing my level!|[[notencore]]|In-level comment box.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Misty Lake is the 18th place entry in '''Make a Good Mega Man Level 2.''' The design is based around fragile ice blocks. The level presents [[Chill Man]] in the boss introduction, but [[Cirno]] appears as the true boss instead.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = cirno jokes because its vldc9 LOL. Wait. Memes aside, this is a pretty nice level! I like the difficulty curve and design in general, and I like how you introduced the snow birds, then the chill blocks, and then combined them both in the final stretch. The boss fight with Cirno is pretty good, too, though the icicle attack can be quite tough to dodge sometimes. Also, the Chill Man water ice block spawner things can be a bit buggy sometimes and accidentally spawn two chill blocks, but it's not really a huge issue or anything. Honestly, I feel like more could have been done with the Chill Block gimmick in general, because I don't really think the snow owl gimmick really changes the gameplay THAT much, though it is pretty cute. But what is here is pretty solidly built, and it's a good level overall.&lt;br /&gt;
|pyroscore = 33&lt;br /&gt;
|spdesign = 9&lt;br /&gt;
|spfun = 7&lt;br /&gt;
|spcreativity = 7&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = Nice level you got there! It played really nicely and overall it felt like a Mega Man stage. Also, I think it was the only stage where I could get all of the Noble Nickels on my first try! I didn't really like the placements of the squid enemies, they destroyed the ice blocks before I could attack them. The level was pretty cool (see what I did there? XDDDD) until the boss. The boss itself was fine, but you can die after you kill it, which is a big no-no.&lt;br /&gt;
|jupiscore = 34&lt;br /&gt;
|jhdesign = 10&lt;br /&gt;
|jhfun = 8&lt;br /&gt;
|jhcreativity = 7&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = I love how this level progresses between different areas! Watching the world around you slowly transform really adds to the experience and the flow of the level. While I think the level somewhat suffered in its Design under the guidelines set by its aesthetic, it still was a lot of fun to play and it had some nice ideas which I liked seeing used and re-used later on. My main point of criticism with this stage is its rompy nature and how it feels like it didn't use the elements it introduced to its fullest potential. The difficulty curve in the level is fine, though I found the ending stretch to be less of a challenge than the minibosses (though maybe I'm just horrible at fighting them). I also thought that the snow which is dropped onto the stage is harmful due to its size the way it sticks out, so I often took cover when I first played the stage and thought of it as a clever idea, just to later find out I was roleplaying around a non-existent threat... I also managed to get the boss to crash on me and figured out that dying causes ice cubes to duplicate on the next playthrough, which is rather unfortunate. Either way, lots of fun to play!&lt;br /&gt;
|enjlscore = 34&lt;br /&gt;
|endesign = 10&lt;br /&gt;
|enfun = 8&lt;br /&gt;
|encreativity = 7&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = It's a nice little level. The level design is actually surprisingly good, and I like how the snow actually makes precise jumps easy to do. Other than that, some parts of the stage get a bit boring, and one of the Noble Nickels appears to be impossible to get without dying. A fun stage, nothing else to say though.&lt;br /&gt;
|garirryscore = 39&lt;br /&gt;
|gadesign = 12&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 11&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|ace = &amp;quot;Er... hi Dev-kit.. boss? I guess? Oh he's gone. Nevermind!&lt;br /&gt;
I love the idea of this frozen medieval town, it's actually a nice unique setting for an ice stage rather than your standard cavern that Mega Man usually uses, a very refreshing change of pace!&lt;br /&gt;
&lt;br /&gt;
Theming was on point here, the enemies all worked well and suited the environment. Although I'm not sure why only one copy of certain enemies appear in the level, it was very strange.&lt;br /&gt;
You managed to take into account that the Chill Man blocks don't respawn.. and do it in a really clever way - them popping out of the water is exactly the way to ensure that the player does not get stuck when they fail the platforming test, outside of the Noble Nickel attempts. This is fine.&lt;br /&gt;
These ice blocks are unfortunately, fairly glitchy. I had several of them bug out quite badly, such as creating multiple of them at once. There is also a segment of the stage where simply traversing back through a screen gets your killed, since a gimmick spawns in on top of you. Ouch. I am not sure what the point of the owl enemies were, I think maybe the trail they leave behind should've been ice rather than snow, as it has no real hinderance to the player.&lt;br /&gt;
&lt;br /&gt;
Your highlight was the boss I think. I'm guessing it's from a franchise I haven't played before rather than an original character (do not steal!), but you've merged bullet hell with Mega Man in a, frankly brilliant fashion. Once you've learnt the pattern, she is very fun to fight.&lt;br /&gt;
&lt;br /&gt;
Really solid, fun stage here, let down by the glitchy implementation of the new assets.&amp;quot;&lt;br /&gt;
|acescore = 30&lt;br /&gt;
|asdesign = 15&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 10&lt;br /&gt;
|asaesthetics = 9&lt;br /&gt;
|asfunction = 2&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 9}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 9 (MaGMML2)]][[Category:Stages with Collectables]][[Category:notencore]][[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>Hollowaytape</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MAGMML2-18-Misty-Lake.png&amp;diff=4563</id>
		<title>File:MAGMML2-18-Misty-Lake.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MAGMML2-18-Misty-Lake.png&amp;diff=4563"/>
				<updated>2018-05-11T18:25:35Z</updated>
		
		<summary type="html">&lt;p&gt;Hollowaytape: Misty Lake screenshot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Misty Lake screenshot.&lt;/div&gt;</summary>
		<author><name>Hollowaytape</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Rad_Gravity&amp;diff=4562</id>
		<title>Rad Gravity</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Rad_Gravity&amp;diff=4562"/>
				<updated>2018-05-11T18:12:28Z</updated>
		
		<summary type="html">&lt;p&gt;Hollowaytape: Fix previous/next&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= Rad Gravity&lt;br /&gt;
|rank = 16th&lt;br /&gt;
|image= [[File:MAGMML2-16.png|200px]]&lt;br /&gt;
|caption=&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Renhoek]]&lt;br /&gt;
|composer=&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 42&lt;br /&gt;
|judge2 = 33&lt;br /&gt;
|judge3 = 44&lt;br /&gt;
|judge4 = 40&lt;br /&gt;
|judge5 = 30&lt;br /&gt;
|totalscore = 37.8&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 2&lt;br /&gt;
|enemies = &lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = [[Groovity Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Gravity Man (Remix)&lt;br /&gt;
|location = [[Tier 9 (MaGMML2)|Tier 9]]&lt;br /&gt;
|previous = [[Donut Observation Center]]&lt;br /&gt;
|next = [[Sector Upsilon 6]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|[[Nitro Man]] has the ability to literally drive you up the wall, hold up and press jump to activate him.|[[Renhoek]]|In-level comment box.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Rad Gravity is the 16th place entry in '''Make a Good Mega Man Level 2.''' Though based around [[Gravity Man]]'s stage, it uses an entirely different gravity-based mechanic than the familiar gravity switches. Once you rescue [[Nitro Man]], he tags along as a sidekick and you can use him to drive on walls and ceilings. The stage ends with a fight against [[Groovity Man]], running around a small planetoid taken from the Raphael Raven boss fight from Yoshi's Island.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Man Nitro Man is just soooo janky to control hahahahaha. I had a really hard time getting used to controlling him - and it doesn't help that there isn't really much opportunity to experiment - but once you get the hang of him, this level is pretty great! I love how open it is and all the slopes are everywhere, because it allows you to have a ton of fun just biking around as Nitro Man. However, I really don't think the design is perfect, because there's a couple instances where going too fast will slam you into an enemy or spikes. It doesn't help that Nitro Man's jumping can sometimes at random just send you flying some place you don't want to go to. I feel like it would have controlled better if Nitro Man had a flat speed he drove at rather than him accelerating to like 6000 mph. There's some really creative uses of the mechanic, though - the second Hot Dog fight comes to mind, even though it's a bit finicky to actually get the intended way going. And hooooly crap the boss is freaking amazing. I basically spent the whole fight with Gravity Man just gawking at how crazy the tech is. My only issue with it I think is that I don't think the orbiting physics for your shot make very much sense, and they could have been improved so that you'd have an easier time hitting Gravity Man from far away. Overall really fun, but extremely janky. Also -50 Points for not giving Kamek his laugh sound effect, smh.&lt;br /&gt;
|pyroscore = 42&lt;br /&gt;
|spdesign = 12&lt;br /&gt;
|spfun = 9&lt;br /&gt;
|spcreativity = 15&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 2&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = Argh!!! This level had so much potential!!!!! I can tell a lot of effort was put into everything here: Nitro Man, the custom Hot Dogs, and especially the boss. However, the Nitro Man playable was hard to get used to and felt clunky, so it was actually easier for me to NOT use him if I didn't have to (the stage was designed so that he wasn't required in most places, besides 1 or 2 specific spots). The Green Hot Dog's attacks are nearly impossible to dodge in the small space you're provided. The stage itself was pretty disappointing, but that boss, oh MAN that boss. I've seen some really cool bosses in this contest so far, but this boss is fun, engaging, and probably my favorite out of them all! I have no idea how you took Raphael the Raven from Yoshi's Island and managed to make him work in a Mega Man game, but you did! The graphics and background look great, and the battle functions very well! Awesome job!&lt;br /&gt;
|jupiscore = 33&lt;br /&gt;
|jhdesign = 8&lt;br /&gt;
|jhfun = 4&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 3&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = This level is so much fun to play hahaha! Just driving around aimlessly at high speeds feels super great and I love how you can drive up the walls and ceiling. The boss is super impressive but also quite hard to fully understand due to the way the stage is rotated. I also often found myself in situations where I had to take damage from him, as both a projectile and Groovity Man himself came charging at me at the same time. As for the stage itself I feel like the first checkpoint is pretty early in. Later I understood that it is so you can return with Nitro Man to get the Nickel (even though I got it without him initially whoops), but returning to save Nitro Man after a death just feel like the stage is keeping me from having fun (driving into spikes again). Super cool stage, very expansive, lots of fun and technically super impressive! Great work!&lt;br /&gt;
|enjlscore = 44&lt;br /&gt;
|endesign = 11&lt;br /&gt;
|enfun = 9&lt;br /&gt;
|encreativity = 15&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I am seriously impressed by how interesting this level is. All the concepts were absolutely amazing and the boss fight was very ingenious. However, this level has many problems. One of them is that the level design isn't well adapted for extremely fast movement when you're on Nitro Man, so you'd frequently slam into enemies and spikes you can barely avoid. Additionally, this stage is extremely buggy, with Nitro Man's controls being messed up, as well as many other serious bugs. To summarise, this is a fantastic level, but it has a lot of serious problems that should have been fixed.&lt;br /&gt;
|garirryscore = 40&lt;br /&gt;
|gadesign = 10&lt;br /&gt;
|gafun = 8&lt;br /&gt;
|gacreativity = 15&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 2&lt;br /&gt;
|ace = &amp;quot;This stage is a bit nuts. The primary gimmick for this stage is absurdly cool, not going to lie, and is a bit of programming wizardry for Game Maker and the engine involved. Nitro Man would make a very fun playable character.&lt;br /&gt;
When this stage is at its best, it's pretty radical, biking about the stage, going up walls, ala some weird Mega Man / Sonic hybrid... and the boss is just - wow. This is probably the coolest boss fight boss in the contest - no joke.&lt;br /&gt;
Yet.. it's all about the execution. And this stage flops a fair bit.&lt;br /&gt;
This stage does not get off to the best start - if you can survive grabbing the first Nickel... it's a pretty obscure method, let me tell you.&lt;br /&gt;
&lt;br /&gt;
I feel one of your biggest problems is that your gimmick introduction for Nitro Man is.. bad. Very bad. This is one of the weirdest gimmicks yet, but death is introduced only a screen after he is introduced - this gimmick requires a completely alien control scheme to Mega Man, and for a Mega Man player to understand Sonic-style physics... these are so alien to the series that a larger variety, and indeed series of warm up challenges is required. &lt;br /&gt;
Indeed, if you are supposed to pass the first set of spikes without Wheel Cutter, I did not find a way. (And if Wheel Cutter is the intended method.. erm... it's weird that you'd force it on the player here and no-where else.)&lt;br /&gt;
&lt;br /&gt;
This is not helped by the fact of, I'm sorry to say, the controls for this gimmick are awful. I mean, I'm not sure if it's a glitch, but I have ended up with the left arrow making me run right. And the fact up and down is used to move along walls, when the Sonic series sticks to just left and right to simplify things. This leads to the gimmick feeling really inconsistent, and really annoying to player. I know not much else could be done about this, but getting on and off Nitro Man is really awkward and unnatural. Last major issue with the gimmick as implemented - he cannot be summoned whilst Mega Man is next to a wall. This is so awkward, and downright hinders the later Mid Boss challenge.&lt;br /&gt;
&lt;br /&gt;
Bare in mind, just as the player is starting to get the groove of the gimmick, you throw a Mid Boss at them. A Mid Boss that sends out what is basically undodgeable waves of attacks. Again, I have no idea if the intended method is to use Nitro Man to dodge this bout of fireballs or not, but the alternative appears to be sitting there tanking damage, mostly due to the small amount of floor you are allowed, it's really hard to get on Nitro Man during the midst of battle.. I really think this enemy hurts the stage more than just not having one. Probably a circular room or something as you ride up and down the wall would've worked here rather than the seriously cramped quarters you are dealing with. Yeah, this thing is just bad, and probably most of that is the execution.&lt;br /&gt;
&lt;br /&gt;
So, all this is happening, you speed along, the rest of the stage is fine, if a bit awkward thanks to the way Nitro Man controls. It has some real highs here and there.&lt;br /&gt;
Then we meet the Robot Master. Groovity Man is awesome. The fight is original, and I would never have expected to see such magic in a Mega Man fangame.&lt;br /&gt;
He's difficult, but learnable, but he has a habit of combing attacks in ways that - even after about 6 fights with him, I have no idea how to dodge. Is this just something else obscure? It got annoying. I don't mind dying, I do mind when there is no obvious solution to dodge something. I also got rather sick of the cut scene after a couple of attempts. It was cute the first time, not so much the others.&lt;br /&gt;
&lt;br /&gt;
There is a second Nickel in the stage. This one is by far and away - the most obscure one in the entire contest. I ended up replaying this stage a fair amount and not finding it, so I will drop one hint here - in one of the rooms - the portions of the background are not solid. And Nitro Man does not apply to finding the room the Nickel is in.&lt;br /&gt;
This is a stage with an amazing concept and some real magic behind the scenes - but it's not exactly fun. It's a good example of ideas requiring the execution to pull out a real winner.&amp;quot;&lt;br /&gt;
|acescore = 30&lt;br /&gt;
|asdesign = 4&lt;br /&gt;
|asfun = 6&lt;br /&gt;
|ascreativity = 15&lt;br /&gt;
|asaesthetics = 4&lt;br /&gt;
|asfunction = 1&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 9}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 9 (MaGMML2)]][[Category:Stages with Collectables]][[Category:Renhoek]][[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>Hollowaytape</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Rad_Gravity&amp;diff=4561</id>
		<title>Rad Gravity</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Rad_Gravity&amp;diff=4561"/>
				<updated>2018-05-11T18:09:41Z</updated>
		
		<summary type="html">&lt;p&gt;Hollowaytape: Initial stub article&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= Rad Gravity&lt;br /&gt;
|rank = 16th&lt;br /&gt;
|image= [[File:MAGMML2-16.png|200px]]&lt;br /&gt;
|caption=&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Renhoek]]&lt;br /&gt;
|composer=&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 42&lt;br /&gt;
|judge2 = 33&lt;br /&gt;
|judge3 = 44&lt;br /&gt;
|judge4 = 40&lt;br /&gt;
|judge5 = 30&lt;br /&gt;
|totalscore = 37.8&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 2&lt;br /&gt;
|enemies = &lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = [[Groovity Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Gravity Man (Remix)&lt;br /&gt;
|location = [[Tier 9 (MaGMML2)|Tier 9]]&lt;br /&gt;
|previous = &lt;br /&gt;
|next = [[Cardinal Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|[[Nitro Man]] has the ability to literally drive you up the wall, hold up and press jump to activate him.|[[Renhoek]]|In-level comment box.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Rad Gravity is the 16th place entry in '''Make a Good Mega Man Level 2.''' Though based around [[Gravity Man]]'s stage, it uses an entirely different gravity-based mechanic than the familiar gravity switches. Once you rescue [[Nitro Man]], he tags along as a sidekick and you can use him to drive on walls and ceilings.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Man Nitro Man is just soooo janky to control hahahahaha. I had a really hard time getting used to controlling him - and it doesn't help that there isn't really much opportunity to experiment - but once you get the hang of him, this level is pretty great! I love how open it is and all the slopes are everywhere, because it allows you to have a ton of fun just biking around as Nitro Man. However, I really don't think the design is perfect, because there's a couple instances where going too fast will slam you into an enemy or spikes. It doesn't help that Nitro Man's jumping can sometimes at random just send you flying some place you don't want to go to. I feel like it would have controlled better if Nitro Man had a flat speed he drove at rather than him accelerating to like 6000 mph. There's some really creative uses of the mechanic, though - the second Hot Dog fight comes to mind, even though it's a bit finicky to actually get the intended way going. And hooooly crap the boss is freaking amazing. I basically spent the whole fight with Gravity Man just gawking at how crazy the tech is. My only issue with it I think is that I don't think the orbiting physics for your shot make very much sense, and they could have been improved so that you'd have an easier time hitting Gravity Man from far away. Overall really fun, but extremely janky. Also -50 Points for not giving Kamek his laugh sound effect, smh.&lt;br /&gt;
|pyroscore = 42&lt;br /&gt;
|spdesign = 12&lt;br /&gt;
|spfun = 9&lt;br /&gt;
|spcreativity = 15&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 2&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = Argh!!! This level had so much potential!!!!! I can tell a lot of effort was put into everything here: Nitro Man, the custom Hot Dogs, and especially the boss. However, the Nitro Man playable was hard to get used to and felt clunky, so it was actually easier for me to NOT use him if I didn't have to (the stage was designed so that he wasn't required in most places, besides 1 or 2 specific spots). The Green Hot Dog's attacks are nearly impossible to dodge in the small space you're provided. The stage itself was pretty disappointing, but that boss, oh MAN that boss. I've seen some really cool bosses in this contest so far, but this boss is fun, engaging, and probably my favorite out of them all! I have no idea how you took Raphael the Raven from Yoshi's Island and managed to make him work in a Mega Man game, but you did! The graphics and background look great, and the battle functions very well! Awesome job!&lt;br /&gt;
|jupiscore = 33&lt;br /&gt;
|jhdesign = 8&lt;br /&gt;
|jhfun = 4&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 3&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = This level is so much fun to play hahaha! Just driving around aimlessly at high speeds feels super great and I love how you can drive up the walls and ceiling. The boss is super impressive but also quite hard to fully understand due to the way the stage is rotated. I also often found myself in situations where I had to take damage from him, as both a projectile and Groovity Man himself came charging at me at the same time. As for the stage itself I feel like the first checkpoint is pretty early in. Later I understood that it is so you can return with Nitro Man to get the Nickel (even though I got it without him initially whoops), but returning to save Nitro Man after a death just feel like the stage is keeping me from having fun (driving into spikes again). Super cool stage, very expansive, lots of fun and technically super impressive! Great work!&lt;br /&gt;
|enjlscore = 44&lt;br /&gt;
|endesign = 11&lt;br /&gt;
|enfun = 9&lt;br /&gt;
|encreativity = 15&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I am seriously impressed by how interesting this level is. All the concepts were absolutely amazing and the boss fight was very ingenious. However, this level has many problems. One of them is that the level design isn't well adapted for extremely fast movement when you're on Nitro Man, so you'd frequently slam into enemies and spikes you can barely avoid. Additionally, this stage is extremely buggy, with Nitro Man's controls being messed up, as well as many other serious bugs. To summarise, this is a fantastic level, but it has a lot of serious problems that should have been fixed.&lt;br /&gt;
|garirryscore = 40&lt;br /&gt;
|gadesign = 10&lt;br /&gt;
|gafun = 8&lt;br /&gt;
|gacreativity = 15&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 2&lt;br /&gt;
|ace = &amp;quot;This stage is a bit nuts. The primary gimmick for this stage is absurdly cool, not going to lie, and is a bit of programming wizardry for Game Maker and the engine involved. Nitro Man would make a very fun playable character.&lt;br /&gt;
When this stage is at its best, it's pretty radical, biking about the stage, going up walls, ala some weird Mega Man / Sonic hybrid... and the boss is just - wow. This is probably the coolest boss fight boss in the contest - no joke.&lt;br /&gt;
Yet.. it's all about the execution. And this stage flops a fair bit.&lt;br /&gt;
This stage does not get off to the best start - if you can survive grabbing the first Nickel... it's a pretty obscure method, let me tell you.&lt;br /&gt;
&lt;br /&gt;
I feel one of your biggest problems is that your gimmick introduction for Nitro Man is.. bad. Very bad. This is one of the weirdest gimmicks yet, but death is introduced only a screen after he is introduced - this gimmick requires a completely alien control scheme to Mega Man, and for a Mega Man player to understand Sonic-style physics... these are so alien to the series that a larger variety, and indeed series of warm up challenges is required. &lt;br /&gt;
Indeed, if you are supposed to pass the first set of spikes without Wheel Cutter, I did not find a way. (And if Wheel Cutter is the intended method.. erm... it's weird that you'd force it on the player here and no-where else.)&lt;br /&gt;
&lt;br /&gt;
This is not helped by the fact of, I'm sorry to say, the controls for this gimmick are awful. I mean, I'm not sure if it's a glitch, but I have ended up with the left arrow making me run right. And the fact up and down is used to move along walls, when the Sonic series sticks to just left and right to simplify things. This leads to the gimmick feeling really inconsistent, and really annoying to player. I know not much else could be done about this, but getting on and off Nitro Man is really awkward and unnatural. Last major issue with the gimmick as implemented - he cannot be summoned whilst Mega Man is next to a wall. This is so awkward, and downright hinders the later Mid Boss challenge.&lt;br /&gt;
&lt;br /&gt;
Bare in mind, just as the player is starting to get the groove of the gimmick, you throw a Mid Boss at them. A Mid Boss that sends out what is basically undodgeable waves of attacks. Again, I have no idea if the intended method is to use Nitro Man to dodge this bout of fireballs or not, but the alternative appears to be sitting there tanking damage, mostly due to the small amount of floor you are allowed, it's really hard to get on Nitro Man during the midst of battle.. I really think this enemy hurts the stage more than just not having one. Probably a circular room or something as you ride up and down the wall would've worked here rather than the seriously cramped quarters you are dealing with. Yeah, this thing is just bad, and probably most of that is the execution.&lt;br /&gt;
&lt;br /&gt;
So, all this is happening, you speed along, the rest of the stage is fine, if a bit awkward thanks to the way Nitro Man controls. It has some real highs here and there.&lt;br /&gt;
Then we meet the Robot Master. Groovity Man is awesome. The fight is original, and I would never have expected to see such magic in a Mega Man fangame.&lt;br /&gt;
He's difficult, but learnable, but he has a habit of combing attacks in ways that - even after about 6 fights with him, I have no idea how to dodge. Is this just something else obscure? It got annoying. I don't mind dying, I do mind when there is no obvious solution to dodge something. I also got rather sick of the cut scene after a couple of attempts. It was cute the first time, not so much the others.&lt;br /&gt;
&lt;br /&gt;
There is a second Nickel in the stage. This one is by far and away - the most obscure one in the entire contest. I ended up replaying this stage a fair amount and not finding it, so I will drop one hint here - in one of the rooms - the portions of the background are not solid. And Nitro Man does not apply to finding the room the Nickel is in.&lt;br /&gt;
This is a stage with an amazing concept and some real magic behind the scenes - but it's not exactly fun. It's a good example of ideas requiring the execution to pull out a real winner.&amp;quot;&lt;br /&gt;
|acescore = 30&lt;br /&gt;
|asdesign = 4&lt;br /&gt;
|asfun = 6&lt;br /&gt;
|ascreativity = 15&lt;br /&gt;
|asaesthetics = 4&lt;br /&gt;
|asfunction = 1&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 9}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 9 (MaGMML2)]][[Category:Stages with Collectables]][[Category:Renhoek]][[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>Hollowaytape</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MAGMML2-16.png&amp;diff=4560</id>
		<title>File:MAGMML2-16.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MAGMML2-16.png&amp;diff=4560"/>
				<updated>2018-05-11T17:45:28Z</updated>
		
		<summary type="html">&lt;p&gt;Hollowaytape: Screenshot for Rad Gravity.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot for Rad Gravity.&lt;/div&gt;</summary>
		<author><name>Hollowaytape</name></author>	</entry>

	</feed>