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		<id>http://magmmlcontest.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Murphmario</id>
		<title>Make a Good Mega Man Level Contest - User contributions [en]</title>
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		<updated>2026-06-09T10:21:26Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Btd%27nhan&amp;diff=20351</id>
		<title>Btd'nhan</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Btd%27nhan&amp;diff=20351"/>
				<updated>2022-07-06T09:29:34Z</updated>
		
		<summary type="html">&lt;p&gt;Murphmario: /* Trivia */ Spelling errors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#D82800&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= Btd'nhan&lt;br /&gt;
|image=[[File:Wily2 JupiBoss.png]]&lt;br /&gt;
|caption=&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number= &lt;br /&gt;
|designer= JupiHornet &lt;br /&gt;
|programmer= Ethervil&lt;br /&gt;
|gender=&lt;br /&gt;
|eyecolor = White&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Flame&lt;br /&gt;
|weak=[[Grab Buster]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Classic Castle]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Boss That Doesn't Have A Name''', or '''Btd'nhan''' for short, is a boss in ''[[Make a Good Mega Man Level 2]]''. It appears at the end of [[Classic Castle]], the second stage of the Wily Star II. It is a smiling, but otherwise featureless, blob of darkness that glows red.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
Btd'nhan follows a pattern with its attacks. It will do the following attacks in this order:&lt;br /&gt;
* Drops to the bottom-right corner and fires three balls of energy at different speeds; top one is fastest, bottom is medium speed, and middle is slowest. After this, it moves across the screen and back up to the top and center of the screen.&lt;br /&gt;
* Summons two balls of energy on either side of it that fire balls straight down. This can be avoided by standing underneath Btd'nhan. After this, it descends straight down and off the screen.&lt;br /&gt;
* Throws several bombs that track your position; they leave flames where they explode. After this, it returns to the top-right corner.&lt;br /&gt;
* Summons several smaller versions of itself that home in on you. These can be destroyed with a single Buster shot.&lt;br /&gt;
* Repeat.&lt;br /&gt;
&lt;br /&gt;
== Damage Table ==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/2/3&lt;br /&gt;
| hornet = 1&lt;br /&gt;
| jewel = 0&lt;br /&gt;
| grab = 5&lt;br /&gt;
| triple = 2&lt;br /&gt;
| slash = 2&lt;br /&gt;
| wheel = 1&lt;br /&gt;
| sakugarne = 2&lt;br /&gt;
| wire = 1&lt;br /&gt;
| arrow = 1&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Btd'nhan's design and attacks were based off the boss of a ''Geometry Dash'' fan level named [https://www.youtube.com/watch?v=3BybCs6GFXk&amp;amp;feature=youtu.be&amp;amp;t=41s Volcanic Rush].&lt;br /&gt;
* Btd'nhan deals 2 damage with its attacks and takes 5 damage from Grab Buster because JupiHornet was worried it would be too difficult. However, he noted [https://www.youtube.com/watch?v=csQhJIzTesU in his LP of the level] that this actually may have made it too easy.&lt;br /&gt;
* In his LP, Ethervil revealed that he and Jupi had planned to have a sprite artist design sprites for the boss, but they ran out of time to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Fortress Guardian]][[Category:Wily Star]]&lt;/div&gt;</summary>
		<author><name>Murphmario</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Mega_Man_III&amp;diff=20288</id>
		<title>Mega Man III</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Mega_Man_III&amp;diff=20288"/>
				<updated>2022-05-02T02:46:44Z</updated>
		
		<summary type="html">&lt;p&gt;Murphmario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfo &lt;br /&gt;
|title=Mega Man III&lt;br /&gt;
|image=[[File:MegamanIII_box.jpg|256px]]&lt;br /&gt;
|caption=''Mega Man III'' North American boxart&lt;br /&gt;
|developer=Minakuchi Engineering&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|director=&lt;br /&gt;
|producer= &lt;br /&gt;
|designer=&lt;br /&gt;
|programmer= &lt;br /&gt;
|artist= &lt;br /&gt;
|writer= &lt;br /&gt;
|composer=&lt;br /&gt;
|series=Mega Man Classic&lt;br /&gt;
|platforms=Game Boy&lt;br /&gt;
|releasedate=December 11, 1992&lt;br /&gt;
|rerelease= &lt;br /&gt;
|version= &lt;br /&gt;
|genre=Action / Platform &lt;br /&gt;
|modes= &lt;br /&gt;
|media=Physical cartridge, digital download&lt;br /&gt;
|input= &lt;br /&gt;
}}&lt;br /&gt;
'''''Mega Man III''''' is the third classic ''Mega Man'' game on the Game Boy. Being developed once again by the team that developed ''[[Mega Man: Dr. Wily's Revenge]]'', the game fixes the issues ''[[Mega Man II]]'' brought to the Game Boy series, while also expanding on that game's innovations. Keeping up with [[Mega Man]]'s abilities in the NES games, the ability to charge the [[Mega Buster]] has now been added. The order of stages has also been changed: After clearing the stages belonging to the four Robot Masters from ''[[Mega Man 3]]'' not encountered in ''Mega Man II'', Mega Man goes through a brief fortress stage ending with a battle against a [[Giant Suzy]], and is then taken to a second stage select where he must defeat four Robot Masters from ''[[Mega Man 4]]'' in their own stages, similar to what ''Mega Man II'' did in its first fortress stage. After that, a miniature stage consisting solely of a fight against the second Mega Man Killer, [[Punk]], plays out before Mega Man is finally able to go through a single (very lengthy) Wily stage and take down [[Dr. Wily]].&lt;br /&gt;
&lt;br /&gt;
==Representation in ''MaGMML''==&lt;br /&gt;
While the game is much more polished than ''II'', ''Mega Man III'' still only has about as much original content as ''Dr. Wily's Revenge'' (if not less), and as a result, its representation in the ''MaGMML'' series is minor.&lt;br /&gt;
&lt;br /&gt;
===Devkit Assets===&lt;br /&gt;
====Enemies====&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;&lt;br /&gt;
!&lt;br /&gt;
!Enemy&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BubukanMK-II.png|center]]&lt;br /&gt;
|[[Bubukan MK-II]]{{3}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PickelmanDada.png|center]]&lt;br /&gt;
|[[Pickelman Dada]]{{3}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bosses====&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;&lt;br /&gt;
!&lt;br /&gt;
!Boss&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3_GiantSuzy.png|center]]&lt;br /&gt;
|[[Giant Suzy]]{{3}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3_Punk.png|center]]&lt;br /&gt;
|[[Punk]]{{3}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*Punk appears as an NPC in both ''[[Make a Good Mega Man Level 2]]'' and ''[[Make a Good Mega Man Level: Episode Zero]]'', appearing in the [[Tier 4 (MaGMML2)|Tier 4]] hub and [[Dr. Wily's Secret Bunker]], respectively.&lt;br /&gt;
*In ''[[Make a Good 48 Hour Mega Man Level]]'', it's possible to switch to a different weapon while an enemy is stunned by [[Spark Shock]], a feature which is also present in this game.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{OfficialGames}}&lt;br /&gt;
[[Category:Official Games]]&lt;/div&gt;</summary>
		<author><name>Murphmario</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Mega_Man_III&amp;diff=20287</id>
		<title>Mega Man III</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Mega_Man_III&amp;diff=20287"/>
				<updated>2022-05-02T02:46:13Z</updated>
		
		<summary type="html">&lt;p&gt;Murphmario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfo &lt;br /&gt;
|title=Mega Man III&lt;br /&gt;
|image=[[File:MegamanIII_box.jpg|256px]]&lt;br /&gt;
|caption=''Mega Man III'' North American boxart&lt;br /&gt;
|developer=Minakuchi Engineering&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|director=&lt;br /&gt;
|producer= &lt;br /&gt;
|designer=&lt;br /&gt;
|programmer= &lt;br /&gt;
|artist= &lt;br /&gt;
|writer= &lt;br /&gt;
|composer=&lt;br /&gt;
|series=Mega Man Classic&lt;br /&gt;
|platforms=Game Boy&lt;br /&gt;
|releasedate=December 11, 1992&lt;br /&gt;
|rerelease= &lt;br /&gt;
|version= &lt;br /&gt;
|genre=Action / Platform &lt;br /&gt;
|modes= &lt;br /&gt;
|media=Physical cartridge, digital download&lt;br /&gt;
|input= &lt;br /&gt;
}}&lt;br /&gt;
'''''Mega Man III''''' is the third classic ''Mega Man'' game on the Game Boy. Being developed once again by the team that developed ''[[Mega Man: Dr. Wily's Revenge]]'', the game fixes the issues ''[[Mega Man II]]'' brought to the Game Boy series, while also expanding on that game's innovations. Keeping up with [[Mega Man]]'s abilities in the NES games, the ability to charge the [[Mega Buster]] has now been added. The order of stages has also been changed: After clearing the stages belonging to the four Robot Masters from ''[[Mega Man 3]]'' not encountered in ''Mega Man II'', Mega Man goes through a brief fortress stage ending with a battle against a [[Giant Suzy]], and is then taken to a second stage select where he must defeat four Robot Masters from ''[[Mega Man 4]]'' in their own stages, similar to what ''Mega Man II'' did in its first fortress stage. After that, a miniature stage consisting solely of a fight against the second Mega Man Killer, [[Punk]], plays out before Mega Man is finally able to go through a single (very lengthy) Wily stage and take down [[Dr. Wily]].&lt;br /&gt;
&lt;br /&gt;
==Representation in ''MaGMML''==&lt;br /&gt;
While the game is much more polished than ''II'', ''Mega Man III'' still only has about as much original content as ''Dr. Wily's Revenge'' (if not less), and as a result, its representation in the ''MaGMML'' series is minor.&lt;br /&gt;
&lt;br /&gt;
===Devkit Assets===&lt;br /&gt;
====Enemies====&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;&lt;br /&gt;
!&lt;br /&gt;
!Enemy&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BubukanMK-II.png|center]]&lt;br /&gt;
|[[Bubukan MK-II]]{{3}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PickelmanDada.png|center]]&lt;br /&gt;
|[[Pickelman Dada]]{{3}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bosses====&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;&lt;br /&gt;
!&lt;br /&gt;
!Boss&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3_GiantSuzy.png|center]]&lt;br /&gt;
|[[Giant Suzy]]{{3}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3_Punk.png|center]]&lt;br /&gt;
|[[Punk]]{{3}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*Punk appears as an NPC in both ''[[Make a Good Mega Man Level 2]]'' and ''[[Make a Good Mega Man Level: Episode Zero]]'', appearing in the [[Tier 4 (MaGMML2)|Tier 4]] hub and [[Dr. Wily's Secret Bunker]], respectively.&lt;br /&gt;
*In ''[[Make a Good 48 Hour Mega Man Level]]'', it's possible to switch to a different weapon while an enemy is stunned by ''[[Spark Shot]]'', a feature which is also present in this game.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{OfficialGames}}&lt;br /&gt;
[[Category:Official Games]]&lt;/div&gt;</summary>
		<author><name>Murphmario</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Toad_Man&amp;diff=20257</id>
		<title>Toad Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Toad_Man&amp;diff=20257"/>
				<updated>2022-04-20T03:45:57Z</updated>
		
		<summary type="html">&lt;p&gt;Murphmario: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#398C10&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:Toadmugshot.png|left|Toad Man's mugshot]][[File:Toadmugshot.png|right|Toad Man's mugshot]]Toad Man&lt;br /&gt;
|image=[[File:Toad.png|300px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|script=トードマン&lt;br /&gt;
|romaji=Tōdoman&lt;br /&gt;
|number=DWN-026&lt;br /&gt;
|designer=Atsushi Ootsuka&lt;br /&gt;
|programmer=[[Renhoek]]&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|at=8 (contact)&amp;lt;br&amp;gt;8 (Rain Flush)&amp;lt;br&amp;gt;4 (contact, Bubble Base battle)&amp;lt;br&amp;gt;4 (Rain Flush, Bubble Base battle)&amp;lt;br&amp;gt;4 (bubble, Bubble Base battle)&lt;br /&gt;
|weapon=[[Rain Flush]]&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Nature, Water&lt;br /&gt;
|weak=[[Slash Claw]], [[Sakugarne]]{{2}}&amp;lt;br&amp;gt;[[Break Dash]]{{3}}&amp;lt;br&amp;gt;[[Water Wave]], [[Jewel Satellite]], [[Slash Claw]]{{24H}}&amp;lt;br&amp;gt;[[Search Snake]]{{48H}}&amp;lt;br&amp;gt;[[Zap Chip]] ([[Blank Drive]]){{EZ}}&amp;lt;br&amp;gt;[[Thunder Wool]], [[Chill Spike]], [[Ice Slasher]]{{Megamix}}&lt;br /&gt;
|affiliations=Dr. Cossack&amp;lt;br&amp;gt;[[Doctor Albert W. Wily|Dr. Wily]] (formerly)&lt;br /&gt;
|stage=&lt;br /&gt;
|location='''MaGMML2:'''&amp;lt;br&amp;gt;[[Biplane Bay]]&amp;lt;br&amp;gt;[[Hardcore Parkour]]&amp;lt;br&amp;gt;'''MaG24HMML:'''&amp;lt;br&amp;gt;[[Air Trick]]&amp;lt;br&amp;gt;'''MaG48HMML:'''&amp;lt;br&amp;gt;[[Robot Recycling Center]]&amp;lt;br&amp;gt;[[Down the Drain]]&amp;lt;br&amp;gt;[[Twilight Fortress]]&amp;lt;br&amp;gt;[[Bunker 20XX]]&amp;lt;br&amp;gt;[[Toad Man's Underwater Sea Lab]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Bubble Base]]&amp;lt;br&amp;gt;[[Lily Airpad]]&lt;br /&gt;
|occupation=Irrigation Robot&amp;lt;br&amp;gt;Combat Robot&lt;br /&gt;
|OffAppear=[[Mega Man 4]]&amp;lt;br&amp;gt;[[Mega Man IV]]&amp;lt;br&amp;gt;Mega Man (Game Gear)&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]] (Boss, NPC)&amp;lt;br&amp;gt;[[Make a Good 24 Hour Mega Man Level|MaG24HMML]] (Boss)&amp;lt;br&amp;gt;[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] (Boss, NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss, NPC)&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:Toadsprite.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|GUESS WHO, FAT BOY?|Toad Man|[[Make a Good Mega Man Level: Episode Zero]].}}&lt;br /&gt;
'''Toad Man''' is a Robot Master from ''[[Mega Man 4]]''. He was an agricultural robot created by Dr. Cossack to bring rain to places suffering from droughts, only to be modified for combat by [[Doctor Albert W. Wily|Dr. Wily]] in order to defeat [[Mega Man]].&lt;br /&gt;
&lt;br /&gt;
As an NPC, Toad Man appears in ''[[Make a Good Mega Man Level]]'' in [[Tier 1 (MaGMML)|Tier 1]], and in ''[[Make a Good Mega Man Level 2]]'' in [[Tier 4 (MaGMML2)|Tier 4]]. In the latter, he also occasionally appears in the [[Dojo]], admiring the straw dummy of himself used as target practice. In ''[[Make a Good Mega Man Level: Episode Zero]]'', he appears at the start of [[Mojo Dojo]], and later appears in the completed Dojo in [[Mega City]], furious at his inability to beat the [[Mega Man]] simulation. In the latter game's end credits, a panicked Toad Man is seen jumping out of a Wargate into Dr. Cossack's Lab, where he is quickly pursued by [[Milk]] and [[Butter Nezumi]], who have followed him through the Wargate (thus explaining their presence in ''MaGMML2'').&lt;br /&gt;
&lt;br /&gt;
In ''MaGMML2'', Toad Man was included in the devkit as a premade boss. He appears in [[Hardcore Parkour]] and [[Biplane Bay]], and a modified version of him appears in [[Smed's Big Annoying Mess of a Level]] as a boss called [[Final Toad]]. He receives an upgrade in [[Hardcore Parkour]], equipping himself with the [[Sakugarne]], [[Wheel Cutter]], [[Wire Adaptor]], and [[Super Arrow]], becoming [[Toad Man's Revenge]]. After his stint in ''MaGMML2'', he appeared once again in ''[[Make a Good 24 Hour Mega Man Level]]'' as the boss of [[Air Trick]].&lt;br /&gt;
&lt;br /&gt;
Like all ''MaGMML2'' devkit bosses, Toad Man returns in the [[Megamix Engine]], and appears in the engine's Example Game, replacing [[Plant Man]] in the fifth Wily stage if the difficulty is set to Easy. Following the engine's release, he appears as a boss twice in ''MaGMML: Episode Zero''; once in a slightly modified form in [[Bubble Base]], and again in [[Lily Airpad]]. He also appears in ''[[Make a Good 48 Hour Mega Man Level]]'', in the entries [[Robot Recycling Center]] (in which there are four of him at once), [[Down the Drain]], [[Twilight Fortress]], [[Bunker 20XX]] (alongside [[Bomb Man]]), and [[Toad Man's Underwater Sea Lab]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Toad Man raises his hands and does a short belly dance. When he completes this, a damaging [[Rain Flush|screen-wide burst of acid rain]] will appear, damaging Mega Man. This can be stopped by damaging him at any point of the animation. After this, he will attempt to repeat the process. If Mega Man fires before he starts dancing, Toad Man will leap to his current location.&lt;br /&gt;
&lt;br /&gt;
In the ''MaGMML: Episode Zero'' level Bubble Base, Toad Man acts exactly the same, but will frequently shoot small bubbles that slowly travel along the ground.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable1M&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|metal=2&lt;br /&gt;
|gemini=1&lt;br /&gt;
|solar=1&lt;br /&gt;
|top=1&lt;br /&gt;
|wool=4&lt;br /&gt;
|black=1&lt;br /&gt;
|phar=1/3&lt;br /&gt;
|magic=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 2===&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/2/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|hornet=1&amp;lt;br&amp;gt;2&lt;br /&gt;
|jewel=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|grab=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|triple=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|flash=N&amp;lt;br&amp;gt;N&lt;br /&gt;
|slash=3&amp;lt;br&amp;gt;4&lt;br /&gt;
|wheel=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|sakugarne=3&amp;lt;br&amp;gt;2&lt;br /&gt;
|wire=2&amp;lt;br&amp;gt;1&lt;br /&gt;
|arrow=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|notes=Top row is damage in ''MaGMML2''; bottom row is damage from ''MaGMML2'' weapons in the Megamix Engine.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 3===&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|spark=2&lt;br /&gt;
|laser=2&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=1&lt;br /&gt;
|thunder=2&lt;br /&gt;
|break=4&lt;br /&gt;
|magnetic=1&lt;br /&gt;
|ice=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 24 Hour Mega Man Level===&lt;br /&gt;
{{Damagetable24H&lt;br /&gt;
|buster=1/2/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|water=4&amp;lt;br&amp;gt;N/A*&lt;br /&gt;
|time=N&amp;lt;br&amp;gt;N/A*&lt;br /&gt;
|super=N&amp;lt;br&amp;gt;1/1&lt;br /&gt;
|chill=2/1&amp;lt;br&amp;gt;1/4&lt;br /&gt;
|hornet=1&amp;lt;br&amp;gt;2&lt;br /&gt;
|jewel=4&amp;lt;br&amp;gt;1&lt;br /&gt;
|grab=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|triple=3&amp;lt;br&amp;gt;2&lt;br /&gt;
|wire=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|arrow=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|flash=N&amp;lt;br&amp;gt;N&lt;br /&gt;
|slash=3&amp;lt;br&amp;gt;4&lt;br /&gt;
|wheel=1&amp;lt;br&amp;gt;2&lt;br /&gt;
|sakugarne=1&amp;lt;br&amp;gt;2&lt;br /&gt;
|pakkajoe=1&amp;lt;br&amp;gt;99&lt;br /&gt;
|notes=Top row is damage in ''MaG24HMML''; bottom row is damage from ''MaG24HMML'' and ''MaGMML2'' weapons in the Megamix Engine.&amp;lt;br&amp;gt;*Not in the current build of the Megamix Engine.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 48 Hour Mega Man Level===&lt;br /&gt;
{{Damagetable48H&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|flame=2&lt;br /&gt;
|rain=1&lt;br /&gt;
|spark=2&lt;br /&gt;
|snake=5&lt;br /&gt;
|tengu=1/2/1&lt;br /&gt;
|water=2&lt;br /&gt;
|concrete=3&lt;br /&gt;
|homing=2&lt;br /&gt;
|beat=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level: Episode Zero===&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=2&lt;br /&gt;
|saber=2&lt;br /&gt;
|burst=2&lt;br /&gt;
|drive=8&lt;br /&gt;
|cutbuster=2&lt;br /&gt;
|cutsaber=2&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=2&lt;br /&gt;
|flamebuster=2&lt;br /&gt;
|flamesaber=4&lt;br /&gt;
|flameburst=4&lt;br /&gt;
|flamedrive=4&lt;br /&gt;
|icebuster=2&lt;br /&gt;
|icesaber=2&lt;br /&gt;
|iceburst=2&lt;br /&gt;
|icedrive=2&lt;br /&gt;
|zapbuster=4&lt;br /&gt;
|zapsaber=6&lt;br /&gt;
|zapburst=8&lt;br /&gt;
|zapdrive=12&lt;br /&gt;
|psybuster=2&lt;br /&gt;
|psysaber=4&lt;br /&gt;
|psyburst=2&lt;br /&gt;
|psydrive=4&lt;br /&gt;
|notes=In Lily Airpad, all weapons deal 28 damage, except Giga Crush (which deals 34 damage).&lt;br /&gt;
}}&lt;br /&gt;
===Megamix Engine===&lt;br /&gt;
{{DamagetableM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|time=N&lt;br /&gt;
|stone=1&lt;br /&gt;
|plant=1&lt;br /&gt;
|block=1&lt;br /&gt;
|ice=4&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Trivia== &lt;br /&gt;
*[[File:PinkToadMan.png|right]] A pink version of Toad Man immune to everything but the Wheel Cutter exists in ''MaGMML2'''s data. It was intended to appear in [[Inner Sanctum]] as a midboss along with [[Gravity Man]], but was scrapped. However, it can still randomly appear during gameplay if the &amp;quot;Surprise Bosses&amp;quot; [[Cheat Mode|cheat]] is enabled.&lt;br /&gt;
* In Lily Airpad, the only attack [[Zero]] possesses that will not one-hit kill Toad Man is the icicles shot out from the [[Z-Saber|Icicle Saber]], which deal 14 damage.&lt;br /&gt;
* Toad Man's weakness to Search Snake is likely related to his dislike of Snake Man, as stated in his CD Database entry in [[Mega Man &amp;amp; Bass]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 7}}&lt;br /&gt;
{{MaGMML2 Tier X}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
{{MaG24HMML}}&lt;br /&gt;
{{MaG48HMML Tier 2}}&lt;br /&gt;
{{MaG48HMML Tier 3}}&lt;br /&gt;
{{MaG48HMML Tier 7}}&lt;br /&gt;
{{MaG48HMML Tier 8}}&lt;br /&gt;
{{MaG48HMML Tier 9}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Psycho}}&lt;br /&gt;
{{MaGMMLEZ Chapter 3}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Bosses]][[Category: Robot Masters]][[Category:Devkit Bosses]]&lt;/div&gt;</summary>
		<author><name>Murphmario</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Conveyor_Mayhem&amp;diff=20256</id>
		<title>Conveyor Mayhem</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Conveyor_Mayhem&amp;diff=20256"/>
				<updated>2022-04-20T02:19:18Z</updated>
		
		<summary type="html">&lt;p&gt;Murphmario: /* 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=Conveyor Mayhem&lt;br /&gt;
|rank=23rd&lt;br /&gt;
|image=[[File:MaGMML2-23-ConveyorMayhem.png]]&lt;br /&gt;
|caption=Where should I go next?&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[Thoron]]&lt;br /&gt;
|composer=RushJet1&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Judge Order Reminder:&lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=2&lt;br /&gt;
|judge1=41&lt;br /&gt;
|judge2=34&lt;br /&gt;
|judge3=29&lt;br /&gt;
|judge4=30&lt;br /&gt;
|judge5=34&lt;br /&gt;
|totalscore=33.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=2&lt;br /&gt;
|collectables=[[File:Nickel.png|Bottom of the first large chamber, far to the left.]][[File:Nickel.png|TBD]][[File:Nickel.png|TBD]][[File:Nickel.png|TBD]][[File:Nickel.png|TBD]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[B Bitter]]&lt;br /&gt;
*[[Camon]]&lt;br /&gt;
*[[Cannon Joe]]&lt;br /&gt;
*[[Fire Boy]]&lt;br /&gt;
*[[Fire Camon]]&lt;br /&gt;
*[[Fire Cannopeller]]&lt;br /&gt;
*[[Fire Ratton]]&lt;br /&gt;
*[[Fire Telly]]&lt;br /&gt;
*[[Garyoby]]&lt;br /&gt;
*[[Hammer Joe]]&lt;br /&gt;
*[[Helipon]]&lt;br /&gt;
*[[Hothead]]&lt;br /&gt;
*[[Metall Dance]]&lt;br /&gt;
*[[Pierobot]]&lt;br /&gt;
*[[Ratton]]&lt;br /&gt;
*[[Shield Attacker]]&lt;br /&gt;
*[[Shield Cannopeller]]&lt;br /&gt;
*[[Shield Guarder]]&lt;br /&gt;
*[[Twin Cannon]] (Normal, Upside-down)&lt;br /&gt;
*[[Wall Basher]]&lt;br /&gt;
*[[Wall Blaster II]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Conveyor]] (MM2)&lt;br /&gt;
*[[Crash Lift]]&lt;br /&gt;
*[[Destroyable Block]] ([[Wheel Cutter]])&lt;br /&gt;
*[[Falling Platform]] (MM5, recolored)&lt;br /&gt;
*[[Fire Block]]&lt;br /&gt;
*[[Fire Pillar]]&lt;br /&gt;
*[[Guts Lift]] (Normal, Active)&lt;br /&gt;
*[[Moving Ladder]]&lt;br /&gt;
*[[Press]] (Normal, Sideways)&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Big Fire Telly]]&lt;br /&gt;
*[[Super Cannopeller]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Napalm Man]]&lt;br /&gt;
*[[Crusher Joe]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man 3 - Shadow Man&lt;br /&gt;
|location=[[Tier 8 (MaGMML2)|Tier 8]]&lt;br /&gt;
|previous=[[Smed's Big Annoying Mess of a Level]]&lt;br /&gt;
|next=[[Aurora Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|[[Mega Man]], I've detected two Robot Master signatures from this robotics factory. If you can defeat them, we'll be able to shut down this place and cripple Dr. Wily's current schemes of world domination.|[[Doctor Thomas Light|Dr. Light]]|In-level comment box.}}&lt;br /&gt;
'''Conveyor Mayhem''' is the 23rd place entry in ''[[Make a Good Mega Man Level 2]]''. It is a huge, maze-like stage with branching paths, and an emphasis on conveyor belts, moving platforms, and spikes. [[Rush Coil]] and [[Rush Jet]] are also disabled, but the spikes throughout the level only deal 7 points of damage to [[Mega Man]] instead of killing him instantly.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level starts with two rooms with several different enemies (including a unique fire variant of Ratton), and introduces moving ladders. The room after these two is gigantic, consisting of several moving ladders, Guts Lifts, conveyor belts, and unique variants of Cannopellers, among other things. The room also splits into two paths. One path can be accessed by breaking a [[Destroyable Block|Wheel Block]] past the first two Fire Cannopellers, then climbing up an area with a moving ladder and a Guts Lift. The other path (the alternate route) can be accessed by dropping down the gap that the first Fire Cannopeller is over, then holding left to avoid falling into a pit. Both paths can also be accessed using a moving ladder at the bottom of the room.&lt;br /&gt;
&lt;br /&gt;
The second room of the first main route has another fork. One path drops Mega Man straight down, while the other is a detour where Mega Man must make his way to the bottom while avoiding spikes and riding on moving ladders and a Crash Lift, with a [[Noble Nickel]] available at the bottom. Both paths lead to the [[Big Fire Telly]]. After the Big Fire Telly is defeated, Mega Man can continue into a room with four Shield Cannopellers, two of which are guarding a Fire Boy and a large screw, with the other two guarding a Hothead and the entry into the next room. Mega Man must ride Guts Lifts and moving ladders to make it to a lower room, where he must ride a Guts Lift along segmented tracks. Partway through the ride is a moving ladder, which can be used to either carefully maneuver between spikes to grab a Noble Nickel, or go through a boss gate leading to [[Napalm Man]]. Riding the Guts Lift all the way to the end will lead back to a side-area in the above room with Shield Attackers, Presses, Camons, and Fire Camons, leading to a Noble Nickel otherwise blocked off by a Shield Guarder. The Nickel can also be obtained without taking the path by using [[Wheel Cutter]] or [[Super Arrow]] to reach the Shield Guarder, then attacking it with [[Slash Claw]].&lt;br /&gt;
&lt;br /&gt;
The alternate route is behind a Slash Block, and the entry to the route has a Noble Nickel next to it. The first room of the alternate route is a long stretch focusing mainly on conveyor belts and Fire Cannopellers, with a split path at the very end. Both paths lead to the same room, but the upper path allows Mega Man to grab some screws he would otherwise need [[Hornet Chaser]] to access. The area below includes a series of horizontal Presses, followed by a battle against the [[Super Cannopeller]]. After the Super Cannopeller is defeated, Mega Man must choose between two paths.&lt;br /&gt;
&lt;br /&gt;
The right path is a large room with Guts Lifts, moving ladders, and Presses all being utilized. Partway through, a room on the right guarded by a [[Cannon Joe]] can be found, leading to another boss gate with Napalm Man behind it. Continuing to the end of the path will lead to a Noble Nickel.&lt;br /&gt;
&lt;br /&gt;
The left path begins with a vertical room Mega Man must climb up while avoiding horizontal Presses, Camons, and a Wall Blaster II. The room above it is an area where Mega Man must shoot Twin Cannons to avoid being knocked off Guts Lifts and an incredibly fast moving platform. The end of this room is a boss gate leading to [[Crusher Joe]].&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = This is a really cool level!! I love how the enemies gimmicks are like, modifications of existing engine assets? Moving ladders on rails instead of moving platforms on rails, guts lifts that only activate when you touch them, a bunch of fire themed versions of enemies, sideways crushers - it's all really cool and I love it. I love the open rooms, they feel like a lot of fun to get through, though they do sometimes have lag issues and the scrolling is a teensey bit janky. The level has a bunch of alternate paths and stuff and I like it a lot because it allows to expand on each of its gimmicks but not have any one playthrough of the level be terribly long. I wouldn't call any gimmick in this level underused - they're all introduced, used in more difficult situations, and combined for a very interesting experience. I really like how the sideways crushers and the moving ladders were combined. Honestly I really like the moving ladders in general, they're used really well and the super fast ones are hilarious. The 'modifications of existing stuff' theme also carries into the minibosses, with a fire Mega Telly and a really dumb looking (in a good way) Giant Cannopeller With a Crusher And A Smol Cannon On Top. Both of them are pretty fun, though I think it's too easy for the Mega Telly to corner you and I think the crusher shooting out for the other miniboss could use more telegraphing. The Napalm Man fight is cool and a funny reference to MaGMML1, though I'm not a huge fan of the other boss mostly because he has his shield up in front and there's a small hitbox you can actually hit him in, and I don't think his attacks are as well telegraphed so it takes some trial and error to actually get the boss down. But overall this level is suuper fun and I just really love how it plays &amp;lt;3&lt;br /&gt;
|pyroscore = 41&lt;br /&gt;
|spdesign = 12&lt;br /&gt;
|spfun = 8&lt;br /&gt;
|spcreativity = 13&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 4&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This level was HUGE with 3 possible routes, and took me about 40 minutes to fully beat. It was so much fun at first! I really liked the custom assets you used, especially the moving ladders. However, some of them seemed to have no real use besides being an annoyance (spike cannon). The Cannon miniboss is completely skippable, not sure if that's intentional or not. The Crusher Joe battle was pretty hectic, and towards the end he started to move way too fast. The upgraded Napalm Man was pretty cool. Also, the Noble Nickels are insanely hard to get. You really went all-out with the moving ladders ;-;&lt;br /&gt;
|jupiscore = 34&lt;br /&gt;
|jhdesign = 10&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 13&lt;br /&gt;
|jhaesthetics = 3&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = A very open level! It's so open I even got lost a few times. I like how this level spreads out into different paths, each leading to a reward or a goal. The execution on this, however, I have to question. As a result of the abundancy of paths there are some Nickels that aren't really worth the effort. I'm a big fan of the flavour text on the bosses, especially the text that happens when the player dies. I encountered some glitches in this level, too, unfortunately. A pit of lava lead me into nothingness and a skippable miniboss. The more straightforward sections of the level I found really fun to play through, but the more open sections were often really stressful and finnicky when trying to platform around between spikes and lava.&lt;br /&gt;
|enjlscore = 29&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 6&lt;br /&gt;
|encreativity = 9&lt;br /&gt;
|enaesthetics = 3&lt;br /&gt;
|enfunction = 3&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = The biggest problem with this stage is the mediocre level design. Most of it is filled with enemies that are very hard to avoid and require precise timing or patience. Also, there are many cases where you have to make extremely precise jumps from platform to platform. Additionally, this level has many minor bugs and oversights. Putting that aside, I still mostly had fun with this level, and I really liked the ideas used in this stage.&lt;br /&gt;
|garirryscore = 30&lt;br /&gt;
|gadesign = 5&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 11&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 3&lt;br /&gt;
|gadesignnote = I don't know where to even start. So much precision, patience, crappy spots with limited visibility of obstacles, extreme timing, I'm sorry but this SUCKS.&lt;br /&gt;
|gafunnote = Fucking hell! This is so frustrating. I hated this stage at all, nothing here was enjoyable. (This was from prior to stage re-evaluation and was accidentally left unchanged)&lt;br /&gt;
|gacreativitynote = At least there's something here... good ideas. In fact, excellent ideas. AWFUL execution.&lt;br /&gt;
|gaaestheticsnote = Great.&lt;br /&gt;
|gafunctionnote = This level's MAIN GIMMICK IS BROKEN. WHAT THE FUCK!&lt;br /&gt;
|ace = Your most lacking quality was the aesthetics. This stage was ugly. There were *several* graphical glitches (this combination has led to you losing score in both Aesthetics and are also docking your Functionality score, because it's clear these are custom asset programming issues!) [SOME OF THIS WAS FIXED POST JUDGING] and the resized graphics were, quite frankly, hideous.&lt;br /&gt;
&lt;br /&gt;
But, to be fair, this is not an art compo!&lt;br /&gt;
&lt;br /&gt;
The other issue is the sheer number of routes does lead itself to not every path being equally given attention - some were better than others, and guts-platform/ladder combo ... leads itself to potential desync issues and makes certain areas more awkward than others. The stage feels like its held together with duct tape, and its easily possible to glitch through your main gimmick. You missed a few pits too, causing me to reset, as a result of so many issues, you threw away your entire Aesthetic and Functional score. [PIT ISSUE FIXED POST JUDGING]&lt;br /&gt;
&lt;br /&gt;
With the critique aside, the level itself was pretty damn awesome! You used the pre-existing graphical assets in creative ways and graphics aside, the new gimmicks worked brilliantly. Fun times were had, I particularly like how simple but effective the moving ladder is!&lt;br /&gt;
&lt;br /&gt;
The bosses had a few niggles here and there: Crusher Joe needed more of a tell for his main attack (I liked his second attack though!), the Propeller boss was pretty awkward to fight (and.. glitched out on me, so he was skippable, I'm not sure this was your fault though), I really liked Big Telly though.&lt;br /&gt;
&lt;br /&gt;
The main Robot Master was pretty good though! Just align your sprites properly in the future. As an aside, props for putting Health Bars on the mid-bosses! All in all, consider this a win.&lt;br /&gt;
|acescore = 34&lt;br /&gt;
|asdesign = 11&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 14&lt;br /&gt;
|asaesthetics = 0&lt;br /&gt;
|asfunction = 0&lt;br /&gt;
|asskip = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Dr. Light's message at the beginning of the level suggests that, since Rush is disabled, you should use your other utilities more. This is a hint that each of the level's bosses is weak to a weapon that is primarily used as, if not doubles as, a utility; [[Big Fire Telly]] is easily damaged by [[Wire Adaptor]], [[Super Cannopeller]] is hurt by [[Super Arrow]], [[Napalm Man|Napalm Man MK2]] is weak to [[Wheel Cutter]] and [[Crusher Joe]] is vulnerable to [[Sakugarne]]&lt;br /&gt;
*During the judging period, the Super Cannopeller fight was skippable. It is unknown why this happened, as it was fixed in the final game.&lt;br /&gt;
*During [[Garirry|Garirry's]] initial run through the level, several glitches occurred that strongly affected his opinion on the level. When the glitches were revealed to be a result of an error during distribution of game files and weren't originally in the level, Garirry changed his score and revised his judge comment. As his judge notes weren't designed for public viewing, they were never updated to reflect this, hence the notes being much more critical than the actual score and comment.&lt;br /&gt;
*The non-lethal spikes used by the level (and their editor graphics, normally unseen in gameplay) are included in the [[Megamix Engine]] and all games using it, where they are known as Damage Spikes.&lt;br /&gt;
**The same thing applies to [[Press|Side Presses]], which the Megamix Engine includes in addition to the regular ones from Mega Man 2.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 8}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 8 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>Murphmario</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Black_Hole&amp;diff=19824</id>
		<title>Black Hole</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Black_Hole&amp;diff=19824"/>
				<updated>2021-12-31T16:34:50Z</updated>
		
		<summary type="html">&lt;p&gt;Murphmario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gimmick&lt;br /&gt;
|align=right&lt;br /&gt;
|name=Black Hole&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|jname=&lt;br /&gt;
|script=&lt;br /&gt;
|romaji=&lt;br /&gt;
|altname=&lt;br /&gt;
|programmer=[[Friendly Dictator]]&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=&lt;br /&gt;
|at=&lt;br /&gt;
|type=Special Interaction&lt;br /&gt;
|location='''MaGMML(1R):'''&amp;lt;br&amp;gt;[[NEON GRAVITY]]&amp;lt;br&amp;gt;[[Hall of Fame]]&amp;lt;br&amp;gt;[[Flashback Database]]&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]])&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]] (Cameo)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:BlackHole.png]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Black Hole''' is a gimmick appearing in the original ''[[Make a Good Mega Man Level]]'' and [[Make a Good Mega Man Level Remastered|its remake]]. It is a black hole that warps the gravity of projectiles. It was created for (and appears in) the entry [[NEON GRAVITY]], and makes additional appearances in the Wily stages [[Hall of Fame]] and [[Flashback Database]]. Additionally, Black Holes are used as attacks by [[Neon Glass Birdo on a Guts Lift]], [[Wily Machine TROPHY]] (but not in ''Remastered''), and [[Zero|Zero Soul]].&lt;br /&gt;
&lt;br /&gt;
Black Holes reappear in ''[[Make a Good Mega Man Level 2]]'' as one of [[Galaxy Man]]'s attacks, but retain the same functionality from their original appearance.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Black Holes remain in one spot, and will pull in any projectiles (be they [[Mega Man]]'s weapons or those of enemies) that come close to it, swallowing them completely if they reach the center. The farther away from a Black Hole a projectile is, the less it will be affected by its gravity. The strength of a Black Hole's gravity is proportional to its size, with smaller Black Holes being weaker.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The sprites used for black holes are edited sprites from Kirby &amp;amp; The Amazing Mirror.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gimmicks]][[Category:Custom Gimmicks (MaGMML1)]]&lt;/div&gt;</summary>
		<author><name>Murphmario</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Quicksand&amp;diff=19522</id>
		<title>Quicksand</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Quicksand&amp;diff=19522"/>
				<updated>2021-10-27T21:17:57Z</updated>
		
		<summary type="html">&lt;p&gt;Murphmario: Also reappears in Mega Man &amp;amp; Bass and Mega Man 10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gimmick&lt;br /&gt;
|align=right&lt;br /&gt;
|name=Quicksand&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|jname=&lt;br /&gt;
|script=&lt;br /&gt;
|romaji=&lt;br /&gt;
|altname=&lt;br /&gt;
|programmer=[[Renhoek]]&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=&lt;br /&gt;
|at=&lt;br /&gt;
|type=Mobility, Special Interaction&lt;br /&gt;
|location='''MaGMML2:'''&amp;lt;br&amp;gt;[[Ancient Tomb]]&amp;lt;br&amp;gt;[[A Mega Man for All Seasons]]&amp;lt;br&amp;gt;[[Beneath Sand and Rock]]&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;[[Deep Thoughts]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&amp;lt;br&amp;gt;'''MaG24HMML'''&amp;lt;br&amp;gt;[[Flooded Temple]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Construction of Constructions]]&amp;lt;br&amp;gt;[[Null and Void (Episode Zero)|Null and Void]]&lt;br /&gt;
|OffAppear=[[Mega Man 4]]&amp;lt;br&amp;gt;[[Mega Man IV]]&amp;lt;br&amp;gt;[[Mega Man &amp;amp; Bass]]&amp;lt;br&amp;gt;[[Mega Man 10]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]]&amp;lt;br&amp;gt;[[Make a Good 24 Hour Mega Man Level|MaG24HMML]]&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:Quicksand.png]] [[File:QuicksandB.png|Quicksand B]]&lt;br /&gt;
}}&lt;br /&gt;
'''Quicksand''' is a gimmick from ''[[Mega Man 4]]'', found in [[Pharaoh Man]]'s stage. It is a long strip of sand that slows [[Mega Man]] down and pulls him downwards.&lt;br /&gt;
&lt;br /&gt;
Quicksand was first made available in the devkit for the original ''[[Make a Good Mega Man Level]]'', but wasn't used anywhere in the final game.&lt;br /&gt;
&lt;br /&gt;
Quicksand returned in ''[[Make a Good Mega Man Level 2]]'', and was used in the entries [[Ancient Tomb]], [[A Mega Man for All Seasons]], and [[Beneath Sand and Rock]], as well as the Wily stage [[Reality Core]], the [[Tier X (MaGMML2)|Tier X]] stage [[Deep Thoughts]], and the [[The Pit of Pits|Pit of Pits]] sub-level &amp;quot;Sandstorm Base&amp;quot;. It also appeared in the ''[[Make a Good 24 Hour Mega Man Level]]'' entry [[Flooded Temple]], and the ''[[Make a Good Mega Man Level: Episode Zero]]'' levels [[Construction of Constructions]] and [[Null and Void (Episode Zero)|Null and Void]].&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
If Mega Man stands in Quicksand, his movement speed will be lowered and he will slowly sink into it. If he stays in it for too long, he will hit the bottom and fall out of it if there isn't solid ground underneath him. [[Sasoreenu]]s are able to hide in Quicksand, emerging when Mega Man gets close. If the [[Rain Flush]] is used on it, it will freeze up and no longer affect Mega Man's movement (also preventing Sasoreenus from emerging).&lt;br /&gt;
&lt;br /&gt;
Quicksand comes in two versions; one that's four blocks wide, and another (labelled internally as &amp;quot;QuicksandB&amp;quot; that's only one block wide.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gimmicks]][[Category:Devkit Gimmicks (MaGMML1)]][[Category:Mega Man 4 Gimmicks]]&lt;/div&gt;</summary>
		<author><name>Murphmario</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Dustman_Block&amp;diff=19521</id>
		<title>Dustman Block</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Dustman_Block&amp;diff=19521"/>
				<updated>2021-10-27T21:16:36Z</updated>
		
		<summary type="html">&lt;p&gt;Murphmario: Appears in Mega Man 5 in Wily Stage 1 (though with a different design not found in the Megamix engine)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gimmick&lt;br /&gt;
|align=right&lt;br /&gt;
|name=Dustman Block&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|jname=&lt;br /&gt;
|script=&lt;br /&gt;
|romaji=&lt;br /&gt;
|altname=&lt;br /&gt;
|programmer=[[Renhoek]]&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=1&lt;br /&gt;
|at=&lt;br /&gt;
|type=Destroyable, Platform, Special Interaction&lt;br /&gt;
|location='''MaGMML(1R):'''&amp;lt;br&amp;gt;[[Mega Man World]]&amp;lt;br&amp;gt;[[Dr. Wily's Incinerator Chute]]&amp;lt;br&amp;gt;'''MaGMML2:'''&amp;lt;br&amp;gt;[[Chomp Man (stage)|Chomp Man]]&amp;lt;br&amp;gt;[[AD 2101]]&amp;lt;br&amp;gt;[[Escape Sequence]]&amp;lt;br&amp;gt;[[Sector Upsilon 6]]&amp;lt;br&amp;gt;[[Inner Sanctum]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Scorched Factory]]&amp;lt;br&amp;gt;[[Shift Posting]]&amp;lt;br&amp;gt;[[Null and Void (Episode Zero)|Null and Void]]&lt;br /&gt;
|OffAppear=[[Mega Man 4]]&amp;lt;br&amp;gt;[[Mega Man III]]&amp;lt;br&amp;gt;[[Mega Man 5]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]])&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]]&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:DustmanBlock.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|A simple destructible block|Note in Dustman Block's code|[[Megamix Engine]]}}&lt;br /&gt;
The '''Dustman Block''' is a gimmick from ''[[Mega Man 4]]'', found in (believe it or not) [[Dust Man]]'s stage. It is a small cube of scrap that is used in great quantities to form crude barriers.&lt;br /&gt;
&lt;br /&gt;
Dustman Blocks were first made available in the devkit for the original ''[[Make a Good Mega Man Level]]'', and appeared in [[Mega Man World]] (albeit resprited). They also appeared (unmodified) in the Wily stage [[Dr. Wily's Incinerator Chute]].&lt;br /&gt;
&lt;br /&gt;
Dustman Blocks returned in ''[[Make a Good Mega Man Level 2]]'', and were used in the entries [[Chomp Man (stage)|Chomp Man]], [[AD 2101]], [[Escape Sequence]], and [[Sector Upsilon 6]], as well as the Wily stage [[Inner Sanctum]]. They also saw use in ''[[Make a Good Mega Man Level: Episode Zero]]'', in the stages [[Scorched Factory]], [[Shift Posting]], and [[Null and Void (Episode Zero)|Null and Void]].&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Dustman Blocks do nothing but sit in place. [[Mega Man]] can safely stand on them, but their primary function is to be destroyed by his weapons. Large groups of them can be quickly destroyed with a Charge Shot or weapons with piercing capability, such as the [[Laser Trident]]. Meanwhile, the [[Super Arm]] can pick them up and use them as ammunition.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gimmicks]][[Category:Devkit Gimmicks (MaGMML1)]][[Category:Mega Man 4 Gimmicks]]&lt;/div&gt;</summary>
		<author><name>Murphmario</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Riplings&amp;diff=19520</id>
		<title>Riplings</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Riplings&amp;diff=19520"/>
				<updated>2021-10-27T17:32:19Z</updated>
		
		<summary type="html">&lt;p&gt;Murphmario: Trivia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#7D7F85&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= [[File:RiplingsMugshot.png|left|]][[File:RiplingsMugshot.png|right|]] Riplings&lt;br /&gt;
|image=[[File:Wily3 Ripling.png]]&lt;br /&gt;
|caption=&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number= &lt;br /&gt;
|designer= Enjl &lt;br /&gt;
|programmer= Enjl&lt;br /&gt;
|gender=&lt;br /&gt;
|eyecolor = Green&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=84 (total)&amp;lt;br&amp;gt;28 (individual Ripling)&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Cutter&lt;br /&gt;
|weak=[[Grab Buster]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Lever Oriental Enchanted]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{quote|Oh no, it's an angry... erm... diamond!|[[Cheez8]]| }}&lt;br /&gt;
&lt;br /&gt;
The '''Riplings''' are a boss in ''[[Make a Good Mega Man Level 2]]''. They appear at the end of [[Lever Oriental Enchanted]], the third Stage of the Wily Star II.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
&lt;br /&gt;
The Riplings appear in a group of three, each with their own health bar; only one attacks you at first, and after defeating that one, the other two will enter the fight. Both of these Riplings perform their attacks at the same time, but they do not always do the same attack at the same time. Each one has four possible attacks, performed at random:&lt;br /&gt;
* Appears at the top of the screen, and follows your position before quickly dropping down.&lt;br /&gt;
* Appears on the ground at either the left or right edge of the screen, before rushing over to the other side.&lt;br /&gt;
* Shoots its blades in the four cardinal directions, and then again in an X-Shaped pattern at a slight angle.&lt;br /&gt;
* The blades detach and spin around it quickly at a fixed distance. &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
The Riplings aren't the most threatening boss in Wily Star II, but their quick attack speed is what makes them tricky. For the first phase, try getting familiar with its tells, knowing to slide quickly away from it if it does anything but the ground move. While their weakness is technically Grab Buster, due to their almost complete lack of invincibility frames one can possibly get in more buster shots quickly because of the speed at which the projectiles travel. It is up to preference what they are fought with.&lt;br /&gt;
&lt;br /&gt;
In the second phase, it gets much more tricky. Since the Riplings pick from their attacks at random independently, there are many combinations one should be prepared for.&lt;br /&gt;
*Both will appear on the ground and rush towards you, one coming from the left and one from the right. Most easily avoided by standing in the middle and jumping.&lt;br /&gt;
*Both will appear on the ground and rush towards you, both coming from the same side and slightly delayed. Most easily avoided by getting some distance from them and then quickly hopping over the first, then over the second.&lt;br /&gt;
*Both will appear very high up and drop down onto you slightly delayed. Best avoided by luring them for about a second and then sliding away in the opposite direction.&lt;br /&gt;
*One will rush towards you while the other one tries to fall on you. Best avoided by walking away from the bottom one for roughly half a second and then jumping.&lt;br /&gt;
*Both will perform the blade shot in mid-air. Best avoided by standing in the middle for the first blade shot and then moving slightly to the left of the left Ripling for the X-Shot.&lt;br /&gt;
*Both will perform their shield spin attack. Best avoided by staying exactly in the middle between them.&lt;br /&gt;
*Et cetera. Just about every combination of attacks is possible.&lt;br /&gt;
&lt;br /&gt;
For most of their attacks it's suggested to stay in the middle and react accordingly. This phase is all about reflexes, and once you know what the tells mean and what different attacks there are in the second phase, this shouldn't be too hard a boss fight.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/2&lt;br /&gt;
| hornet = 1&lt;br /&gt;
| jewel = 0&lt;br /&gt;
| grab = 4&lt;br /&gt;
| triple = 2&lt;br /&gt;
| slash = 2&lt;br /&gt;
| wheel = 1&lt;br /&gt;
| sakugarne = 2&lt;br /&gt;
| wire = 1&lt;br /&gt;
| arrow = 1&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = No Ripling has invulnerability frames, meaning at close range Triple Blade will deal more damage than Grab Buster.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Ripling's sprites are used by Enjl in one of his [https://www.youtube.com/watch?v=stWB3cfJmXw LunaLua tutorial videos for SMBX2.]&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Fortress Guardian]][[Category:Wily Star]]&lt;/div&gt;</summary>
		<author><name>Murphmario</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Rising_Lava&amp;diff=19480</id>
		<title>Rising Lava</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Rising_Lava&amp;diff=19480"/>
				<updated>2021-10-19T17:11:04Z</updated>
		
		<summary type="html">&lt;p&gt;Murphmario: Forgot the infobox, oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gimmick&lt;br /&gt;
|align=right&lt;br /&gt;
|name=Rising Lava&lt;br /&gt;
|image=[[File:RisingLavaDemo.gif|Animated GIF of the Rising Lava gimmick in action.]]&lt;br /&gt;
|caption=Animated GIF of the Rising Lava gimmick in action.&lt;br /&gt;
|jname=&lt;br /&gt;
|script=&lt;br /&gt;
|romaji=&lt;br /&gt;
|altname=&lt;br /&gt;
|programmer=[[Zieldak]]{{2}}&amp;lt;br&amp;gt;[[BBLIR]]/[[Mabrick]]/Zieldak{{EZ}}&lt;br /&gt;
|artist=Zieldak{{2}}&amp;lt;br&amp;gt;BBLIR/Mabrick/Zieldak{{EZ}}&lt;br /&gt;
|hp=&lt;br /&gt;
|at=1 every 8 frames{{2}}&amp;lt;br&amp;gt;28{{EZ}}&lt;br /&gt;
|type=Damage&lt;br /&gt;
|location='''MaGMML2:'''&amp;lt;br&amp;gt;[[Null and Void (MaGMML2)|Null and Void]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Scorched Factory]]&amp;lt;br&amp;gt;[[Rainbow Ravine]]&amp;lt;br&amp;gt;[[Null and Void (Episode Zero)|Null and Void]]&amp;lt;br&amp;gt;'''MaG48HMML:'''&amp;lt;br&amp;gt;[[Megatroid]]&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]]&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]&amp;lt;br&amp;gt;[[Make a Good 48 Hour Mega Man Level]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=&lt;br /&gt;
}}&lt;br /&gt;
'''Rising Lava''' is a generic video game hazard that has appeared multiple times in the ''Make a Good Mega Man Level'' series as a custom gimmick. It is a pool of lava that slowly rises up a vertical section, with contact almost always resulting in quick death.&lt;br /&gt;
&lt;br /&gt;
Rising Lava first appeared in ''[[Make a Good Mega Man Level 2]]'', as the main gimmick of [[Zieldak]]'s room on Floor 4 of [[Null and Void (MaGMML2)|Null and Void]]. Two other variants went on to appear in ''[[Make a Good Mega Man Level: Episode Zero]]''; a traditional version in [[Scorched Factory]] and [[Null and Void (Episode Zero)|Null and Void]], and a more vibrantly-coloured version (dubbed &amp;quot;Rising Goo&amp;quot;) in [[Rainbow Ravine]]. Another variant of Rising Lava also appears in ''[[Make a Good 48 Hour Mega Man Level]]'', during the escape sequence in [[Megatroid]].&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Though its specific properties change between levels, Rising Lava always appears at the bottom of the screen, then slowly begins rising up. Touching it will inflict damage, though how much varies. In ''MaGMML2'', Rising Lava drains [[Mega Man]]'s health as long as he remains submerged in it, similarly to drain-variant [[Quick Laser]]s. This version of Rising Lava will also increase in speed after a certain point.&lt;br /&gt;
&lt;br /&gt;
In ''MaGMML: Episode Zero'', Rising Lava will instantly kill [[Zero]] if it touches him, though in Scorched Factory and Rainbow Ravine, the Skull Amulet can protect him from dying instantly. In the former stage, the background will brighten or dim to indicate how close or far away he currently is from the lava. In Null and Void, the lava rises much more slowly, and is accompanied by a minor earthquake effect that shakes the screen.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Because of MaG48HMML's &amp;quot;no custom programming&amp;quot; rule, the rising lava at the end of ''Megatroid'' is in fact an enemy bullet modified via a custom spawner.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gimmicks]][[Category:Custom Gimmicks (MaGMML2)]][[Category:Custom Gimmicks (MaGMML:EZ)]]&lt;/div&gt;</summary>
		<author><name>Murphmario</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Rising_Lava&amp;diff=19479</id>
		<title>Rising Lava</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Rising_Lava&amp;diff=19479"/>
				<updated>2021-10-19T17:07:14Z</updated>
		
		<summary type="html">&lt;p&gt;Murphmario: MaG48HMML, trivia entry was copy pasted from Megatroid's page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gimmick&lt;br /&gt;
|align=right&lt;br /&gt;
|name=Rising Lava&lt;br /&gt;
|image=[[File:RisingLavaDemo.gif|Animated GIF of the Rising Lava gimmick in action.]]&lt;br /&gt;
|caption=Animated GIF of the Rising Lava gimmick in action.&lt;br /&gt;
|jname=&lt;br /&gt;
|script=&lt;br /&gt;
|romaji=&lt;br /&gt;
|altname=&lt;br /&gt;
|programmer=[[Zieldak]]{{2}}&amp;lt;br&amp;gt;[[BBLIR]]/[[Mabrick]]/Zieldak{{EZ}}&lt;br /&gt;
|artist=Zieldak{{2}}&amp;lt;br&amp;gt;BBLIR/Mabrick/Zieldak{{EZ}}&lt;br /&gt;
|hp=&lt;br /&gt;
|at=1 every 8 frames{{2}}&amp;lt;br&amp;gt;28{{EZ}}&lt;br /&gt;
|type=Damage&lt;br /&gt;
|location='''MaGMML2:'''&amp;lt;br&amp;gt;[[Null and Void (MaGMML2)|Null and Void]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Scorched Factory]]&amp;lt;br&amp;gt;[[Rainbow Ravine]]&amp;lt;br&amp;gt;[[Null and Void (Episode Zero)|Null and Void]]&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]]&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=&lt;br /&gt;
}}&lt;br /&gt;
'''Rising Lava''' is a generic video game hazard that has appeared multiple times in the ''Make a Good Mega Man Level'' series as a custom gimmick. It is a pool of lava that slowly rises up a vertical section, with contact almost always resulting in quick death.&lt;br /&gt;
&lt;br /&gt;
Rising Lava first appeared in ''[[Make a Good Mega Man Level 2]]'', as the main gimmick of [[Zieldak]]'s room on Floor 4 of [[Null and Void (MaGMML2)|Null and Void]]. Two other variants went on to appear in ''[[Make a Good Mega Man Level: Episode Zero]]''; a traditional version in [[Scorched Factory]] and [[Null and Void (Episode Zero)|Null and Void]], and a more vibrantly-coloured version (dubbed &amp;quot;Rising Goo&amp;quot;) in [[Rainbow Ravine]]. Another variant of Rising Lava also appears in ''[[Make a Good 48 Hour Mega Man Level]]'', during the escape sequence in [[Megatroid]].&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Though its specific properties change between levels, Rising Lava always appears at the bottom of the screen, then slowly begins rising up. Touching it will inflict damage, though how much varies. In ''MaGMML2'', Rising Lava drains [[Mega Man]]'s health as long as he remains submerged in it, similarly to drain-variant [[Quick Laser]]s. This version of Rising Lava will also increase in speed after a certain point.&lt;br /&gt;
&lt;br /&gt;
In ''MaGMML: Episode Zero'', Rising Lava will instantly kill [[Zero]] if it touches him, though in Scorched Factory and Rainbow Ravine, the Skull Amulet can protect him from dying instantly. In the former stage, the background will brighten or dim to indicate how close or far away he currently is from the lava. In Null and Void, the lava rises much more slowly, and is accompanied by a minor earthquake effect that shakes the screen.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Because of MaG48HMML's &amp;quot;no custom programming&amp;quot; rule, the rising lava at the end of ''Megatroid'' is in fact an enemy bullet modified via a custom spawner.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gimmicks]][[Category:Custom Gimmicks (MaGMML2)]][[Category:Custom Gimmicks (MaGMML:EZ)]]&lt;/div&gt;</summary>
		<author><name>Murphmario</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Fire_Wave&amp;diff=19460</id>
		<title>Fire Wave</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Fire_Wave&amp;diff=19460"/>
				<updated>2021-10-13T17:00:58Z</updated>
		
		<summary type="html">&lt;p&gt;Murphmario: /* Behaviour */ Someone copypasted text from the Fire Pillar article and forgot to change &amp;quot;Fire Pillars&amp;quot; to &amp;quot;Fire Waves&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gimmick&lt;br /&gt;
|align=right&lt;br /&gt;
|name=Fire Wave&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|jname=&lt;br /&gt;
|script=&lt;br /&gt;
|romaji=&lt;br /&gt;
|altname=&lt;br /&gt;
|programmer=[[SnoruntPyro]], [[Renhoek]]{{3}}&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=&lt;br /&gt;
|at=3 (contact)&lt;br /&gt;
|type=Damage&lt;br /&gt;
|location='''MaGMML2:'''&amp;lt;br&amp;gt;[[Holy Crap, Mega Man Can Airslide?]]&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&amp;lt;br&amp;gt;[[Null and Void (MaGMML2)|Null and Void]]&amp;lt;br&amp;gt;'''MaGMML1R'''&amp;lt;br&amp;gt;[[Dr. Wily's Incinerator Chute]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Null and Void (Episode Zero)|Null and Void]]&lt;br /&gt;
|OffAppear=[[Mega Man 1|Mega Man]]&amp;lt;br&amp;gt;[[Mega Man: The Wily Wars]]&amp;lt;br&amp;gt;[[Mega Man Powered Up]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]]&amp;lt;br&amp;gt;[[Make a Good Mega Man Level Remastered|MaGMML1R]]&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:FireWave.png]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Fire Wave''' is a gimmick originating from the original ''[[Mega Man 1|Mega Man]]'', appearing in [[Fire Man]]'s stage. It is a fast-moving large wave of fire, reminiscent of Fire Man's own Fire Storm blasts.&lt;br /&gt;
&lt;br /&gt;
Fire Waves were first made available in the devkit for ''[[Make a Good Mega Man Level 2]]'', where it was used in the stage [[Holy Crap, Mega Man Can Airslide?]]. It was also used in the Wily stage [[Reality Core]], the [[The Pit of Pits|Pit of Pits]] sub-level &amp;quot;Industrious Indignation&amp;quot;, and [[Null and Void (MaGMML2)|Null and Void]]. ''[[Make a Good Mega Man Level Remastered]]'' also adds them to the New Style iteration of the Wily stage [[Dr. Wily's Incinerator Chute]]. They also appeared in ''[[Make a Good Mega Man Level: Episode Zero]]''&amp;lt;nowiki&amp;gt;'s&amp;lt;/nowiki&amp;gt; version of [[Null and Void (Episode Zero)|Null and Void]].&lt;br /&gt;
&lt;br /&gt;
==Behaviour==&lt;br /&gt;
Fire Waves continuously spawn from objFireWaveSpawner objects, and only travel in one direction, ignoring solid surfaces entirely. Objects that change a Fire Wave's direction can be placed down, and if a Fire Wave touches one, it'll go in the object's designated direction. Fire Waves are able to ignite [[Oil]] and [[Oil Slick]]s, as well as act as a light source for [[Quick Lighting]]. Though Fire Waves usually can't be damaged or destroyed, the [[Water Shield]] is able to protect [[Mega Man]] from them completely.&lt;br /&gt;
&lt;br /&gt;
The length of time that passes before a spawner creates a Fire Wave can be altered by changing the value of the &amp;quot;delay&amp;quot; variable in that spawner's creation code.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gimmicks]][[Category:Devkit Gimmicks (MaGMML2)]][[Category:Mega Man 1 Gimmicks]]&lt;/div&gt;</summary>
		<author><name>Murphmario</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Falling_Platform&amp;diff=19329</id>
		<title>Falling Platform</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Falling_Platform&amp;diff=19329"/>
				<updated>2021-09-30T03:52:53Z</updated>
		
		<summary type="html">&lt;p&gt;Murphmario: Categories: Added game gimmick categories.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gimmick&lt;br /&gt;
|align=right&lt;br /&gt;
|name=Falling Platform&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|jname=&lt;br /&gt;
|script=&lt;br /&gt;
|romaji=&lt;br /&gt;
|altname=&lt;br /&gt;
|programmer=[[SnoruntPyro]] (MM2)&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=&lt;br /&gt;
|at=&lt;br /&gt;
|type=Platform&lt;br /&gt;
|location='''MaGMML(1R):'''&amp;lt;br&amp;gt;[[Napalm Forest and Caves]]&amp;lt;br&amp;gt;[[Maze of Death]]&amp;lt;br&amp;gt;[[Spiky Meltdown]]&amp;lt;br&amp;gt;[[Glass Man (stage)|Glass Man]]&amp;lt;br&amp;gt;[[Be the Bigger Person]]{{1}}&amp;lt;br&amp;gt;[[Hall of Fame]]&amp;lt;br&amp;gt;[[Flashback Database]]&amp;lt;br&amp;gt;'''MaGMML2:'''&amp;lt;br&amp;gt;[[Quirky Unconsistent Incomprehensible Nonsensical Track]]&amp;lt;br&amp;gt;[[The Dampening]]&amp;lt;br&amp;gt;[[Forgotten Fortress]]&amp;lt;br&amp;gt;[[Shovel Knight]]&amp;lt;br&amp;gt;[[Holy Crap, Mega Man Can Airslide?]]&amp;lt;br&amp;gt;[[Maze of Significantly Less Death]]&amp;lt;br&amp;gt;[[A Mega Man for All Seasons]]&amp;lt;br&amp;gt;[[But It Lacked the Depth to Convince Me That This is Really Hell]]&amp;lt;br&amp;gt;[[Conveyor Mayhem]]&amp;lt;br&amp;gt;[[Escape Sequence]]&amp;lt;br&amp;gt;[[Unobtainium Mine]]&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;[[Goblins n' Ghasts]]&amp;lt;br&amp;gt;[[Mario Land]]&amp;lt;br&amp;gt;[[Deep Thoughts]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&amp;lt;br&amp;gt;[[Null and Void (MaGMML2)|Null and Void]]&amp;lt;br&amp;gt;'''MaGMML3 Judge Application Levels:'''&amp;lt;br&amp;gt;[[Space Crusade]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero'''&amp;lt;br&amp;gt;[[Surveillance Canyon]]&amp;lt;br&amp;gt;[[Bubble Base]]&amp;lt;br&amp;gt;[[S.R.A.R.A. HQ]]&amp;lt;br&amp;gt;[[Ghouls n' Ghasts]]&amp;lt;br&amp;gt;[[Rainbow Ravine]]&amp;lt;br&amp;gt;[[Code Landfill]]&amp;lt;br&amp;gt;[[Null and Void (Episode Zero)|Null and Void]]&lt;br /&gt;
|OffAppear=[[Mega Man 2]]&amp;lt;br&amp;gt;[[Mega Man 5]]&amp;lt;br&amp;gt;[[Mega Man 6]]&amp;lt;br&amp;gt;[[Mega Man: The Wily Wars]]&amp;lt;br&amp;gt;[[Mega Man &amp;amp; Bass]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]])&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]]&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3 Judge Application Levels|MaGMML3 Judge Application Levels]]&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:MM2FallingPlatform.png|Mega Man 2]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Falling Platform''' is a gimmick in the classic ''Mega Man'' series, introduced in ''[[Mega Man 2]]''. It is a platform suspended in the air that drops to the ground if too much weight is put on it.&lt;br /&gt;
&lt;br /&gt;
The original ''[[Make a Good Mega Man Level]]'' included two variants of Falling Platform; the Falling Platforms found in [[Bubble Man]]'s stage from the aforementioned ''Mega Man 2'', and the Falling Platforms found in [[Gyro Man]]'s stage from ''[[Mega Man 5]]''. Falling Platforms appeared in the entries [[Napalm Forest and Caves]], [[Maze of Death]], [[Spiky Meltdown]], and [[Glass Man (stage)|Glass Man]], as well as the Wily stages [[Be the Bigger Person]]{{1}}, [[Hall of Fame]], and [[Flashback Database]]. Glass Man uses a custom variant.&lt;br /&gt;
&lt;br /&gt;
Both the ''Mega Man 2'' and ''Mega Man 5'' Falling Platforms returned in ''[[Make a Good Mega Man Level 2]]'', where they appeared in 9 entries, as well as the Wily stages [[Unobtainium Mine]] and [[Reality Core]], the [[Tier X (MaGMML2)|Tier X]] stages [[Goblins n' Ghasts]], [[Mario Land]], and [[Deep Thoughts]], the [[The Pit of Pits|Pit of Pits]] sub-levels &amp;quot;Epic Wrap Battle&amp;quot;, &amp;quot;Glass Man?&amp;quot;, &amp;quot;Ground Eater&amp;quot;, &amp;quot;Hot Mess&amp;quot;, &amp;quot;Overwater Atomsphere&amp;quot;, and &amp;quot;Spiky Meltdown?&amp;quot;, and [[Null and Void (MaGMML2)|Null and Void]]. They also appeared in the [[Make a Good Mega Man Level 3 Judge Application Levels|''Make a Good Mega Man Level 3'' Judge Application Level]] [[Space Crusade]]. Goblins n' Ghasts, Mario Land, and Space Crusade have custom variants of Falling Platforms, and the custom Glass Man falling platforms return in &amp;quot;Glass Man?&amp;quot;. In ''[[Make a Good Mega Man Level: Episode Zero]]'', Falling Platforms were used in 8 stages, with the Goblins n' Ghasts variant making a return.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Falling Platforms will simply float in the air at first. When [[Mega Man]] lands on one, it will fall shortly after. The ''Mega Man 2'' and ''Mega Man 5'' Falling Platforms take about the same amount of time before they fall. Glass Man platforms take longer to fall, while Mario Land platforms take less time to fall.&lt;br /&gt;
&lt;br /&gt;
===Falling Platform Types===&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Sprite&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Origin&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Appearances&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM2FallingPlatform.png|center]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|[[Napalm Forest and Caves]]&amp;lt;br&amp;gt;[[The Dampening]]&amp;lt;br&amp;gt;[[Holy Crap, Mega Man Can Airslide?]]&amp;lt;br&amp;gt;[[A Mega Man for All Seasons]]&amp;lt;br&amp;gt;[[Cardinal Man]]&amp;lt;br&amp;gt;[[Something Original]]&amp;lt;br&amp;gt;[[Forgotten Fortress]]&amp;lt;br&amp;gt;[[Shovel Knight]]&amp;lt;br&amp;gt;[[Maze of Significantly Less Death]]&amp;lt;br&amp;gt;[[Quint Stage]]&amp;lt;br&amp;gt;[[Blaze Man]]&amp;lt;br&amp;gt;[[Conveyor Mayhem]]&amp;lt;br&amp;gt;[[Escape Sequence]]&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;[[The Pit of Pits]] (&amp;quot;Overwater Atmosphere&amp;quot;)&amp;lt;br&amp;gt;[[Null and Void (MaGMML2)]]&amp;lt;br&amp;gt;[[Surveillance Canyon]]&amp;lt;br&amp;gt;[[Bubble Base]]&amp;lt;br&amp;gt;[[Rainbow Ravine]]&amp;lt;br&amp;gt;[[Code Landfill]]&amp;lt;br&amp;gt;[[Null and Void (Episode Zero)]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM5FallingPlatform.png|center]] [[File:ConveyorMayhemFallingPlatform.png|center]]&lt;br /&gt;
|''[[Mega Man 5]]''&lt;br /&gt;
|[[Maze of Death]]&amp;lt;br&amp;gt;[[Spiky Meltdown]]&amp;lt;br&amp;gt;[[Sunset Siege]]&amp;lt;br&amp;gt;[[Be the Bigger Person]]&amp;lt;br&amp;gt;[[Flashback Database]]&amp;lt;br&amp;gt;[[Quirky Unconsistent Incomprehensible Nonsensical Track]]&amp;lt;br&amp;gt;[[Forgotten Fortress]]&amp;lt;br&amp;gt;[[Shovel Knight]]&amp;lt;br&amp;gt;[[Maze of Significantly Less Death]]&amp;lt;br&amp;gt;[[But It Lacked the Depth to Convince Me That This is Really Hell]]&amp;lt;br&amp;gt;[[Conveyor Mayhem]]&amp;lt;br&amp;gt;[[Unobtainium Mine]]&amp;lt;br&amp;gt;[[Deep Thoughts]]&amp;lt;br&amp;gt;[[The Pit of Pits]] (&amp;quot;Epic Wrap Battle&amp;quot;, &amp;quot;Ground Eater&amp;quot;, &amp;quot;Hot Mess&amp;quot;, &amp;quot;Spiky Meltdown?&amp;quot;)&amp;lt;br&amp;gt;[[Null and Void (MaGMML2)|Null and Void]]&amp;lt;br&amp;gt;[[Space Crusade]]&amp;lt;br&amp;gt;[[S.R.A.R.A. HQ]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GlassManFallingPlatform.png|center]]&lt;br /&gt;
|Custom (Glass Man)&lt;br /&gt;
|[[Glass Man (stage)|Glass Man]]&amp;lt;br&amp;gt;[[Hall of Fame]]&amp;lt;br&amp;gt;[[Flashback Database]]&amp;lt;br&amp;gt;[[The Pit of Pits]] (Glass Man?)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FlashbackDatabaseFallingPlatform.png|center]]&lt;br /&gt;
|Custom (Flashback Database)&lt;br /&gt;
|[[Flashback Database]]{{1R}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GoblinsNGhastsFallingPlatform.png|center]]&lt;br /&gt;
|Custom (Goblins n' Ghasts)&lt;br /&gt;
|[[Goblins n' Ghasts]]&amp;lt;br&amp;gt;[[Ghouls n' Ghasts]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MarioLandFallingPlatform.png|center]]&lt;br /&gt;
|Custom (Mario Land)&lt;br /&gt;
|[[Mario Land]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SpaceCrusadeFallingPlatform.png|center]]&lt;br /&gt;
|Custom (Space Crusade)&lt;br /&gt;
|[[Space Crusade]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Related Gimmicks==&lt;br /&gt;
*[[Girder]]&lt;br /&gt;
*[[Donut Block]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gimmicks]][[Category:Devkit Gimmicks (MaGMML1)]][[Category:Mega Man 2 Gimmicks]][[Category:Mega Man 5 Gimmicks]]&lt;/div&gt;</summary>
		<author><name>Murphmario</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Big_Eye&amp;diff=19157</id>
		<title>Big Eye</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Big_Eye&amp;diff=19157"/>
				<updated>2021-09-22T23:11:09Z</updated>
		
		<summary type="html">&lt;p&gt;Murphmario: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{enemy&lt;br /&gt;
|name=Big Eye&lt;br /&gt;
|image=[[File:MM1BigEyeArt.jpg|230px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|jname=&lt;br /&gt;
|script=ビッグアイ&lt;br /&gt;
|romaji=Biggu Ai&lt;br /&gt;
|altname=&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=[[SnoruntPyro]]{{1}}&amp;lt;br&amp;gt;[[WreckingPrograms]]{{2}}{{3}}&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=20&lt;br /&gt;
|at=8 (contact){{1}}&amp;lt;br&amp;gt;10 (contact){{1R}}{{2}}{{3}}&lt;br /&gt;
|weak=[[Gemini Laser]], [[Pharaoh Shot]]{{1}}&amp;lt;br&amp;gt;[[Pharaoh Shot]]{{1R}}&amp;lt;br&amp;gt;[[Triple Blade]], [[Sakugarne]]{{2}}&amp;lt;br&amp;gt;[[Magnetic Shockwave]]{{3}}&amp;lt;br&amp;gt;[[Salt Water]]{{48H}}&amp;lt;br&amp;gt;[[Flame Chip]] ([[Z-Saber]], [[Z-Burst]]){{EZ}}&amp;lt;br&amp;gt;[[Super Arm]], [[Chill Spike]], [[Plant Barrier]]{{Megamix}}&lt;br /&gt;
|category=Big Eye, Bulky&lt;br /&gt;
|location='''MaGMML(1R):'''&amp;lt;br&amp;gt;[[Sky Ziggurat]]&amp;lt;br&amp;gt;[[Thunderclyffe Plant]]&amp;lt;br&amp;gt;[[Flashback Database]]{{1R}}&amp;lt;br&amp;gt;'''MaGMML2:'''&amp;lt;br&amp;gt;[[Snow Man]]&amp;lt;br&amp;gt;[[Cardinal Man]]&amp;lt;br&amp;gt;[[Colorful Hall]]&amp;lt;br&amp;gt;[[Candy Panic]]&amp;lt;br&amp;gt;[[Forgotten Fortress]]&amp;lt;br&amp;gt;[[Volcanic Furnace]]&amp;lt;br&amp;gt;[[City Under Siege]]&amp;lt;br&amp;gt;[[Sector Upsilon 6]]&amp;lt;br&amp;gt;[[Neapolitan Man (stage)|Neapolitan Man]]&amp;lt;br&amp;gt;[[The Stage Nobody Asked For]]&amp;lt;br&amp;gt;[[Classic Castle]]&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Kingdom Crisis]]&amp;lt;br&amp;gt;[[Null and Void (Episode Zero)|Null and Void]]&lt;br /&gt;
|OffAppear=[[Mega Man 1|Mega Man]]&amp;lt;br&amp;gt;[[Mega Man: Dr. Wily's Revenge]]&amp;lt;br&amp;gt;[[Mega Man: The Wily Wars]]&amp;lt;br&amp;gt;[[Mega Man Powered Up]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (Enemy)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]] (Enemy)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Enemy)&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:BigEye.png]]&lt;br /&gt;
}}&lt;br /&gt;
'''Big Eye''' is an enemy from the original ''[[Mega Man 1|Mega Man]]''. It is a large and bulky cycloptic robot that moves by jumping.&lt;br /&gt;
&lt;br /&gt;
Big Eye was first made available in the devkit for the original ''[[Make a Good Mega Man Level]]'', where it appeared in the levels [[Sky Ziggurat]] and [[Thunderclyffe Plant]]. In ''[[Make a Good Mega Man Level Remastered]]'', it makes additional appearances in the remade Wily stage [[Flashback Database]].&lt;br /&gt;
&lt;br /&gt;
It returned in ''[[Make a Good Mega Man Level 2]]'', and appeared in the entries [[Snow Man]], [[Cardinal Man]], [[Colorful Hall]], [[Candy Panic]], [[Forgotten Fortress]], [[Volcanic Furnace]], [[City Under Siege]], [[Sector Upsilon 6]], [[Neapolitan Man (stage)|Neapolitan Man]], and [[The Stage Nobody Asked For]], as well as the Wily stages [[Classic Castle]] and [[Reality Core]]. It also appeared in the ''[[Make a Good Mega Man Level: Episode Zero]]'' stages [[Kingdom Crisis]] and [[Null and Void (Episode Zero)|Null and Void]].&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Big Eyes jump constantly towards [[Mega Man]], alternating between high and low jumps at random. They also take a considerable amount of damage to kill without using weapons. Because of this, the safest and most reliable means of getting past them is to slide under them.&lt;br /&gt;
&lt;br /&gt;
Starting with ''MaGMML2'', Big Eye closes its eye when it's preparing to do a high jump, making it easier to tell when to get by them with minimal issue.&lt;br /&gt;
&lt;br /&gt;
By default, Big Eyes are red with a white eye, but setting &amp;quot;col = #&amp;quot; in a Big Eye's creation code will change its color (1 makes it blue with a white eye, 2 makes it red with an orange eye).&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level===&lt;br /&gt;
{{Damagetable1&lt;br /&gt;
|buster=1/1/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|metal=2&amp;lt;br&amp;gt;1&lt;br /&gt;
|gemini=4&amp;lt;br&amp;gt;1&lt;br /&gt;
|solar=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|top=0&amp;lt;br&amp;gt;3&lt;br /&gt;
|wool=2&amp;lt;br&amp;gt;0.5&lt;br /&gt;
|black=1&amp;lt;br&amp;gt;3&lt;br /&gt;
|phar=1/1/99&amp;lt;br&amp;gt;1/5&lt;br /&gt;
|magic=3&amp;lt;br&amp;gt;2&lt;br /&gt;
|notes=Top row is damage in ''MaGMML''; bottom row is damage from ''MaGMML'' weapons in the Megamix Engine&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level Remastered===&lt;br /&gt;
{{Damagetable1R&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|metal=1&lt;br /&gt;
|gemini=1&lt;br /&gt;
|solar=2&lt;br /&gt;
|top=3&lt;br /&gt;
|wool=1&lt;br /&gt;
|black=3&lt;br /&gt;
|phar=1/20&lt;br /&gt;
|magic=2&lt;br /&gt;
|orb=3&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 2===&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/2/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|hornet=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|jewel=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|grab=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|triple=3&amp;lt;br&amp;gt;3&lt;br /&gt;
|flash=Y&amp;lt;br&amp;gt;Y&lt;br /&gt;
|slash=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|wheel=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|sakugarne=4&amp;lt;br&amp;gt;4&lt;br /&gt;
|wire=1&amp;lt;br&amp;gt;3&lt;br /&gt;
|arrow=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|notes=Top row is damage in ''MaGMML2''; bottom row is damage from ''MaGMML2'' weapons in the Megamix Engine&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 3===&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|spark=1&lt;br /&gt;
|laser=1&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=4&lt;br /&gt;
|thunder=3&lt;br /&gt;
|magnetic=4&lt;br /&gt;
|ice=2&lt;br /&gt;
|break=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 24 Hour Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable24HM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|super=4/2&lt;br /&gt;
|chill=1/5&lt;br /&gt;
|pakkajoe=99&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 48 Hour Mega Man Level===&lt;br /&gt;
{{Damagetable48H&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|flame=2&lt;br /&gt;
|rain=2&lt;br /&gt;
|spark=0&lt;br /&gt;
|snake=2&lt;br /&gt;
|tengu=1/1/2&lt;br /&gt;
|water=4&lt;br /&gt;
|concrete=3&lt;br /&gt;
|homing=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level: Episode Zero===&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1&lt;br /&gt;
|saber=1&lt;br /&gt;
|burst=2&lt;br /&gt;
|drive=99&lt;br /&gt;
|cutbuster=1&lt;br /&gt;
|cutsaber=1&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=2&lt;br /&gt;
|flamebuster=2&lt;br /&gt;
|flamesaber=4&lt;br /&gt;
|flameburst=4&lt;br /&gt;
|flamedrive=2&lt;br /&gt;
|icebuster=2&lt;br /&gt;
|icesaber=3&lt;br /&gt;
|iceburst=3&lt;br /&gt;
|icedrive=3&lt;br /&gt;
|zapbuster=1&lt;br /&gt;
|zapsaber=1&lt;br /&gt;
|zapburst=2&lt;br /&gt;
|zapdrive=2&lt;br /&gt;
|psybuster=1&lt;br /&gt;
|psysaber=1&lt;br /&gt;
|psyburst=2&lt;br /&gt;
|psydrive=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Megamix Engine===&lt;br /&gt;
{{DamagetableM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|time=Y&lt;br /&gt;
|stone=2&lt;br /&gt;
|plant=4&lt;br /&gt;
|block=2&lt;br /&gt;
|ice=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Big Eye's additional jump frames are a holdover from the Mega Engine, which ''MaGMML2'' used. These frames are also used in ''Mega Man Maker'', another fangame using the Mega Engine.&lt;br /&gt;
* Big Eye uses Power Muscler's landing sound effect in ''Make a Good Mega Man Level'', and the sound it makes in the PAL/Anniversary Collection versions of Mega Man in ''Make a Good Mega Man Level 2''. The latter is most likely another holder from the Mega Engine.&lt;br /&gt;
&lt;br /&gt;
==Related Enemies==&lt;br /&gt;
*[[Sniper Armor]]&lt;br /&gt;
*[[Bikky]]&lt;br /&gt;
*[[Jumbig]]&lt;br /&gt;
*[[Power Muscler]]&lt;br /&gt;
*[[Power Slam]]&lt;br /&gt;
*[[Big Stomper]]&lt;br /&gt;
*[[Tsurare Stamp]]&lt;br /&gt;
*[[Shuhorn]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]][[Category:Devkit Enemies (MaGMML1)]][[Category:Custom Enemies (MaGMML1)]][[Category:Mega Man 1 Enemies]][[Category:Big Eye Enemies]][[Category:Bulky Enemies]]&lt;/div&gt;</summary>
		<author><name>Murphmario</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Fire_Pillar&amp;diff=19156</id>
		<title>Fire Pillar</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Fire_Pillar&amp;diff=19156"/>
				<updated>2021-09-22T23:04:05Z</updated>
		
		<summary type="html">&lt;p&gt;Murphmario: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gimmick&lt;br /&gt;
|align=right&lt;br /&gt;
|name=Fire Pillar&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|jname=Flame Emitting Block&lt;br /&gt;
|script=炎放射ブロック&lt;br /&gt;
|romaji=&lt;br /&gt;
|altname=Burner Block&lt;br /&gt;
|programmer=[[SnoruntPyro]], [[The Stove Guy]], [[Fabian]]&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=&lt;br /&gt;
|at=3 (contact)&lt;br /&gt;
|type=Damage, Special Interaction&lt;br /&gt;
|location='''MaGMML(1R):'''&amp;lt;br&amp;gt;[[Dr. Wily's Incinerator Chute]]&amp;lt;br&amp;gt;'''MaGMML2:'''&amp;lt;br&amp;gt;[[Volcanic Furnace]]&amp;lt;br&amp;gt;[[Conveyor Mayhem]]&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&amp;lt;br&amp;gt;[[Null and Void (MaGMML2)|Null and Void]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Null and Void (Episode Zero)|Null and Void]]&lt;br /&gt;
|OffAppear=[[Mega Man 1|Mega Man]]&amp;lt;br&amp;gt;[[Mega Man: Dr. Wily's Revenge]]&amp;lt;br&amp;gt;[[Mega Man: The Wily Wars]]&amp;lt;br&amp;gt;[[Mega Man Powered Up]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]])&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]]&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:FirePillar.png]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Fire Pillar''' is a gimmick originating from the original ''[[Mega Man 1|Mega Man]]'', appearing in [[Fire Man]]'s stage. It is a pillar of fire that rises up and down from the ground at regular intervals.&lt;br /&gt;
&lt;br /&gt;
Fire Pillars were first made available in the devkit for the original ''[[Make a Good Mega Man Level]]'', but weren't used in any entry stages. They did, however, appear in the Wily stage [[Dr. Wily's Incinerator Chute]].&lt;br /&gt;
&lt;br /&gt;
Fire Pillars made a return in ''[[Make a Good Mega Man Level 2]]'', and were used in the entries [[Volcanic Furnace]] and [[Conveyor Mayhem]], as well as the Wily stage [[Reality Core]], the [[The Pit of Pits|Pit of Pits]] sublevels &amp;quot;Game Over - Return of Fire&amp;quot;, &amp;quot;Hot Mess&amp;quot;, and &amp;quot;Industrious Indignation&amp;quot;, and [[Null and Void (MaGMML2)|Null and Void]]. In ''[[Make a Good Mega Man Level: Episode Zero]]'', it also appeared in [[Null and Void (Episode Zero)|Null and Void]].&lt;br /&gt;
&lt;br /&gt;
==Behaviour==&lt;br /&gt;
Fire Pillars grow and shrink from the point where they're placed at regular intervals. Though they can't be destroyed or damaged by most weapons, they still block shots, potentially protecting vulnerable targets from harm. Using the [[Ice Wall]] or [[Ice Slasher]] on them will freeze them solid, allowing them to be used as solid platforms, while the [[Rain Flush]] is able to destroy them outright.&lt;br /&gt;
&lt;br /&gt;
Fire Pillars are able to ignite [[Oil]] and [[Oil Slick]]s.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* In the original ''MaGMML'', Fire Pillars didn't move up and down, but appeared and disappeared after brief flashes, and reflected projectiles rather than absorbing them. This is because the Fire Pillar object was taken straight from [[SnoruntPyro]]'s earlier fangame, ''Mega Man Square Root of Negative One''.&lt;br /&gt;
* In earlier versions of the [[Megamix Engine]], Fire Pillars were completely unable to be frozen.&lt;br /&gt;
* Fire Pillars have three frames of animation in the original Mega Man, and four in the Megamix Engine. However, two of the frames are duplicates, giving them the appearance of having only two frames in-game. This is also the case for the Fire Pillar's appearance in Mega Man Maker.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gimmicks]][[Category:Devkit Gimmicks (MaGMML1)]][[Category:Mega Man 1 Gimmicks]]&lt;/div&gt;</summary>
		<author><name>Murphmario</name></author>	</entry>

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