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		<id>http://magmmlcontest.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=NARFNra</id>
		<title>Make a Good Mega Man Level Contest - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://magmmlcontest.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=NARFNra"/>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php/Special:Contributions/NARFNra"/>
		<updated>2026-06-21T16:54:19Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:NARFNra&amp;diff=18960</id>
		<title>User:NARFNra</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:NARFNra&amp;diff=18960"/>
				<updated>2021-09-18T13:16:16Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, I'm Narf. I created this page because I don't like how the red looks in the edit log all the time and not for any other real reason.&lt;br /&gt;
&lt;br /&gt;
I participated in MaG48HMML, submitting [[Through the Crabacombs]], and I also made a weird Mega Mix Engine fan game in 2020 called [https://narfnra.itch.io/the-reggae-operation The Reggae Operation].&lt;br /&gt;
&lt;br /&gt;
Outside of MM, I graduated with a Japanese language degree and translate in my spare time. Thanks for reading.&lt;br /&gt;
&lt;br /&gt;
If you're interested on my thoughts regarding my level and the Judge's commentary on it, here's [https://www.youtube.com/watch?v=SK25-vjtrtY a video of me perfect running it] with commentary in the description and comment. Here, I'll copy the description/comment for you. It's not like I don't have the space.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;width: 72.5%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot;| Judge Comments&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Vid Description&lt;br /&gt;
|- class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; &lt;br /&gt;
| DESCRIPTION&lt;br /&gt;
&amp;lt;br&amp;gt; [this description is mainly about things I'd change, for general design ideas, check out my comment!]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi everyone, this is NARF. I wanted to do a perfect run of my stage so I could write a retrospective regarding it, mistakes I feel I should have fixed and things I should avoid in the future, and things I still think I did well. This was my 1st MaGMMl stage!&lt;br /&gt;
&lt;br /&gt;
First, I'd like to thank all the judges and everyone who worked together to make MAGMML48Hr a reality - I know it was a long time coming, and it means a lot to me to have been a part of it. I never in my dreams expected to get 20th! If there's ever a new MaGMML I'd love to participate in it again, perhaps with a stage that doesn't need a skip teleporter :P! The judges were, I think, very fair about my stage and I agree with their commentary.&lt;br /&gt;
&lt;br /&gt;
To be specific, first of all, I absolutely needed more checkpoints. Having only 2 was inexcusable, and their positioning forced you to deal with frustrating enemies that weren't really necessary. In particular, I think I should have at least considered putting one at the beginning of the first water room, and maybe in the elevator room. The second half doesn't need one as badly, but I think putting a checkpoint at the top of the second to last room would have been good. The first Feeber at the checkpoint is also an unnecessary annoyance.&lt;br /&gt;
&lt;br /&gt;
Another serious aspect I never noticed before that seems to have become a real issue in this version is despawn distance. The vertical Bubble elevator rooms have enemies that randomly seem to despawn, and it's especially problematic with the Gyro blocks at the top of the first once since they're so annoying to reset. When I first got here I was worried I'd submitted a version without them that made it impossible to buster only! I don't remember running into this in testing but it's been a few years, and what I believe to be the main way to fix it - fiddling with despawn range using creation code, was something I didn't know how to do at the time anyway. None of the judges seemed to have an issue with this, so I can't help but wonder if it's a version issue? Nevertheless, if I release a fixed version of the stage later, I'll try to make that as consistent as possible. For now, it appears I can make them appear more often by... jumping off the bubbles a lot? I have no idea why.&lt;br /&gt;
&lt;br /&gt;
The reverse difficulty curve is definitely a result of me playing around to try to come up with something interesting early on, and then kinda feeling I was being too mean as it kept going. The Feeber room is notoriously finicky, and I didn't want to force people to deal with that again... even if it meant the second water room was pretty simple. I kind of have this opinion on MM stages where I like putting the most finicky bits in front of the checkpoint, so you don't have to do other areas over and over or have a big build up to it if you're going to die a lot - this too, though, could have been dealt with through more checkpoints. I'm just glad I got to throw a lot of weird ideas out, even if many of them weren't ones I knew how to develop.&lt;br /&gt;
&lt;br /&gt;
There's a lot of smaller issues I think were definite mistakes. The bottom of the screen jump for the third Feeber is dumb, it should have at least had a longer lead in and preferably a higher ceiling tile. I purposefully kept it like that b/c I felt it was too easy otherwise, but the sheer number of tries I lost to it has made me feel that yeah, it was just cheap. I think my use of the MM2 frogs was awkward, in both cases they're annoying ambushes and the first one can freak out and act bizarrely if you respawn it waiting for the bubbles in a way I don't like. The second one is also awkward because I forgot to add escape methods for if you fall in, like a block to jump off of or a slide hole or something. And animated tiles would have been nice.&lt;br /&gt;
&lt;br /&gt;
Other than that, despite all the issues, I still feel good about my stage. For a single tileset experiment that was my first MaGMML submission, I think I could do a lot worse. I tried to do neat things with, let's admit it, pretty hard to use items (M-445, Feebers, and Cyorowns are all terrible enemies in their own way, all being awkward as damage threats, and the MM5 Bubble is infamous), and I think I did something unique if nothing else. Frankly, it's interesting to me how many of the absolutely glaring flaws I could fix with just a few checkpoints and a bit of messing around with creation code. That's what first stages are like, though - we did all have only 48 hours! If I release a new version of the stage standalone, I'll link it here.&lt;br /&gt;
&lt;br /&gt;
Thank you for watching and reading, I hope you enjoyed my commentary on the level. I'm glad to be a part of this community!&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Comment&lt;br /&gt;
|- class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; &lt;br /&gt;
|COMMENT&lt;br /&gt;
&amp;lt;br&amp;gt; Here's a bit more design commentary, since I'm limited to 5000 chars in the desc.&lt;br /&gt;
&lt;br /&gt;
The baseline idea for this level came from trying to figure out - what can we do with these enemies that's meaningful? Feebers are tricky to use because they only really work by pushing you into things, so they're better when you're being harassed by something else. M-445s are VERY weak, but in their original context their main purpose is to be randomly spawned - so I thought that the combination of the two could be interesting. Forcing you to move vertically is a decent way to make M-445s more threatening, since their main issue is how easily they're destroyed - and I think on quick plays of the first room there's a neat sort of interplay between trying to time things so you don't have to wait for an M-4445 to wander by. They can even be an issue when you're speeding around and triggered one earlier and suddenly have to deal with it, like when you double back and there's the little Feeber over the spike alcove.&lt;br /&gt;
&lt;br /&gt;
Cyorowns are weak and easy to kill, and they only fire a few times. The main thing their AI is designed to do is to fire a single pellet at a diagonal angle, and then maybe get around to making another one if they live that long. The best way I could find to take advantage of them was to make them ambush enemies, not in extremely intensive rooms where everything else could hit you, but more just to keep you on your toes in climbing areas. Vertical levels have an interesting interaction with them because they can respawn and fire again when scrolled on screen, so even though despawn rates were kind of my enemy here, that one aspect was something I enjoyed seeing with them.&lt;br /&gt;
&lt;br /&gt;
Oh, I seem to have forgotten the first few rooms. Well, these rooms are basically meant to perform the duty of introductions, as you might expect. Feebers are a weird enemy, so I wanted to start you with one in a totally harmless environment so you could learn how to break out - did YOU know you can just spam the jump key to break it without having to shoot? It's useful if you're using weapons! The next room immediately shows you the Gyro blocks and the trajectories that Cyorowns fire at with an easy platforming situation that, if failed, just makes you deal with some Feebers instead. This room is partially meant to show you that UNLIKE G.S.Q., which protects you, Feebers CAN kill you by bubbling you onto spikes. Another optional room gives you a W tank, since I felt that with Feebers being so tanky and M-445s attacking from a vertical angle, people might want to use a variety of weapons to speed the next room up. I think Flame Mixer works well against most of the enemies in this stage, and Concrete Shot can help with a few of the tricky jumps.&lt;br /&gt;
&lt;br /&gt;
The second horizontal room with the pipes was mainly the result of wanting to try a different pressure method. These enemies take some effort and can make jumps fairly difficult, and all that stuff slowing you down combined with the need to leap up to shoot them made them another excellent pair with M-445s. There's more Feebers in here, but not many - they're mostly to be a bit of a timing hazard more than anything. This room has one of the biggest oversights in the stage - the ability to leap off the top of the screen. I tried to deal with it by including lots of spikes because I didn't know at this time the way you stop that, extending a collision box off the top of it. It doesn't work great, but on the plus side for later speedruns it might be worth a shot as a cool route decision.&lt;br /&gt;
&lt;br /&gt;
The tall room with the 3 bubbles was part of an experiment - I wanted to make a bubble elevator where if you got surprised and fell you could use the knowledge you got on the whole room to be more aware next time. I think the ambush Cyorowns are the most fun here, and the slowly connecting pipe enemy is funny to me. I wish the crab on the top wouldn't despawn all the time, but he's mostly filler anyway. The next room that goes down is definitely my hastiest design - I forgot to add ways to get out of the pits, and the frog has a really obnoxious attack pattern. That said, the use of the Cyorowns as a multi attacking turret you can't destroy at first is cool, I think, without stooping to just putting reflector blocks around them, and I like the way it looks.&lt;br /&gt;
&lt;br /&gt;
The final room, the bubble elevator, suffers really badly from the despawning making it act funny. An intended aspect is that if you jump too high the bubbles will disappear, forcing you to be careful at first. I really like the way Feeber bubbles can run along the platform bubbles, and how the rising platform makes M-445s once again feel more like they're actual threats - even if the room doesn't work so well, I think it's a nice &amp;quot;cinematic&amp;quot; end to the stage. I do wish that there'd been a bit of an intensive room somewhere in the last few segments of the stage, but I was trying to make it feel less exhausting compared to the earlier nit picky jumping and dodging segments, so it's meant to feel a bit more like a cutscene or action moment once you learn it. My biggest mistake was probably using instant death spikes here that force you to go back to the slow parts if you mess up.&lt;br /&gt;
&lt;br /&gt;
The Green Devil was chosen because... 1. It fit the level theme, 2. It was another boss that has mildly different actions underwater due to the trajectory of its blobs, 3. I felt it'd be an under used boss and thus a good change of pace (and I think I was right... I've only played up to level 30 and then my stage, so idk if anyone else used it!) and 4. It was really very easy. I didn't want to include some frustrating boss that would require you to spend a lot of time at the end of the level like Commando Man or something, with so many ways the stage itself could go wrong. Overall, I think it was a good choice, but what do you think? I'd love to hear people's opinions! &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-97-AbandonedMine.png&amp;diff=18911</id>
		<title>File:MaG48HMML-97-AbandonedMine.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-97-AbandonedMine.png&amp;diff=18911"/>
				<updated>2021-09-17T05:10:59Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: NARFNra uploaded a new version of File:MaG48HMML-97-AbandonedMine.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Abandoned Mine]], the 97th place entry in MAG48HMML.&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-97-AbandonedMine.png&amp;diff=18910</id>
		<title>File:MaG48HMML-97-AbandonedMine.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-97-AbandonedMine.png&amp;diff=18910"/>
				<updated>2021-09-17T05:10:30Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: NARFNra uploaded a new version of File:MaG48HMML-97-AbandonedMine.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Abandoned Mine]], the 97th place entry in MAG48HMML.&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-98-FireArmedToTheBeak.png&amp;diff=18909</id>
		<title>File:MaG48HMML-98-FireArmedToTheBeak.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-98-FireArmedToTheBeak.png&amp;diff=18909"/>
				<updated>2021-09-17T05:07:45Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: NARFNra uploaded a new version of File:MaG48HMML-98-FireArmedToTheBeak.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Fire Armed to the Beak]], the 98th place entry in MAG48HMML.&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-99-IHOPEIWIN.png&amp;diff=18908</id>
		<title>File:MaG48HMML-99-IHOPEIWIN.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-99-IHOPEIWIN.png&amp;diff=18908"/>
				<updated>2021-09-17T05:06:19Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: NARFNra uploaded a new version of File:MaG48HMML-99-IHOPEIWIN.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[IHOPEIWIN]], the 99th place entry in MAG48HMML.&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-Tier2.png&amp;diff=18907</id>
		<title>File:MaG48HMML-Tier2.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-Tier2.png&amp;diff=18907"/>
				<updated>2021-09-17T05:04:39Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: NARFNra uploaded a new version of File:MaG48HMML-Tier2.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tier 2 in MAG48HMML. Not pictured: the Invisible crate.&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-105-PintHousePowerHouse.png&amp;diff=18906</id>
		<title>File:MaG48HMML-105-PintHousePowerHouse.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-105-PintHousePowerHouse.png&amp;diff=18906"/>
				<updated>2021-09-17T04:58:30Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: NARFNra uploaded a new version of File:MaG48HMML-105-PintHousePowerHouse.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Pint House Power House]], the 105th place entry in MAG48HMML.&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-106-CuttingEdgeTechnology.png&amp;diff=18905</id>
		<title>File:MaG48HMML-106-CuttingEdgeTechnology.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-106-CuttingEdgeTechnology.png&amp;diff=18905"/>
				<updated>2021-09-17T04:53:10Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: NARFNra uploaded a new version of File:MaG48HMML-106-CuttingEdgeTechnology.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Cutting Edge Technology]], the 106th place entry in MAG48HMML.&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User_talk:NARFNra&amp;diff=18904</id>
		<title>User talk:NARFNra</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User_talk:NARFNra&amp;diff=18904"/>
				<updated>2021-09-17T04:50:35Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am creating this to stop the talk page at the top of my screen from being red all the time. Please ignore me. - [[User:NARFNra|NARFNra]] ([[User talk:NARFNra|talk]]) 01:58, 16 September 2021 (CDT)&lt;br /&gt;
&lt;br /&gt;
:JSYK, you don't need to upload screenshots at 1x; there's a way to get images to display at a set size. Look at Space Pipes's page for an example of how to downscale from, say, 3x to 1x.--[[User:Spin Attaxx|Spin Attaxx]] ([[User talk:Spin Attaxx|talk]]) 23:48, 16 September 2021 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Understood. - [[User:NARFNra|NARFNra]] ([[User talk:NARFNra|talk]]) 23:50, 16 September 2021 (CDT)&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-Tier1.png&amp;diff=18901</id>
		<title>File:MaG48HMML-Tier1.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-Tier1.png&amp;diff=18901"/>
				<updated>2021-09-17T04:46:02Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: NARFNra uploaded a new version of File:MaG48HMML-Tier1.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tier 1 in MAG48HMML.&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-Tier1.png&amp;diff=18900</id>
		<title>File:MaG48HMML-Tier1.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-Tier1.png&amp;diff=18900"/>
				<updated>2021-09-17T04:43:37Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: NARFNra uploaded a new version of File:MaG48HMML-Tier1.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tier 1 in MAG48HMML.&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Cornerstone_to_Dominate&amp;diff=18899</id>
		<title>Cornerstone to Dominate</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Cornerstone_to_Dominate&amp;diff=18899"/>
				<updated>2021-09-17T04:40:39Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: moving image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|rank = 21st&lt;br /&gt;
|image= [[File:MaG48HMML-21-Cornerstone-to-Dominate.png]]&lt;br /&gt;
|caption= Worms need platforms too.&lt;br /&gt;
|game=''[[Make a Good 48 Hour Mega Man Level]]'' &lt;br /&gt;
|creator=[[Llama Hombre]]&lt;br /&gt;
|composer= NecroPhageonIII&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 48h&lt;br /&gt;
|judge1 = 74&lt;br /&gt;
|judge2 = 65&lt;br /&gt;
|judge3 = 50&lt;br /&gt;
|judge4 = 87&lt;br /&gt;
|totalscore = 69&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|box =&lt;br /&gt;
*[[Diarn]]&lt;br /&gt;
*[[Giant Springer]]&lt;br /&gt;
*[[Imorm]]&lt;br /&gt;
*[[Angle Platform]]&lt;br /&gt;
*[[Crash Lift]]&lt;br /&gt;
|enemies = &lt;br /&gt;
*[[Diarn]]&lt;br /&gt;
*[[Giant Springer]]&lt;br /&gt;
*[[Imorm]]&lt;br /&gt;
*[[Tatebo]]&lt;br /&gt;
|gimmicks = &lt;br /&gt;
*[[Angle Platform]]&lt;br /&gt;
*[[Crash Lift]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Kabatoncue]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Metal Man]]&lt;br /&gt;
|other =&lt;br /&gt;
|music = Neon Starlight&lt;br /&gt;
|location = [[Tier 9 (MaG48HMML)|Tier 9]]&lt;br /&gt;
|previous = [[Darkwing City]]&lt;br /&gt;
|next = [[Through the Crabacombs]]&lt;br /&gt;
}}&lt;br /&gt;
'''Cornerstone to Dominate''' is the 21st place entry in ''[[Make a Good 48 Hour Mega Man Level]]''. It consists of a dark metallic area filled with moving and shifting platforms, often with [[Imorm]]s upon them. Halfway through the level, it shifts into using Skull Man's tileset while retaining the same platforming themes. Cornerstone to Dominate is also the subject of the Minimal Destruction [[Sidequests|sidequest]], in which the level must be beaten without destroying more than five enemies.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
It is important to be cautious when platforming in this level, as Imorms are often placed so that they will fall directly onto [[Mega Man]] in mid-jump. In most cases, this is not so much a threat as a surprise that slows the player down, but in conjunction with more aggressive enemies like [[Diarn]]s, this can easily lead to damage. Both Diarns and [[Tatebo]]s are scattered around the stage as armored enemies with very little health, making them extremely vulnerable to weapons like the [[Rain Flush]]. When attempting to do the stage [[Mega Buster|buster]] only, it's worthwhile to know that that both enemies can be destroyed as they lower their shields but before they fire.&lt;br /&gt;
&lt;br /&gt;
A few rooms into the level is a drop from a room with an Imorm on an [[Angle Platform]] into a room with two Diarns and a Tatebo. If the player slides into a hole on the left side of the room, they can find a bonus room containing an E-Tank. Another E-Tank can be received by holding left while dropping after the first [[Kabatoncue]] fight, or by simply using [[Rush Coil]] in the same room.&lt;br /&gt;
&lt;br /&gt;
For Minimal Destruction, both the two Kabatoncues and [[Metal Man]] must be killed to finish the stage, so the player may only destroy two other enemies. The [[Spark Shock]] is a useful tool for this challenge as it will freeze enemies in place while dealing no damage. The challenge of this sidequest can be greatly reduced by using the Absorption Armor and/or Blast Wind upgrades, which make it easier and less costly to simply ignore all minor enemies, and bringing a few E-Tanks to restore the damage this strategy inflicts.&lt;br /&gt;
&lt;br /&gt;
==Scores==&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma = This level looks and sounds really good. It's also super fun. The challenges you present are really fun and engaging with a healthy difficulty curve. Using the large spring enemies with the platforms feels really good, especially since both aren't used like this in their original games. Also, as someone who doesn't like most minibosses, I enjoyed this one. Good job.&lt;br /&gt;
|parmascore = 74&lt;br /&gt;
|pjdesign = 27&lt;br /&gt;
|pjcreativity = 09&lt;br /&gt;
|pjfunction = 10&lt;br /&gt;
|pjfun = 18&lt;br /&gt;
|pjaesthetics = 10&lt;br /&gt;
|pk = I liked this one. Even if it was a tad short, what was there is definitely nicely designed. I guess you could say it's cute. I would have liked to see more combining of the two gimmicks, though. Oh, and fighting Metal Man on the platforms was fun.&lt;br /&gt;
|pkscore = 65&lt;br /&gt;
|pkdesign = 17&lt;br /&gt;
|pkcreativity = 10&lt;br /&gt;
|pkfunction = 10&lt;br /&gt;
|pkfun = 18&lt;br /&gt;
|pkaesthetics = 10&lt;br /&gt;
|m-jacq = Halfwayish through the level, there's this set of Crash Lift rails shaped like an upside-down L. The platform doesn't need to be shaped like that. Indeed, that little vertical crook just extends the wait time before you can try the segment again. The stage has a lot of little moments like this where the Crash Lifts are placed in a way that adds a lot of downtime to the level, so while it's well-made, there's enough drag that the level isn't all that fun. I think you should have tried a lot harder to counteract this than you did. The Metal Man fight is also just... weird. Easy to cheese, but with a lot of downtime while you wait for Metal Man to slowly die as he jogs in place.&lt;br /&gt;
|m-jacqscore = 50&lt;br /&gt;
|mjdesign = 21&lt;br /&gt;
|mjcreativity = 05&lt;br /&gt;
|mjfunction = 08&lt;br /&gt;
|mjfun = 09&lt;br /&gt;
|mjaesthetics = 07&lt;br /&gt;
|freems = A level doesn't always have to awe and amaze to just be a good time. This was another one of those levels that just kinda casually delights the whole time and I feel like I'm sitting down and playing some Mega Man. The angle platforms didn't terribly go crazy but I always like seeing the Crash Platforms being used on smaller rail sections. It sure beats waiting a whole cycle and a platform just moving a little bit is able to add a little spice to a normal section. I especially liked how it was used with the hippo miniboss. The first time the platforms are on small rails giving you a lot of time to jump and shoot but you gotta switch often. The second time it's a longer rail meaning there's a bit more wait time, but to balance out it gives you more time to shoot the miniboss at the top of its arc. It's also the right way to plug gimmicks in the boss room. Not something completely pointless but not something that just makes the boss unfun. The platforms add just a little spice to Metal Man's jumping which is fun. Doesn't really break any new grounds, but I liked it!&lt;br /&gt;
|freemsscore = 87&lt;br /&gt;
|frdesign = 32&lt;br /&gt;
|frcreativity = 10&lt;br /&gt;
|frfunction = 10&lt;br /&gt;
|frfun = 22&lt;br /&gt;
|fraesthetics = 13&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good 48 Hour Mega Man Level Stages]][[Category:Tier 9 (MaG48HMML)]]&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-21-Cornerstone-to-Dominate.png&amp;diff=18897</id>
		<title>File:MaG48HMML-21-Cornerstone-to-Dominate.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-21-Cornerstone-to-Dominate.png&amp;diff=18897"/>
				<updated>2021-09-17T04:40:21Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: NARFNra moved page File:MAG48HMML-21-Cornerstone-to-Dominate.png to File:MaG48HMML-21-Cornerstone-to-Dominate.png: a&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MAG48HMML-21-Cornerstone-to-Dominate.png&amp;diff=18898</id>
		<title>File:MAG48HMML-21-Cornerstone-to-Dominate.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MAG48HMML-21-Cornerstone-to-Dominate.png&amp;diff=18898"/>
				<updated>2021-09-17T04:40:21Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: NARFNra moved page File:MAG48HMML-21-Cornerstone-to-Dominate.png to File:MaG48HMML-21-Cornerstone-to-Dominate.png: a&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:MaG48HMML-21-Cornerstone-to-Dominate.png]]&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Through_the_Crabacombs&amp;diff=18896</id>
		<title>Through the Crabacombs</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Through_the_Crabacombs&amp;diff=18896"/>
				<updated>2021-09-17T04:40:03Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: moving image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|rank = 20th&lt;br /&gt;
|image= [[File:MaG48HMML-20-Through-the-Crabacombs.png]]&lt;br /&gt;
|caption= Being trapped in a bubble would make anyone crabby.&lt;br /&gt;
|game=''[[Make a Good 48 Hour Mega Man Level]]'' &lt;br /&gt;
|creator= [[NARFNra]]&lt;br /&gt;
|composer= [[NARFNra]]&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 48h&lt;br /&gt;
|judge1 = 78&lt;br /&gt;
|judge2 = 60&lt;br /&gt;
|judge3 = 83&lt;br /&gt;
|judge4 = 56&lt;br /&gt;
|totalscore = 69.25&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|box =&lt;br /&gt;
*[[Cyorown]]&lt;br /&gt;
*[[Feeber]]&lt;br /&gt;
*[[M-445]]&lt;br /&gt;
*[[Bubble Platform]]&lt;br /&gt;
*[[Falling Platform]] (MM5)&lt;br /&gt;
|enemies = &lt;br /&gt;
*[[Crabbot]]&lt;br /&gt;
*[[Croaker]]&lt;br /&gt;
*[[Cyorown]]&lt;br /&gt;
*[[Feeber]]&lt;br /&gt;
*[[Haiker N]]&lt;br /&gt;
*[[M-445]]&lt;br /&gt;
|gimmicks = &lt;br /&gt;
*[[Bubble Platform]]&lt;br /&gt;
*[[Falling Platform]] (MM5)&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses=*[[Grey Devil]]&lt;br /&gt;
|other =&lt;br /&gt;
* [[File:Skip.png]] [[Skip Teleporter|Skippable]]&lt;br /&gt;
|music = No End in Sight&lt;br /&gt;
|location = [[Tier 9 (MaG48HMML)|Tier 9]]&lt;br /&gt;
|previous = [[Cornerstone to Dominate]]&lt;br /&gt;
|next = [[Spicy Banana Bread Storehouse]]&lt;br /&gt;
}}&lt;br /&gt;
'''Through the Crabacombs''' is the 20th place entry in ''[[Make a Good 48 Hour Mega Man Level]]''. It consists of an underground collection of flooded tunnels using Pump Man's tileset, wherein the player is forced to deal with [[Feeber]]s and infinitely spawning [[M-445]]s while maneuvering around large numbers of spikes. It also features several long vertical rooms where the player must ascend on [[Bubble Platform]]s and [[Falling Platform]]s while being attacked by [[Cyorown]]s. The long vertical Bubble Platform rooms in this stage occasionally suffer from object-spawning issues due to how the Bubble Platforms work in scrolling areas, which can sometimes make it appear to be impossible to complete buster-only. In general, repeatedly jumping while ascending long vertical rooms on Bubble Platforms can prevent this issue.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
It should be noted that the [[Flame Mixer]] is an extremely strong weapon in this level - no enemies in the stage are shielded, and many rely on projectiles or odd angles to attack [[Mega Man]], meaning that the weapon makes handling most areas in the stage quite a bit easier. In addition, weapons like the [[Homing Sniper]], [[Beat]], and the [[Rain Flush]] are highly effective at handling relatively fragile enemies in awkward positions on screen, especially with the help of the W-Tank found at the beginning of the level. When equipped with a weapon, it can be useful to know that the player can escape Feeber bubbles by pressing A instead of wasting ammo by shooting.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the stage is a series of relatively simple vertical rooms introducing Feebers, Cyorowns, and Falling Platforms. If the player completes a small platforming challenge early on, or happens to have bought the Beat Fetch and Fortified Talons upgrades, they can easily obtain a W-Tank. &lt;br /&gt;
&lt;br /&gt;
The first truly difficult segment begins when the player first heads to the right, entering an underwater hallway filled with Feebers, M-445s, [[Crabbot]]s, and spikes. In this segment, it is extremely important to be cautious regarding the giant hitboxes of Feeber bubbles, as it is easy to fall into a pit. M-445s are easy to destroy, but come down in vertical spaces wherein hitting them can be difficult. However, because they start moving in a sine wave motion if the player happens to be to the side of them, they're not very hard to get out of the way with patience. &lt;br /&gt;
&lt;br /&gt;
The next room immediately starts with an ambush by a [[Croaker]] - walking forwards to the edge of the platform allows you to dodge its attack and attack the Croaker, but watch out for its Mini Kerogs. Beware - while waiting for the Bubble Platform to spawn, if you get onto the generator and then drop back off of it, the Croaker can respawn and start launch its Mini Kerogs directly into you on this platform, possibly knocking you into the pit. In the next segment, be ready for attacks from Cyorowns - they will be spawning at the top of the screen and firing at diagonal angles, which can usually be avoided through jumping. The end of this room can be relatively troublesome - due to the nature of how Bubble Platforms scroll, a set of Falling Platforms necessary to get into the next room may not spawn, forcing the player to either use [[Rush]] or to fall back down and respawn a Bubble. For some reason, if the player jumps continuously while rising on the Bubble, the platforms are more likely to spawn and remain there.&lt;br /&gt;
&lt;br /&gt;
The next room contains the checkpoint, and after a short period, shifts to another horizontal underwater segment featuring [[Haiker N]]s. When dealing with the appearance of two of them in a room with a prowling Crabbot, it's best to immediately try to destroy one or both before the finish implanting into the pipes, or dealing with their projectiles can be troublesome. Because the room is free-scrolling, however, it's easy to retreat and respawn them to try as many times as the player needs. It's worth noting that this room also has no collision protection on the top of the screen, meaning that in several cases the player can easily jump off the top and bypass segments of the level.&lt;br /&gt;
&lt;br /&gt;
After a Cyorown ambush hallway and a small elevator, there is a small segment wherein the player must choose the right blocks to fall down while avoiding attacks from enemies in other enclosures - beware, there is no escape from these enclosures without weapon use, so if the player has somehow exhausted all of their weapon energy for [[Rush Jet]], [[Rush Coil]], and [[Concrete Shot]], they may be forced to reset. A Croaker that appears in this room also fires Kerogs startlingly fast onto the platform after the first drop, so the safest way to deal with that is to jump and land slightly away from the edge of the platform.&lt;br /&gt;
&lt;br /&gt;
The final room is a Bubble Platform where the bubbles slowly pop. This room isn't too difficult so long as you are careful - Feebers will attempt to trap you in bubbles that push you into spikes or off the platform in this room, but there's only two of them and escaping from the bubbles is exactly as simple as it always has been. Because you're underwater you can skip a large distance to jump up to the boss door quickly, but be careful not to jump too high too early, because doing so will scroll the platform off-screen and force you to restart from the bottom once more.&lt;br /&gt;
&lt;br /&gt;
The boss, the [[Grey Devil]], is rather easy. However, the room's low ceiling and flooded nature means the trajectories of its projectiles will be altered slightly from those players familiar with the [[Megamix Engine]]'s version of the boss may remember - the simplest way to avoid its attacks is to stand next to it after learning the timing for when it moves across the room. &lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
This level was deemed skippable on M-Jacq's suggestion, due to the difficulty of some segments (especially given the low number of checkpoints and heavy use of instant-death traps like pits and spikes.)&lt;br /&gt;
&lt;br /&gt;
==Scores==&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma = CRABACOMBS, I LOVE IT. What I don't love is the checkpoint placement. Like legit, if you fixed that you'd solve most of my problems with this stage. Your gimmicks and the bubble crabs are fairly conducive to using spikes and pits as obstacles, and the challenges you made (especially with the 3 Gyro Man platforms on top of each other covering a hole, or the long vertical sections with the bubbles) are great uses of the gimmicks. Really good job. The issue is that since so much of the level is based on instant death, you need more checkpoints to make the level better. Going through the same sections multiple times is boring since this is not a fast-paced level. Splitting this level into 3 or 4 sections instead of 2 would go a long way in making it better. Despite that, the level feels, sounds, and looks grate (get it?) with the sewer theme. Has that nice dismal sewer feel. Overall, good experience.&lt;br /&gt;
|parmascore = 78&lt;br /&gt;
|pjdesign = 30&lt;br /&gt;
|pjcreativity = 09&lt;br /&gt;
|pjfunction = 10&lt;br /&gt;
|pjfun = 17&lt;br /&gt;
|pjaesthetics = 12&lt;br /&gt;
|pk = Dang, those crabs were a pain at times. Well, this stage was pretty fun at times, and at others, it felt kinda...blah. If that makes sense. Clearly, there were clever ideas behind these challenges, but some of them just didn't click right with me. The last bubble elevator, for example. The crabs kind of screwed me over more times that I'd have liked. Overall, though, it was decently fun.&lt;br /&gt;
|pkscore = 60&lt;br /&gt;
|pkdesign = 18&lt;br /&gt;
|pkcreativity = 09&lt;br /&gt;
|pkfunction = 10&lt;br /&gt;
|pkfun = 13&lt;br /&gt;
|pkaesthetics = 10&lt;br /&gt;
|m-jacq = Difficult sections in the Mega Man games - and most video games, really - comes in two varieties. You've got tricky sections, which are difficult because executing the correct maneuvers to get through them requires skill on the player's part. You've then got &amp;quot;gotcha&amp;quot; sections, which are difficult because they require you to act and respond extremely quickly. (So, single-screen Yoku Block puzzles are &amp;quot;tricky,&amp;quot; Quick Lasers and spike drops are &amp;quot;gotcha&amp;quot;...-y.) Both can work in a level, but you get significantly more leeway on tricky sections than you do on gotcha sections when it comes to how punishing a level is. Players get less angry when the mistakes they make are due to something they could have foreseen.&lt;br /&gt;
This is a long prelude to say that while this level is very, very hard at points, and it's light on checkpoints as well, I don't think that's necessarily a bad thing. The sections done over pits have very generously-timed and obvious cycles; I never thought that my failure on these sections was due to anything other than human error. Meanwhile, while there were a couple &amp;quot;gotcha&amp;quot; enemies - the Cyorowns in particular - they never showed up over spikes or pits. It's not ideal that the difficulty curve was close to backwards, and that the earliest part of the level was harder than what came afterwards (especially when you had to hop between ledges placed directly above one another), but I can forgive that.&lt;br /&gt;
This level is really, really well-made from a technical standpoint, if you ask me - clean level architecture, interesting setups, that sort of thing. That final segment in particular is ace - the bubble &amp;quot;elevator&amp;quot; turning into a more standard Wave bubble puzzle as you dodge spikes and M-445s was really cool, and a nice showy capper to the level. Grey Devil was pretty cool as well.&lt;br /&gt;
I suspect I'm in the minority on this one, but I really liked this level in spite of how tough it is in spots (to the point where I think it warrants a Skip Teleporter - not for me, mind you, for other people). Just a really solid platforming experience.&lt;br /&gt;
|m-jacqscore = 83&lt;br /&gt;
|mjdesign = 33&lt;br /&gt;
|mjcreativity =13&lt;br /&gt;
|mjfunction = 08&lt;br /&gt;
|mjfun = 17&lt;br /&gt;
|mjaesthetics = 12&lt;br /&gt;
|freems = Well, we got ourselves a perfectly fine level, so let's get talkin'. A few placements of the crows didn't feel well thought out given how they act almost instantly upon spawning on screen (which is more annoying when the screen just keeps going up vertically), there were probably a few more spikes than really needed, and a few jumps just felt more janky than they really needed to be. Now you certainly did have unique ideas for these gimmicks. Using the Gyro blocks in a way that there's multiple ways to go down and you have to determine the correct one while dodging enemy fire and the bridge of Wave Bubbles at the end that slowly gets smaller as some of them hit spikes. These are neat ideas in theory, but I don't think the level takes full advantage of them. The Gyro situation can be handled very quickly and the enemies prove a little threat and while the Wave Bubble section at the end is cool in theory it really ended before it began. And given the fact that it was underwater, it was very easy to just skip the whole last part of it entirely and jump up to the boss door. They're kinda saved for special moments when I almost wish more of the level was dedicated to these cooler sections. More of that would have been great.&lt;br /&gt;
|freemsscore = 56&lt;br /&gt;
|frdesign = 19&lt;br /&gt;
|frcreativity = 08&lt;br /&gt;
|frfunction = 09&lt;br /&gt;
|frfun = 13&lt;br /&gt;
|fraesthetics = 07&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This stage is the highest-ranked level in ''MaG48HMML'' to feature a [[Skip Teleporter]], the next-highest being [[Cosmological Factory]] in Tier 4.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good 48 Hour Mega Man Level Stages]][[Category:Tier 9 (MaG48HMML)]][[Category:Skippable Levels]]&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-20-Through-the-Crabacombs.png&amp;diff=18894</id>
		<title>File:MaG48HMML-20-Through-the-Crabacombs.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-20-Through-the-Crabacombs.png&amp;diff=18894"/>
				<updated>2021-09-17T04:39:39Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: NARFNra moved page File:MAG48HMML-20-Through-the-Crabacombs.png to File:MaG48HMML-20-Through-the-Crabacombs.png: a&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Level image.&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MAG48HMML-20-Through-the-Crabacombs.png&amp;diff=18895</id>
		<title>File:MAG48HMML-20-Through-the-Crabacombs.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MAG48HMML-20-Through-the-Crabacombs.png&amp;diff=18895"/>
				<updated>2021-09-17T04:39:39Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: NARFNra moved page File:MAG48HMML-20-Through-the-Crabacombs.png to File:MaG48HMML-20-Through-the-Crabacombs.png: a&lt;/p&gt;
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&lt;div&gt;#REDIRECT [[File:MaG48HMML-20-Through-the-Crabacombs.png]]&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User_talk:Camwoodstock&amp;diff=18885</id>
		<title>User talk:Camwoodstock</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User_talk:Camwoodstock&amp;diff=18885"/>
				<updated>2021-09-17T04:29:52Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey Cam, just so you know, wiki staff decided a while back not to use custom costumes in things like page images – only costumes that are in the game itself. Any that are on the wiki (mostly for ''MaGMML2'') are ones that we've yet to get around to replacing.&lt;br /&gt;
&lt;br /&gt;
(also I'd rather you upload these as &amp;quot;Ma48GMML-[Placement]-[Level Name].png&amp;quot;), with hyphens and lowercase a for consistency with the rest of the wiki's page images)--[[User:Spin Attaxx|Spin Attaxx]] ([[User talk:Spin Attaxx|talk]]) 23:14, 16 September 2021 (CDT)&lt;br /&gt;
: Oh, greb! I'll try snagging Not-Custom Costume images tomorrow if possible. I'll also be renaming the images themselves, right now. Thanks for lettin' me know. [[User:Camwoodstock|Camwoodstock]] ([[User talk:Camwoodstock|talk]]) 23:16, 16 September 2021 (CDT)&lt;br /&gt;
::No problem. As a personal tip, while ideally Mega Man should be in the majority of these images (it's his game, after all), maybe try to have some images use some of the in-game costumes (e.g. Cut Man fighting a Shrimparge 91 in Scissors 'n Shrimps) for some variety. EDIT: Also you forgot the lowercase &amp;quot;a&amp;quot;.--[[User:Spin Attaxx|Spin Attaxx]] ([[User talk:Spin Attaxx|talk]]) 23:21, 16 September 2021 (CDT)&lt;br /&gt;
::: Gotcha and gotcha! ...also, wait, the A has to be lowercased??? Hoooo dang. I feel so bad for anyone using Recent Changes for the next day or two fdgshjksdgf oops ;v; [[User:Camwoodstock|Camwoodstock]] ([[User talk:Camwoodstock|talk]]) 23:23, 16 September 2021 (CDT)&lt;br /&gt;
:::These days it's mostly me, and at this point I'm used to it.--[[User:Spin Attaxx|Spin Attaxx]] ([[User talk:Spin Attaxx|talk]]) 23:25, 16 September 2021 (CDT)&lt;br /&gt;
::::Sorry about the upper case A thing, that's probably because I did that when I uploaded the Crabacombs image for the first 48 level page. You might however want to turn off the FPS counter and controller when taking your screenshots for ref tho - [[User:NARFNra|NARFNra]] ([[User talk:NARFNra|talk]]) 23:29, 16 September 2021 (CDT)&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Commando_Man&amp;diff=18830</id>
		<title>Commando Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Commando_Man&amp;diff=18830"/>
				<updated>2021-09-17T02:05:18Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: italicizing rockman dx3 as a game name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{robotmaster&lt;br /&gt;
|titlebg=#B07620&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:CommandoManMugshot.png|left|Commando Man's mugshot]][[File:CommandoManMugshot.png|right|Commando Man's mugshot]]Commando Man&lt;br /&gt;
|image=[[File:CommandoManArt.png|300px]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|script=コマンドマン&lt;br /&gt;
|romaji=Komando Man&lt;br /&gt;
|number=DWN-075&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=[[Spin Attaxx]]&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|at=&lt;br /&gt;
|weapon=Commando Bomb&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack= &lt;br /&gt;
|type=Explosive&lt;br /&gt;
|weak=[[Break Dash]]{{3}}&amp;lt;br&amp;gt;[[Salt Water]], [[Tengu Blade]]{{48H}}&amp;lt;br&amp;gt;[[Metal Blade]], [[Wheel Cutter]], [[Plant Barrier]]{{Megamix}}&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]] (formerly)&lt;br /&gt;
|stage=&lt;br /&gt;
|location='''MaG48HMML:'''&amp;lt;br&amp;gt;[[Commando Caverns]]&amp;lt;br&amp;gt;[[Orbital Assault]]&lt;br /&gt;
|occupation=Minesweeping Robot&lt;br /&gt;
|OffAppear=[[Mega Man 10]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|MaGMML3]] (Boss)&amp;lt;br&amp;gt;[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] (Boss)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (NPC)&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:MaGMML3 CommandoMan.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|WHY ARE YOU DILLY-DALLYING AND TALKING TO ME, PRIVATE?! NOW, MOVE!!!|Commando Man|a motivational speaker for the ages, [[Make a Good Mega Man Level 2]]}}&lt;br /&gt;
'''Commando Man''' is a Robot Master from ''[[Mega Man 10]]''. Despite his tank-like appearance, Commando Man was designed for the peaceful purpose of clearing landmines with remote detonation techniques. However, he later became a pawn of [[Doctor Albert W. Wily|Dr. Wily]] for a time after contracting Roboenza.&lt;br /&gt;
&lt;br /&gt;
In ''[[Make a Good Mega Man Level 2]]'', he appears as an NPC in [[Tier 8 (MaGMML2)|Tier 8]], standing in between [[But It Lacked the Depth to Convince Me That This is Really Hell]] and [[Force Man (stage)|Force Man]]. He makes another appearance as an NPC in ''[[Make a Good Mega Man Level: Episode Zero]]'', this time located in the [[Chateau Chevaleresque]] in [[Mega City]].&lt;br /&gt;
&lt;br /&gt;
He will appear in ''[[Make a Good Mega Man Level 3]]'' as a devkit boss. He also appears in the [[Megamix Engine]]'s Example Game, replacing [[Chill Man]] in the fifth Wily stage if the difficulty is set to Hard.&lt;br /&gt;
&lt;br /&gt;
In the ''MaGMML'' series proper, he made his debut as a boss in ''[[Make a Good 48 Hour Mega Man Level]]'', where he appears as the boss of [[Commando Caverns]] and [[Orbital Assault]]. He also appears as a reskinned boss in [[Mystic Museum]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Commando Man will randomly pick between one of 4 attacks:&lt;br /&gt;
*Stand in place and shoot a bomb. &lt;br /&gt;
*Perform a short jump while shooting a bomb.&lt;br /&gt;
*Perform a high jump, shoot a bomb, then create a quake upon landing that will knock Mega Man over if he's standing on the ground.&lt;br /&gt;
*Perform a short jump and punch the ground, creating a shockwave. This attack will only be used if &amp;quot;canWave&amp;quot; is set to true in Commando Man's creation code, or if the difficulty is set to Hard.&lt;br /&gt;
Commando Man's bombs will change their trajectory if [[Mega Man]] tries to jump over them or slide under them, and they create large shockwaves when they hit a surface.&lt;br /&gt;
&lt;br /&gt;
==Custom Variants==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; |Sprite&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; |Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |MaGMML Appearance(s)&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Location(s)&lt;br /&gt;
! width=&amp;quot;20%|Description&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Designer(s)&lt;br /&gt;
&amp;lt;!--! width=&amp;quot;7%&amp;quot; |Notes--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:48HNotNapalmMan.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Not Napalm Man&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[Make a Good 48 Hour Mega Man Level|MaG48HMML]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Mystic Museum]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A robot from the bootleg game ''Rockman DX3'' with a shocking resemblance to Napalm Man.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Shinryu]]&lt;br /&gt;
&amp;lt;!--| style=&amp;quot;text-align: center;&amp;quot;|--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable1M&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|metal=4&lt;br /&gt;
|gemini=2&lt;br /&gt;
|solar=1&lt;br /&gt;
|top=0&lt;br /&gt;
|wool=1&lt;br /&gt;
|phar=1&lt;br /&gt;
|black=1&lt;br /&gt;
|magic=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 2{{Megamix}}===&lt;br /&gt;
{{Damagetable2M&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|hornet=2&lt;br /&gt;
|jewel=2&lt;br /&gt;
|grab=1&lt;br /&gt;
|triple=2&lt;br /&gt;
|flash=N&lt;br /&gt;
|wheel=4&lt;br /&gt;
|slash=1&lt;br /&gt;
|sakugarne=2&lt;br /&gt;
|arrow=1&lt;br /&gt;
|wire=3&lt;br /&gt;
|notes=&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=5*&lt;br /&gt;
|magnetic=2&lt;br /&gt;
|ice=3&lt;br /&gt;
|notes=*Break Dash knocks away Commando Bombs.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 24 Hour Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable24HM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|super=1/1&lt;br /&gt;
|chill=1/1&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=2&lt;br /&gt;
|snake=1&lt;br /&gt;
|tengu=1/2/4&lt;br /&gt;
|water=5&lt;br /&gt;
|concrete=1&lt;br /&gt;
|homing=1&lt;br /&gt;
|beat=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Megamix Engine===&lt;br /&gt;
{{DamagetableM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|time=N&lt;br /&gt;
|stone=1&lt;br /&gt;
|plant=6&lt;br /&gt;
|block=1&lt;br /&gt;
|ice=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
[[Category:Robot Masters]] [[Category:Devkit Bosses]] [[Category:Bosses]]&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Commando_Man&amp;diff=18709</id>
		<title>Commando Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Commando_Man&amp;diff=18709"/>
				<updated>2021-09-16T09:10:25Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{robotmaster&lt;br /&gt;
|titlebg=#B07620&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:CommandoManMugshot.png|left|Commando Man's mugshot]][[File:CommandoManMugshot.png|right|Commando Man's mugshot]]Commando Man&lt;br /&gt;
|image=[[File:CommandoManArt.png|300px]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|script=コマンドマン&lt;br /&gt;
|romaji=Komando Man&lt;br /&gt;
|number=DWN-075&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=[[Spin Attaxx]]&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|at=&lt;br /&gt;
|weapon=Commando Bomb&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack= &lt;br /&gt;
|type=Explosive&lt;br /&gt;
|weak=[[Break Dash]]{{3}}&amp;lt;br&amp;gt;[[Salt Water]]{{48H}}&amp;lt;br&amp;gt;[[Metal Blade]], [[Wheel Cutter]], [[Plant Barrier]]{{Megamix}}&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]] (formerly)&lt;br /&gt;
|stage=&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=Minesweeping Robot&lt;br /&gt;
|OffAppear=[[Mega Man 10]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|MaGMML3]] (Boss)&amp;lt;br&amp;gt;[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] (Boss)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (NPC)&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:MaGMML3 CommandoMan.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|WHY ARE YOU DILLY-DALLYING AND TALKING TO ME, PRIVATE?! NOW, MOVE!!!|Commando Man|a motivational speaker for the ages, [[Make a Good Mega Man Level 2]]}}&lt;br /&gt;
'''Commando Man''' is a Robot Master from ''[[Mega Man 10]]''. Despite his tank-like appearance, Commando Man was designed for the peaceful purpose of clearing landmines with remote detonation techniques. However, he later became a pawn of [[Doctor Albert W. Wily|Dr. Wily]] for a time after contracting Roboenza.&lt;br /&gt;
&lt;br /&gt;
In ''[[Make a Good Mega Man Level 2]]'', he appears as an NPC in [[Tier 8 (MaGMML2)|Tier 8]], standing in between [[But It Lacked the Depth to Convince Me That This is Really Hell]] and [[Force Man (stage)|Force Man]]. He makes another appearance as an NPC in ''[[Make a Good Mega Man Level: Episode Zero]]'', this time located in the [[Chateau Chevaleresque]] in [[Mega City]].&lt;br /&gt;
&lt;br /&gt;
He will appear in ''[[Make a Good Mega Man Level 3]]'' as a devkit boss. He also appears in the [[Megamix Engine|Megamix Engine's]] Example Game, replacing [[Chill Man]] in the fifth Wily stage if the difficulty is set to Hard.&amp;lt;br&amp;gt;&lt;br /&gt;
In ''[[Make a Good 48 Hour Mega Man Level|MaG48HMML]]'' he appears in his default form as a boss in the stages [[Commando Caverns]], [[Orbital Assault]], and as a reskinned boss in [[Mystic Museum]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Commando Man will randomly pick between one of 4 attacks:&lt;br /&gt;
*Stand in place and shoot a bomb. &lt;br /&gt;
*Perform a short jump while shooting a bomb.&lt;br /&gt;
*Perform a high jump, shoot a bomb, then create a quake upon landing that will knock Mega Man over if he's standing on the ground.&lt;br /&gt;
*Perform a short jump and punch the ground, creating a shockwave. This attack will only be used if &amp;quot;canWave&amp;quot; is set to true in Commando Man's creation code, or if the difficulty is set to Hard.&lt;br /&gt;
Commando Man's bombs will change their trajectory if [[Mega Man]] tries to jump over them or slide under them, and they create large shockwaves when they hit a surface.&lt;br /&gt;
&lt;br /&gt;
==Custom Variants==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; |Sprite&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; |Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |MaGMML Appearance(s)&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Location(s)&lt;br /&gt;
! width=&amp;quot;20%|Description&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Designer(s)&lt;br /&gt;
&amp;lt;!--! width=&amp;quot;7%&amp;quot; |Notes--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:48HNotNapalmMan.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Not Napalm Man&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[Make a Good 48 Hour Mega Man Level|MaG48HMML]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Mystic Museum]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A robot from the bootleg game Rockman DX3 with a shocking resemblance to Napalm Man.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Shinryu]]&lt;br /&gt;
&amp;lt;!--| style=&amp;quot;text-align: center;&amp;quot;|--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable1M&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|metal=4&lt;br /&gt;
|gemini=2&lt;br /&gt;
|solar=1&lt;br /&gt;
|top=0&lt;br /&gt;
|wool=1&lt;br /&gt;
|phar=1&lt;br /&gt;
|black=1&lt;br /&gt;
|magic=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 2{{Megamix}}===&lt;br /&gt;
{{Damagetable2M&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|hornet=2&lt;br /&gt;
|jewel=2&lt;br /&gt;
|grab=1&lt;br /&gt;
|triple=2&lt;br /&gt;
|flash=N&lt;br /&gt;
|wheel=4&lt;br /&gt;
|slash=1&lt;br /&gt;
|sakugarne=2&lt;br /&gt;
|arrow=1&lt;br /&gt;
|wire=3&lt;br /&gt;
|notes=&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=5*&lt;br /&gt;
|magnetic=2&lt;br /&gt;
|ice=3&lt;br /&gt;
|notes=*Break Dash knocks away Commando Bombs.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 24 Hour Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable24HM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|super=1/1&lt;br /&gt;
|chill=1/1&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=2&lt;br /&gt;
|snake=1&lt;br /&gt;
|tengu=1/2/4&lt;br /&gt;
|water=5&lt;br /&gt;
|concrete=1&lt;br /&gt;
|homing=1&lt;br /&gt;
|notes=For Tengu Blade, the first digit represents the slash, the second the projectile, and the third the dash.&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=6&lt;br /&gt;
|block=1&lt;br /&gt;
|ice=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
[[Category:Robot Masters]] [[Category:Devkit Bosses]] [[Category:Bosses]]&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Commando_Man&amp;diff=18708</id>
		<title>Commando Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Commando_Man&amp;diff=18708"/>
				<updated>2021-09-16T09:09:38Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: It's from one of the Zook Hero Bootlegs, &amp;quot;Rockman DX3&amp;quot; on the gbc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{robotmaster&lt;br /&gt;
|titlebg=#B07620&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:CommandoManMugshot.png|left|Commando Man's mugshot]][[File:CommandoManMugshot.png|right|Commando Man's mugshot]]Commando Man&lt;br /&gt;
|image=[[File:CommandoManArt.png|300px]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|script=コマンドマン&lt;br /&gt;
|romaji=Komando Man&lt;br /&gt;
|number=DWN-075&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=[[Spin Attaxx]]&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|at=&lt;br /&gt;
|weapon=Commando Bomb&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack= &lt;br /&gt;
|type=Explosive&lt;br /&gt;
|weak=[[Break Dash]]{{3}}&amp;lt;br&amp;gt;[[Salt Water]]{{48H}}&amp;lt;br&amp;gt;[[Metal Blade]], [[Wheel Cutter]], [[Plant Barrier]]{{Megamix}}&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]] (formerly)&lt;br /&gt;
|stage=&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=Minesweeping Robot&lt;br /&gt;
|OffAppear=[[Mega Man 10]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|MaGMML3]] (Boss)&amp;lt;br&amp;gt;[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] (Boss)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (NPC)&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:MaGMML3 CommandoMan.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|WHY ARE YOU DILLY-DALLYING AND TALKING TO ME, PRIVATE?! NOW, MOVE!!!|Commando Man|a motivational speaker for the ages, [[Make a Good Mega Man Level 2]]}}&lt;br /&gt;
'''Commando Man''' is a Robot Master from ''[[Mega Man 10]]''. Despite his tank-like appearance, Commando Man was designed for the peaceful purpose of clearing landmines with remote detonation techniques. However, he later became a pawn of [[Doctor Albert W. Wily|Dr. Wily]] for a time after contracting Roboenza.&lt;br /&gt;
&lt;br /&gt;
In ''[[Make a Good Mega Man Level 2]]'', he appears as an NPC in [[Tier 8 (MaGMML2)|Tier 8]], standing in between [[But It Lacked the Depth to Convince Me That This is Really Hell]] and [[Force Man (stage)|Force Man]]. He makes another appearance as an NPC in ''[[Make a Good Mega Man Level: Episode Zero]]'', this time located in the [[Chateau Chevaleresque]] in [[Mega City]].&lt;br /&gt;
&lt;br /&gt;
He will appear in ''[[Make a Good Mega Man Level 3]]'' as a devkit boss. He also appears in the [[Megamix Engine|Megamix Engine's]] Example Game, replacing [[Chill Man]] in the fifth Wily stage if the difficulty is set to Hard.&amp;lt;br&amp;gt;&lt;br /&gt;
In ''[[Make a Good 48 Hour Mega Man Level|MaG48HMML]]'' he appears in his default form as a boss in the stages [[Commando Caverns]], [[Orbital Assault]], and as a reskinned boss in [[Mystic Museum]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Commando Man will randomly pick between one of 4 attacks:&lt;br /&gt;
*Stand in place and shoot a bomb. &lt;br /&gt;
*Perform a short jump while shooting a bomb.&lt;br /&gt;
*Perform a high jump, shoot a bomb, then create a quake upon landing that will knock Mega Man over if he's standing on the ground.&lt;br /&gt;
*Perform a short jump and punch the ground, creating a shockwave. This attack will only be used if &amp;quot;canWave&amp;quot; is set to true in Commando Man's creation code, or if the difficulty is set to Hard.&lt;br /&gt;
Commando Man's bombs will change their trajectory if [[Mega Man]] tries to jump over them or slide under them, and they create large shockwaves when they hit a surface.&lt;br /&gt;
&lt;br /&gt;
==Custom Variants==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; |Sprite&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; |Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |MaGMML Appearance(s)&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Location(s)&lt;br /&gt;
! width=&amp;quot;20%|Description&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Designer(s)&lt;br /&gt;
&amp;lt;!--! width=&amp;quot;7%&amp;quot; |Notes--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:48HNotNapalmMan.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Not Napalm Man&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[Make a Good 48 Hour Mega Man Level|MaG48HMML]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Mystic Museum]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A robot that shockingly resembles Napalm Man from the bootleg game Rockman DX3.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Shinryu]]&lt;br /&gt;
&amp;lt;!--| style=&amp;quot;text-align: center;&amp;quot;|--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable1M&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|metal=4&lt;br /&gt;
|gemini=2&lt;br /&gt;
|solar=1&lt;br /&gt;
|top=0&lt;br /&gt;
|wool=1&lt;br /&gt;
|phar=1&lt;br /&gt;
|black=1&lt;br /&gt;
|magic=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 2{{Megamix}}===&lt;br /&gt;
{{Damagetable2M&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|hornet=2&lt;br /&gt;
|jewel=2&lt;br /&gt;
|grab=1&lt;br /&gt;
|triple=2&lt;br /&gt;
|flash=N&lt;br /&gt;
|wheel=4&lt;br /&gt;
|slash=1&lt;br /&gt;
|sakugarne=2&lt;br /&gt;
|arrow=1&lt;br /&gt;
|wire=3&lt;br /&gt;
|notes=&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=5*&lt;br /&gt;
|magnetic=2&lt;br /&gt;
|ice=3&lt;br /&gt;
|notes=*Break Dash knocks away Commando Bombs.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 24 Hour Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable24HM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|super=1/1&lt;br /&gt;
|chill=1/1&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=2&lt;br /&gt;
|snake=1&lt;br /&gt;
|tengu=1/2/4&lt;br /&gt;
|water=5&lt;br /&gt;
|concrete=1&lt;br /&gt;
|homing=1&lt;br /&gt;
|notes=For Tengu Blade, the first digit represents the slash, the second the projectile, and the third the dash.&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=6&lt;br /&gt;
|block=1&lt;br /&gt;
|ice=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
[[Category:Robot Masters]] [[Category:Devkit Bosses]] [[Category:Bosses]]&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Cornerstone_to_Dominate&amp;diff=18700</id>
		<title>Cornerstone to Dominate</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Cornerstone_to_Dominate&amp;diff=18700"/>
				<updated>2021-09-16T08:38:39Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: just making this as a framework rn. it's from memory so i might be wrong, but i think the sidequest number was 5 enemies or less, right?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsStrategy}}&lt;br /&gt;
&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|rank = 21st&lt;br /&gt;
|image= [[File:MAG48HMML-21-Cornerstone-to-Dominate.png]]&lt;br /&gt;
|caption= Worms need platforms too.&lt;br /&gt;
|game=''[[Make a Good 48 Hour Mega Man Level]]'' &lt;br /&gt;
|creator= Llama Hombre&lt;br /&gt;
|composer= NecroPhageonIII&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 48h&lt;br /&gt;
|judge1 = 74&lt;br /&gt;
|judge2 = 65&lt;br /&gt;
|judge3 = 50&lt;br /&gt;
|judge4 = 87&lt;br /&gt;
|totalscore = 69&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|box =&lt;br /&gt;
*[[Diarn]]&lt;br /&gt;
*[[Giant Springer]]&lt;br /&gt;
*[[Imorm]]&lt;br /&gt;
*[[Angle Platform]]&lt;br /&gt;
*[[Crash Lift]]&lt;br /&gt;
|enemies = &lt;br /&gt;
*[[Diarn]]&lt;br /&gt;
*[[Giant Springer]]&lt;br /&gt;
*[[Imorm]]&lt;br /&gt;
*[[Tatebo]]&lt;br /&gt;
|gimmicks = &lt;br /&gt;
*[[Angle Platform]]&lt;br /&gt;
*[[Crash Lift]]&lt;br /&gt;
|subbosses =*[[Kabatoncue]]&lt;br /&gt;
|bosses=*[[Metal Man]]&lt;br /&gt;
|other =&lt;br /&gt;
|music = Neon Starlight&lt;br /&gt;
|location = [[Tier 9 (MaG48HMML)|Tier 9]]&lt;br /&gt;
|previous = [[Darkwing City]]&lt;br /&gt;
|next = [[Through the Crabacombs]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Cornerstone to Dominate is the 21st place entry in ''[[Make a Good 48 Hour Mega Man Level]]''. It consists of a dark metallic area filled with moving and shifting platforms, often with [[Imorm]]s upon them. Halfway through the level it shifts into a skeleton tileset while retaining the same platforming themes. To complete the &amp;quot;Minimal Destruction&amp;quot; [[Sidequests|sidequest]], this level must be beaten without destroying more than 5 enemies.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
It is important to be cautious when platforming in this level, as Imorms are often placed so that they will fall directly onto one as you're mid jump. In most cases this is not so much a threat as a surprise that slows the player down, but in conjunction with more aggressive enemies like Diarns this can easily lead to damage. Speaking of Diarns, both they and the Tatebos scattered around the stage are armored enemies with very little health, making them extremely vulnerable to weapons like the Rain Flush. When attempting to do the stage buster only, it's worthwhile to know that that both enemies can be destroyed as they lower their shields but before they fire.&lt;br /&gt;
&lt;br /&gt;
A few rooms into the level is a drop from a room with an Imorm on an Angle Platform into a room with two Diarns and a Tatebo. If the player slides into a hole on the left side of the room, they can find a bonus room containing an E Tank. Another E Tank can be received by holding left while dropping after the first Kabatoncue fight, or by simply using Rush Coil in the same room.&lt;br /&gt;
&lt;br /&gt;
== Scores ==&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma = This level looks and sounds really good. It's also super fun. The challenges you present are really fun and engaging with a healthy difficulty curve. Using the large spring enemies with the platforms feels really good, especially since both aren't used like this in their original games. Also, as someone who doesn't like most minibosses, I enjoyed this one. Good job.&lt;br /&gt;
|parmascore = 74&lt;br /&gt;
|pjdesign = 27&lt;br /&gt;
|pjcreativity = 09&lt;br /&gt;
|pjfunction = 10&lt;br /&gt;
|pjfun = 18&lt;br /&gt;
|pjaesthetics = 10&lt;br /&gt;
|pk = I liked this one. Even if it was a tad short, what was there is definitely nicely designed. I guess you could say it's cute. I would have liked to see more combining of the two gimmicks, though. Oh, and fighting Metal Man on the platforms was fun.&lt;br /&gt;
|pkscore = 65&lt;br /&gt;
|pkdesign = 17&lt;br /&gt;
|pkcreativity = 10&lt;br /&gt;
|pkfunction = 10&lt;br /&gt;
|pkfun = 18&lt;br /&gt;
|pkaesthetics = 10&lt;br /&gt;
|m-jacq = Halfwayish through the level, there's this set of Crash Lift rails shaped like an upside-down L. The platform doesn't need to be shaped like that. Indeed, that little vertical crook just extends the wait time before you can try the segment again. The stage has a lot of little moments like this where the Crash Lifts are placed in a way that adds a lot of downtime to the level, so while it's well-made, there's enough drag that the level isn't all that fun. I think you should have tried a lot harder to counteract this than you did. The Metal Man fight is also just... weird. Easy to cheese, but with a lot of downtime while you wait for Metal Man to slowly die as he jogs in place.&lt;br /&gt;
|m-jacqscore = 50&lt;br /&gt;
|mjdesign = 21&lt;br /&gt;
|mjcreativity = 05&lt;br /&gt;
|mjfunction = 08&lt;br /&gt;
|mjfun = 09&lt;br /&gt;
|mjaesthetics = 07&lt;br /&gt;
|freems = A level doesn't always have to awe and amaze to just be a good time. This was another one of those levels that just kinda casually delights the whole time and I feel like I'm sitting down and playing some Mega Man. The angle platforms didn't terribly go crazy but I always like seeing the Crash Platforms being used on smaller rail sections. It sure beats waiting a whole cycle and a platform just moving a little bit is able to add a little spice to a normal section. I especially liked how it was used with the hippo miniboss. The first time the platforms are on small rails giving you a lot of time to jump and shoot but you gotta switch often. The second time it's a longer rail meaning there's a bit more wait time, but to balance out it gives you more time to shoot the miniboss at the top of its arc. It's also the right way to plug gimmicks in the boss room. Not something completely pointless but not something that just makes the boss unfun. The platforms add just a little spice to Metal Man's jumping which is fun. Doesn't really break any new grounds, but I liked it!&lt;br /&gt;
|freemsscore = 87&lt;br /&gt;
|frdesign = 32&lt;br /&gt;
|frcreativity = 10&lt;br /&gt;
|frfunction = 10&lt;br /&gt;
|frfun = 22&lt;br /&gt;
|fraesthetics = 13&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good 48 Hour Mega Man Level Stages]][[Category:Tier 9 (MaG48HMML)]]&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-21-Cornerstone-to-Dominate.png&amp;diff=18692</id>
		<title>File:MaG48HMML-21-Cornerstone-to-Dominate.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-21-Cornerstone-to-Dominate.png&amp;diff=18692"/>
				<updated>2021-09-16T08:22:33Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User_talk:NARFNra&amp;diff=18679</id>
		<title>User talk:NARFNra</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User_talk:NARFNra&amp;diff=18679"/>
				<updated>2021-09-16T06:58:37Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: I am creating this to stop the talk page at the top of my screen from being red all the time. Please ignore me.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am creating this to stop the talk page at the top of my screen from being red all the time. Please ignore me. - [[User:NARFNra|NARFNra]] ([[User talk:NARFNra|talk]]) 01:58, 16 September 2021 (CDT)&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:NARFNra&amp;diff=18678</id>
		<title>User:NARFNra</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:NARFNra&amp;diff=18678"/>
				<updated>2021-09-16T06:57:55Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: Created page with &amp;quot;Hi, I'm Narf. I created this page because I don't like how the red looks in the edit log all the time and not for any other real reason.  I participated in MaG48HMML, submitti...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, I'm Narf. I created this page because I don't like how the red looks in the edit log all the time and not for any other real reason.&lt;br /&gt;
&lt;br /&gt;
I participated in MaG48HMML, submitting [[Through the Crabacombs]], and I also made a weird Mega Mix Engine fan game in 2020 called [https://narfnra.itch.io/the-reggae-operation The Reggae Operation].&lt;br /&gt;
&lt;br /&gt;
Outside of MM, I graduated with a Japanese language degree and translate in my spare time. Thanks for reading.&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Sidequests&amp;diff=18677</id>
		<title>Sidequests</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Sidequests&amp;diff=18677"/>
				<updated>2021-09-16T06:38:24Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UnderConstruction}}&lt;br /&gt;
Throughout ''[[Make a Good 48 Hour Mega Man Level]]'', the player will unlock various '''sidequests''' that they can complete for [[Junk]]. Completing these sidequests and bringing the rewards to [[Joseph]] is the primary way to unlock items to enhance [[Mega Man]].&lt;br /&gt;
&lt;br /&gt;
==Avian Kingdom==&lt;br /&gt;
{{quote|Deleuze Pipi has a noble cause of building a kingdom for all birdkind, but he needs Bolts in order to do that!|Sidequest Overview|[[Make a Good 48 Hour Mega Man Level]]}}&lt;br /&gt;
You're basically railroaded into obtaining this sidequest at the start of the game. In case you're lost on where the questgiver is, you'll need to visit the door on the right end of the ship, on the purple background with the wing above it.&lt;br /&gt;
&lt;br /&gt;
To beat this quest, you must pay a total of 1500 bolts to Deleuze Pipi. You can reach this pretty naturally by buying things like normal. The Zetsabre given isn't useful until near the end of the game, however, so don't feel pressured to grind for bolts specifically just for this quest.&lt;br /&gt;
==See Seasickness==&lt;br /&gt;
{{quote|Turner is feeling very seasick; he'll throw up if he moves even an inch! There's gotta be a paper bag somewhere indoors...|Sidequest Overview|[[Make a Good 48 Hour Mega Man Level]]}}&lt;br /&gt;
You can start this quest by talking to Turner, the green Top Fiend outside Deleuze Pipi's room who appears after getting 7 Energy Elements. Mack, the jumping Monkiki from Tier 7 has a paper bag that Turner can use. He'll give you it if you can beat Caution: Moving Parts in 2 minutes and 30 seconds. You should normally be able to beat it decently quickly, but smart weapon use such as Rush Jet to skip over the pits and Tengu Blade to pass through Nobitas will help. Once you beat that time and talk to Mack again, he'll offer you the bag. Just take that to Turner and the quest is done, rewarding you for the Dizzy Dial.&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{quote|Gyosephine claims her amulet attracts ghosts and her TV is possesed by one! Chase the ghost out, but try not to damage her TV!|Sidequest Overview|[[Make a Good 48 Hour Mega Man Level]]}}&lt;br /&gt;
Chances are, you'll find this quest while exploring the ship and trying to find where Beat is. Gyosephine is just to the right of the tier elevator, past the ladder on the same floor. Talk to her and then enter her room to start the exorcism minigame. &lt;br /&gt;
&lt;br /&gt;
The TV jumps around the room akin to Quick Man's three jumps before running, but your true target is the Rotom orbiting around it; avoid attacking the TV, as hitting it three times forces you to restart the encounter. Hitting the Rotom enough times causes it to periodically shoot bullets at Mega Man. If you're having trouble hitting it, remember that you can't take any damage from this minigame, so be patient and allow yourself to get hit if it means eventually dealing damage to it. Spark Shot's large hitbox can help, and if it hits the TV instead it'll be stunned in place, potentially letting you align an easier shot. &lt;br /&gt;
&lt;br /&gt;
Once you've finished, leave the room and talk to Gyosephine to collect the Cursed Amulet.&lt;br /&gt;
==Funky Fresh Beats==&lt;br /&gt;
{{quote|DJ Question is offering a free radio to any music experts. You'll have to prove yourself through his tough music quiz, though.|Sidequest Overview|[[Make a Good 48 Hour Mega Man Level]]}}&lt;br /&gt;
Gangstatepakkan's quiz can be challenging, but it's solveable with brute force trial and error, or a guide. Here are the answers:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; |Question&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Correct Answer&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation that uses color to show where hazards will appear overhead.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Toad Man's Underwater Sea Lab&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation with a Dr. W logo near the start.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Flamecrush Forest&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation with rising platforms in the room with the Energy Element.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Robot Recycling Center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation where all enemies but the boss can deflect buster shots.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Lasers and Platforms&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation with a brief underwater section in the middle.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Mystic Museum&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation you probably skipped.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|GraviMan INC.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation featuring ladders with rungs spaced unusually far apart.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Seahorse City&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation with exploding platforms, projectiles, and enemies.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Braving New Depths&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation with a miniboss guarding a W-Tank in a secret room.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Curious Skymachine&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation with a death pit to the left of the starting point.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Flaming Fortress&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation with both water and lava hazards.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Oh No! More Compactors&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation with a gimmick that can be suppressed by special weapons.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Base in the Boondocks&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from the only simulation with square platforms that assemble and disassemble.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Volcanic Facility&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation with six key gates blocking the hallway to the exit.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Celestial Resort&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation with two paths you can take through the middle.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Spicy Top Action&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Answer 8 in a row correctly, and you will obtain the Radio.&lt;br /&gt;
==Co-Ladder All Damage==&lt;br /&gt;
WIP&lt;br /&gt;
==Drunk.==&lt;br /&gt;
WIP&lt;br /&gt;
==Infiltration==&lt;br /&gt;
WIP&lt;br /&gt;
==Dancing All Night==&lt;br /&gt;
WIP&lt;br /&gt;
==Mutual Attraction==&lt;br /&gt;
{{quote|Crazy Daisy got some attractive drip! Perhaps too attractive, because it magnetized her lower half to a Magfly in Tower!|Sidequest Overview|[[Make a Good 48 Hour Mega Man Level]]}}&lt;br /&gt;
Crazy Daisy can be found a little to the right from the simulation in question, Tower. Once you talk to her, go into Tower to locate the Magfly carrying her lower half. It should be about midway through the level, in the large room with four-way scrolling. Kill the Magfly to release Daisy's legs, but the quest doesn't end there; talk to Daisy to start her minigame.&lt;br /&gt;
&lt;br /&gt;
Charge the magnet by pressing the Shoot button at a decently fast tempo. If you're going too slow, a falling sound will indicate your progress is dropping, and if you're going too fast, a zapping sound will indicate such. Find that medium area and keep a consistent pace until the meter underneath the magnet fills completely. Mega Man will catch her Iron Boots and keep them after you win.&lt;br /&gt;
==Bootcamp Graduation==&lt;br /&gt;
{{quote|Sarge has one last trial before you graduate from his bootcamp! Can you beat Mystic Museum without using the Buster?!|Sidequest Overview|[[Make a Good 48 Hour Mega Man Level]]}}&lt;br /&gt;
Sarge is located in the top left area of the ship, in the area with the green wall. After that, it's self-explanatory, though it may be beneficial to keep in mind Tengu Blade's invincible dash and Rain Flush's quicksand solidifying capabilities. If you aren't confident in your ability to ration out weapon energy, consider stocking up on W-Tanks before you start. Mad Grinder should be giving a decent amount of them by the time you reach 50 elements.&lt;br /&gt;
&lt;br /&gt;
==Love Survivor==&lt;br /&gt;
{{quote|A love crisis has struck the owners of Double Action Boutique. It's time to play cupid and bring them back together!|Sidequest Overview|[[Make a Good 48 Hour Mega Man Level]]}}&lt;br /&gt;
If you revisit Double Action Boutique after meeting the unlock condition, you'll find Nu'o, alone and reminiscing about her husband and his distinct seafood odor. That and the food cart at the bottom of the ladder point you towards Tier 3, where you'll find Bol'o in a previously-blocked off region in the bottom right of the tier. Once the cutscene finishes, enter the door ahead of you to start the level.&lt;br /&gt;
&lt;br /&gt;
The stealth mission is self-explanatory for the most part: progress forward while avoiding the light coming off the enemies. Being caught in the light of most Peterchies, Flying Shells, and Illusians affords you a split second to escape before you're spotted proper. If you're confident, you can rush into some of those enemies and escape as long as you're fast enough. Wall Blasters can spot you instantly, much like Electric Gabyoalls, but you can hide in-between their sight checks, which comes useful in the room with a Peterchy and a Wall Blaster. If you're struggling, remember that you can use special weapons to aid you. Spark Shock stuns enemies as usual, Concrete Shot can block their sightlines, and both Rush utilities let you skip some challenges. Once you get to the end, use Flame Mixer to blaze the fried rice. Or don't, for a surprise.&lt;br /&gt;
&lt;br /&gt;
During the cutscene that follows, Mega Man will obtain a Magnet and a Metal Detector, which can be innately combined.&lt;br /&gt;
==Credit When It's Due==&lt;br /&gt;
{{quote|Granny-Oh's found a missing credit card, but she doesn't know where to find the owner! Where is this Tomothy Daddy?|Sidequest Overview|[[Make a Good 48 Hour Mega Man Level]]}}&lt;br /&gt;
At 15 Energy Elements, Granny-Oh appears in Tier 10 Windy Conditions simulation. If Mega Man talks to her, she'll ask if he knows a &amp;quot;Tomothy Daddy&amp;quot;, to which he'll reply no. Tired of searching, Granny-Oh mentions that her roommate has went off to the Double Action Boutique before retreating to her room.&lt;br /&gt;
&lt;br /&gt;
Tomothy Daddy can be found at the top of Tier 10, next to the Tackle Fire. Talking to him has Mega Man inform him that his card has been found, but that he doesn't know where the holder is. As the conversation closes, Tomothy offers his child to visit &amp;quot;A city in the clouds, or something&amp;quot;. You must then locate where Granny-Oh is, and to do that you can find her roommate Bonnie, located in Double Action's changing room. She'll give you their room's key and directions: second to the right of the Boutique. After you enter Granny-Oh's room, she'll give you Tomothy Daddy's credit card.&lt;br /&gt;
&lt;br /&gt;
The final step of the quest is to find Tomothy. He can be found in a simulation near where you first found him; [[Cloudy City]], to be precise. Proceed through the stage until you drop into a room with small bolts floating near the ceiling, then take the exit leaving out of the room's right side. Tomothy will be there, and from him you will be gifted the Joint Plug as thanks.&lt;br /&gt;
==Occultics Witch==&lt;br /&gt;
WIP&lt;br /&gt;
==Studying The Blade==&lt;br /&gt;
WIP&lt;br /&gt;
==Minimal Destruction==&lt;br /&gt;
WIP&lt;br /&gt;
==Goody Two Shoes==&lt;br /&gt;
{{quote|The Overseer has rewarded you for your good deeds, but now your reputation is being tarnished by an imposter. Clear your name!|Sidequest Overview|[[Make a Good 48 Hour Mega Man Level]]}}&lt;br /&gt;
After you beat every other sidequest, you can return to the main deck for a cutscene wherein a Petit Devil named The Overseer grants you a boon, the &amp;quot;Green Eye&amp;quot;, as a reward for your good behavior. When you take it to Joseph to have it made into an upgrade, however, a shadowy copy of you known as the [[Shadow Imposter]] will manifest behind you and escape to vandalize the ship. Finding Joseph unconscious, the player has no option but to leave the room.&lt;br /&gt;
&lt;br /&gt;
Upon leaving, The Overseer appears once again and punishes you for the crimes committed by the imposter by revoking his boon and taking back the Eye. The player must now find and stop the imposter to clear their name. You can locate the imposter by entering certain levels, which will be immediately identifiable by the presence of vandalism and shadowy [[Doppelganger Rounder]] turrets that attack you. In each vandalized simulation, the marks will continue up to a room where the imposter has left a message containing a hint regarding their next location. As the vandalism always disappears after the room with the message, it functions as a guide that allows the player to determine when they've passed its location or taken a wrong turn in a forking level. Only one stage will be vandalized at any one time, and the player must read each graffiti message in order to continue the sidequest. &lt;br /&gt;
&lt;br /&gt;
The Rounders' constant fire and invincibility can make completing levels safely very difficult. To mitigate this, use of the Flame Mixer to block shots and E Tanks to keep your health up is recommended. Furthermore, the fact they they will not fire if the player is climbing a ladder can be used to your advantage.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Lead&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; |Location to visit&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Some NPCs on the main deck note you went to Tier 2. The Camon there points towards &amp;quot;Abandoned-whatsit&amp;quot;.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|In [[Abandoned Mine]], once you reach the area with the X Platforms, don't let yourself fall to the bottom. Defeat the [[Stone Head]] ahead of you, then progress until you see the large graffiti with white text on it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;Nyehehe! Vandalizing these simulations is easy! There's, like, no security! Maybe next I'll do some weirder place! I'm thinking a simulation with some kind of broken tiling! No one'll catch me if I hide past some fake ladders!&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|This lead is slightly misleading; the vandalism appears in [[Oh No]], which has fake ladders, but the graffiti does not appear after the fake ladders do. In the room just before the first ladder, jump into the Fire Man chute going off the left side of the screen. From there, progress forward until you find the graffiti.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;I can tell you're following me, Mega Man, but you'll never catch me! Why don't we make it a game? Try to stop me! My next target is gonna be that tiki place, where the biggest bonfire in the festival is!!&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|The room with the Energy Element in [[The Tiki Tiki Tiki Tiki Tiki Room]] has a massive [[Napalm]] fire in it that obscures the graffiti. Extinguish it with Rain Flush, then use Rush Jet or Concrete Shot to safely view it without dying.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;Hehehe! Good job, Mega Man! Good on you for taking up my offer! How's this for my next target - something a few tiers up! I'm thinking a sky-high ancient place filled with dinosaurs...&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Follow the main path in [[Ancient Ziggurat]] until you reach the third [[Stegorus]] encounter, with it on the high ground and a [[Strike Man Soccer Ball]] below it. The graffiti is behind the Feeber above.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;Found this all the way up here, huh?! Alright, chump! For the next spot, I'm visiting my favorite cargo room again, targeting that one confusing fire place with a buncha pipes!&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Progress normally through [[Fire Armed to the Beak]] until you get to the split path, with the pipe on the right and the hole on the bottom. Take the pipe. The graffiti will be on the right side of room full of enemy spam.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;Wow, you found this weirdo place?! You're getting good! I'm already far one, though. All the way to a WAY higher tier, sitting in a black void in that one space place!&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|The graffiti is hidden in [[Just A Space Level]]. Halfway between the second and third checkpoints, there's a split path with the right path going to a 2-tile high gap. The graffiti is located there.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;Heh, maybe this room wasn't the best target for vandalizing the way I do. Eh, whatever! Next up - let's go all the way back to the bottom! I'm thinking a place way, way off in somewhere lyrical!&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|In [[Ordinance With Lyrics]], the room with the [[Count Bomb]]s and water below has a big expanse to its right. Use Rush Jet to fly into the void and locate the graffiti.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;Even all the way out here, you're still finding this?! What?! Uh, hmm. Actually, I know a REALLY good spot! That spicy storehouse place has a fake wall somewhere... You'd somehow need a map to ever find it!! Haha!! Checkmate!&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|The room after the second checkpoint and the Berserker Merserker fight in [[Spicy Banana Bread Storehouse]] has a wall on the right side of it. Use Search Snake to locate a hidden crevice on it, then Concrete Shot to slide into said crevice. The graffiti is in plain sight.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;What?! You seriously found THIS?! Are you kidding me?! Whatever! I don't even care! Follow me to somewhere else spicy!&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Take the top path in [[Spicy Top Action]]. The graffiti is in plain sight in the room full of [[Rock Thrown]]s and spikes, near the top of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;Come onnn!! You have to give up at some point, right?! I'm going to have to run down some sewer drain at this point to escape you...&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|The room full of [[Jamacy]]s in [[Running Down a Drain]] has a bed of spikes below it. Use Rush Jet to cross and find the secret room with the graffiti in it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;AAAGHHHH!! Go away! Stop following me! I'm tired of this game! Look, all I have to do is to just not tell you where to go next, and I win. I can just hide out in my secret warehouse base on the ship and be totally fine! See ya, chump!&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|The secret warehouse base is not Tier 2 nor inside it. The room that Acolyte Joe took up before is being used by the imposter as a base.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The doppelganger fight is fairly simple, if challenging. If you struggle with it, Spark Shock deals 3 damage to it and Concrete Shot 2. Once you finish the fight, you'll be treated to another cutscene and The Overseer will return to you the Green Eye.&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Sidequests&amp;diff=18676</id>
		<title>Sidequests</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Sidequests&amp;diff=18676"/>
				<updated>2021-09-16T06:37:29Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: updated goody two shoes quest with official name of the boss from the boss refights list and some changes to description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UnderConstruction}}&lt;br /&gt;
Throughout ''[[Make a Good 48 Hour Mega Man Level]]'', the player will unlock various '''sidequests''' that they can complete for [[Junk]]. Completing these sidequests and bringing the rewards to [[Joseph]] is the primary way to unlock items to enhance [[Mega Man]].&lt;br /&gt;
&lt;br /&gt;
==Avian Kingdom==&lt;br /&gt;
{{quote|Deleuze Pipi has a noble cause of building a kingdom for all birdkind, but he needs Bolts in order to do that!|Sidequest Overview|[[Make a Good 48 Hour Mega Man Level]]}}&lt;br /&gt;
You're basically railroaded into obtaining this sidequest at the start of the game. In case you're lost on where the questgiver is, you'll need to visit the door on the right end of the ship, on the purple background with the wing above it.&lt;br /&gt;
&lt;br /&gt;
To beat this quest, you must pay a total of 1500 bolts to Deleuze Pipi. You can reach this pretty naturally by buying things like normal. The Zetsabre given isn't useful until near the end of the game, however, so don't feel pressured to grind for bolts specifically just for this quest.&lt;br /&gt;
==See Seasickness==&lt;br /&gt;
{{quote|Turner is feeling very seasick; he'll throw up if he moves even an inch! There's gotta be a paper bag somewhere indoors...|Sidequest Overview|[[Make a Good 48 Hour Mega Man Level]]}}&lt;br /&gt;
You can start this quest by talking to Turner, the green Top Fiend outside Deleuze Pipi's room who appears after getting 7 Energy Elements. Mack, the jumping Monkiki from Tier 7 has a paper bag that Turner can use. He'll give you it if you can beat Caution: Moving Parts in 2 minutes and 30 seconds. You should normally be able to beat it decently quickly, but smart weapon use such as Rush Jet to skip over the pits and Tengu Blade to pass through Nobitas will help. Once you beat that time and talk to Mack again, he'll offer you the bag. Just take that to Turner and the quest is done, rewarding you for the Dizzy Dial.&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{quote|Gyosephine claims her amulet attracts ghosts and her TV is possesed by one! Chase the ghost out, but try not to damage her TV!|Sidequest Overview|[[Make a Good 48 Hour Mega Man Level]]}}&lt;br /&gt;
Chances are, you'll find this quest while exploring the ship and trying to find where Beat is. Gyosephine is just to the right of the tier elevator, past the ladder on the same floor. Talk to her and then enter her room to start the exorcism minigame. &lt;br /&gt;
&lt;br /&gt;
The TV jumps around the room akin to Quick Man's three jumps before running, but your true target is the Rotom orbiting around it; avoid attacking the TV, as hitting it three times forces you to restart the encounter. Hitting the Rotom enough times causes it to periodically shoot bullets at Mega Man. If you're having trouble hitting it, remember that you can't take any damage from this minigame, so be patient and allow yourself to get hit if it means eventually dealing damage to it. Spark Shot's large hitbox can help, and if it hits the TV instead it'll be stunned in place, potentially letting you align an easier shot. &lt;br /&gt;
&lt;br /&gt;
Once you've finished, leave the room and talk to Gyosephine to collect the Cursed Amulet.&lt;br /&gt;
==Funky Fresh Beats==&lt;br /&gt;
{{quote|DJ Question is offering a free radio to any music experts. You'll have to prove yourself through his tough music quiz, though.|Sidequest Overview|[[Make a Good 48 Hour Mega Man Level]]}}&lt;br /&gt;
Gangstatepakkan's quiz can be challenging, but it's solveable with brute force trial and error, or a guide. Here are the answers:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; |Question&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Correct Answer&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation that uses color to show where hazards will appear overhead.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Toad Man's Underwater Sea Lab&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation with a Dr. W logo near the start.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Flamecrush Forest&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation with rising platforms in the room with the Energy Element.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Robot Recycling Center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation where all enemies but the boss can deflect buster shots.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Lasers and Platforms&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation with a brief underwater section in the middle.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Mystic Museum&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation you probably skipped.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|GraviMan INC.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation featuring ladders with rungs spaced unusually far apart.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Seahorse City&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation with exploding platforms, projectiles, and enemies.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Braving New Depths&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation with a miniboss guarding a W-Tank in a secret room.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Curious Skymachine&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation with a death pit to the left of the starting point.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Flaming Fortress&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation with both water and lava hazards.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Oh No! More Compactors&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation with a gimmick that can be suppressed by special weapons.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Base in the Boondocks&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from the only simulation with square platforms that assemble and disassemble.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Volcanic Facility&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation with six key gates blocking the hallway to the exit.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Celestial Resort&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;This song is from a simulation with two paths you can take through the middle.&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Spicy Top Action&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Answer 8 in a row correctly, and you will obtain the Radio.&lt;br /&gt;
==Co-Ladder All Damage==&lt;br /&gt;
WIP&lt;br /&gt;
==Drunk.==&lt;br /&gt;
WIP&lt;br /&gt;
==Infiltration==&lt;br /&gt;
WIP&lt;br /&gt;
==Dancing All Night==&lt;br /&gt;
WIP&lt;br /&gt;
==Mutual Attraction==&lt;br /&gt;
{{quote|Crazy Daisy got some attractive drip! Perhaps too attractive, because it magnetized her lower half to a Magfly in Tower!|Sidequest Overview|[[Make a Good 48 Hour Mega Man Level]]}}&lt;br /&gt;
Crazy Daisy can be found a little to the right from the simulation in question, Tower. Once you talk to her, go into Tower to locate the Magfly carrying her lower half. It should be about midway through the level, in the large room with four-way scrolling. Kill the Magfly to release Daisy's legs, but the quest doesn't end there; talk to Daisy to start her minigame.&lt;br /&gt;
&lt;br /&gt;
Charge the magnet by pressing the Shoot button at a decently fast tempo. If you're going too slow, a falling sound will indicate your progress is dropping, and if you're going too fast, a zapping sound will indicate such. Find that medium area and keep a consistent pace until the meter underneath the magnet fills completely. Mega Man will catch her Iron Boots and keep them after you win.&lt;br /&gt;
==Bootcamp Graduation==&lt;br /&gt;
{{quote|Sarge has one last trial before you graduate from his bootcamp! Can you beat Mystic Museum without using the Buster?!|Sidequest Overview|[[Make a Good 48 Hour Mega Man Level]]}}&lt;br /&gt;
Sarge is located in the top left area of the ship, in the area with the green wall. After that, it's self-explanatory, though it may be beneficial to keep in mind Tengu Blade's invincible dash and Rain Flush's quicksand solidifying capabilities. If you aren't confident in your ability to ration out weapon energy, consider stocking up on W-Tanks before you start. Mad Grinder should be giving a decent amount of them by the time you reach 50 elements.&lt;br /&gt;
&lt;br /&gt;
==Love Survivor==&lt;br /&gt;
{{quote|A love crisis has struck the owners of Double Action Boutique. It's time to play cupid and bring them back together!|Sidequest Overview|[[Make a Good 48 Hour Mega Man Level]]}}&lt;br /&gt;
If you revisit Double Action Boutique after meeting the unlock condition, you'll find Nu'o, alone and reminiscing about her husband and his distinct seafood odor. That and the food cart at the bottom of the ladder point you towards Tier 3, where you'll find Bol'o in a previously-blocked off region in the bottom right of the tier. Once the cutscene finishes, enter the door ahead of you to start the level.&lt;br /&gt;
&lt;br /&gt;
The stealth mission is self-explanatory for the most part: progress forward while avoiding the light coming off the enemies. Being caught in the light of most Peterchies, Flying Shells, and Illusians affords you a split second to escape before you're spotted proper. If you're confident, you can rush into some of those enemies and escape as long as you're fast enough. Wall Blasters can spot you instantly, much like Electric Gabyoalls, but you can hide in-between their sight checks, which comes useful in the room with a Peterchy and a Wall Blaster. If you're struggling, remember that you can use special weapons to aid you. Spark Shock stuns enemies as usual, Concrete Shot can block their sightlines, and both Rush utilities let you skip some challenges. Once you get to the end, use Flame Mixer to blaze the fried rice. Or don't, for a surprise.&lt;br /&gt;
&lt;br /&gt;
During the cutscene that follows, Mega Man will obtain a Magnet and a Metal Detector, which can be innately combined.&lt;br /&gt;
==Credit When It's Due==&lt;br /&gt;
{{quote|Granny-Oh's found a missing credit card, but she doesn't know where to find the owner! Where is this Tomothy Daddy?|Sidequest Overview|[[Make a Good 48 Hour Mega Man Level]]}}&lt;br /&gt;
At 15 Energy Elements, Granny-Oh appears in Tier 10 Windy Conditions simulation. If Mega Man talks to her, she'll ask if he knows a &amp;quot;Tomothy Daddy&amp;quot;, to which he'll reply no. Tired of searching, Granny-Oh mentions that her roommate has went off to the Double Action Boutique before retreating to her room.&lt;br /&gt;
&lt;br /&gt;
Tomothy Daddy can be found at the top of Tier 10, next to the Tackle Fire. Talking to him has Mega Man inform him that his card has been found, but that he doesn't know where the holder is. As the conversation closes, Tomothy offers his child to visit &amp;quot;A city in the clouds, or something&amp;quot;. You must then locate where Granny-Oh is, and to do that you can find her roommate Bonnie, located in Double Action's changing room. She'll give you their room's key and directions: second to the right of the Boutique. After you enter Granny-Oh's room, she'll give you Tomothy Daddy's credit card.&lt;br /&gt;
&lt;br /&gt;
The final step of the quest is to find Tomothy. He can be found in a simulation near where you first found him; [[Cloudy City]], to be precise. Proceed through the stage until you drop into a room with small bolts floating near the ceiling, then take the exit leaving out of the room's right side. Tomothy will be there, and from him you will be gifted the Joint Plug as thanks.&lt;br /&gt;
==Occultics Witch==&lt;br /&gt;
WIP&lt;br /&gt;
==Studying The Blade==&lt;br /&gt;
WIP&lt;br /&gt;
==Minimal Destruction==&lt;br /&gt;
WIP&lt;br /&gt;
==Goody Two Shoes==&lt;br /&gt;
{{quote|The Overseer has rewarded you for your good deeds, but now your reputation is being tarnished by an imposter. Clear your name!|Sidequest Overview|[[Make a Good 48 Hour Mega Man Level]]}}&lt;br /&gt;
After you beat every other sidequest, you can return to the main deck for a cutscene wherein a Petit Devil named The Overseer grants you a boon, the &amp;quot;Green Eye&amp;quot;, as a reward for your good behavior. When you take it to Joseph to have it made into an upgrade, however, a shadowy copy of you known as the [[Shadow Imposter]] will manifest behind you and escape to vandalize the ship. Finding Joseph unconscious, the player has no option but to leave the room.&lt;br /&gt;
&lt;br /&gt;
Upon leaving, The Overseer appears once again and punishes you for the crimes committed by the imposter by revoking his boon and taking back the Eye. The player must now find and stop the imposter to clear their name. You can locate the imposter by entering certain levels, which will be immediately identifiable by the presence of vandalism and shadowy [[Doppelganger Rounder]] turrets that attack you. In each vandalized simulation, the marks will continue up to a room where the imposter has left a message containing a hint regarding their next location. As the vandalism always disappears after the room with the message, it functions as a guide that allows the player to determine when they've passed its location or taken a wrong turn in a forking level. Only one stage will be vandalized at any one time, and the player must read each graffiti message in order to continue the sidequest. &lt;br /&gt;
&lt;br /&gt;
The Rounders' constant fire and invincibility can make completing levels safely very difficult. To mitigate this, use of the Flame Mixer to block shocks and E Tanks to keep your health up is recommended. Furthermore, it's worth noting that they will not fire if the player is climbing a ladder.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Lead&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; |Location to visit&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Some NPCs on the main deck note you went to Tier 2. The Camon there points towards &amp;quot;Abandoned-whatsit&amp;quot;.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|In [[Abandoned Mine]], once you reach the area with the X Platforms, don't let yourself fall to the bottom. Defeat the [[Stone Head]] ahead of you, then progress until you see the large graffiti with white text on it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;Nyehehe! Vandalizing these simulations is easy! There's, like, no security! Maybe next I'll do some weirder place! I'm thinking a simulation with some kind of broken tiling! No one'll catch me if I hide past some fake ladders!&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|This lead is slightly misleading; the vandalism appears in [[Oh No]], which has fake ladders, but the graffiti does not appear after the fake ladders do. In the room just before the first ladder, jump into the Fire Man chute going off the left side of the screen. From there, progress forward until you find the graffiti.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;I can tell you're following me, Mega Man, but you'll never catch me! Why don't we make it a game? Try to stop me! My next target is gonna be that tiki place, where the biggest bonfire in the festival is!!&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|The room with the Energy Element in [[The Tiki Tiki Tiki Tiki Tiki Room]] has a massive [[Napalm]] fire in it that obscures the graffiti. Extinguish it with Rain Flush, then use Rush Jet or Concrete Shot to safely view it without dying.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;Hehehe! Good job, Mega Man! Good on you for taking up my offer! How's this for my next target - something a few tiers up! I'm thinking a sky-high ancient place filled with dinosaurs...&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Follow the main path in [[Ancient Ziggurat]] until you reach the third [[Stegorus]] encounter, with it on the high ground and a [[Strike Man Soccer Ball]] below it. The graffiti is behind the Feeber above.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;Found this all the way up here, huh?! Alright, chump! For the next spot, I'm visiting my favorite cargo room again, targeting that one confusing fire place with a buncha pipes!&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Progress normally through [[Fire Armed to the Beak]] until you get to the split path, with the pipe on the right and the hole on the bottom. Take the pipe. The graffiti will be on the right side of room full of enemy spam.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;Wow, you found this weirdo place?! You're getting good! I'm already far one, though. All the way to a WAY higher tier, sitting in a black void in that one space place!&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|The graffiti is hidden in [[Just A Space Level]]. Halfway between the second and third checkpoints, there's a split path with the right path going to a 2-tile high gap. The graffiti is located there.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;Heh, maybe this room wasn't the best target for vandalizing the way I do. Eh, whatever! Next up - let's go all the way back to the bottom! I'm thinking a place way, way off in somewhere lyrical!&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|In [[Ordinance With Lyrics]], the room with the [[Count Bomb]]s and water below has a big expanse to its right. Use Rush Jet to fly into the void and locate the graffiti.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;Even all the way out here, you're still finding this?! What?! Uh, hmm. Actually, I know a REALLY good spot! That spicy storehouse place has a fake wall somewhere... You'd somehow need a map to ever find it!! Haha!! Checkmate!&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|The room after the second checkpoint and the Berserker Merserker fight in [[Spicy Banana Bread Storehouse]] has a wall on the right side of it. Use Search Snake to locate a hidden crevice on it, then Concrete Shot to slide into said crevice. The graffiti is in plain sight.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;What?! You seriously found THIS?! Are you kidding me?! Whatever! I don't even care! Follow me to somewhere else spicy!&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Take the top path in [[Spicy Top Action]]. The graffiti is in plain sight in the room full of [[Rock Thrown]]s and spikes, near the top of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;Come onnn!! You have to give up at some point, right?! I'm going to have to run down some sewer drain at this point to escape you...&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|The room full of [[Jamacy]]s in [[Running Down a Drain]] has a bed of spikes below it. Use Rush Jet to cross and find the secret room with the graffiti in it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|&amp;quot;AAAGHHHH!! Go away! Stop following me! I'm tired of this game! Look, all I have to do is to just not tell you where to go next, and I win. I can just hide out in my secret warehouse base on the ship and be totally fine! See ya, chump!&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|The secret warehouse base is not Tier 2 nor inside it. The room that Acolyte Joe took up before is being used by the imposter as a base.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The doppelganger fight is fairly simple, if challenging. If you struggle with it, Spark Shock deals 3 damage to it and Concrete Shot 2. Once you finish the fight, you'll be treated to another cutscene and The Overseer will return to you the Green Eye.&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Talk:Through_the_Crabacombs&amp;diff=18667</id>
		<title>Talk:Through the Crabacombs</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Talk:Through_the_Crabacombs&amp;diff=18667"/>
				<updated>2021-09-16T00:17:44Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Judge Comment Policy Question==&lt;br /&gt;
&lt;br /&gt;
Hey, I just thought I'd ask due to the edits - is it standard to edit the grammar of the Judge comments when putting them on the wiki? I figured it would be correct just to copy them exactly as they appeared in game, but if the policy is to edit it then I can go ahead with that while moving forward. - [[User:NARFNra|NARFNra]] ([[User talk:NARFNra|talk]]) 18:57, 15 September 2021 (CDT)&lt;br /&gt;
:I'd put them in exactly as they appear in the game, typos and all. If you do see a spelling mistake, put the {{sic}} template next to it. --[[User:Spin Attaxx|Spin Attaxx]] ([[User talk:Spin Attaxx|talk]]) 19:06, 15 September 2021 (CDT)&lt;br /&gt;
::Gotcha! I'm realizing now it was probably not the best to try to copy them at 5 am, hah. Thanks for the help - [[User:NARFNra|NARFNra]] ([[User talk:NARFNra|talk]]) 19:17, 15 September 2021 (CDT)&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Sector_Upsilon_6&amp;diff=18665</id>
		<title>Sector Upsilon 6</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Sector_Upsilon_6&amp;diff=18665"/>
				<updated>2021-09-15T23:58:40Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: moving trivia comments to 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=Sector Upsilon 6&lt;br /&gt;
|rank=15th&lt;br /&gt;
|image=[[File:SU-1.PNG|250px]]&lt;br /&gt;
|caption=Now this is the story, all about how...&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[M-Jacq]]&lt;br /&gt;
|composer=Tim Follin, Magnus &amp;quot;SoulEye&amp;quot; Palsson&lt;br /&gt;
|artist=[[M-Jacq]]&lt;br /&gt;
|programmer=[[M-Jacq]]&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=43&lt;br /&gt;
|judge2=36&lt;br /&gt;
|judge3=45&lt;br /&gt;
|judge4=42&lt;br /&gt;
|judge5=24&lt;br /&gt;
|totalscore=38.0&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=3&lt;br /&gt;
|collectables=[[File:Nickel.png|Consult the map.]][[File:Nickel.png|Just consult the map.]][[File:Nickel.png|Always consult the map.]][[File:Nickel.png|Please consult the map.]][[File:Nickel.png|Are you aware there is a map?]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Big Eye]]&lt;br /&gt;
*[[Octopus Battery]]&lt;br /&gt;
*[[Petit Devil]] (Green, Yellow)&lt;br /&gt;
*[[Shield Attacker]]&lt;br /&gt;
*[[Skeleton Joe]]&lt;br /&gt;
*[[Spring Head]]&lt;br /&gt;
*[[V]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Auto Scroller]]&lt;br /&gt;
*[[Chill Man Block]]&lt;br /&gt;
*[[Count Bomb]]&lt;br /&gt;
*[[Dustman Block]]&lt;br /&gt;
*[[Gravity Flip]]&lt;br /&gt;
*[[Key Barrier]]&lt;br /&gt;
*[[Tomahawk Platform]] (reskinned)&lt;br /&gt;
*[[Yoku Block]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Octoper OA]]&lt;br /&gt;
|bosses = &lt;br /&gt;
*[[Captain Viridian]]&lt;br /&gt;
*[[Gravity Man]]&lt;br /&gt;
*[[Mecha Dragon]]&lt;br /&gt;
|other=&lt;br /&gt;
*[[File:Skip.png]] [[Skip Teleporter|Skippable]]&lt;br /&gt;
|music=Title Theme - Silver Surfer (NES)&amp;lt;br&amp;gt;'''VVVVVV World:''' Predestined Fate&amp;lt;br&amp;gt;'''Captain Viridian:''' VVVVVV, Potential for Anything - VVVVVV&lt;br /&gt;
|location=[[Tier 9 (MaGMML2)|Tier 9]]&lt;br /&gt;
|previous=[[Rad Gravity]]&lt;br /&gt;
|next=[[Truffle Man (stage)|Truffle Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Submitting a level like this to a contest is a REALLY risky move if you ask me, since what this is more closely resembles a full game than it does a standard level.|[[Enjl]]|excerpt from judge comment.|}}&lt;br /&gt;
'''Sector Upsilon 6''' is an entry level by M. Jacquelinae in ''[[Make a Good Mega Man Level 2]]''. Inspired by [[Maze of Death]] and the video game ''VVVVVV'', Sector Upsilon 6 is a sprawling Metroidvania level built around gravity switching. The level has three exits, each with a different boss—[[Gravity Man]] (exit 1), [[Mecha Dragon]] (exit 2), and [[Captain Viridian]] (exit 3). It is a bit of a marmite level: some people love it for its challenge and explorational aspects, while some people despise it for its difficulty and extreme length.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
In the room immediately to the left of the level's midway checkpoint, there is a color-coded map listing the locations of all the level's collectibles. In order to reach the third and final exit, all six shiny trinkets must be collected: there is an obvious one in the purple sector, but there are also two in the orange sector, two in the green sector, and one in Captain Viridian's teleporter matrix. Notably (and controversially), the player will need to die at least twice to access all the trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Purple Sector (Octoper) - 1 Trinket ===&lt;br /&gt;
The level begins in the purple sector. Players aiming for the first or third exits should go right; players aiming for the second exit or the Noble Nickels should use the gravity flipper slightly to the right of the opening screen to walk on the ceiling and slide to the left, where the Periwinkle Sector lies. This path is filled with Petit Devils; in most cases, is a better choice to slide under or avoid them than it is to shoot. At the end of the section is an Octoper OA miniboss, fought with constantly flipping gravity; after this lies the &amp;quot;Crossroads&amp;quot; (the level's checkpoint), which connects to the Viridian Base (right), Orange Sector (up) and Green Sector (down)&lt;br /&gt;
&lt;br /&gt;
This path's trinket is clearly visible to the left of a trio of moving platforms; to obtain it, simply flip your gravity to land on the underside of the platforms, then head backwards to pick up the trinket.&lt;br /&gt;
&lt;br /&gt;
=== Periwinkle Sector (Spike Drop) - 1 Nickel ===&lt;br /&gt;
This part of the level is modeled after the infamous &amp;quot;Veni Vidi Vici&amp;quot; challenge in VVVVVV: it's a spike drop which must be done both forwards and backwards to obtain the trinket. Players can stop at the top of the spike drop to obtain an E-tank and several bolts; from there, using a utility weapon, the player can skip over the spikes to their right to access the Indigo and Grey Sectors and attempt the level's second exit. Alternately, the player can equip Sakugarne and bounce off the spike drop's spikes to access the Cyan Sector.&lt;br /&gt;
&lt;br /&gt;
===Indigo Sector (Autoscroll 1)===&lt;br /&gt;
&lt;br /&gt;
===Grey Sector (Autoscroll 2/Dust Blocks) - 1 Nickel===&lt;br /&gt;
&lt;br /&gt;
===Cyan Sector (Chill Blocks) - 1 Nickel===&lt;br /&gt;
&lt;br /&gt;
===Orange Sector (Yoku Blocks) - 2 Trinkets, 1 Nickel===&lt;br /&gt;
&lt;br /&gt;
===Green Sector (Count Bombs) - 2 Trinkets, 1 Nickel===&lt;br /&gt;
&lt;br /&gt;
===Viridian Base (Teleport System) - 1 Trinket===&lt;br /&gt;
Head to the right to access the teleporter system; at the end of the teleporter system there is a shiny trinket. If you don't have all six shiny trinkets, head to the Orange or Green Sectors to find what you missed. Otherwise, unlock the six locked doors at the bottom of the screen and head to the final teleporter, which will send you to the VVVVVV World.&lt;br /&gt;
&lt;br /&gt;
===VVVVVV World===&lt;br /&gt;
The player will instantly teleport This is the most straightforward part of the level platforming-wise-- just make sure not to overshoot on the &amp;quot;Let the Bodies Hit The Floor&amp;quot; room. At the end of the level is a fight with Captain Viridian, who is piloting a souped-up version of the Octoper OA you fought earlier in the level. At half health, Viridian will temporarily withdraw and fire off a volley of projectiles. After beating Viridian, head right and pick up the third and final Energy Element.&lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
This level was deemed skippable by the judges, due to its absurdly large size and sophisticated layout, rivaling that of a full game.&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = VERY interesting and creative level, but some design issues prevent me from liking it as much as I'd like to. The first three Noble Nickels are the biggest offenders, really. The Veni Vidi Vici one isn't terrible but I feel like some of the spike manouvers are a tiny bit too tight. The Chill Block route is fine to actually get on to, but I'm not a fan of the Big Eye room because if you get bad RNG then it can force you to either use a utility or die. I reeeally don't like the autoscroll route tho. The first part has some reeally precise spike dodging and it just is NOT fun. Second part with the dust blocks it's sometimes really unclear on what you have to do and I died a lot trying to figure it out. Also, it feels like whenever you get a trinket or nickel, a lot of the time there's no way out other than dying, especially trinkets, since they don't save on level completion. There's not many one-way screen transitions so it's hard to return to the main hub with your trinkets without dying. However, past the complaints there, this level is FANTASTIC. THANK YOU for providing a map - it was a bit hard to understand at first because of the lack of a 'YOU ARE HERE' marker, but once I figured it out it was EXTREMELY helpful and eliminated loads of guesswork. The reverse gravity is used very, very well here, and I love the interactions with the Count Bombs. The Yoku Block sections are really cool and varied, too. And as an exploration level it's pulled off incredibly well because no one path takes very long to play, but the actual playtime comes from trying to 100% it. The VVVVVV references are really funny and clever and the bonus VVVVVV area is really fun, and I adore the little touches with the room name. The boss fight with Captain Viridian is really fun, and the fights with engine default bosses aren't too shabby either - I love how you pulled off the Mecha Dragon fight. Overall the level is really, really good, and incredibly well-built, but there's just a few flaws that bring it down and prevent it from being truly amazing.&lt;br /&gt;
|pyroscore = 43&lt;br /&gt;
|spdesign = 10&lt;br /&gt;
|spfun = 8&lt;br /&gt;
|spcreativity = 15&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = Wow. This level is absolutely HUGE. There are 3 energy elements, and several different paths to go with collectibles along the way. However...I think this level is a bit TOO excessive, and it can be annoying having to backtrack all over the place to find everything. It takes an hour or two to explore the entire place and get every single item, it felt kind of like a smaller version of Super Smash Bros. Brawl's Great Maze. However, I took as many routes as I could find. The Yoku block puzzles were nice, but one of them requires the player to make some REALLY wide jumps. The difficulty isn't very consistent, those autoscrolling sections on the top route were INSANELY hard. My biggest issue was this stage was the amount of teleporters...I wouldn't mind those by themselves, but this stage is so big that it takes about 10 seconds to load, so it can be annoying having to wait for that several times in a row. Overall though, I think this was a good level! It just felt like a bit too much at parts, that's all.&lt;br /&gt;
|jupiscore = 36&lt;br /&gt;
|jhdesign = 9&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 14&lt;br /&gt;
|jhaesthetics = 4&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = Submitting a level like this to a contest is a REALLY risky move if you ask me, since what this is more closely resembles a full game than it does a standard level. I think it's a level that needs time and dedication put into a playthrough in order to be truly appreciated. This level is massive, as evident by the map and endless collectibles that can be found if you're up for an extra challenge. The map was a really helpful inclusion in the level and while I think it's silly that you need to take a screenshot of it, it makes traversing the sector much less painful to traverse. As far as difficulty is concerned, this level does a good job at introducing several gimmicks in their own secluded areas and ramping up their difficulty as you go along. In a sense this level can be described as a variety of interwoven levels. I really enjoyed this level as a whole, and the secret exit for getting all the trinkets is easily my favourite section, being a huge VVVVVV nerd myself. That said, the level does have its issues: For example, many sections in the level are unfortunately completely trivialised by the player's utility items. Another point of criticism is that I found the autoscroll sections to be rather precise at times and the noble nickel in the section can easily lead to an unfair death. I collected it while upside down and found myself stuck in that little box. In addition to this, accessing and proceeding in that area can quickly use up the player's weapon energy for various utility items. I also wish it would save trinkets across playthroughs (not just death). So yeah. Overall I gotta stress that this level/game really needs a few hours of dedication in order to be truly appreciated.&lt;br /&gt;
|enjlscore = 45&lt;br /&gt;
|endesign = 12&lt;br /&gt;
|enfun = 8&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 gotta say, I'm more than impressed. I don't think there's a single level in this game that is more creative than this one. I really liked how well the stage layout was used with the different creative gimmicks. I also had a lot of fun exploring this stage and finding new secret paths. I also appreciate the inclusion of a map, but it's honestly not done that well. [] However, I unfortunately can't call this a perfect level. The level design isn't top-notch, with many sections requiring trial and error, extremely precise movement, or a combination of the two. Additionally, I think there's one Noble Nickel that you can't get without dying. Also, I'm slightly upset over the fact that if you wish to collect all trinkets, there are various points of no return scattered across the stage, meaning you'll have to restart the whole level to get them. Finally, there's a lot of sections that can easily be broken through using special weapons. But seriously, even though this stage has so many problems, the concept behind it is absolutely fantastic and I really appreciate the effort put into it. Would it not have the problems I mentioned, it would easily be a perfect stage in my eyes.&lt;br /&gt;
|garirryscore = 42&lt;br /&gt;
|gadesign = 10&lt;br /&gt;
|gafun = 8&lt;br /&gt;
|gacreativity = 15&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|gadesignnote = Well, it honestly could be better. Most of the level was okay but the autoscroller section was absolute shit. Other than that it was decent.&lt;br /&gt;
|gafunnote = It was pretty enjoyable, but certain sections are irritating as shit.&lt;br /&gt;
|gacreativitynote = Okay, nothing to say here. It's flawless.&lt;br /&gt;
|gaaestheticsnote = Great.&lt;br /&gt;
|gafunctionnote = Well, I can see that there are many sections that are way too easy to break but... yeah.&lt;br /&gt;
|ace = Interesting concept. It's basically a mini-exploration title in a single level. The use of Gravity Flippers in a novel way is great, and individually most areas of this level are by themselves - good, if sometimes great. Hell, the stage is so convoluted, it comes with a map... which unfortunately is not an MiniMap ala Metroid, but for a single level, that would be hard to program, so I'll give it a pass. Would've been nice though.&lt;br /&gt;
&lt;br /&gt;
This stage is also incredibly frustrating, does not take the fact it relies on instant-death into account with it's checkpoints, defies basic player logic at times and asks for far too many finicky moments in succession that any fun with the level, concept and music is killed stone dead.&lt;br /&gt;
&lt;br /&gt;
I had to quit this stage and do something else, four times. Four. Every time I reached some sort of stopping point, I'd take it. This is one of the few stages where I did not want to keep playing, but felt like I had to to get a full experience.&lt;br /&gt;
&lt;br /&gt;
First major drawback - the lack of background - the entire stage is almost entirely black - and this is a major detriment to the player's enjoyment and actively hinders the stage a lot - there is no way whatsoever to tell what is and isn't a pit in this level. It'd be nice to know that in advance before the player throws themselves down into the abyss. It's also rather dull to look at. The map provided colour codes sections - these sections are the same basic tileset the rest of the stage uses so the player can be left rather confused as to what sector they are in. More background details were definitely needed, if only to help lessen some of the confusion. I should not be sitting around for minutes at a time trying to figure out where exactly I am, this is Mega Man after all!&lt;br /&gt;
&lt;br /&gt;
The second major problem with this level - the instant-death. It's not handled well. This really boils down to how finicky some of the maneuvers you have to pull off are, how little room for error there is here, and that the player is usually sent back several screens once they die. This would be a minor issue, if it weren't for the how exacting the requirements are every so often. What kills your stage dead in my eyes is the Mecha Dragon route. The spike drop is harsh. The auto scrolling segment is worse. The final few maneuvers - all of which must be done on a strict time limit thanks to the scroller, are extremely tight, and use a mechanic that is not entirely natural to a player's timing. Not only is there no checkpoint between the spike drop and the auto-scroller, there is no break at all in this section at all. Sometimes it is not a matter of how long a segment is, but how difficult the challenge in question is. The spike drop is not organic like most spike drops in the series. It doesn't flow naturally. Any of these segments, although hard, would've been fine by themselves.Together, these are seriously unfair.&lt;br /&gt;
To give credit where it is due, the second auto-scrolling segment is rather fun, very well designed... and actually has a checkpoint! The Mecha Dragon itself was rather anti-climactic though.&lt;br /&gt;
&lt;br /&gt;
The Gravity Man route... with multiple options, is a tad weird. The Yoku Block route, surprisingly, is fine. A little hard, but not too bad. The Count Bomb route has a jump in the stage, which up until this point has not required weapons - seemingly requiring a weapon to bypass. Or if it doesn't, that jump must be pixel perfect or something, because Mega Man saw the bottom of that pit many, many times. Either way, it either comes out of nowhere, or is too difficult for the average player to do.&lt;br /&gt;
&lt;br /&gt;
Finally, there are the collectables - the Nickels, naturally, and the Trinkets. Here is the final nail in this stage's coffin - getting these often require the player to die after collecting them. This is really counter-intuitive, and goes against any instinct the player would have. In fact, to complete the Trinket route, the player outright has to die at last twice to see the additional boss. Why?! Teleporters are an option here.&lt;br /&gt;
&lt;br /&gt;
The end-game after the Trinkets is rather good, but by this point the player has played the stage for an awful long time, and probably wants to leave, so it comes off as irritating. (The fact these are not saved between attempts at the level don't help, but I'm not sure much could've been done about that without Pyro's permission. Still an annoyance.)&lt;br /&gt;
&lt;br /&gt;
The new boss is... er.. it exists. Yep. The alternative attack pattern it uses exactly once is rather fun... if lasting for a bit too long, and spends the rest of the battle doing absolutely nothing threatening what-so-ever. If you'd mixed these up a bit, this fight would've been entertaining.&lt;br /&gt;
Overall, great concept for a level - but man, this level annoyed the life out of me.&lt;br /&gt;
|acescore = 24&lt;br /&gt;
|asdesign = 6&lt;br /&gt;
|asfun = 1&lt;br /&gt;
|ascreativity = 12&lt;br /&gt;
|asaesthetics = 2&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*In 2020, [[ACESpark]] revealed that he changed his least favorite level from [[Yggdrasil]], which he said was no longer his least favorite in a video from 2017, to this level. The level's length and confusing nature was what led him to call this level his least favorite.&lt;br /&gt;
*This is the only level in MaGMML2 to use the maximum number of collectibles (three Energy Elements and five Noble Nickels, and six additional shiny trinkets). &lt;br /&gt;
*This is the highest-ranked level with a skip teleporter (the next-highest ranked being [[Poorly Named Level]] in Tier 4).&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 9}}&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 9 (MaGMML2)]] [[Category: Skippable Levels]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Talk:Through_the_Crabacombs&amp;diff=18664</id>
		<title>Talk:Through the Crabacombs</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Talk:Through_the_Crabacombs&amp;diff=18664"/>
				<updated>2021-09-15T23:57:16Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: Created page with &amp;quot;==Judge Comment Policy Question==  Hey, I just thought I'd ask due to the edits - is it standard to edit the grammar of the Judge comments when putting them on the wiki? I fig...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Judge Comment Policy Question==&lt;br /&gt;
&lt;br /&gt;
Hey, I just thought I'd ask due to the edits - is it standard to edit the grammar of the Judge comments when putting them on the wiki? I figured it would be correct just to copy them exactly as they appeared in game, but if the policy is to edit it then I can go ahead with that while moving forward. - [[User:NARFNra|NARFNra]] ([[User talk:NARFNra|talk]]) 18:57, 15 September 2021 (CDT)&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Through_the_Crabacombs&amp;diff=18643</id>
		<title>Through the Crabacombs</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Through_the_Crabacombs&amp;diff=18643"/>
				<updated>2021-09-15T12:26:50Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|rank = 20th&lt;br /&gt;
|image= [[File:MAG48HMML-20-Through-the-Crabacombs.png]]&lt;br /&gt;
|game=''[[Make a Good 48 Hour Mega Man Level]]'' &lt;br /&gt;
|creator= [[NARFNra]]&lt;br /&gt;
|composer= [[NARFNra]]&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 48h&lt;br /&gt;
|judge1 = 78&lt;br /&gt;
|judge2 = 60&lt;br /&gt;
|judge3 = 83&lt;br /&gt;
|judge4 = 56&lt;br /&gt;
|totalscore = 69.25&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|box =&lt;br /&gt;
*[[Cyorown]]&lt;br /&gt;
*[[Feeber]]&lt;br /&gt;
*[[M-445]]&lt;br /&gt;
*[[Bubble Platform]]&lt;br /&gt;
*[[Falling Platform]] (MM5)&lt;br /&gt;
|enemies = &lt;br /&gt;
*[[Feeber]]&lt;br /&gt;
*[[Cyorown]]&lt;br /&gt;
*[[Crabbot]]&lt;br /&gt;
*[[M-445]]&lt;br /&gt;
*[[Croaker]]&lt;br /&gt;
*[[Haiker N]]&lt;br /&gt;
|gimmicks = &lt;br /&gt;
*[[Bubble Platform]]&lt;br /&gt;
*[[Falling Platform]] (MM5)&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = [[Grey Devil]]&lt;br /&gt;
|other =&lt;br /&gt;
* [[File:Skip.png]] [[Skip Teleporter|Skippable]]&lt;br /&gt;
|music = No End in Sight&lt;br /&gt;
|location = Tier 9&lt;br /&gt;
|previous = [[Cornerstone to Dominate]]&lt;br /&gt;
|next = [[Spicy Banana Bread Storehouse]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Through the Crabacombs''' is the 20th place entry in ''[[Make a Good 48 Hour Mega Man Level]]''. It consists of an underground collection of flooded tunnels using Pump Man's tileset, wherein the player is forced to deal with [[Feeber]]s and infinitely spawning [[M-445]]s while maneuvering around large numbers of spikes. It also features several long vertical rooms where the player must ascend on [[Bubble Platform]]s and [[Falling Platform]]s while being attacked by [[Cyorown]]s. The long vertical Bubble Elevator rooms in this stage occasionally suffer from object-spawning issues due to how the Bubble Platforms work in scrolling areas, which can sometimes make it appear to be impossible to complete buster-only - In general, repeatedly jumping while ascending long vertical rooms on Bubble Platforms can prevent this issue.&lt;br /&gt;
&lt;br /&gt;
It is notable for being the highest-ranked level in the game to feature a [[Skip Teleporter]], the next-highest being [[Cosmological Factory]] in Tier 4.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
It should be noted that the Flame Mixer is an extremely strong weapon in this level - no enemies in the stage are shielded, and many rely on projectiles or odd angles to attack Mega Man, meaning that the weapon makes handling most areas in the stage quite a bit easier. In addition, weapons like the Homing Sniper, Beat, and the Rain Flush are highly effective at handling relatively fragile enemies in awkward positions on screen, especially with the help of the W tank found at the beginning of the level. When equipped with a weapon, it can be useful to know that the player can escape Feeber bubbles by pressing A instead of wasting ammo by shooting.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the stage is a series of relatively simple vertical rooms introducing Feebers, Cyorowns, and Gyro Falling Platforms. If the player completes a small platforming challenge early on, or happens to have bought the Beat Fetch and Fortified Talons upgrades, they can easily obtain a W Tank. &lt;br /&gt;
&lt;br /&gt;
The first truly difficult segment begins when the player first heads to the right, entering an underwater hallway filled with Feebers, M-445s, Crabbots, and spikes. In this segment, it is extremely important to be cautious regarding the giant hitboxes of Feeber bubbles, as it is easy to fall into a pit. M-445s are easy to destroy, but come down in vertical spaces wherein hitting them can be difficult. However, because they start moving in a sine wave motion if the player happens to be to the side of them, they're not very hard to get out of the way with patience. &lt;br /&gt;
&lt;br /&gt;
The next room immediately starts with an ambush by a Croaker - walking forwards to the edge of the platform allows you to dodge its attack and attack the Croaker, but watch out for its Mini Kerogs. Beware - while waiting for the Bubble Platform to spawn, if you get onto the generator and then drop back off of it, the Croaker can respawn and start launch its Mini Kerogs directly into you on this platform, possibly knocking you into the pit. In the next segment, be ready for attacks from Cyorowns - they will be spawning at the top of the screen and firing at diagonal angles, which can usually be avoided through jumping. The end of this room can be relatively troublesome - due to the nature of how Bubble Platforms scroll, a set of Falling Platforms necessary to get into the next room may not spawn, forcing the player to either use Rush or to fall back down and respawn a Bubble. For some reason, if the player jumps continuously while rising on the Bubble, the platforms are more likely to spawn and remain there.&lt;br /&gt;
&lt;br /&gt;
The next room contains the checkpoint, and after a short period, shifts to another horizontal underwater segment featuring Haiker Ns. When dealing with the appearance of two of them in a room with a prowling Crabbot, it's best to immediately try to destroy one or both before the finish implanting into the pipes, or dealing with their projectiles can be troublesome. Because the room is free-scrolling, however, it's easy to retreat and respawn them to try as many times as the player needs. It's worth noting that this room also has no collision protection on the top of the screen, meaning that in several cases the player can easily jump off the top and bypass segments of the level.&lt;br /&gt;
&lt;br /&gt;
After a Cyorown ambush hallway and a small elevator, there is a small segment wherein the player must choose the right blocks to fall down while avoiding attacks from enemies in other enclosures - beware, there is no escape from these enclosures without weapon use, so if the player has somehow exhausted all of their weapon energy for Rush Jet, Coil, and Concrete Shot, they may be forced to reset. A Croaker that appears in this room also fires Kerogs startlingly fast onto the platform after the first drop, so the safest way to deal with that is to jump and land slightly away from the edge of the platform.&lt;br /&gt;
&lt;br /&gt;
The final room is a Bubble Elevator where the bubbles slowly pop. This room isn't too difficult so long as you are careful - Feebers will attempt to trap you in bubbles that push you into spikes or off the elevator in this room, but there's only two of them and escaping from the bubbles is exactly as simple as it always has been. Because you're underwater you can skip a large distance to jump up to the boss door quickly, but be careful not to jump too high too early, because doing so will scroll the platform off-screen and force you to restart from the bottom once more.&lt;br /&gt;
&lt;br /&gt;
The boss, the Grey Devil, is rather easy. However, the room's low ceiling and flooded nature means the trajectories of its projectiles will be altered slightly from those players familiar with the Megamix Engine's version of the boss may remember - the simplest way to avoid its attacks is to stand next to it after learning the timing for when it moves across the room. &lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
This level was deemed skippable on M-Jacq's suggestion, due to the difficulty of some segments (especially given the low number of checkpoints and heavy use of instant-death traps like pits and spikes.)&lt;br /&gt;
&lt;br /&gt;
==Scores==&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma = CRABACOMBS, I LOVE IT.&lt;br /&gt;
What I don't love is the checkpoint placement. Like legit, if you fixed that you'd solve most of my problems with this stage. Your gimmicks and the bubble crabs are fairly conducive to using spikes and pits as obstacles, and the challenges you made (especially with the 3 Gyro Man Platforms on top of each other covering a hole, or the long vertical sections with the bubbles) are great uses of the gimmicks. Really good job.&lt;br /&gt;
The issue is that since so much of the level is based on instant death, you need more checkpoints to make the level ebtter. Going through the same sections multiple times is boring since this is not a fast-paced level.&lt;br /&gt;
Splitting this level into 3 or  4 sections instead of 2 would go a long way in making it better. Despite that, this level feels, sounds, and looks grate (get it?) with that sewer theme. Has that nice dismal sewer feel.&lt;br /&gt;
Overall, good experience.&lt;br /&gt;
|parmascore = 78&lt;br /&gt;
|pjdesign = 30&lt;br /&gt;
|pjcreativity = 09&lt;br /&gt;
|pjfunction = 10&lt;br /&gt;
|pjfun = 17&lt;br /&gt;
|pjaesthetics = 12&lt;br /&gt;
|pk = Dang, those crabs were a pain at times. Well, this stage was pretty fun at times, and at others, it felt kinda...blah. If that makes sense. Clearly, there were clever ideas behind some of these challenges, but some of them just didn't click right with me. The last bubble elevator, for example. The crabs kind of screwed me over more times that I'd have liked. Overall, though, it was decently fun.&lt;br /&gt;
|pkscore = 60&lt;br /&gt;
|pkdesign = 18&lt;br /&gt;
|pkcreativity = 09&lt;br /&gt;
|pkfunction = 10&lt;br /&gt;
|pkfun = 13&lt;br /&gt;
|pkaesthetics = 10&lt;br /&gt;
|m-jacq = Difficult sections in the Mega Man games - and most video games, really - comes in two varieties. You've got tricky sections, which are difficult because executing the correct maneuvers to get through them requires skill on the player's part. You've then got &amp;quot;gotcha&amp;quot; sections, which are difficult because they require you to act and respond extremely quickly. (So, single-screen Yoku Block puzzles are &amp;quot;tricky,&amp;quot; Quick Lasers and spike drops are &amp;quot;gotcha&amp;quot;...-y) Both can work in a level, but you get significantly more leeway on tricky sections than you do on gotcha sections when it comes to how punishing a level is. Players get less angry when the mistakes they make are due to something they could have foreseen.&lt;br /&gt;
This is a long prelude to say that while this level is very, very hard at points, and it's light on checkpoints as well, I don't think that's necessarily a bad thing. The sections done over pits have very generously-timed and obvious cycles; I never thought that my failure on these sections was due to anything other than human error. Meanwhile, while there were a couple &amp;quot;gotcha&amp;quot; enemies - the Cyorowns in particular - they never showed up over spikes or pits. It's not ideal that the difficulty curve was close to backwards, and that the earliest part of the level was harder than what came afterwards (especially when you had to hop between ledges placed directly above one another), but I can forgive that.&lt;br /&gt;
This level is really, really well-made from a technical standpoint, if you ask me - clean level architecture, interesting setups, that sort of thing. That final segment in particular is ace - the bubble &amp;quot;elevator&amp;quot; turning into a more standard wave bubble puzzle as you dodge spikes and M-445s was really cool, and a nice showy capper to the level. Grey Devil was pretty cool as well.&lt;br /&gt;
I suspect I'm in the minority on this one, but I really liked this level in spite of how tough it was in spots (to the point where I think it warrants a Skip Teleporter - not for me, mind you, for other people). Just a really solid platforming experience.&lt;br /&gt;
|m-jacqscore = 83&lt;br /&gt;
|mjdesign = 33&lt;br /&gt;
|mjcreativity =13&lt;br /&gt;
|mjfunction = 08&lt;br /&gt;
|mjfun = 17&lt;br /&gt;
|mjaesthetics = 12&lt;br /&gt;
|freems = Well, we got ourselves a perfectly fine level, so let's get talkin'. A few placements of the crows didn't feel well thought out given how they act almost instantly upon spawning on screen (which is more annoying when the screen just keeps going up vertically), there were probably a few more spikes than really needed, and a few jumps just felt more janky than they really needed to be. Now you certainly did have unique ideas for those gimmicks. Using the Gyro blocks in a way that there's multiple ways to go down and you have to determine the correct one while dodging enemy fire and the bridge of Wave Bubbles at the end that slowly gets smaller as some of them hit spikes. These are neat ideas in theory, but I don't think the level takes full advantage of them. The Gyro situation can be handled very quickly and the enemies prove a little threat and while the Wave bubble section at the end is cool in theory it really ended before it began. And given the fact that it was underwater, it was very easy to just skip the whole last part of it entirely and jump up to the boss door. They're kinda saved for special moments when I almost wish more of the level was dedicated to these cooler sections. More of that would have been great.&lt;br /&gt;
|freemsscore = 56&lt;br /&gt;
|frdesign = 19&lt;br /&gt;
|frcreativity = 08&lt;br /&gt;
|frfunction = 09&lt;br /&gt;
|frfun = 13&lt;br /&gt;
|fraesthetics = 07&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This stage is the only stage in the game to feature the [[Grey Devil]].&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Through_the_Crabacombs&amp;diff=18642</id>
		<title>Through the Crabacombs</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Through_the_Crabacombs&amp;diff=18642"/>
				<updated>2021-09-15T12:21:30Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|rank = 20th&lt;br /&gt;
|image= [[File:MAG48HMML-20-Through-the-Crabacombs.png]]&lt;br /&gt;
|game=''[[Make a Good 48 Hour Mega Man Level]]'' &lt;br /&gt;
|creator= [[NARFNra]]&lt;br /&gt;
|composer= [[NARFNra]]&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 48h&lt;br /&gt;
|judge1 = 78&lt;br /&gt;
|judge2 = 60&lt;br /&gt;
|judge3 = 83&lt;br /&gt;
|judge4 = 56&lt;br /&gt;
|totalscore = 69.25&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|box =&lt;br /&gt;
*[[Cyorown]]&lt;br /&gt;
*[[Feeber]]&lt;br /&gt;
*[[M-445]]&lt;br /&gt;
*[[Bubble Platform]]&lt;br /&gt;
*[[Falling Platform]] (MM5)&lt;br /&gt;
|enemies = &lt;br /&gt;
*[[Feeber]]&lt;br /&gt;
*[[Cyorown]]&lt;br /&gt;
*[[Crabbot]]&lt;br /&gt;
*[[M-445]]&lt;br /&gt;
*[[Croaker]]&lt;br /&gt;
*[[Haiker N]]&lt;br /&gt;
|gimmicks = &lt;br /&gt;
*[[Bubble Platform]]&lt;br /&gt;
*[[Falling Platform]] (MM5)&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = [[Grey Devil]]&lt;br /&gt;
|other =&lt;br /&gt;
* [[File:Skip.png]] [[Skip Teleporter|Skippable]]&lt;br /&gt;
|music = No End in Sight&lt;br /&gt;
|location = Tier 9&lt;br /&gt;
|previous = [[Cornerstone to Dominate]]&lt;br /&gt;
|next = [[Spicy Banana Bread Storehouse]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Through the Crabacombs''' is the 20th place entry in ''[[Make a Good 48 Hour Mega Man Level]]''. It consists of an underground collection of flooded tunnels using Pump Man's tileset, wherein the player is forced to deal with [[Feeber]]s and infinitely spawning [[M-445]]s while maneuvering around large numbers of spikes. It also features several long vertical rooms where the player is forced to ascend on [[Bubble Platform]]s and [[Falling Platform]]s while being attacked by [[Cyorown]]s. The level also occasionally suffers from issues with objects refusing to spawn in the long vertical Bubble Elevator rooms, which can make it appear to be impossible to complete buster-only in some cases - In general, repeatedly jumping while ascending long vertical rooms on Bubble Platforms can prevent this issue.&lt;br /&gt;
&lt;br /&gt;
It is notable for being the highest-ranked level in the game to feature a [[Skip Teleporter]], the next-highest being [[Cosmological Factory]] in Tier 4.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
It should be noted that the Flame Mixer is an extremely strong weapon in this level - no enemies in the stage are shielded, and many rely on projectiles or odd angles to attack Mega Man, meaning that the weapon makes handling most areas in the stage quite a bit easier. In addition, weapons like the Homing Sniper, Beat, and the Rain Flush are highly effective at handling relatively fragile enemies in awkward positions on screen, especially with the help of the W tank found at the beginning of the level. When equipped with a weapon, it can be useful to know that the player can escape Feeber bubbles by pressing A instead of wasting ammo by shooting.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the stage is a series of relatively simple vertical rooms introducing Feebers, Cyorowns, and Gyro Falling Platforms. If the player completes a small platforming challenge early on, or happens to have bought the Beat Fetch and Fortified Talons upgrades, they can easily obtain a W Tank. &lt;br /&gt;
&lt;br /&gt;
The first truly difficult segment begins when the player first heads to the right, entering an underwater hallway filled with Feebers, M-445s, Crabbots, and spikes. In this segment, it is extremely important to be cautious regarding the giant hitboxes of Feeber bubbles, as it is easy to fall into a pit. M-445s are easy to destroy, but come down in vertical spaces wherein hitting them can be difficult. However, because they start moving in a sine wave motion if the player happens to be to the side of them, they're not very hard to get out of the way with patience. &lt;br /&gt;
&lt;br /&gt;
The next room immediately starts with an ambush by a Croaker - walking forwards to the edge of the platform allows you to dodge its attack and attack the Croaker, but watch out for its Mini Kerogs. Beware - while waiting for the Bubble Platform to spawn, if you get onto the generator and then drop back off of it, the Croaker can respawn and start launch its Mini Kerogs directly into you on this platform, possibly knocking you into the pit. In the next segment, be ready for attacks from Cyorowns - they will be spawning at the top of the screen and firing at diagonal angles, which can usually be avoided through jumping. The end of this room can be relatively troublesome - due to the nature of how Bubble Platforms scroll, a set of Falling Platforms necessary to get into the next room may not spawn, forcing the player to either use Rush or to fall back down and respawn a Bubble. For some reason, if the player jumps continuously while rising on the Bubble, the platforms are more likely to spawn and remain there.&lt;br /&gt;
&lt;br /&gt;
The next room contains the checkpoint, and after a short period, shifts to another horizontal underwater segment featuring Haiker Ns. When dealing with the appearance of two of them in a room with a prowling Crabbot, it's best to immediately try to destroy one or both before the finish implanting into the pipes, or dealing with their projectiles can be troublesome. Because the room is free-scrolling, however, it's easy to retreat and respawn them to try as many times as the player needs. It's worth noting that this room also has no collision protection on the top of the screen, meaning that in several cases the player can easily jump off the top and bypass segments of the level.&lt;br /&gt;
&lt;br /&gt;
After a Cyorown ambush hallway and a small elevator, there is a small segment wherein the player must choose the right blocks to fall down while avoiding attacks from enemies in other enclosures - beware, there is no escape from these enclosures without weapon use, so if the player has somehow exhausted all of their weapon energy for Rush Jet, Coil, and Concrete Shot, they may be forced to reset. A Croaker that appears in this room also fires Kerogs startlingly fast onto the platform after the first drop, so the safest way to deal with that is to jump and land slightly away from the edge of the platform.&lt;br /&gt;
&lt;br /&gt;
The final room is a Bubble Elevator where the bubbles slowly pop. This room isn't too difficult so long as you are careful - Feebers will attempt to trap you in bubbles that push you into spikes or off the elevator in this room, but there's only two of them and escaping from the bubbles is exactly as simple as it always has been. Because you're underwater you can skip a large distance to jump up to the boss door quickly, but be careful not to jump too high too early, because doing so will scroll the platform off-screen and force you to restart from the bottom once more.&lt;br /&gt;
&lt;br /&gt;
The boss, the Grey Devil, is rather easy. However, the room's low ceiling and flooded nature means the trajectories of its projectiles will be altered slightly from those players familiar with the Megamix Engine's version of the boss may remember - the simplest way to avoid its attacks is to stand next to it after learning the timing for when it moves across the room. &lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
This level was deemed skippable on M-Jacq's suggestion, due to the difficulty of some segments (especially given the low number of checkpoints and heavy use of instant-death traps like pits and spikes.)&lt;br /&gt;
&lt;br /&gt;
==Scores==&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma = CRABACOMBS, I LOVE IT.&lt;br /&gt;
What I don't love is the checkpoint placement. Like legit, if you fixed that you'd solve most of my problems with this stage. Your gimmicks and the bubble crabs are fairly conducive to using spikes and pits as obstacles, and the challenges you made (especially with the 3 Gyro Man Platforms on top of each other covering a hole, or the long vertical sections with the bubbles) are great uses of the gimmicks. Really good job.&lt;br /&gt;
The issue is that since so much of the level is based on instant death, you need more checkpoints to make the level ebtter. Going through the same sections multiple times is boring since this is not a fast-paced level.&lt;br /&gt;
Splitting this level into 3 or  4 sections instead of 2 would go a long way in making it better. Despite that, this level feels, sounds, and looks grate (get it?) with that sewer theme. Has that nice dismal sewer feel.&lt;br /&gt;
Overall, good experience.&lt;br /&gt;
|parmascore = 78&lt;br /&gt;
|pjdesign = 30&lt;br /&gt;
|pjcreativity = 09&lt;br /&gt;
|pjfunction = 10&lt;br /&gt;
|pjfun = 17&lt;br /&gt;
|pjaesthetics = 12&lt;br /&gt;
|pk = Dang, those crabs were a pain at times. Well, this stage was pretty fun at times, and at others, it felt kinda...blah. If that makes sense. Clearly, there were clever ideas behind some of these challenges, but some of them just didn't click right with me. The last bubble elevator, for example. The crabs kind of screwed me over more times that I'd have liked. Overall, though, it was decently fun.&lt;br /&gt;
|pkscore = 60&lt;br /&gt;
|pkdesign = 18&lt;br /&gt;
|pkcreativity = 09&lt;br /&gt;
|pkfunction = 10&lt;br /&gt;
|pkfun = 13&lt;br /&gt;
|pkaesthetics = 10&lt;br /&gt;
|m-jacq = Difficult sections in the Mega Man games - and most video games, really - comes in two varieties. You've got tricky sections, which are difficult because executing the correct maneuvers to get through them requires skill on the player's part. You've then got &amp;quot;gotcha&amp;quot; sections, which are difficult because they require you to act and respond extremely quickly. (So, single-screen Yoku Block puzzles are &amp;quot;tricky,&amp;quot; Quick Lasers and spike drops are &amp;quot;gotcha&amp;quot;...-y) Both can work in a level, but you get significantly more leeway on tricky sections than you do on gotcha sections when it comes to how punishing a level is. Players get less angry when the mistakes they make are due to something they could have foreseen.&lt;br /&gt;
This is a long prelude to say that while this level is very, very hard at points, and it's light on checkpoints as well, I don't think that's necessarily a bad thing. The sections done over pits have very generously-timed and obvious cycles; I never thought that my failure on these sections was due to anything other than human error. Meanwhile, while there were a couple &amp;quot;gotcha&amp;quot; enemies - the Cyorowns in particular - they never showed up over spikes or pits. It's not ideal that the difficulty curve was close to backwards, and that the earliest part of the level was harder than what came afterwards (especially when you had to hop between ledges placed directly above one another), but I can forgive that.&lt;br /&gt;
This level is really, really well-made from a technical standpoint, if you ask me - clean level architecture, interesting setups, that sort of thing. That final segment in particular is ace - the bubble &amp;quot;elevator&amp;quot; turning into a more standard wave bubble puzzle as you dodge spikes and M-445s was really cool, and a nice showy capper to the level. Grey Devil was pretty cool as well.&lt;br /&gt;
I suspect I'm in the minority on this one, but I really liked this level in spite of how tough it was in spots (to the point where I think it warrants a Skip Teleporter - not for me, mind you, for other people). Just a really solid platforming experience.&lt;br /&gt;
|m-jacqscore = 83&lt;br /&gt;
|mjdesign = 33&lt;br /&gt;
|mjcreativity =13&lt;br /&gt;
|mjfunction = 08&lt;br /&gt;
|mjfun = 17&lt;br /&gt;
|mjaesthetics = 12&lt;br /&gt;
|freems = Well, we got ourselves a perfectly fine level, so let's get talkin'. A few placements of the crows didn't feel well thought out given how they act almost instantly upon spawning on screen (which is more annoying when the screen just keeps going up vertically), there were probably a few more spikes than really needed, and a few jumps just felt more janky than they really needed to be. Now you certainly did have unique ideas for those gimmicks. Using the Gyro blocks in a way that there's multiple ways to go down and you have to determine the correct one while dodging enemy fire and the bridge of Wave Bubbles at the end that slowly gets smaller as some of them hit spikes. These are neat ideas in theory, but I don't think the level takes full advantage of them. The Gyro situation can be handled very quickly and the enemies prove a little threat and while the Wave bubble section at the end is cool in theory it really ended before it began. And given the fact that it was underwater, it was very easy to just skip the whole last part of it entirely and jump up to the boss door. They're kinda saved for special moments when I almost wish more of the level was dedicated to these cooler sections. More of that would have been great.&lt;br /&gt;
|freemsscore = 56&lt;br /&gt;
|frdesign = 19&lt;br /&gt;
|frcreativity = 08&lt;br /&gt;
|frfunction = 09&lt;br /&gt;
|frfun = 13&lt;br /&gt;
|fraesthetics = 07&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This stage is the only stage in the game to feature the [[Grey Devil]].&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Through_the_Crabacombs&amp;diff=18641</id>
		<title>Through the Crabacombs</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Through_the_Crabacombs&amp;diff=18641"/>
				<updated>2021-09-15T11:41:21Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: testing creating a 48 hours level page for my stage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|rank = 20th&lt;br /&gt;
|image= [[File:MAG48HMML-20-Through-the-Crabacombs.png]]&lt;br /&gt;
|game=''[[Make a Good 48 Hour Mega Man Level]]'' &lt;br /&gt;
|creator= [[NARFNra]]&lt;br /&gt;
|composer= [[NARFNra]]&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 48h&lt;br /&gt;
|judge1 = 78&lt;br /&gt;
|judge2 = 60&lt;br /&gt;
|judge3 = 83&lt;br /&gt;
|judge4 = 56&lt;br /&gt;
|totalscore = 69.25&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|box =&lt;br /&gt;
*[[Cyorown]]&lt;br /&gt;
*[[Feeber]]&lt;br /&gt;
*[[M-445]]&lt;br /&gt;
*[[Bubble Platform]]&lt;br /&gt;
*[[Falling Platform]] (MM5)&lt;br /&gt;
|enemies = &lt;br /&gt;
*[[Feeber]]&lt;br /&gt;
*[[Cyorown]]&lt;br /&gt;
*[[Crabbot]]&lt;br /&gt;
*[[M-445]]&lt;br /&gt;
*[[Croaker]]&lt;br /&gt;
*[[Haiker N]]&lt;br /&gt;
|gimmicks = &lt;br /&gt;
*[[Bubble Platform]]&lt;br /&gt;
*[[Falling Platform]] (MM5)&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = [[Grey Devil]]&lt;br /&gt;
|other =&lt;br /&gt;
* [[File:Skip.png]] [[Skip Teleporter|Skippable]]&lt;br /&gt;
|music = No End in Sight&lt;br /&gt;
|location = Tier 9&lt;br /&gt;
|previous = [[Cornerstone to Dominate]]&lt;br /&gt;
|next = [[Spicy Banana Bread Storehouse]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Through the Crabacombs''' is the 20th place entry in ''[[Make a Good 48 Hour Mega Man Level]]''. It consists of an underground collection of flooded tunnels using Pump Man's tileset, wherein the player is forced to deal with [[Feeber]]s and infinitely spawning [[M-445]]s while maneuvering around large numbers of spikes. It also features several long vertical rooms where the player is forced to ascend on [[Bubble Platform]]s and [[Falling Platform]]s while being attacked by [[Cyorown]]s.&lt;br /&gt;
&lt;br /&gt;
It is notable for being the highest-ranked level in the game to feature a [[Skip Teleporter]], the next-highest being [[Cosmological Factory]] in Tier 4.&lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
This level was deemed skippable on M-Jacq's suggestion, due to the difficulty of some segments (especially given the low number of checkpoints and heavy use of instant-death traps like pits and spikes.)&lt;br /&gt;
&lt;br /&gt;
==Scores==&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma = CRABACOMBS, I LOVE IT.&lt;br /&gt;
What I don't love is the checkpoint placement. Like legit, if you fixed that you'd solve most of my problems with this stage. Your gimmicks and the bubble crabs are fairly conducive to using spikes and pits as obstacles, and the challenges you made (especially with the 3 Gyro Man Platforms on top of each other covering a hole, or the long vertical sections with the bubbles) are great uses of the gimmicks. Really good job.&lt;br /&gt;
The issue is that since so much of the level is based on instant death, you need more checkpoints to make the level ebtter. Going through the same sections multiple times is boring since this is not a fast-paced level.&lt;br /&gt;
Splitting this level into 3 or  4 sections instead of 2 would go a long way in making it better. Despite that, this level feels, sounds, and looks grate (get it?) with that sewer theme. Has that nice dismal sewer feel.&lt;br /&gt;
Overall, good experience.&lt;br /&gt;
|parmascore = 78&lt;br /&gt;
|pjdesign = 30&lt;br /&gt;
|pjcreativity = 09&lt;br /&gt;
|pjfunction = 10&lt;br /&gt;
|pjfun = 17&lt;br /&gt;
|pjaesthetics = 12&lt;br /&gt;
|pk = Dang, those crabs were a pain at times. Well, this stage was pretty fun at times, and at others, it felt kinda...blah. If that makes sense. Clearly, there were clever ideas behind some of these challenges, but some of them just didn't click right with me. The last bubble elevator, for example. The crabs kind of screwed me over more times that I'd have liked. Overall, though, it was decently fun.&lt;br /&gt;
|pkscore = 60&lt;br /&gt;
|pkdesign = 18&lt;br /&gt;
|pkcreativity = 09&lt;br /&gt;
|pkfunction = 10&lt;br /&gt;
|pkfun = 13&lt;br /&gt;
|pkaesthetics = 10&lt;br /&gt;
|m-jacq = Difficult sections in the Mega Man games - and most video games, really - comes in two varieties. You've got tricky sections, which are difficult because executing the correct maneuvers to get through them requires skill on the player's part. You've then got &amp;quot;gotcha&amp;quot; sections, which are difficult because they require you to act and respond extremely quickly. (So, single-screen Yoku Block puzzles are &amp;quot;tricky,&amp;quot; Quick Lasers and spike drops are &amp;quot;gotcha&amp;quot;...-y) Both can work in a level, but you get significantly more leeway on tricky sections than you do on gotcha sections when it comes to how punishing a level is. Players get less angry when the mistakes they make are due to something they could have foreseen.&lt;br /&gt;
This is a long prelude to say that while this level is very, very hard at points, and it's light on checkpoints as well, I don't think that's necessarily a bad thing. The sections done over pits have very generously-timed and obvious cycles; I never thought that my failure on these sections was due to anything other than human error. Meanwhile, while there were a couple &amp;quot;gotcha&amp;quot; enemies - the Cyorowns in particular - they never showed up over spikes or pits. It's not ideal that the difficulty curve was close to backwards, and that the earliest part of the level was harder than what came afterwards (especially when you had to hop between ledges placed directly above one another), but I can forgive that.&lt;br /&gt;
This level is really, really well-made from a technical standpoint, if you ask me - clean level architecture, interesting setups, that sort of thing. That final segment in particular is ace - the bubble &amp;quot;elevator&amp;quot; turning into a more standard wave bubble puzzle as you dodge spikes and M-445s was really cool, and a nice showy capper to the level. Grey Devil was pretty cool as well.&lt;br /&gt;
I suspect I'm in the minority on this one, but I really liked this level in spite of how tough it was in spots (to the point where I think it warrants a Skip Teleporter - not for me, mind you, for other people). Just a really solid platforming experience.&lt;br /&gt;
|m-jacqscore = 83&lt;br /&gt;
|mjdesign = 33&lt;br /&gt;
|mjcreativity =13&lt;br /&gt;
|mjfunction = 08&lt;br /&gt;
|mjfun = 17&lt;br /&gt;
|mjaesthetics = 12&lt;br /&gt;
|freems = Well, we got ourselves a perfectly fine level, so let's get talkin'. A few placements of the crows didn't feel well thought out given how they act almost instantly upon spawning on screen (which is more annoying when the screen just keeps going up vertically), there were probably a few more spikes than really needed, and a few jumps just felt more janky than they really needed to be. Now you certainly did have unique ideas for those gimmicks. Using the Gyro blocks in a way that there's multiple ways to go down and you have to determine the correct one while dodging enemy fire and the bridge of Wave Bubbles at the end that slowly gets smaller as some of them hit spikes. These are neat ideas in theory, but I don't think the level takes full advantage of them. The Gyro situation can be handled very quickly and the enemies prove a little threat and while the Wave bubble section at the end is cool in theory it really ended before it began. And given the fact that it was underwater, it was very easy to just skip the whole last part of it entirely and jump up to the boss door. They're kinda saved for special moments when I almost wish more of the level was dedicated to these cooler sections. More of that would have been great.&lt;br /&gt;
|freemsscore = 56&lt;br /&gt;
|frdesign = 19&lt;br /&gt;
|frcreativity = 08&lt;br /&gt;
|frfunction = 09&lt;br /&gt;
|frfun = 13&lt;br /&gt;
|fraesthetics = 07&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This stage is the only stage in the game to feature the [[Grey Devil]].&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Template:Levelinfo&amp;diff=18640</id>
		<title>Template:Levelinfo</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Template:Levelinfo&amp;diff=18640"/>
				<updated>2021-09-15T11:17:39Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: adding 48hr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{| class=&amp;quot;infobox&amp;quot; cellpadding=0 cellspacing=0 width=290px style=&amp;quot;font-family: arial, sans-serif; padding: 7px; margin: {{#switch:{{{align|}}}|left=0 1em 1em 0|center=1em 1em 1em 1em|0 0 1em 1em}}; font-size: 11px; line-height: normal; background-color: {{{bgcolor|#F0F8FF}}}; border:2px solid {{{mbdcolor|#4D8AB2}}}; float:{{{align|right}}}; -moz-border-radius:5px; color:black&amp;quot;&lt;br /&gt;
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&amp;lt;strong&amp;gt;{{{game|[[Make a Good Mega Man Level]]}}}&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 2px;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; | {{{image|}}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom:2px solid #5C99D6; text-align:center; padding: 2px;&amp;quot;|{{{caption|}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 2px;&amp;quot;|&lt;br /&gt;
|-class{{#if:{{{designer|}}} {{{programmer|}}} {{{artist|}}} {{{composer|}}}&lt;br /&gt;
|{{!}}-{{!}}}}=&amp;quot;hiddenStructure&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{|class= &amp;quot;collapsible collapsed&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;padding: 0; background-color:#D9E8F2;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;color:{{{headertext|black}}}; border:1px solid {{{line|#4D8AB2}}}; background:{{{headerbg|#66A3CC}}}; font-size:13px;&amp;quot;|'''Overview'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
{{Alternating rows table section&lt;br /&gt;
|os=background:{{{oscolor|#B3D1E6}}};&lt;br /&gt;
|es=background:{{{escolor|#D9E8F2}}};&lt;br /&gt;
|&lt;br /&gt;
{{#if:{{{creator|}}}|&lt;br /&gt;
{{!}} width=50% style=&amp;quot;padding: 3px 4px;&amp;quot;{{!}} '''Creator(s):'''&lt;br /&gt;
{{!!}} {{{creator}}}&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{#if:{{{programmer|}}}|&lt;br /&gt;
{{!}} width=50% style=&amp;quot;padding: 3px 4px;&amp;quot;{{!}} '''Programmer(s):'''&lt;br /&gt;
{{!!}} {{{programmer}}}&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{#if:{{{artist|}}}|&lt;br /&gt;
{{!}} width=50% style=&amp;quot;padding: 3px 4px;&amp;quot;{{!}} '''Artist(s)''':&lt;br /&gt;
{{!!}} {{{artist}}}&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{#if:{{{composer|}}}|&lt;br /&gt;
{{!}} width=50% style=&amp;quot;padding: 3px 4px;&amp;quot;{{!}} '''Composer(s)''':&lt;br /&gt;
{{!!}} {{{composer}}}&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{|class= &amp;quot;collapsible collapsed&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;padding: 0; background-color:#D9E8F2;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;color:{{{headertext|black}}}; border:1px solid {{{line|#4D8AB2}}}; background:{{{headerbg|#66A3CC}}}; font-size:13px;&amp;quot;|'''Statistics'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
{{Alternating rows table section&lt;br /&gt;
|os=background:{{{oscolor|#B3D1E6}}};&lt;br /&gt;
|es=background:{{{escolor|#D9E8F2}}};&lt;br /&gt;
|&lt;br /&gt;
{{#if:{{{gamenum|}}}|&lt;br /&gt;
{{!}} colspan = 2; width=50% style=&amp;quot;padding: 3px 4px;&amp;quot;{{!}} '''Scores:'''&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;center&amp;gt;{{Scores&lt;br /&gt;
|gamenum = {{{gamenum|}}}&lt;br /&gt;
|judge1 = {{{judge1|}}}&lt;br /&gt;
|judge2 = {{{judge2|}}}&lt;br /&gt;
|judge3 = {{{judge3|}}}&lt;br /&gt;
|judge4 = {{{judge4|}}}&lt;br /&gt;
|judge5 = {{{judge5|}}}&lt;br /&gt;
|total = {{{totalscore|}}}&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{#if:{{{rank|}}}|&lt;br /&gt;
{{!}} width=50% style=&amp;quot;padding: 3px 4px;&amp;quot;{{!}} '''Rank:'''&amp;lt;br&amp;gt;&lt;br /&gt;
{{!!}} {{{rank}}}&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{#if:{{{elements|}}}|&lt;br /&gt;
{{!}} width=50% style=&amp;quot;padding: 3px 4px;&amp;quot;{{!}} '''Elements:'''&amp;lt;br&amp;gt;&lt;br /&gt;
{{!!}} {{{elements}}}&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{#if:{{{collectables|}}}|&lt;br /&gt;
{{!}} width=50% style=&amp;quot;padding: 3px 4px;&amp;quot;{{!}} '''Collectables:'''&amp;lt;br&amp;gt;&lt;br /&gt;
{{!!}} {{{collectables}}}&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{#if:{{{box|}}}|&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; width=50% style=&amp;quot;padding: 3px 4px;&amp;quot;{{!}} &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;'''Box Items:'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px;&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
{{{box}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{#if:{{{enemies|}}}|&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; width=50% style=&amp;quot;padding: 3px 4px;&amp;quot;{{!}} &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;'''Enemies:'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px;&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
{{{enemies}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{#if:{{{gimmicks|}}}|&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; width=50% style=&amp;quot;padding: 3px 4px;&amp;quot;{{!}} &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;'''Gimmicks:'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px;&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
{{{gimmicks}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{#if:{{{subbosses|}}}|&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; width=50% style=&amp;quot;padding: 3px 4px;&amp;quot;{{!}} &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;'''Sub-Bosses:'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{{{subbosses}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{#if:{{{bosses|}}}|&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; width=50% style=&amp;quot;padding: 3px 4px;&amp;quot;{{!}} &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;'''Bosses:'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{{{bosses}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{#if:{{{other|}}}|&lt;br /&gt;
{{!}}  colspan=&amp;quot;2&amp;quot; width=50% style=&amp;quot;padding: 3px 4px;&amp;quot;{{!}} &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;'''Other Information:'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{{{other}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{{music|}}}|{{!}}style=&amp;quot;padding: 1px;&amp;quot;{{!}} }}&lt;br /&gt;
|- class {{#if:{{{music|}}}|{{!}}-{{!}}}}=&amp;quot;hiddenStructure&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
{|class= &amp;quot;collapsible collapsed&amp;quot; width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;padding: 0; color:{{{headertext|black}}};  font-size: 13px; text-align:center&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: {{{tbgcolor|#66A3CC}}}; border:1px solid {{{mbdcolor|#4D8AB2}}}; font-size:13px;&amp;quot;|&amp;lt;b&amp;gt;Theme Music&amp;lt;/b&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;|{{{music|}}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{{music|}}}|{{!}}style=&amp;quot;padding: 1px;&amp;quot;{{!}} }}&lt;br /&gt;
{|class= &amp;quot;collapsible collapsed&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;padding: 0; background-color:#D9E8F2;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;color:{{{headertext|black}}}; border:1px solid {{{line|#4D8AB2}}}; background:{{{headerbg|#66A3CC}}}; font-size:13px;&amp;quot;|'''Stage Order'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
{{Alternating rows table section&lt;br /&gt;
|os=background:{{{oscolor|#B3D1E6}}};&lt;br /&gt;
|es=background:{{{escolor|#D9E8F2}}};&lt;br /&gt;
|&lt;br /&gt;
{{#if:{{{location|}}}|&lt;br /&gt;
{{!}} width=50% style=&amp;quot;padding: 3px 4px;&amp;quot;{{!}} '''Location:&amp;lt;br&amp;gt;&lt;br /&gt;
{{!!}} {{{location}}}&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{#if:{{{previous|}}}|&lt;br /&gt;
{{!}} width=50% style=&amp;quot;padding: 3px 4px;&amp;quot;{{!}} '''Previous:&amp;lt;br&amp;gt;&lt;br /&gt;
{{!!}} {{{previous}}}&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{#if:{{{next|}}}|&lt;br /&gt;
{{!}} width=50% style=&amp;quot;padding: 3px 4px;&amp;quot;{{!}} '''Next:&amp;lt;br&amp;gt;&lt;br /&gt;
{{!!}} {{{next}}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot; /&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{&lt;br /&gt;
How to use this template:&lt;br /&gt;
Levelinfo &lt;br /&gt;
|align= Set template alignment (default is right).&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Name, if different from page name.&lt;br /&gt;
|rank = What place this level ended in.&lt;br /&gt;
|image= Image.&lt;br /&gt;
|caption= Image description.&lt;br /&gt;
|game=Which game is this in.&lt;br /&gt;
|creator= Creator(s)&lt;br /&gt;
|composer= Composer(s)&lt;br /&gt;
|artist= Artist(s)&lt;br /&gt;
|programmer = Programmer(s)&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = What game this level is in. (1 = MaGMML1, 2 = MaGMML2, 24h = MaG24HMML, 48h = MaG48HMML)&lt;br /&gt;
|judge1 = What the first Judge scored this stage.&lt;br /&gt;
|judge2 = What the second Judge scored this stage.&lt;br /&gt;
|judge3 = What the third Judge scored this stage.&lt;br /&gt;
|judge4 = What the fourth Judge scored this stage.&lt;br /&gt;
|judge5 = What the fifth Judge scored this stage.&lt;br /&gt;
|totalscore = The final score of the stage.&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = Number of Energy Elements in the stage.&lt;br /&gt;
|collectables = Number of Collectables (Noble Nickles) in the stage.&lt;br /&gt;
|box = What enemies and gimmicks were included in the creator's box (for the 24H and 48H contests).&lt;br /&gt;
|enemies = What enemies appear in the stage.&lt;br /&gt;
|gimmicks = What gimmicks appear in the stage.&lt;br /&gt;
|subbosses = What sub-bosses appear in the stage.&lt;br /&gt;
|bosses = What bosses appear in the stage.&lt;br /&gt;
|other = Other information, (Judge Favourite, Judge Least Favourite, Skippable, etc.)&lt;br /&gt;
|music = What music is used.&lt;br /&gt;
|location = Where this level is located. (What tier)&lt;br /&gt;
|previous = The previous level, if any.&lt;br /&gt;
|next = The next level, if any.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Test===&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Test&lt;br /&gt;
|rank = 0th&lt;br /&gt;
|image= [[File:MaGMML2-80-Snowman.png]]&lt;br /&gt;
|caption= Why not Zoidberg?&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Mr Placeholder&lt;br /&gt;
|composer= Mrs Placeholder&lt;br /&gt;
|artist= Placeholder's Papa&lt;br /&gt;
|programmer = Placeholder's Dog&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 3&lt;br /&gt;
|judge2 = 1&lt;br /&gt;
|judge3 = 3&lt;br /&gt;
|judge4 = 5&lt;br /&gt;
|judge5 = 3&lt;br /&gt;
|totalscore = 3&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5 Nickels&lt;br /&gt;
|box=* Chicken&lt;br /&gt;
*Chicken&lt;br /&gt;
*Mr. Gimmick&lt;br /&gt;
*Mr. Gimmick&lt;br /&gt;
|enemies =* Chicken&lt;br /&gt;
* Chicken &lt;br /&gt;
* Chicken &lt;br /&gt;
* Chicken &lt;br /&gt;
* Chicken &lt;br /&gt;
* Chicken &lt;br /&gt;
* Chicken &lt;br /&gt;
* Chicken &lt;br /&gt;
* Chicken &lt;br /&gt;
* Chicken &lt;br /&gt;
* Chicken &lt;br /&gt;
|gimmicks =* Mr. Gimmick&lt;br /&gt;
* Mr. Gimmick&lt;br /&gt;
* Mr. Gimmick&lt;br /&gt;
|subbosses = [[Octoboss]]&lt;br /&gt;
|bosses = [[Volt Man]]&lt;br /&gt;
|other = Mr Placeholder's Least Favourite&amp;lt;br&amp;gt;Skippable&lt;br /&gt;
|music = What music is used.&lt;br /&gt;
|location = Tier Yes&lt;br /&gt;
|previous = None&lt;br /&gt;
|next = [[Cardinal Man]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Template:Scores&amp;diff=18639</id>
		<title>Template:Scores</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Template:Scores&amp;diff=18639"/>
				<updated>2021-09-15T11:14:13Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: adding 48hr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- ===== MaGMML1 Judges ==== --&amp;gt;&lt;br /&gt;
{{#ifeq:{{{gamenum|}}}|1|&lt;br /&gt;
! [[File:Magmml1rsnoruntpyro.png|Pyro's Score]]&lt;br /&gt;
! [[File:CheezIcon.png|Cheez8's Score]]&lt;br /&gt;
! [[File:DuviIcon.png|Duvi0's Score]]&lt;br /&gt;
! [[File:MickIcon.png|Blackmore Darkwing's Score]]&lt;br /&gt;
! [[File:KyuremIcon.png|MrKyurem's Score]]&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- ===== MaGMML2 Judges ==== --&amp;gt;&lt;br /&gt;
{{#ifeq:{{{gamenum|}}}|2|&lt;br /&gt;
! [[File:PyroIcon.png|Pyro's Score]]&lt;br /&gt;
! [[File:JupiIcon.png|JupiHornet's Score]]&lt;br /&gt;
! [[File:EnjlIcon.png|Enjl's Score]]&lt;br /&gt;
! [[File:GarirryIcon.png|Garirry's Score]]&lt;br /&gt;
! [[File:ACEIcon.png|ACESpark's Score]]&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- ===== MaG24HMML Judges ==== --&amp;gt;&lt;br /&gt;
{{#ifeq:{{{gamenum|}}}|24h|&lt;br /&gt;
! [[File:ParmaIcon.png|ParmaJon's Score]]&lt;br /&gt;
! [[File:QuackIcon.png|MiniMacro's Score]]&lt;br /&gt;
! [[File:CreshIcon.png|CreshMan's Score]]&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- ===== MaG48HMML Judges ==== --&amp;gt;&lt;br /&gt;
{{#ifeq:{{{gamenum|}}}|48h|&lt;br /&gt;
! [[File:ParmaJonIcon.png|ParmaJon's Score]]&lt;br /&gt;
! [[File:PkWeegeeIcon.png|PKWeegee's Score]]&lt;br /&gt;
! [[File:MJacqIcon.png|M-Jacq's Score]]&lt;br /&gt;
! [[File:FreemsIcon.png|Freems's Score]]&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| {{{judge1|}}}&lt;br /&gt;
| {{{judge2|}}}&lt;br /&gt;
| {{{judge3|}}}&lt;br /&gt;
| {{{judge4|}}}&lt;br /&gt;
| {{{judge5|}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | '''Total:''' {{{total|}}} / &amp;lt;!--&lt;br /&gt;
==== Different Score Totals Depending on Game ===== &lt;br /&gt;
--&amp;gt;{{#ifeq:{{{gamenum|}}}|1|100|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{{gamenum|}}}|2|50|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{{gamenum|}}}|24h|100|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{{gamenum|}}}|48h|100|}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Scores&lt;br /&gt;
|gamenum = what MaGMML the game is.&lt;br /&gt;
|judge1 = pyro's / pyro's / parma's score &lt;br /&gt;
|judge2 = cheez8's / jupi's / minimacro's / pkweegee's score&lt;br /&gt;
|judge3 = duvi0's / enjl's / cresh's / m-jacq's score&lt;br /&gt;
|judge4 = blackmore darkwing's / garirry's / freems's score&lt;br /&gt;
|judge5 = mr kyurem's / acespark's score.&lt;br /&gt;
|total = the stage's final score.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Scores&lt;br /&gt;
|gamenum = 1&lt;br /&gt;
|judge1 = 100&lt;br /&gt;
|judge2 = 100&lt;br /&gt;
|judge3 = 100&lt;br /&gt;
|judge4 = 100&lt;br /&gt;
|judge5 = 100&lt;br /&gt;
|total = 100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Scores&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 50&lt;br /&gt;
|judge2 = 50&lt;br /&gt;
|judge3 = 50&lt;br /&gt;
|judge4 = 50&lt;br /&gt;
|judge5 = 50&lt;br /&gt;
|total = 50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Scores&lt;br /&gt;
|gamenum = 24h&lt;br /&gt;
|judge1 = 100&lt;br /&gt;
|judge2 = 100&lt;br /&gt;
|judge3 = 100&lt;br /&gt;
|total = 100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Scores&lt;br /&gt;
|gamenum = 48h&lt;br /&gt;
|judge1 = 100&lt;br /&gt;
|judge2 = 100&lt;br /&gt;
|judge3 = 100&lt;br /&gt;
|judge4 = 100&lt;br /&gt;
|total = 100&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-20-Through-the-Crabacombs.png&amp;diff=18638</id>
		<title>File:MaG48HMML-20-Through-the-Crabacombs.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-20-Through-the-Crabacombs.png&amp;diff=18638"/>
				<updated>2021-09-15T11:06:22Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: Level image.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Level image.&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Template:JudgeComment48h&amp;diff=18637</id>
		<title>Template:JudgeComment48h</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Template:JudgeComment48h&amp;diff=18637"/>
				<updated>2021-09-15T11:05:16Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;width: 72.5%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot;| Judge Comments&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| [[File:ParmaJonIcon.png|ParmaJon]] [[ParmaJon]] [[File:ParmaJonIcon.png|ParmaJon]] : {{{parmascore|}}} / 100&lt;br /&gt;
|- class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
{{Mg48hbreakdown&lt;br /&gt;
|Design = {{{pjdesign|}}}&lt;br /&gt;
|Creativity = {{{pjcreativity|}}}&lt;br /&gt;
|Function = {{{pjfunction|}}}&lt;br /&gt;
|Fun = {{{pjfun|}}}&lt;br /&gt;
|Aesthetics = {{{pjaesthetics|}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt; {{{parma|}}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| [[File:PkWeegeeIcon.png|PKWeegee]] [[PKWeegee]] [[File:PkWeegeeIcon.png|PKWeeGee]] : {{{pkscore|}}} / 100&lt;br /&gt;
|- class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
{{Mg48hbreakdown&lt;br /&gt;
|Design = {{{pkdesign|}}}&lt;br /&gt;
|Creativity = {{{pkcreativity|}}}&lt;br /&gt;
|Function = {{{pkfunction|}}}&lt;br /&gt;
|Fun = {{{pkfun|}}}&lt;br /&gt;
|Aesthetics = {{{pkaesthetics|}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt; {{{pk|}}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| [[File:MJacqIcon.png|M-Jacq]] [[M-Jacq]] [[File:MJacqIcon.png|M-Jacq]] : {{{m-jacqscore|}}} / 100&lt;br /&gt;
|- class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
{{Mg48hbreakdown&lt;br /&gt;
|Design = {{{mjdesign|}}}&lt;br /&gt;
|Creativity = {{{mjcreativity|}}}&lt;br /&gt;
|Function = {{{mjfunction|}}}&lt;br /&gt;
|Fun = {{{mjfun|}}}&lt;br /&gt;
|Aesthetics = {{{mjaesthetics|}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt; {{{m-jacq|}}}&lt;br /&gt;
|- class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| [[File:FreemsIcon.png|Freems]] [[Freems]] [[File:FreemsIcon.png|Freems]] : {{{freemsscore|}}} / 100&lt;br /&gt;
|- class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
{{Mg48hbreakdown&lt;br /&gt;
|Design = {{{frdesign|}}}&lt;br /&gt;
|Creativity = {{{frcreativity|}}}&lt;br /&gt;
|Function = {{{frfunction|}}}&lt;br /&gt;
|Fun = {{{frfun|}}}&lt;br /&gt;
|Aesthetics = {{{fraesthetics|}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt; {{{freems|}}}&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma = ParmaJon Judge Review&lt;br /&gt;
|parmascore = 0&lt;br /&gt;
|pjdesign = 0&lt;br /&gt;
|pjcreativity = 0&lt;br /&gt;
|pjfunction = 0&lt;br /&gt;
|pjfun = 0&lt;br /&gt;
|pjaesthetics = 0&lt;br /&gt;
|pk = PKWeegee Judge Review&lt;br /&gt;
|pkscore = 0&lt;br /&gt;
|pkdesign = 0&lt;br /&gt;
|pkcreativity = 0&lt;br /&gt;
|pkfunction = 0&lt;br /&gt;
|pkfun = 0&lt;br /&gt;
|pkaesthetics = 0&lt;br /&gt;
|m-jacq = M-Jacq Judge Review&lt;br /&gt;
|m-jacqscore = 0&lt;br /&gt;
|mjdesign = 0&lt;br /&gt;
|mjcreativity = 0&lt;br /&gt;
|mjfunction = 0&lt;br /&gt;
|mjfun = 0&lt;br /&gt;
|mjaesthetics = 0&lt;br /&gt;
|freems = Freems Judge Review&lt;br /&gt;
|freemsscore = 0&lt;br /&gt;
|frdesign = 0&lt;br /&gt;
|frcreativity = 0&lt;br /&gt;
|frfunction = 0&lt;br /&gt;
|frfun = 0&lt;br /&gt;
|fraesthetics = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma = I found that this stage tastes of Parmesan cheese, which, of course, makes it kind of a worse version of myself.&lt;br /&gt;
|parmascore = 71&lt;br /&gt;
|pjdesign = 30&lt;br /&gt;
|pjcreativity = 7&lt;br /&gt;
|pjfunction = 1&lt;br /&gt;
|pjfun = 22&lt;br /&gt;
|pjaesthetics = 11&lt;br /&gt;
|pk = It was okay I guess. It was just kind of there.&lt;br /&gt;
|pkscore = 15&lt;br /&gt;
|pkdesign = 1&lt;br /&gt;
|pkcreativity = 2&lt;br /&gt;
|pkfunction = 3&lt;br /&gt;
|pkfun = 4&lt;br /&gt;
|pkaesthetics = 5&lt;br /&gt;
|m-jacq = So I know most people would probably get tired of this level, but I enjoyed it greatly.&lt;br /&gt;
|m-jacqscore = 50&lt;br /&gt;
|mjdesign = 10&lt;br /&gt;
|mjcreativity = 10&lt;br /&gt;
|mjfunction = 10&lt;br /&gt;
|mjfun = 10&lt;br /&gt;
|mjaesthetics = 10&lt;br /&gt;
|freems = Ehhh, all those parts just didn't really come together. I just wasn't feeling it.&lt;br /&gt;
|freemsscore = 34&lt;br /&gt;
|frdesign = 6&lt;br /&gt;
|frcreativity = 4&lt;br /&gt;
|frfunction = 9&lt;br /&gt;
|frfun = 8&lt;br /&gt;
|fraesthetics = 7&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Template:JudgeComment48h&amp;diff=18636</id>
		<title>Template:JudgeComment48h</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Template:JudgeComment48h&amp;diff=18636"/>
				<updated>2021-09-15T10:45:41Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;width: 72.5%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot;| Judge Comments&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| [[File:ParmaJonIcon.png|ParmaJon]] [[ParmaJon]] [[File:ParmaJonIcon.png|ParmaJon]] : {{{parmascore|}}} / 100&lt;br /&gt;
|- class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
{{Mg48hbreakdown&lt;br /&gt;
|Design = {{{pjdesign|}}}&lt;br /&gt;
|Creativity = {{{pjcreativity|}}}&lt;br /&gt;
|Function = {{{pjfunction|}}}&lt;br /&gt;
|Fun = {{{pjfun|}}}&lt;br /&gt;
|Aesthetics = {{{pjaesthetics|}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt; {{{parma|}}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| [[File:PkWeegeeIcon.png|PKWeegee]] [[PKWeegee]] [[File:PkWeegeeIcon.png|PKWeeGee]] : {{{pkscore|}}} / 100&lt;br /&gt;
|- class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
{{Mg48hbreakdown&lt;br /&gt;
|Design = {{{pkdesign|}}}&lt;br /&gt;
|Creativity = {{{pkcreativity|}}}&lt;br /&gt;
|Function = {{{pkfunction|}}}&lt;br /&gt;
|Fun = {{{pkfun|}}}&lt;br /&gt;
|Aesthetics = {{{pkaesthetics|}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt; {{{pk|}}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| [[File:MJacqIcon.png|M-Jacq]] [[M-Jacq]] [[File:MJacqIcon.png|M-Jacq]] : {{{m-jacqscore|}}} / 100&lt;br /&gt;
|- class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
{{Mg48hbreakdown&lt;br /&gt;
|Design = {{{mjdesign|}}}&lt;br /&gt;
|Creativity = {{{mjcreativity|}}}&lt;br /&gt;
|Function = {{{mjfunction|}}}&lt;br /&gt;
|Fun = {{{mjfun|}}}&lt;br /&gt;
|Aesthetics = {{{mjaesthetics|}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt; {{{m-jacq|}}}&lt;br /&gt;
|- class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| [[File:FreemsIcon.png|Freems]] [[Freems]] [[File:FreemsIcon.png|Freems]] : {{{freemsscore|}}} / 100&lt;br /&gt;
|- class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
{{Mg48hbreakdown&lt;br /&gt;
|Design = {{{frdesign|}}}&lt;br /&gt;
|Creativity = {{{frcreativity|}}}&lt;br /&gt;
|Function = {{{frfunction|}}}&lt;br /&gt;
|Fun = {{{frfun|}}}&lt;br /&gt;
|Aesthetics = {{{fraesthetics|}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt; {{{freems|}}}&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma = ParmaJon Judge Review&lt;br /&gt;
|parmascore = 0&lt;br /&gt;
|pjdesign = 0&lt;br /&gt;
|pjcreativity = 0&lt;br /&gt;
|pjfunction = 0&lt;br /&gt;
|pjfun = 0&lt;br /&gt;
|pjaesthetics = 0&lt;br /&gt;
|pk = PKWeegee Judge Review&lt;br /&gt;
|pkscore = 0&lt;br /&gt;
|pkdesign = 0&lt;br /&gt;
|pkcreativity = 0&lt;br /&gt;
|pkfunction = 0&lt;br /&gt;
|pkfun = 0&lt;br /&gt;
|pkaesthetics = 0&lt;br /&gt;
|m-jacq = M-Jacq Judge Review&lt;br /&gt;
|mjscore = 0&lt;br /&gt;
|mjdesign = 0&lt;br /&gt;
|mjcreativity = 0&lt;br /&gt;
|mjfunction = 0&lt;br /&gt;
|mjfun = 0&lt;br /&gt;
|mjaesthetics = 0&lt;br /&gt;
|freems = Freems Judge Review&lt;br /&gt;
|frscore = 0&lt;br /&gt;
|frdesign = 0&lt;br /&gt;
|frcreativity = 0&lt;br /&gt;
|frfunction = 0&lt;br /&gt;
|frfun = 0&lt;br /&gt;
|fraesthetics = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma = I found that this stage tastes of Parmesan cheese, which, of course, makes it kind of a worse version of myself.&lt;br /&gt;
|parmascore = 71&lt;br /&gt;
|pjdesign = 30&lt;br /&gt;
|pjcreativity = 7&lt;br /&gt;
|pjfunction = 1&lt;br /&gt;
|pjfun = 22&lt;br /&gt;
|pjaesthetics = 11&lt;br /&gt;
|pk = It was okay I guess. It was just kind of there.&lt;br /&gt;
|pkscore = 15&lt;br /&gt;
|pkdesign = 1&lt;br /&gt;
|pkcreativity = 2&lt;br /&gt;
|pkfunction = 3&lt;br /&gt;
|pkfun = 4&lt;br /&gt;
|pkaesthetics = 5&lt;br /&gt;
|m-jacq = So I know most people would probably get tired of this level, but I enjoyed it greatly.&lt;br /&gt;
|m-jacqscore = 50&lt;br /&gt;
|mjdesign = 10&lt;br /&gt;
|mjcreativity = 10&lt;br /&gt;
|mjfunction = 10&lt;br /&gt;
|mjfun = 10&lt;br /&gt;
|mjaesthetics = 10&lt;br /&gt;
|freems = Ehhh, all those parts just didn't really come together. I just wasn't feeling it.&lt;br /&gt;
|freemsscore = 34&lt;br /&gt;
|frdesign = 6&lt;br /&gt;
|frcreativity = 4&lt;br /&gt;
|frfunction = 9&lt;br /&gt;
|frfun = 8&lt;br /&gt;
|fraesthetics = 7&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Template:JudgeComment48h&amp;diff=18635</id>
		<title>Template:JudgeComment48h</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Template:JudgeComment48h&amp;diff=18635"/>
				<updated>2021-09-15T10:44:53Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: testing creating a judge comment template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;width: 72.5%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot;| Judge Comments&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| [[File:ParmaJonIcon.png|ParmaJon]] [[ParmaJon]] [[File:ParmaJonIcon.png|ParmaJon]] : {{{parmascore|}}} / 100&lt;br /&gt;
|- class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
{{Mg48hbreakdown&lt;br /&gt;
|Design = {{{pjdesign|}}}&lt;br /&gt;
|Creativity = {{{pjcreativity|}}}&lt;br /&gt;
|Function = {{{pjfunction|}}}&lt;br /&gt;
|Fun = {{{pjfun|}}}&lt;br /&gt;
|Aesthetics = {{{pjaesthetics|}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt; {{{parma|}}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| [[File:PkWeegeeIcon.png|PKWeegee]] [[PKWeegee]] [[File:PkWeegeeIcon.png|PKWeeGee]] : {{{pkscore|}}} / 100&lt;br /&gt;
|- class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
{{Mg48hbreakdown&lt;br /&gt;
|Design = {{{pkdesign|}}}&lt;br /&gt;
|Creativity = {{{pkcreativity|}}}&lt;br /&gt;
|Function = {{{pkfunction|}}}&lt;br /&gt;
|Fun = {{{pkfun|}}}&lt;br /&gt;
|Aesthetics = {{{pkaesthetics|}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt; {{{pk|}}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| [[File:MJacqIcon.png|M-Jacq]] [[M-Jacq]] [[File:MJacqIcon.png|M-Jacq]] : {{{m-jacqscore|}}} / 100&lt;br /&gt;
|- class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
{{Mg48hbreakdown&lt;br /&gt;
|Design = {{{mjdesign|}}}&lt;br /&gt;
|Creativity = {{{mjcreativity|}}}&lt;br /&gt;
|Function = {{{mjfunction|}}}&lt;br /&gt;
|Fun = {{{mjfun|}}}&lt;br /&gt;
|Aesthetics = {{{mjaesthetics|}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt; {{{m-jacq|}}}&lt;br /&gt;
|- class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| [[File:FreemsIcon.png|Freems]] [[Freems]] [[File:FreemsIcon.png|Freems]] : {{{freemsscore|}}} / 100&lt;br /&gt;
|- class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
{{Mg48hbreakdown&lt;br /&gt;
|Design = {{{frdesign|}}}&lt;br /&gt;
|Creativity = {{{frcreativity|}}}&lt;br /&gt;
|Function = {{{frfunction|}}}&lt;br /&gt;
|Fun = {{{frfun|}}}&lt;br /&gt;
|Aesthetics = {{{fraesthetics|}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt; {{{freems|}}}&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma = ParmaJon Judge Review&lt;br /&gt;
|parmascore = 0&lt;br /&gt;
|pjdesign = 0&lt;br /&gt;
|pjcreativity = 0&lt;br /&gt;
|pjfunction = 0&lt;br /&gt;
|pjfun = 0&lt;br /&gt;
|pjaesthetics = 0&lt;br /&gt;
|pk = PKWeegee Judge Review&lt;br /&gt;
|pkscore = 0&lt;br /&gt;
|pkdesign = 0&lt;br /&gt;
|pkcreativity = 0&lt;br /&gt;
|pkfunction = 0&lt;br /&gt;
|pkfun = 0&lt;br /&gt;
|pkaesthetics = 0&lt;br /&gt;
|m-jacq = M-Jacq Judge Review&lt;br /&gt;
|mjscore = 0&lt;br /&gt;
|mjdesign = 0&lt;br /&gt;
|mjcreativity = 0&lt;br /&gt;
|mjfunction = 0&lt;br /&gt;
|mjfun = 0&lt;br /&gt;
|mjaesthetics = 0&lt;br /&gt;
|freems = Freems Judge Review&lt;br /&gt;
|frscore = 0&lt;br /&gt;
|frdesign = 0&lt;br /&gt;
|frcreativity = 0&lt;br /&gt;
|frfunction = 0&lt;br /&gt;
|frfun = 0&lt;br /&gt;
|fraesthetics = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma = I found that this stage tastes of Parmesan cheese, which, of course, makes it kind of a worse version of myself.&lt;br /&gt;
|parmascore = 71&lt;br /&gt;
|pjdesign = 30&lt;br /&gt;
|pjcreativity = 7&lt;br /&gt;
|pjfunction = 1&lt;br /&gt;
|pjfun = 22&lt;br /&gt;
|pjaesthetics = 11&lt;br /&gt;
|pk = It was okay I guess. It was just kind of there.&lt;br /&gt;
|pkscore = 15&lt;br /&gt;
|pkdesign = 1&lt;br /&gt;
|pkcreativity = 2&lt;br /&gt;
|pkfunction = 3&lt;br /&gt;
|pkfun = 4&lt;br /&gt;
|pkaesthetics = 5&lt;br /&gt;
|m-jacq = So I know most people would probably get tired of this level, but I enjoyed it greatly.&lt;br /&gt;
|mjscore = 50&lt;br /&gt;
|mjdesign = 10&lt;br /&gt;
|mjcreativity = 10&lt;br /&gt;
|mjfunction = 10&lt;br /&gt;
|mjfun = 10&lt;br /&gt;
|mjaesthetics = 10&lt;br /&gt;
|freems = Ehhh, all those parts just didn't really come together. I just wasn't feeling it.&lt;br /&gt;
|frscore = 34&lt;br /&gt;
|frdesign = 6&lt;br /&gt;
|frcreativity = 4&lt;br /&gt;
|frfunction = 9&lt;br /&gt;
|frfun = 8&lt;br /&gt;
|fraesthetics = 7&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Template:Mg48hbreakdown&amp;diff=18634</id>
		<title>Template:Mg48hbreakdown</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Template:Mg48hbreakdown&amp;diff=18634"/>
				<updated>2021-09-15T10:24:41Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: Hi: Sorry if I'm not supposed to do this, but I figure we should start working on stage pages and it seems we'll need a version of this template to do so. So I thought I'd make one based on the previous&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
!Design&lt;br /&gt;
!Creativity&lt;br /&gt;
!Function&lt;br /&gt;
!Fun&lt;br /&gt;
!Aesthetic&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| {{{Design|}}} / 35&lt;br /&gt;
| {{{Creativity|}}} / 15 &lt;br /&gt;
| {{{Function|}}} / 10&lt;br /&gt;
| {{{Fun|}}} / 25 &lt;br /&gt;
| {{{Aesthetics|}}} / 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Mg48hbreakdown&lt;br /&gt;
|Design = 0&lt;br /&gt;
|Creativity = 0&lt;br /&gt;
|Function = 0&lt;br /&gt;
|Fun = 0&lt;br /&gt;
|Aesthetics = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Mg48hbreakdown&lt;br /&gt;
|Design = 0&lt;br /&gt;
|Creativity = 0&lt;br /&gt;
|Function = 0&lt;br /&gt;
|Fun = 0&lt;br /&gt;
|Aesthetics = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:ParmaJonIcon.png&amp;diff=18633</id>
		<title>File:ParmaJonIcon.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:ParmaJonIcon.png&amp;diff=18633"/>
				<updated>2021-09-15T09:53:03Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: For judge scores. This is the 48 hours version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For judge scores. This is the 48 hours version.&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:FreemsIcon.png&amp;diff=18632</id>
		<title>File:FreemsIcon.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:FreemsIcon.png&amp;diff=18632"/>
				<updated>2021-09-15T09:52:48Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: For judge scores.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For judge scores.&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MJacqIcon.png&amp;diff=18631</id>
		<title>File:MJacqIcon.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MJacqIcon.png&amp;diff=18631"/>
				<updated>2021-09-15T09:52:38Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: For judge scores.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For judge scores.&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:PkWeegeeIcon.png&amp;diff=18630</id>
		<title>File:PkWeegeeIcon.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:PkWeegeeIcon.png&amp;diff=18630"/>
				<updated>2021-09-15T09:52:26Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: For judge scores.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For judge scores.&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=PKWeegee&amp;diff=18629</id>
		<title>PKWeegee</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=PKWeegee&amp;diff=18629"/>
				<updated>2021-09-15T09:50:57Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: present tense for 48 hour being released&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PKWeegee (also known as &amp;quot;PK&amp;quot; or &amp;quot;PKWeegee1337&amp;quot;) is a late addition to the MaGMML2 Dev Team as a beta tester. She is also a beta tester for MaGMML3, and was one of the applicants for the judging position.&lt;br /&gt;
&lt;br /&gt;
She was one of the four judges for the [[Make a Good 48 Hour Mega Man Level]] Contest.&lt;br /&gt;
&lt;br /&gt;
===''Trivia''===&lt;br /&gt;
* On her YouTube channel, she has been making let's plays for over 7 years.&lt;br /&gt;
* A new recent hit is her look at all the Touhou games, which is her favourite series, next to Megaman.&lt;br /&gt;
* She has been a beta tester for quite a few Megaman fangames, such as Mega Man Maker.&lt;br /&gt;
* Her own fangame, Megaman Dissolution is currently in the works, and will feature joke Robot Masters from the Archie Comics, and a few beta designs for existing ones.&lt;br /&gt;
* She is often portrayed as Cirno, as that is her favourite character. Often, she holds a hammer to represent a meme about her banning alot of people. (Don't be scared, it's just a meme...you dip)&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{People}}&lt;br /&gt;
[[Category:Dev Team]][[Category:Judge Applicants]][[Category:Make a Good Mega Man Level 2]][[Category:Make a Good Mega Man Level 3]][[Category:Let's Players]][[Category:Judges]]&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_48_Hour_Mega_Man_Level&amp;diff=18575</id>
		<title>Make a Good 48 Hour Mega Man Level</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_48_Hour_Mega_Man_Level&amp;diff=18575"/>
				<updated>2021-09-15T06:48:22Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: added the rest of the devkit boss locations using the refight list. not sure how to handle reskins but for now using parentheticals - will be useful for anyone making a second table later at least.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfo&lt;br /&gt;
|title=Make a Good 48 Hour Mega Man Level&lt;br /&gt;
|image=[[File:MaG48HMMLTitle.png|Make a Good 48 Hour Mega Man Level|256px]]&lt;br /&gt;
|caption=&lt;br /&gt;
|developer=&lt;br /&gt;
|publisher=&lt;br /&gt;
|director=[[ParmaJon]] / [[CSketch]]&lt;br /&gt;
|producer=&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=[[128-Up]] / [[ACESpark]] / [[Beed28]] / [[Big Fish (user)|Big Fish]] / [[Cruise Elroy]] / [[CSketch]] / [[CWU01P]] / [[Fabian]] / [[Flashman85]] / [[Gannio]] / [[NaOH]] / [[PhazonMotherBrain]] / [[Riguor]] / [[Scatman's World]] / [[SnoruntPyro]] / [[Spade_Magnes]] / [[Spin Attaxx]] / [[ThatEntityPerson]] / [[The Stove Guy]] / [[Yoshiatom]] / [[Ziggums]]&lt;br /&gt;
|artist=[[ACESpark]] / [[Art]] / [[Cresh]] / [[E-Clare]] / [[eviemaybe]] / [[gone-sovereign]] / [[hansungkee]] / [[Korby]] / [[MelonadeM]] / [[MiniMacro]] / Molly / [[Noivs]] / [[Pachy]] / peggdraws / [[Protty]] / [[Pyhrrous]] / rc / Red Bull / Roxcon / [[Spin Attaxx]] / [[The Stove Guy]] / [[Universal 22]]&lt;br /&gt;
|writer=&lt;br /&gt;
|composer=[[DeltaMudkip]] / [[Freems]] / MarkTherence / [[MelonadeM]] / [[MiniMacro]]&lt;br /&gt;
|series=Mega Man Classic&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|releasedate=September 6, 2021&lt;br /&gt;
|rerelease=&lt;br /&gt;
|version=1.02&lt;br /&gt;
|genre=Action / Platform &lt;br /&gt;
|modes=&lt;br /&gt;
|media=[//drive.google.com/file/d/1-QDQwGg5mNhQ8-A-6tgTqMl_Ml4JMbcT Digital download] ([//mega.nz/file/TEUjhI4R#-nbQ84qSUES29uawVwbzV3SNXwmY-xk4HYIJrfq26xk mirror])&lt;br /&gt;
|input=Keyboard / Controller&lt;br /&gt;
|music=&lt;br /&gt;
}}&lt;br /&gt;
'''''Make a Good 48 Hour Mega Man Level''''' is the sequel to ''[[Make a Good 24 Hour Mega Man Level]]''. Just like its predecessor, the contest centered around contestants randomly drawing a &amp;quot;box&amp;quot; with specified enemies and gimmicks available in the engine and then having to make a level using those box items in a specified amount of time. Three enemies and two gimmicks were provided in the box, and, as specified by the title, contestants had 48 hours to complete their level. The boxes were handled on Discord, with a bot randomly (Note: Some suspect that it is not actually random, and instead favors fire items and [[Venus Waterfall]]s) generating the boxes.&lt;br /&gt;
&lt;br /&gt;
The contest was conducted using an early version of the [[Megamix Engine]] as a beta test for the engine. Submissions opened on July 25th, 2018, with the bot shutting down on August 23rd, 2018, meaning that the final deadline was August 25th. It was hosted by head judge [[ParmaJon]], with [[M-Jacq]], [[Freems]], and [[PKWeegee]] rounding out the judge panel. It garnered a final count of 107 valid submissions, a surprising increase from ''[[MaGMML2]]''. Judging officially finished on March 29th, 2021, although the final results weren't released to the public until the game itself was released.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=ppOMsrDd5Cg A trailer] was released on August 7th, 2021, confirming a release date of September 4th of that same year. However, the release was postponed by two days due to last-minute development complications, and the game was finally released on September 6th, 2021.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The standard gameplay itself is identical to basically every ''MaGMML'' game starting from ''MaGMML2'', with various concessions such as infinite lives, a dedicated slide button, and shoulder buttons for switching weapons. In addition to these, a new feature, the Weapon Wheel, has been added, and Weapon Tanks are also included.&lt;br /&gt;
&lt;br /&gt;
In addition, ''MaG48HMML'' has a robust inventory system (accessed from the Weapons pause menu with the &amp;quot;shoot&amp;quot; key), with four categories – Items, Beat, Junk, and Quests. Items and Beat Equipment can be toggled on the fly by the player. Junk can be used to craft new Items by [[Joseph]]. Quests are not tangible items, but merely track progress in various sidequests across the SS Elroy.&lt;br /&gt;
&lt;br /&gt;
===Special Weapons===&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;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Weapon&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Original Robot Master&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Original Game&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FlameMixerIcon.png]]&lt;br /&gt;
|[[Flame Mixer]]&lt;br /&gt;
|Konro Man&lt;br /&gt;
|''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RainFlushIcon.png]]&lt;br /&gt;
|[[Rain Flush]]&lt;br /&gt;
|[[Toad Man]]&lt;br /&gt;
|''[[Mega Man 4]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SparkShockIcon.png]]&lt;br /&gt;
|[[Spark Shock]]&lt;br /&gt;
|[[Spark Man]]&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SearchSnakeIcon.png]]&lt;br /&gt;
|[[Search Snake]]&lt;br /&gt;
|Snake Man&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TenguBladeIcon.png]]&lt;br /&gt;
|[[Tengu Blade]]&lt;br /&gt;
|Tengu Man&lt;br /&gt;
|''[[Mega Man &amp;amp; Bass]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SaltWaterIcon.png]]&lt;br /&gt;
|[[Salt Water]]&lt;br /&gt;
|Neptune&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ConcreteShotIcon.png]]&lt;br /&gt;
|[[Concrete Shot]]&lt;br /&gt;
|Concrete Man&lt;br /&gt;
|''[[Mega Man 9]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HomingSniperIcon.png]]&lt;br /&gt;
|[[Homing Sniper]]&lt;br /&gt;
|Search Man&lt;br /&gt;
|''[[Mega Man 8]]''&lt;br /&gt;
|-style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RushCoilIcon.png]]&lt;br /&gt;
|[[Rush Coil]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RushJetIcon.png]]&lt;br /&gt;
|[[Rush Jet]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''[[Mega Man 4]] (Variant)''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BeatIcon.png]]&lt;br /&gt;
|[[Beat]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''[[Mega Man 5]]''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Entries ==&lt;br /&gt;
107 valid entries were submitted, plus 10 which were disqualified or pulled, making it the largest ''MaGMML'' contest at the time (though eventually surpassed by ''MaGMML3'').&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[A Waste of Space]]&lt;br /&gt;
* [[Abandoned Mine]]&lt;br /&gt;
* [[Air Labs]]&lt;br /&gt;
* [[Alpha-Omega]]&lt;br /&gt;
* [[Ancient Ziggurat]]&lt;br /&gt;
* [[Asinine Factory]]&lt;br /&gt;
* [[Base in the Boondocks]]&lt;br /&gt;
* [[blainz]]&lt;br /&gt;
* [[Braving New Depths]]&lt;br /&gt;
* [[Burning Bunker]]&lt;br /&gt;
* [[Bunker 20XX]]&lt;br /&gt;
* [[Cascade]]&lt;br /&gt;
* [[Caution: Moving Parts]]&lt;br /&gt;
* [[Celestial Resort]]&lt;br /&gt;
* [[Central Computer]]&lt;br /&gt;
* [[Cloudy City]]&lt;br /&gt;
* [[Combustible Alien Variable Events]]&lt;br /&gt;
* [[Combustible Quagmire]]&lt;br /&gt;
* [[Combustion Castle]]&lt;br /&gt;
* [[Commando Caverns]]&lt;br /&gt;
* [[Copper Cave]]&lt;br /&gt;
* [[Cornerstone to Dominate]]&lt;br /&gt;
* [[Cosmological Factory]]&lt;br /&gt;
* [[Cossack's Playground]]&lt;br /&gt;
* [[Crashing in the Dark]]&lt;br /&gt;
* [[Cryonics Lab]]&lt;br /&gt;
* [[Curious Skymachine]]&lt;br /&gt;
|&lt;br /&gt;
* [[Cutting Edge Technology]]&lt;br /&gt;
* [[Darkwing City]]&lt;br /&gt;
* [[Deep Dark Temple]]&lt;br /&gt;
* [[Deep Within the Jungle]]&lt;br /&gt;
* [[Down the Drain]]&lt;br /&gt;
* [[Enkers Revengeance]]&lt;br /&gt;
* [[Exoplanet Everest]]&lt;br /&gt;
* [[Faint Flying Factory]]&lt;br /&gt;
* [[Fire Armed to the Beak]]&lt;br /&gt;
* [[Flamecrush Forest]]&lt;br /&gt;
* [[Flaming Fortress]]&lt;br /&gt;
* [[Flower Core]]&lt;br /&gt;
* [[Flowers and Thorns]]&lt;br /&gt;
* [[Footloose]]&lt;br /&gt;
* [[Forest Castle]]&lt;br /&gt;
* [[Fortified Base]]&lt;br /&gt;
* [[Frigid Inferno]]&lt;br /&gt;
* [[Frozen Lab]]&lt;br /&gt;
* [[Gettin' out of Dogecity]]&lt;br /&gt;
* [[GraviMan INC.]]&lt;br /&gt;
* [[Hopping High Above Danger]]&lt;br /&gt;
* [[Ice Treatment Facility]]&lt;br /&gt;
* [[IHOPEIWIN]]&lt;br /&gt;
* [[Into the Furnace]]&lt;br /&gt;
* [[Just a Space Level]]&lt;br /&gt;
* [[Lasers and Platforms]]&lt;br /&gt;
* [[Lime and Lame]]&lt;br /&gt;
|&lt;br /&gt;
* [[Make a 48 Minute Mega Man Level]]&lt;br /&gt;
* [[Mega Man Saves Canada from the Evil Clutches of]]&lt;br /&gt;
* [[Megatroid]]&lt;br /&gt;
* [[Minari Hydrospace Center]]&lt;br /&gt;
* [[Mmmmmmmmmmmmmmmmmoon Base]]&lt;br /&gt;
* [[Mystic Museum]]&lt;br /&gt;
* [[Obligatory Enemy Spam Level]]&lt;br /&gt;
* [[Oh No]]&lt;br /&gt;
* [[Oh No! More Compactors]]&lt;br /&gt;
* [[One Night in Xanadu]]&lt;br /&gt;
* [[Orbital Assault]]&lt;br /&gt;
* [[Ordinance With Lyrics]]&lt;br /&gt;
* [[Outer Excavation]]&lt;br /&gt;
* [[Perilous Mountain]]&lt;br /&gt;
* [[Pint House Power House]]&lt;br /&gt;
* [[Planet Xanlordus]]&lt;br /&gt;
* [[Realm of the Lich Lord]]&lt;br /&gt;
* [[Robot Recycling Center]]&lt;br /&gt;
* [[Rocky Blocky Cavern]]&lt;br /&gt;
* [[Running Down a Drain]]&lt;br /&gt;
* [[Saturn Fortress]]&lt;br /&gt;
* [[Scissors 'n Shrimps]]&lt;br /&gt;
* [[Scrub City]]&lt;br /&gt;
* [[Seahorse City]]&lt;br /&gt;
* [[Short Base]]&lt;br /&gt;
* [[Short-Tempered Circuit]]&lt;br /&gt;
* [[Sleet Citadel]]&lt;br /&gt;
|&lt;br /&gt;
* [[Slipping Through Time]]&lt;br /&gt;
* [[Sonic Man's Spaceship]]&lt;br /&gt;
* [[Space Pipes]]&lt;br /&gt;
* [[Spicy Banana Bread Storehouse]]&lt;br /&gt;
* [[Spicy Top Action]]&lt;br /&gt;
* [[Stormy Tower]]&lt;br /&gt;
* [[Super Pipe World]]&lt;br /&gt;
* [[Taking a Dip]]&lt;br /&gt;
* [[Tesla Coil]]&lt;br /&gt;
* [[Toad Man's Underwater Sea Lab]]&lt;br /&gt;
* [[Tower]]&lt;br /&gt;
* [[The Abyss]]&lt;br /&gt;
* [[The Bouncy Octa Boom]]&lt;br /&gt;
* [[The End of Needle Man?!]]&lt;br /&gt;
* [[The Tiki Tiki Tiki Tiki Tiki Room]]&lt;br /&gt;
* [[Through the Crabacombs]]&lt;br /&gt;
* [[Twilight Fortress]]&lt;br /&gt;
* [[Untested Rush Job]]&lt;br /&gt;
* [[Void Quest]]&lt;br /&gt;
* [[Volcanic Facility]]&lt;br /&gt;
* [[Warehouse of Conveyors]]&lt;br /&gt;
* [[Water Park Sup]]&lt;br /&gt;
* [[Weapon Testing Facility]]&lt;br /&gt;
* [[Well Oiled Machine]]&lt;br /&gt;
* [[Wily Station]]&lt;br /&gt;
* [[Windy Conditions]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Excluded Entries ===&lt;br /&gt;
''48 Hour'' is the first ''MaGMML'' contest to outright exclude some submitted levels from the final game, most of which were excluded for not following the contest's special rules:&lt;br /&gt;
* Not using box items and/or putting custom objects in a level were grounds for complete removal. Levels excluded for these offenses were &amp;quot;Chaos of the Factory&amp;quot;, &amp;quot;Air Woooosh&amp;quot;, &amp;quot;Do You Have the Guts to Conquer Gravity?&amp;quot;, and &amp;quot;Wasteland Beach&amp;quot;.&lt;br /&gt;
* Partnering up when both players already received a box was disallowed, as this would allow the pair to get up to six boxes. Box swapping in general was also disallowed, both offenses being prohibited under rule 2. &amp;quot;Chaos of the Stone&amp;quot; was excluded for violating this rule.&lt;br /&gt;
* The contest allowed resubmission of entirely new levels to replace previously submitted ones, as long as the submitter still had boxes left. Levels excluded because of resubmission were &amp;quot;Air Control&amp;quot;, &amp;quot;Platform Lab&amp;quot;, and &amp;quot;AAAAAA&amp;quot;.&lt;br /&gt;
* &amp;quot;Night Highway&amp;quot; was disqualified and excluded for being submitted too late.&lt;br /&gt;
* &amp;quot;Air Woooosh&amp;quot; and &amp;quot;thebestleveleverxdlmao&amp;quot; were excluded for being horrendously bad, low-hanging-fruit troll levels. &amp;quot;thebestleveleverxdlmao&amp;quot; also broke a minor rule that discouraged the usage of the placeholder tilesets.&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
&lt;br /&gt;
===Devkit Bosses===&lt;br /&gt;
Every Devkit boss available in [[Make a Good Mega Man Level 3]] was available here. However, only a few of them ended up not getting used.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Location&lt;br /&gt;
!Weakness&lt;br /&gt;
!Original Game&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM1 CutMan.png|center]]&lt;br /&gt;
|[[Cut Man]]&lt;br /&gt;
|[[Scissors 'n Shrimps]]&lt;br /&gt;
|[[Concrete Shot]]&lt;br /&gt;
|''[[Mega Man 1]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GutsMan.png|center]]&lt;br /&gt;
|[[Guts Man]]&lt;br /&gt;
|[[Outer Excavation]]&amp;lt;br&amp;gt;[[Curious Skymachine]]&lt;br /&gt;
|[[Homing Sniper]]&lt;br /&gt;
|''[[Mega Man 1]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 BombMan.png|center]]&lt;br /&gt;
|[[Bomb Man]]&lt;br /&gt;
|[[Abandoned Mine]] (BombMan.EXE)&amp;lt;br&amp;gt;[[Hopping High Above Danger]]&amp;lt;br&amp;gt;[[Bunker 20XX]]&lt;br /&gt;
|[[Flame Mixer]]&lt;br /&gt;
|''[[Mega Man 1]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FireMan.png|center]]&lt;br /&gt;
|[[Fire Man]]&lt;br /&gt;
|[[Burning Bunker]]&amp;lt;br&amp;gt;[[Crashing in the Dark]]&amp;lt;br&amp;gt;[[Spicy Banana Bread Storehouse]]&lt;br /&gt;
|[[Rain Flush]]&amp;lt;br&amp;gt;[[Concrete Shot]]&lt;br /&gt;
|''[[Mega Man 1]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MetalSprite.png|center]]&lt;br /&gt;
|[[Metal Man]]&lt;br /&gt;
|[[Cornerstone to Dominate]]&lt;br /&gt;
|[[Salt Water]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CrashMan.png|center]]&lt;br /&gt;
|[[Crash Man]]&lt;br /&gt;
|[[Ordinance With Lyrics]]&lt;br /&gt;
|[[Tengu Blade]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AirMan.png|center]]&lt;br /&gt;
|[[Air Man]]&lt;br /&gt;
|[[Gettin' out of Dogecity]]&amp;lt;br&amp;gt;[[Windy Conditions]]&lt;br /&gt;
|[[Spark Shock]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:QuickMan.png|center]]&lt;br /&gt;
|[[Quick Man]]&lt;br /&gt;
|[[Alpha-Omega]]&amp;lt;br&amp;gt;[[Weapon Testing Facility]]&amp;lt;br&amp;gt;[[Super Pipe World]] (Quick Man Duo)&amp;lt;br&amp;gt;[[Lime and Lame]]&lt;br /&gt;
|[[Search Snake]]&amp;lt;br&amp;gt;[[Tengu Blade]]&amp;lt;br&amp;gt;[[Homing Sniper]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 BubbleMan.png|center]]&lt;br /&gt;
|[[Bubble Man]]&lt;br /&gt;
|[[Running Down a Drain]]&lt;br /&gt;
|[[Spark Shock]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 FlashMan.png|center]]&lt;br /&gt;
|[[Flash Man]]&lt;br /&gt;
|[[Cryonics Lab]]&lt;br /&gt;
|[[Homing Sniper]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 HeatMan.png|center]]&lt;br /&gt;
|[[Heat Man]]&lt;br /&gt;
|[[Volcanic Facility]]&lt;br /&gt;
|[[Rain Flush]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 WoodMan.png|center]]&lt;br /&gt;
|[[Wood Man]]&lt;br /&gt;
|[[Gettin' out of Dogecity]]&amp;lt;br&amp;gt;[[Flamecrush Forest]]&lt;br /&gt;
|[[Flame Mixer]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 BooBeam.png|center]]&lt;br /&gt;
|[[Boobeam Trap]]&lt;br /&gt;
|[[Combustible Quagmire]]&lt;br /&gt;
|User Determined&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Enker.png|center]]&lt;br /&gt;
|[[Enker]]&lt;br /&gt;
|[[Enkers Revengeance]]&amp;lt;br&amp;gt;[[Mystic Museum]] (Statue of Wizard Swenner)&lt;br /&gt;
|[[Homing Sniper]]&lt;br /&gt;
|''[[Mega Man: Dr. Wily's Revenge]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TopMan.png|center]]&lt;br /&gt;
|[[Top Man]]&lt;br /&gt;
|[[Spicy Top Action]]&lt;br /&gt;
|[[Tengu Blade]]&amp;lt;br&amp;gt;[[Concrete Shot]]&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GeminiMan.png|center]]&lt;br /&gt;
|[[Gemini Man]]&lt;br /&gt;
|[[The End of Needle Man?!]]&lt;br /&gt;
|[[Search Snake]]&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3_HardMan.png|center]]&lt;br /&gt;
|[[Hard Man]]&lt;br /&gt;
|[[Darkwing City]] (Darkwing Duck)&lt;br /&gt;
|[[Flame Mixer]]&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Spark.png|center]]&lt;br /&gt;
|[[Spark Man]]&lt;br /&gt;
|[[The Abyss]]&amp;lt;br&amp;gt;[[Obligatory Enemy Spam Level]]&amp;lt;br&amp;gt;[[Tesla Coil]]&amp;lt;br&amp;gt;[[The End of Needle Man?!]]&amp;lt;br&amp;gt;[[Cloudy City]]&lt;br /&gt;
|[[Rain Flush]]&amp;lt;br&amp;gt;[[Spark Shock]]&amp;lt;br&amp;gt;[[Short-Tempered Circuit]]&amp;lt;br&amp;gt;[[Lasers and Platforms]]&amp;lt;br&amp;gt;[[Tengu Blade]]&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 KamegoroMaker.png|center]]&lt;br /&gt;
|[[Kamegoro Maker]]&lt;br /&gt;
|[[Cascade]]&lt;br /&gt;
|[[Search Snake]]&amp;lt;br&amp;gt;[[Tengu Blade]]&amp;lt;br&amp;gt;[[Concrete Shot]]&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 DynaMan.png|center]]&lt;br /&gt;
|[[Dyna Man]]&lt;br /&gt;
|[[Base in the Boondocks]]&lt;br /&gt;
|[[Flame Mixer]]&lt;br /&gt;
|''Mega Man (DOS)''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 SonicMan.png|center]]&lt;br /&gt;
|[[Sonic Man]]&lt;br /&gt;
|[[Sonic Man's Spaceship]]&amp;lt;br&amp;gt;[[Realm of the Lich Lord]] (Lich Man)&lt;br /&gt;
|[[Search Snake]]&amp;lt;br&amp;gt;[[Tengu Blade]]&lt;br /&gt;
|''Mega Man (DOS)''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toadsprite.png|center]]&lt;br /&gt;
|[[Toad Man]]&lt;br /&gt;
|[[Robot Recycling Center]] (Toad Man Quadruple)&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]]&lt;br /&gt;
|[[Search Snake]]&lt;br /&gt;
|''[[Mega Man 4]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PharaohMan.png|center]]&lt;br /&gt;
|[[Pharaoh Man]]&lt;br /&gt;
|[[Deep Dark Temple]]&lt;br /&gt;
|[[Spark Shock]]&lt;br /&gt;
|''[[Mega Man 4]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 DustMan.png|center]]&lt;br /&gt;
|[[Dust Man]]&lt;br /&gt;
|[[Robot Recycling Center]]&amp;lt;br&amp;gt;[[A Waste of Space]]&amp;lt;br&amp;gt;[[Combustible Alien Variable Events]]&amp;lt;br&amp;gt;[[Into the Furnace]]&lt;br /&gt;
|[[Concrete Shot]]&lt;br /&gt;
|''[[Mega Man 4]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 MetallDaddy.png|center]]&lt;br /&gt;
|[[Metall Daddy]]&lt;br /&gt;
|[[Sleet Citadel]]&amp;lt;br&amp;gt;[[Cossack's Playground]]&amp;lt;br&amp;gt;[[Planet Xanlordus]]&lt;br /&gt;
|[[Salt Water]]&lt;br /&gt;
|''[[Mega Man 4]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Quint.png|center]]&lt;br /&gt;
|[[Quint]]&lt;br /&gt;
|[[Space Pipes]]&amp;lt;br&amp;gt;[[Slipping Through Time]]&lt;br /&gt;
|[[Concrete Shot]]&lt;br /&gt;
|''[[Mega Man II]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 GiantSuzy.png|center]]&lt;br /&gt;
|[[Giant Suzy]]&lt;br /&gt;
|[[Pint House Power House]]&amp;lt;br&amp;gt;[[Fortified Base]]&amp;lt;br&amp;gt;[[Central Computer]]&lt;br /&gt;
|[[Spark Shock]]&lt;br /&gt;
|''[[Mega Man III]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Punk.png|center]]&lt;br /&gt;
|[[Punk]]&lt;br /&gt;
|[[Obligatory Enemy Spam Level]] (Punk Duo)&amp;lt;br&amp;gt;[[Scrub City]]&amp;lt;br&amp;gt;[[Rocky Blocky Cavern]]&amp;lt;br&amp;gt;[[Mystic Museum]] (Empress Elysia)&lt;br /&gt;
|[[Tengu Blade]]&amp;lt;br&amp;gt;[[Salt Water]]&lt;br /&gt;
|''[[Mega Man III]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:IronBall.png|center]]&lt;br /&gt;
|[[Iron Ball]]&lt;br /&gt;
|[[Faint Flying Factory]]&amp;lt;br&amp;gt;[[Exoplanet Everest]]&amp;lt;br&amp;gt;[[Wily Station]]&lt;br /&gt;
|[[Spark Shock]]&lt;br /&gt;
|''[[Mega Man: The Wily Wars]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GravityMan.png|center]]&lt;br /&gt;
|[[Gravity Man]]&lt;br /&gt;
|[[GraviMan INC.]]&amp;lt;br&amp;gt;[[Frozen Lab]]&lt;br /&gt;
|[[Homing Sniper]]&lt;br /&gt;
|''[[Mega Man 5]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 GyroMan.png|center]]&lt;br /&gt;
|[[Gyro Man]]&lt;br /&gt;
|[[Oh No]]&amp;lt;br&amp;gt;[[Robot Recycling Center]]&amp;lt;br&amp;gt;[[Mega Man Saves Canada from the Evil Clutches of]] (The City of St. Petersburg)&amp;lt;br&amp;gt;[[Braving New Depths]]&lt;br /&gt;
|[[Rain Flush]]&lt;br /&gt;
|''[[Mega Man 5]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 StoneMan.png|center]]&lt;br /&gt;
|[[Stone Man]]&lt;br /&gt;
|[[Copper Cave]]&amp;lt;br&amp;gt;[[Just a Space Level]]&lt;br /&gt;
|[[Salt Water]]&lt;br /&gt;
|''[[Mega Man 5]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 DarkMan4.png|center]]&lt;br /&gt;
|[[Dark Man 4]]&lt;br /&gt;
|[[Flower Core]]&amp;lt;br&amp;gt;[[Seahorse City]] (Toxic Seahorse?)&lt;br /&gt;
|[[Rain Flush]]&lt;br /&gt;
|''[[Mega Man 5]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Ballade.png|center]]&lt;br /&gt;
|[[Ballade]]&lt;br /&gt;
|[[Short Base]]&amp;lt;br&amp;gt;[[Warehouse of Conveyors]]&lt;br /&gt;
|[[Homing Sniper]]&lt;br /&gt;
|''[[Mega Man IV]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 HunterA.png|center]]&lt;br /&gt;
|[[Hunter Type A]]&lt;br /&gt;
|[[GraviMan INC.]]&amp;lt;br&amp;gt;[[Asinine Factory]]&lt;br /&gt;
|[[Homing Sniper]]&lt;br /&gt;
|''[[Mega Man IV]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Blizzard.png|center]]&lt;br /&gt;
|[[Blizzard Man]]&lt;br /&gt;
|[[Air Labs]]&lt;br /&gt;
|[[Flame Mixer]]&lt;br /&gt;
|''[[Mega Man 6]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Plantsprite.png|center]]&lt;br /&gt;
|[[Plant Man]]&lt;br /&gt;
|[[Perilous Mountain]]&amp;lt;br&amp;gt;[[Void Quest]]&lt;br /&gt;
|[[Flame Mixer]]&lt;br /&gt;
|''[[Mega Man 6]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Rounder2.png|center]]&lt;br /&gt;
|[[Rounder II]]&lt;br /&gt;
|[[Forest Castle]]&lt;br /&gt;
|[[Flame Mixer]]&lt;br /&gt;
|''[[Mega Man 6]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 PowerPiston.png|center]]&lt;br /&gt;
|[[Power Piston]]&lt;br /&gt;
|[[Footloose]]&lt;br /&gt;
|[[Homing Sniper]]&lt;br /&gt;
|''[[Mega Man 6]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Mercury.png|center]]&lt;br /&gt;
|[[Mercury]]&lt;br /&gt;
|[[Cosmological Factory]]&amp;lt;br&amp;gt;[[Combustion Castle]]&lt;br /&gt;
|[[Tengu Blade]]&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Saturn.png|center]]&lt;br /&gt;
|[[Saturn]]&lt;br /&gt;
|[[Saturn Fortress]]&amp;lt;br&amp;gt;[[Exoplanet Everest]]&amp;lt;br&amp;gt;[[One Night in Xanadu]]&lt;br /&gt;
|[[Concrete Shot]]&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Uranus.png|center]]&lt;br /&gt;
|[[Uranus]]&lt;br /&gt;
|[[Outer Excavation]]&amp;lt;br&amp;gt;[[Caution: Moving Parts]]&lt;br /&gt;
|[[Tengu Blade]]&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 GreyDevil.png|center]]&lt;br /&gt;
|[[Grey Devil]]&lt;br /&gt;
|[[Through the Crabacombs]]&lt;br /&gt;
|[[Spark Shock]]&lt;br /&gt;
|''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Dangan.png|center]]&lt;br /&gt;
|[[Dangan Man]]&lt;br /&gt;
|[[Ordinance With Lyrics]]&lt;br /&gt;
|[[Concrete Shot]]&lt;br /&gt;
|''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2_KomusoMan.png|center]]&lt;br /&gt;
|[[Komuso Man]]&lt;br /&gt;
|[[Obligatory Enemy Spam Level]]&amp;lt;br&amp;gt;[[Tower]]&lt;br /&gt;
|[[Rain Flush]]&lt;br /&gt;
|''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Oil.png|center]]&lt;br /&gt;
|[[Oil Man]]&lt;br /&gt;
|[[Well Oiled Machine]]&lt;br /&gt;
|[[Flame Mixer]]&lt;br /&gt;
|''[[Mega Man Powered Up]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 SharkPreview.png|center]]&lt;br /&gt;
|[[Mega Mech Shark]]&lt;br /&gt;
|[[Water Park Sup]]&amp;lt;br&amp;gt;[[Minari Hydrospace Center]]&lt;br /&gt;
|[[Rain Flush]]&amp;lt;br&amp;gt;[[Spark Shock]]&lt;br /&gt;
|''[[Mega Man 9]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 HoneyWoman.png|center]]&lt;br /&gt;
|[[Honey Woman]]&lt;br /&gt;
|[[Taking a Dip]]&amp;lt;br&amp;gt;[[Ancient Ziggurat]]&amp;lt;br&amp;gt;[[Flowers and Thorns]]&lt;br /&gt;
|[[Flame Mixer]]&lt;br /&gt;
|''[[Mega Man 9]]'' ''(Unused Boss)''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 CommandoMan.png|center]]&lt;br /&gt;
|[[Commando Man]]&lt;br /&gt;
|[[Commando Caverns]]&amp;lt;br&amp;gt;[[Orbital Assault]]&amp;lt;br&amp;gt;[[Mystic Museum]] (Not Napalm Man)&lt;br /&gt;
|[[Tengu Blade]]&amp;lt;br&amp;gt;[[Salt Water]]&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM10_ChillMan.png|center]]&lt;br /&gt;
|[[Chill Man]]&lt;br /&gt;
|[[IHOPEIWIN]]&amp;lt;br&amp;gt;[[Ice Treatment Facility]]&lt;br /&gt;
|[[Flame Mixer]]&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 SolarMan.png|center]]&lt;br /&gt;
|[[Solar Man]]&lt;br /&gt;
|[[IHOPEIWIN]]&amp;lt;br&amp;gt;[[Frigid Inferno]] (🔥 Man)&amp;lt;br&amp;gt;[[Flaming Fortress]]&amp;lt;br&amp;gt;[[Spicy Top Action]]&lt;br /&gt;
|[[Rain Flush]]&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* ''MaG48HMML'' is the first contest to omit the Least Favorite concept (after ''MaG24HMML'' omitted Favorites entirely).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Cheat&amp;diff=18572</id>
		<title>Cheat</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Cheat&amp;diff=18572"/>
				<updated>2021-09-15T06:17:18Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UnderConstruction}}&lt;br /&gt;
'''Cheat Mode''' is an option which is made available after getting 100% completion in ''[[Make a Good Mega Man Level 2]]'' and ''[[Make a Good Mega Man Level Remastered]]''. It is also available in ''[[Make a Good 48 Hour Mega Man Level]]''. In order to unlock Cheat Mode in ''MaGMML2'', the player needs to talk to [[Cheat Man]] who shows up right next to Dr. Light's Lab. After speaking with him, a &amp;quot;Cheat&amp;quot; option will be available when the player selects the save file. Players can access the Cheat Menu again by talking to Cheat Man again. In Make a Good 48 Hour Mega Man Level, the player must instead talk to Brainga in the Captain's room to unlock the &amp;quot;Cheat&amp;quot; option, which appears on save file selection in the same way.&lt;br /&gt;
&lt;br /&gt;
==''Make a Good Mega Man Level 2''==&lt;br /&gt;
All the cheats listed here can be enabled simultaneously, however, after closing the game, the cheats will need to be reactivated when playing the game again.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; |Cheat&lt;br /&gt;
!'''Info'''&lt;br /&gt;
!'''Comment'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Invincibility&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Makes Mega Man permanently invincible.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Mega Man can still die by falling on pits or getting crushed, or pressing the suicide key (2). In addition, death spikes act as solid blocks. Also, enemies using the [[Grab Buster]] will still get health back despite not damaging the player.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Infinite Ammo&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All Special Weapons will never run out of ammo.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Burst Chaser&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Mega Man's quick movement from [[Escape Sequence]] can now be used on every level.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Air Sliding&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Mega Man's air sliding from some [[Holy Crap, Mega Man Can Air Slide?|select]] [[Reality Core|stages]] can now be used in every level.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Mega Man can jump after doing an air slide.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Moonwalking&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Self-explanatory. This is the Thriller, etcetera.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Left and Right are reversed and Mega Man walks backwards.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Low Gravity&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Permanently gives Mega Man low gravity.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |High Gravity&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Permanently gives Mega Man high gravity.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Instadeath Mode&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Self-explanatory. You will forever only have 1 or less health.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |No I-Frames&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Now, when Mega Man gets hit, you will have no invincibility frames.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |No Boss I-Frames&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Now, when a boss is hit, they will have no invincibility frames.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Invisible Player&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Mega Man is now very self-conscious and refuses to show himself to the world.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Projectiles will also turn invisible, except for the first frame in which they are spawned.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Hidden Healthbars&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |This cheat is guarenteed to give you intense anxiety.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Perma Ice Physics&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |If you REALLY like ice and snow levels, then this cheat is for you.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Crazy Drop Rate&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Enemies will always drop an item when they die.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Double Game Speed&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |The game goes faster now!! Go faster!! Keep going!! Keep moving!! RUN!! RUN!! RUN!!!&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Lingering Weapons&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Stops Special Weapons from going away on quick weapon switch, allowing for interesting combos.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Oddly enough, Mega Man can't use most of his special weapons while another special weapon projectile is onscreen. It's only possible to get off of Sakugarne using by pausing and switching weapons while this is active.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Huge Weapons&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Now, your weapons are GIGANTIC.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Splitting Buster&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |If your buster shot gets destroyed, then it splits into two more shots.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Zero Buster&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Now, your buster has unimaginable power.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Everytime Mega Man shoots his buster, the projectile will be a sprite of [[Zero]] that shoots [[Knight Man]] sprites.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Enemy Knockback&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Hate knockback on yourself? Try it on enemies!&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Some bosses and enemies may glitch through the wall, use this at your own risk.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Gravity Flipping&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Replaces the Slide button with an on-demand gravity flip.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Using this while fighting any [[Gravity Man]] boss crashes the game with an error message. However, this does not happen for [[Groovity Man]], though using it in that boss fight might cause a death.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Vertical Warp&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Say goodbye to pits - now, vertical warp is permanently active for every level.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Some areas in some levels loop where they are not supposed to, such as when going down a certain ladder in [[Cardinal Man]]'s stage.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Boss Explosions&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All enemies release a boss explosion when killed.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Eternal Suffering&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Your physics are better now.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Mega Man can't jump more than a few pixels unless coming out of a slide, which will cause him to jump extremely high. The standing pose is also changed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Hyper Knockback&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Increases knockback by just a tiny bit.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Mega Man gets knocked up in the air when getting hit by enemies.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |The Floor Is Lava&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |With this on, you'll gradually lose health when on the ground, and regain health when in the air.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Invincibility does not protect you from ground damage.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Free Roaming&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Start a new save file with all hidden areas, such as Tier X, unlocked from the start.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |New Game+&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Start a new save file with all upgrades, Knight Man rewards, and costumes unlocked.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Nitro Man follower&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |With this on, Nitro Man from [[Rad Gravity]] will always be around to help. Except in a few places.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Don't Look Back&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Did you ever want to be stalked by those hands from [[Duwang]], but ALWAYS? Well, now you can!&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Cursor Curse&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Drag around objects onscreen by clicking on them.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Can also drag bosses and NPCs. Named after the [[Cursor Curse|level of the same name]]. Some objects will have their sprites moved around by this but still have their functionality and collision unmoved.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All Bouncy Castle&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Applies a modified version of the [[Bouncy Castle]] gimmick to every level. '''USE WITH CAUTION IF YOU HAVE MOTION SICKNESS!!'''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Not every enemy or boss are affected. Does not apply to very specific areas, such as [[Outer Space]]. Both Spring Man and Quake Woman in the main hub also has different dialogue.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Beta Bouncy Castle&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Bouncy Castle has the constant bouncing from its beta version. '''USE WITH EXTEREME CAUTION!!'''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Proto Man Mode&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play as Proto man! He has his trademark Proto Shield, bigger Charge Shot, and inability to take hits.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Combining this cheat with Bass mode lets you play as [[Zero]], who has Proto Man's shield and Bass' buster.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Bass Mode&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play as Bass! He has a dash instead of a slide and use his rapid-fire Bass Buster.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Combining this cheat with Proto Man mode lets you play as [[Zero]], who has Proto Man's shield and Bass' buster.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Mario Mode&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play as Mario from Mario Land in any level you want, in all his buggy glory. '''Likely to cause crashes.'''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |This version is slightly different to the one from the [[Mario Land]] level, in that he can use special weapons and there's special dialogue when using him. Fair warning, he is buggy and can break the game, as it was not intended to be played entirely as Mario. Can be combined with Proto Man Mode and Bass Mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Flashman85&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Let Flashman85 aka GeminiLaser aka Nathaniel Hoover spice up your life with some new sound effects and music.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Adds different sound effects to weapons as well as several other things, like teleporters. The Flash Man NPC in the main hub is also renamed to Flashman85, and Clown Man in Tier 2 also has different dialogue, among other things.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Meme Restoration&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Restores the true, complete fusion of the Scorch Men.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |The sprites for the Scorch Men's fusion scene are replaced with crude drawings, similar to the ones seen in the results livestream.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Inner Apocalypse&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |hello. i feel the need to ping @ Garirrry to tell him of how much Despair his level caused me. it drained me of my heart and soul.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Wily 4's teleporter will lead to an even harder version of the pre-nerf. The name and in-game description are both a reference to the infamous message sent by [[SnoruntPyro]] in reaction to the original version of [[Inner Sanctum]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Ultra MaGMML2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play the game with an alternate storyline! Only $39.99.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |The only changes are dialogue, Wily 0, and Wily Core, parodying ''Pokémon Ultra Sun &amp;amp; Ultra Moon''.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Butt Mode&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Of all the heroes, none shone brighter than Butt Butt and Proto Butt.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Replaces words with &amp;quot;Butt&amp;quot;. A reference to ''Shovel Knight'', which had a similar cheat.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Surprise Bosses&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Reminiscent of a certain Game Genie code for a certain Mega Man game certain people know about.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Everytime Mega Man gets hit, a random boss will show up. A second boss won't spawn when Mega Man gets hit while the first boss is still active. Some bosses that can be summoned are never seen anywhere else in the full game, such as a Pink Toad Man intended for [[Inner Sanctum]]. Invincibility changes things to where you instead get a surprise boss in cases that would normally cause damage but don't this time. '''WARNING. SOME BOSSES CAN SOFTLOCK THE GAME, AND THERE ARE CHANCES OF CRASHING.''' Another fair note of warning, be very cautious when using surprise bosses in a level with autoscroll, as Mega Man may be scrolled off along with the boss, softlocking the game.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Green Star Mode&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |(Lubba voice) Gee Mario, the festival is swarmed with Green Prankster Comets! There's 314 Green Stars! And no using Super Mode!&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |It adds 314 new collectables to the game. 3 on most levels of the game. There are 3 Green Stars located in the  [[Tier 6 (MaGMML2)|Tier 6]] level, [[Changeable Caverns]], however, due to a bug, they are not displayed on the Teleporter and once entering the level again, they can be collected again and again, increasing the number of Green Stars collected. Super Mode is unavailable, even after collecting every Green Nickel. However, you can still collect green stars with other cheat codes active, such as invincibility, air sliding, low gravity, and best of all, cursor curse.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |MAGMML1 Rush Jet&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Only 2016 kids will remember the good old days. Use this cheat to relive the REAL Rush Jet experience.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Rush Jet immediately leaves as soon as the player is touching his hitbox, which is a parody of MAGMML1's Rush Jet infamously finicky tendency to teleport out at the worst possible times due to collision errors.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Music Randomizer&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All music tracks in the game are now randomized. Beware of looping victory themes.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Prior to version 1.4, this cheat was combined with Contest Randomizer. It should be noted that music tracks in the challenge tent's music area are not randomized with cheats.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Contest Randomizer&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |The levels and judge comments are now randomized.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Prior to version 1.4, this cheat was combined with Music Randomizer. The position of the levels and judge comments are randomized.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==''Make a Good Mega Man Level Remastered''==&lt;br /&gt;
The following cheats did not return from ''MaGMML2'':&lt;br /&gt;
* Perma Ice Physics&lt;br /&gt;
* Double Game Speed&lt;br /&gt;
* Splitting Buster&lt;br /&gt;
* Zero Buster&lt;br /&gt;
* Enemy Knockback&lt;br /&gt;
* Vertical Warp&lt;br /&gt;
* Eternal Suffering&lt;br /&gt;
* Free Roaming&lt;br /&gt;
* Nitro Man follower&lt;br /&gt;
* Don't Look Back&lt;br /&gt;
* Cursor Curse&lt;br /&gt;
* All Bouncy Castle&lt;br /&gt;
* Beta Bouncy Castle&lt;br /&gt;
* Mario Mode&lt;br /&gt;
* Flashman85&lt;br /&gt;
* Meme Restoration&lt;br /&gt;
* Inner Apocalypse&lt;br /&gt;
* Ultra MaGMML2&lt;br /&gt;
* Surprise Bosses&lt;br /&gt;
* Green Star Mode&lt;br /&gt;
* MAGMML1 Rush Jet (ironically enough)&lt;br /&gt;
* Music Randomizer&lt;br /&gt;
* Contest Randomizer&lt;br /&gt;
&lt;br /&gt;
In addition, some brand new cheats are featured (however, the &amp;quot;____ Only&amp;quot; cheats are mutually exclusive, and activating one while another is active will turn the previous one off):&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; |Cheat&lt;br /&gt;
!'''Info'''&lt;br /&gt;
!'''Comment'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Double Jump&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Allows you to jump once in midair on top of your regular jump.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Power Orb Pinball&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Amplifies Power Orb's bounce speed and height.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Mega Buster Only&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play the game with only Mega Buster. Levels are modified to accomodate for this.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All weapons except the [[Mega Buster]] are disabled. All [[Destroyable Blocks]] are changed to be weak to the Mega Buster, and platforms are added to spots that require the [[Rush Coil]] or [[Rush Jet]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Metal Blade Only&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play the game with only Metal Blade. Levels are modified to accomodate for this.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All weapons are disabled except the [[Metal Blade]], which has infinite ammo. All [[Destroyable Blocks]] are changed to be weak to the Metal Blade, platforms are added to spots that require the [[Rush Coil]] or [[Rush Jet]], [[Neon Gravity Switch]]es are automatically destroyed, and bosses that are normally immune to the Metal Blade take 1 point of damage instead.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Gemini Laser Only&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play the game with only Gemini Laser. Levels are modified to accomodate for this.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All weapons are disabled except the [[Gemini Laser]], which has infinite ammo. All [[Destroyable Blocks]] are changed to be weak to the Gemini Laser, platforms are added to spots that require the [[Rush Coil]] or [[Rush Jet]], [[Neon Gravity Switch]]es are automatically destroyed, and bosses that are normally immune to the Gemini Laser take 1 point of damage instead.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Solar Blaze Only&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play the game with only Solar Blaze. Levels are modified to accomodate for this.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All weapons are disabled except the [[Solar Blaze]], which has infinite ammo. All [[Destroyable Blocks]] are changed to be weak to the Solar Blaze, platforms are added to spots that require the [[Rush Coil]] or [[Rush Jet]], [[Neon Gravity Switch]]es are automatically destroyed, and bosses that are normally immune to the Solar Blaze take 1 point of damage instead.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Top Spin Only&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play the game with only Top Spin. Levels are modified to accomodate for this.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All weapons are disabled except the [[Top Spin]], which has infinite ammo. All [[Destroyable Blocks]] are changed to be weak to the Top Spin, platforms are added to spots that require the [[Rush Coil]] or [[Rush Jet]] (as well as the fights against [[The Moon]], [[Gravity Machine]], and [[Neon Glass Birdo on a Guts Lift]]), [[Neon Gravity Switch]]es are automatically destroyed, and bosses that are normally immune to the Top Spin take 1 point of damage instead.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Thunder Wool Only&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play the game with only Thunder Wool. Levels are modified to accomodate for this.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All weapons are disabled except the [[Thunder Wool]], which has infinite ammo. All [[Destroyable Blocks]] are changed to be weak to the Thunder Wool, platforms are added to spots that require the [[Rush Coil]] or [[Rush Jet]], [[Neon Gravity Switch]]es are automatically destroyed, and bosses that are normally immune to the Thunder Wool take 1 point of damage instead.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Pharaoh Shot Only&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play the game with only Pharaoh Shot. Levels are modified to accomodate for this.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All weapons are disabled except the [[Pharaoh Shot]], which has infinite ammo. All [[Destroyable Blocks]] are changed to be weak to the Pharaoh Shot, platforms are added to spots that require the [[Rush Coil]] or [[Rush Jet]], and [[Neon Gravity Switch]]es are automatically destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |B. Hole Bomb Only&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play the game with only Black Hole Bomb. Levels are modified to accomodate for this.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All weapons are disabled except the [[Black Hole Bomb]], which has infinite ammo. All [[Destroyable Blocks]] are changed to be weak to the Black Hole Bomb, platforms are added to spots that require the [[Rush Coil]] or [[Rush Jet]], [[Neon Gravity Switch]]es are automatically destroyed, and bosses that are normally immune to the Black Hole Bomb take 1 point of damage instead.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Magic Card Only&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play the game with only Magic Card. Levels are modified to accomodate for this..&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All weapons are disabled except the [[Magic Card]], which has infinite ammo. All [[Destroyable Blocks]] are changed to be weak to the Magic Card, platforms are added to spots that require the [[Rush Coil]] or [[Rush Jet]], [[Neon Gravity Switch]]es are automatically destroyed, and bosses that are normally immune to the Magic Card take 1 point of damage instead.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Power Orb Only&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play the game with only Power Orb. Levels are modified to accomodate for this.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All weapons are disabled except the [[Power Orb]], which has infinite ammo. All [[Destroyable Blocks]] are changed to be weak to the Power Orb (this is the only way such blocks can appear during gameplay), platforms are added to spots that require the [[Rush Coil]] or [[Rush Jet]] (as well as the fights against [[The Moon]], [[Gravity Machine]], and [[Neon Glass Birdo on a Guts Lift]]), [[Neon Gravity Switch]]es are automatically destroyed, and bosses that are normally immune to the Power Orb take 1 point of damage instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==''Make a Good 48 Hour Mega Man Level''==&lt;br /&gt;
The following cheats from previous games are retained:&lt;br /&gt;
&lt;br /&gt;
* Invincibility&lt;br /&gt;
* Infinite Ammo&lt;br /&gt;
* Double Jump &lt;br /&gt;
* Burst Chaser &lt;br /&gt;
* Air Sliding&lt;br /&gt;
* Moonwalking&lt;br /&gt;
* Low Gravity&lt;br /&gt;
* High Gravity&lt;br /&gt;
* Instadeath Mode&lt;br /&gt;
* No I-Frames&lt;br /&gt;
* No Boss I-Frames&lt;br /&gt;
* Invisible Player&lt;br /&gt;
* Hidden Healthbars&lt;br /&gt;
* Crazy Drop Rate&lt;br /&gt;
* Lingering Weapons&lt;br /&gt;
* Huge Weapons&lt;br /&gt;
* Gravity Flipping - Now uses Jump Button in mid air.&lt;br /&gt;
* Boss Explosions&lt;br /&gt;
* Hyper Knockback&lt;br /&gt;
* The Floor Is Lava&lt;br /&gt;
* Proto Man Mode&lt;br /&gt;
* Bass Mode&lt;br /&gt;
&lt;br /&gt;
In addition, some new cheats are featured.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; |Cheat&lt;br /&gt;
!'''Info'''&lt;br /&gt;
!'''Comment'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |No Bullet Limits&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Any limits on the number of player bullets onscreen will be completely removed.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Cosmic Comet&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |A Cosmic Comet has spewed out from the depths of Null and Void, and is circling the cruise ship!&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |The player will be followed in each room by trailing copies that imitate their exact actions and cause damage on contact, like the [[Trailing Zero]]s from [[Make a Good Mega Man Level: Episode Zero|Episode Zero]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Wacko Comet&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |A Spark Devil will aggressively pursue you from the left side of the screen.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |[[Spark Devil]]s from [[Make a Good Mega Man Level: Episode Zero|Episode Zero]]'s [[Shocking Wacko Stage]] will constantly spawn on the left side of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Boost Mode -E-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Most enemies will move at double speed.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Boost Mode -G-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Most gimmicks will move at double speed.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Tamp Gets Noticed&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |A lonely Tamp will follow you constantly, trying to give you hugs of pain.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |An invincible [[Tamp]] will appear to follow the player in all levels. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Mirror Mode&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Flip your entire screen! Your controls will be flipped to compensate. (Note: Will also flip text. To turn this off mid-gameplay, press CTRL+M)&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]][[Category:Make a Good Mega Man Level Remastered]]&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Cheat&amp;diff=18571</id>
		<title>Cheat</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Cheat&amp;diff=18571"/>
				<updated>2021-09-15T06:16:04Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: adding some basics on the mag48hrmml cheat mode.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UnderConstruction}}&lt;br /&gt;
'''Cheat Mode''' is an option which is made available after getting 100% completion in ''[[Make a Good Mega Man Level 2]]'' and ''[[Make a Good Mega Man Level Remastered]]''. It is also available in ''[[Make a Good 48 Hour Mega Man Level]]''. In order to unlock Cheat Mode in ''MaGMML2'', the player needs to talk to [[Cheat Man]] who shows up right next to Dr. Light's Lab. After speaking with him, a &amp;quot;Cheat&amp;quot; option will be available when the player selects the save file. Players can access the Cheat Menu again by talking to Cheat Man again. In Make a Good 48 Hour Mega Man Level, the player must instead talk to Brainga in the Captain's room to unlock the &amp;quot;Cheat&amp;quot; option, which appears on save file selection in the same way.&lt;br /&gt;
&lt;br /&gt;
==''Make a Good Mega Man Level 2''==&lt;br /&gt;
All the cheats listed here can be enabled simultaneously, however, after closing the game, the cheats will need to be reactivated when playing the game again.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; |Cheat&lt;br /&gt;
!'''Info'''&lt;br /&gt;
!'''Comment'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Invincibility&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Makes Mega Man permanently invincible.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Mega Man can still die by falling on pits or getting crushed, or pressing the suicide key (2). In addition, death spikes act as solid blocks. Also, enemies using the [[Grab Buster]] will still get health back despite not damaging the player.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Infinite Ammo&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All Special Weapons will never run out of ammo.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Burst Chaser&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Mega Man's quick movement from [[Escape Sequence]] can now be used on every level.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Air Sliding&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Mega Man's air sliding from some [[Holy Crap, Mega Man Can Air Slide?|select]] [[Reality Core|stages]] can now be used in every level.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Mega Man can jump after doing an air slide.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Moonwalking&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Self-explanatory. This is the Thriller, etcetera.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Left and Right are reversed and Mega Man walks backwards.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Low Gravity&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Permanently gives Mega Man low gravity.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |High Gravity&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Permanently gives Mega Man high gravity.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Instadeath Mode&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Self-explanatory. You will forever only have 1 or less health.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |No I-Frames&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Now, when Mega Man gets hit, you will have no invincibility frames.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |No Boss I-Frames&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Now, when a boss is hit, they will have no invincibility frames.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Invisible Player&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Mega Man is now very self-conscious and refuses to show himself to the world.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Projectiles will also turn invisible, except for the first frame in which they are spawned.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Hidden Healthbars&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |This cheat is guarenteed to give you intense anxiety.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Perma Ice Physics&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |If you REALLY like ice and snow levels, then this cheat is for you.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Crazy Drop Rate&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Enemies will always drop an item when they die.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Double Game Speed&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |The game goes faster now!! Go faster!! Keep going!! Keep moving!! RUN!! RUN!! RUN!!!&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Lingering Weapons&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Stops Special Weapons from going away on quick weapon switch, allowing for interesting combos.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Oddly enough, Mega Man can't use most of his special weapons while another special weapon projectile is onscreen. It's only possible to get off of Sakugarne using by pausing and switching weapons while this is active.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Huge Weapons&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Now, your weapons are GIGANTIC.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Splitting Buster&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |If your buster shot gets destroyed, then it splits into two more shots.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Zero Buster&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Now, your buster has unimaginable power.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Everytime Mega Man shoots his buster, the projectile will be a sprite of [[Zero]] that shoots [[Knight Man]] sprites.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Enemy Knockback&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Hate knockback on yourself? Try it on enemies!&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Some bosses and enemies may glitch through the wall, use this at your own risk.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Gravity Flipping&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Replaces the Slide button with an on-demand gravity flip.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Using this while fighting any [[Gravity Man]] boss crashes the game with an error message. However, this does not happen for [[Groovity Man]], though using it in that boss fight might cause a death.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Vertical Warp&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Say goodbye to pits - now, vertical warp is permanently active for every level.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Some areas in some levels loop where they are not supposed to, such as when going down a certain ladder in [[Cardinal Man]]'s stage.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Boss Explosions&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All enemies release a boss explosion when killed.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Eternal Suffering&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Your physics are better now.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Mega Man can't jump more than a few pixels unless coming out of a slide, which will cause him to jump extremely high. The standing pose is also changed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Hyper Knockback&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Increases knockback by just a tiny bit.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Mega Man gets knocked up in the air when getting hit by enemies.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |The Floor Is Lava&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |With this on, you'll gradually lose health when on the ground, and regain health when in the air.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Invincibility does not protect you from ground damage.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Free Roaming&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Start a new save file with all hidden areas, such as Tier X, unlocked from the start.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |New Game+&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Start a new save file with all upgrades, Knight Man rewards, and costumes unlocked.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Nitro Man follower&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |With this on, Nitro Man from [[Rad Gravity]] will always be around to help. Except in a few places.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Don't Look Back&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Did you ever want to be stalked by those hands from [[Duwang]], but ALWAYS? Well, now you can!&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Cursor Curse&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Drag around objects onscreen by clicking on them.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Can also drag bosses and NPCs. Named after the [[Cursor Curse|level of the same name]]. Some objects will have their sprites moved around by this but still have their functionality and collision unmoved.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All Bouncy Castle&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Applies a modified version of the [[Bouncy Castle]] gimmick to every level. '''USE WITH CAUTION IF YOU HAVE MOTION SICKNESS!!'''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Not every enemy or boss are affected. Does not apply to very specific areas, such as [[Outer Space]]. Both Spring Man and Quake Woman in the main hub also has different dialogue.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Beta Bouncy Castle&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Bouncy Castle has the constant bouncing from its beta version. '''USE WITH EXTEREME CAUTION!!'''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Proto Man Mode&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play as Proto man! He has his trademark Proto Shield, bigger Charge Shot, and inability to take hits.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Combining this cheat with Bass mode lets you play as [[Zero]], who has Proto Man's shield and Bass' buster.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Bass Mode&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play as Bass! He has a dash instead of a slide and use his rapid-fire Bass Buster.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Combining this cheat with Proto Man mode lets you play as [[Zero]], who has Proto Man's shield and Bass' buster.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Mario Mode&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play as Mario from Mario Land in any level you want, in all his buggy glory. '''Likely to cause crashes.'''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |This version is slightly different to the one from the [[Mario Land]] level, in that he can use special weapons and there's special dialogue when using him. Fair warning, he is buggy and can break the game, as it was not intended to be played entirely as Mario. Can be combined with Proto Man Mode and Bass Mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Flashman85&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Let Flashman85 aka GeminiLaser aka Nathaniel Hoover spice up your life with some new sound effects and music.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Adds different sound effects to weapons as well as several other things, like teleporters. The Flash Man NPC in the main hub is also renamed to Flashman85, and Clown Man in Tier 2 also has different dialogue, among other things.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Meme Restoration&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Restores the true, complete fusion of the Scorch Men.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |The sprites for the Scorch Men's fusion scene are replaced with crude drawings, similar to the ones seen in the results livestream.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Inner Apocalypse&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |hello. i feel the need to ping @ Garirrry to tell him of how much Despair his level caused me. it drained me of my heart and soul.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Wily 4's teleporter will lead to an even harder version of the pre-nerf. The name and in-game description are both a reference to the infamous message sent by [[SnoruntPyro]] in reaction to the original version of [[Inner Sanctum]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Ultra MaGMML2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play the game with an alternate storyline! Only $39.99.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |The only changes are dialogue, Wily 0, and Wily Core, parodying ''Pokémon Ultra Sun &amp;amp; Ultra Moon''.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Butt Mode&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Of all the heroes, none shone brighter than Butt Butt and Proto Butt.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Replaces words with &amp;quot;Butt&amp;quot;. A reference to ''Shovel Knight'', which had a similar cheat.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Surprise Bosses&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Reminiscent of a certain Game Genie code for a certain Mega Man game certain people know about.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Everytime Mega Man gets hit, a random boss will show up. A second boss won't spawn when Mega Man gets hit while the first boss is still active. Some bosses that can be summoned are never seen anywhere else in the full game, such as a Pink Toad Man intended for [[Inner Sanctum]]. Invincibility changes things to where you instead get a surprise boss in cases that would normally cause damage but don't this time. '''WARNING. SOME BOSSES CAN SOFTLOCK THE GAME, AND THERE ARE CHANCES OF CRASHING.''' Another fair note of warning, be very cautious when using surprise bosses in a level with autoscroll, as Mega Man may be scrolled off along with the boss, softlocking the game.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Green Star Mode&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |(Lubba voice) Gee Mario, the festival is swarmed with Green Prankster Comets! There's 314 Green Stars! And no using Super Mode!&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |It adds 314 new collectables to the game. 3 on most levels of the game. There are 3 Green Stars located in the  [[Tier 6 (MaGMML2)|Tier 6]] level, [[Changeable Caverns]], however, due to a bug, they are not displayed on the Teleporter and once entering the level again, they can be collected again and again, increasing the number of Green Stars collected. Super Mode is unavailable, even after collecting every Green Nickel. However, you can still collect green stars with other cheat codes active, such as invincibility, air sliding, low gravity, and best of all, cursor curse.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |MAGMML1 Rush Jet&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Only 2016 kids will remember the good old days. Use this cheat to relive the REAL Rush Jet experience.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Rush Jet immediately leaves as soon as the player is touching his hitbox, which is a parody of MAGMML1's Rush Jet infamously finicky tendency to teleport out at the worst possible times due to collision errors.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Music Randomizer&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All music tracks in the game are now randomized. Beware of looping victory themes.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Prior to version 1.4, this cheat was combined with Contest Randomizer. It should be noted that music tracks in the challenge tent's music area are not randomized with cheats.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Contest Randomizer&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |The levels and judge comments are now randomized.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Prior to version 1.4, this cheat was combined with Music Randomizer. The position of the levels and judge comments are randomized.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==''Make a Good Mega Man Level Remastered''==&lt;br /&gt;
The following cheats did not return from ''MaGMML2'':&lt;br /&gt;
* Perma Ice Physics&lt;br /&gt;
* Double Game Speed&lt;br /&gt;
* Splitting Buster&lt;br /&gt;
* Zero Buster&lt;br /&gt;
* Enemy Knockback&lt;br /&gt;
* Vertical Warp&lt;br /&gt;
* Eternal Suffering&lt;br /&gt;
* Free Roaming&lt;br /&gt;
* Nitro Man follower&lt;br /&gt;
* Don't Look Back&lt;br /&gt;
* Cursor Curse&lt;br /&gt;
* All Bouncy Castle&lt;br /&gt;
* Beta Bouncy Castle&lt;br /&gt;
* Mario Mode&lt;br /&gt;
* Flashman85&lt;br /&gt;
* Meme Restoration&lt;br /&gt;
* Inner Apocalypse&lt;br /&gt;
* Ultra MaGMML2&lt;br /&gt;
* Surprise Bosses&lt;br /&gt;
* Green Star Mode&lt;br /&gt;
* MAGMML1 Rush Jet (ironically enough)&lt;br /&gt;
* Music Randomizer&lt;br /&gt;
* Contest Randomizer&lt;br /&gt;
&lt;br /&gt;
In addition, some brand new cheats are featured (however, the &amp;quot;____ Only&amp;quot; cheats are mutually exclusive, and activating one while another is active will turn the previous one off):&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; |Cheat&lt;br /&gt;
!'''Info'''&lt;br /&gt;
!'''Comment'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Double Jump&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Allows you to jump once in midair on top of your regular jump.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Power Orb Pinball&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Amplifies Power Orb's bounce speed and height.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Mega Buster Only&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play the game with only Mega Buster. Levels are modified to accomodate for this.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All weapons except the [[Mega Buster]] are disabled. All [[Destroyable Blocks]] are changed to be weak to the Mega Buster, and platforms are added to spots that require the [[Rush Coil]] or [[Rush Jet]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Metal Blade Only&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play the game with only Metal Blade. Levels are modified to accomodate for this.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All weapons are disabled except the [[Metal Blade]], which has infinite ammo. All [[Destroyable Blocks]] are changed to be weak to the Metal Blade, platforms are added to spots that require the [[Rush Coil]] or [[Rush Jet]], [[Neon Gravity Switch]]es are automatically destroyed, and bosses that are normally immune to the Metal Blade take 1 point of damage instead.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Gemini Laser Only&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play the game with only Gemini Laser. Levels are modified to accomodate for this.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All weapons are disabled except the [[Gemini Laser]], which has infinite ammo. All [[Destroyable Blocks]] are changed to be weak to the Gemini Laser, platforms are added to spots that require the [[Rush Coil]] or [[Rush Jet]], [[Neon Gravity Switch]]es are automatically destroyed, and bosses that are normally immune to the Gemini Laser take 1 point of damage instead.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Solar Blaze Only&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play the game with only Solar Blaze. Levels are modified to accomodate for this.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All weapons are disabled except the [[Solar Blaze]], which has infinite ammo. All [[Destroyable Blocks]] are changed to be weak to the Solar Blaze, platforms are added to spots that require the [[Rush Coil]] or [[Rush Jet]], [[Neon Gravity Switch]]es are automatically destroyed, and bosses that are normally immune to the Solar Blaze take 1 point of damage instead.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Top Spin Only&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play the game with only Top Spin. Levels are modified to accomodate for this.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All weapons are disabled except the [[Top Spin]], which has infinite ammo. All [[Destroyable Blocks]] are changed to be weak to the Top Spin, platforms are added to spots that require the [[Rush Coil]] or [[Rush Jet]] (as well as the fights against [[The Moon]], [[Gravity Machine]], and [[Neon Glass Birdo on a Guts Lift]]), [[Neon Gravity Switch]]es are automatically destroyed, and bosses that are normally immune to the Top Spin take 1 point of damage instead.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Thunder Wool Only&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play the game with only Thunder Wool. Levels are modified to accomodate for this.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All weapons are disabled except the [[Thunder Wool]], which has infinite ammo. All [[Destroyable Blocks]] are changed to be weak to the Thunder Wool, platforms are added to spots that require the [[Rush Coil]] or [[Rush Jet]], [[Neon Gravity Switch]]es are automatically destroyed, and bosses that are normally immune to the Thunder Wool take 1 point of damage instead.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Pharaoh Shot Only&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play the game with only Pharaoh Shot. Levels are modified to accomodate for this.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All weapons are disabled except the [[Pharaoh Shot]], which has infinite ammo. All [[Destroyable Blocks]] are changed to be weak to the Pharaoh Shot, platforms are added to spots that require the [[Rush Coil]] or [[Rush Jet]], and [[Neon Gravity Switch]]es are automatically destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |B. Hole Bomb Only&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play the game with only Black Hole Bomb. Levels are modified to accomodate for this.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All weapons are disabled except the [[Black Hole Bomb]], which has infinite ammo. All [[Destroyable Blocks]] are changed to be weak to the Black Hole Bomb, platforms are added to spots that require the [[Rush Coil]] or [[Rush Jet]], [[Neon Gravity Switch]]es are automatically destroyed, and bosses that are normally immune to the Black Hole Bomb take 1 point of damage instead.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Magic Card Only&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play the game with only Magic Card. Levels are modified to accomodate for this..&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All weapons are disabled except the [[Magic Card]], which has infinite ammo. All [[Destroyable Blocks]] are changed to be weak to the Magic Card, platforms are added to spots that require the [[Rush Coil]] or [[Rush Jet]], [[Neon Gravity Switch]]es are automatically destroyed, and bosses that are normally immune to the Magic Card take 1 point of damage instead.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Power Orb Only&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Play the game with only Power Orb. Levels are modified to accomodate for this.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |All weapons are disabled except the [[Power Orb]], which has infinite ammo. All [[Destroyable Blocks]] are changed to be weak to the Power Orb (this is the only way such blocks can appear during gameplay), platforms are added to spots that require the [[Rush Coil]] or [[Rush Jet]] (as well as the fights against [[The Moon]], [[Gravity Machine]], and [[Neon Glass Birdo on a Guts Lift]]), [[Neon Gravity Switch]]es are automatically destroyed, and bosses that are normally immune to the Power Orb take 1 point of damage instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==''Make a Good 48 Hour Mega Man Level''==&lt;br /&gt;
The following cheats from previous games are retained:&lt;br /&gt;
&lt;br /&gt;
* Invincibility&lt;br /&gt;
* Infinite Ammo&lt;br /&gt;
* Double Jump &lt;br /&gt;
* Burst Chaser &lt;br /&gt;
* Air Sliding&lt;br /&gt;
* Moonwalking&lt;br /&gt;
* Low Gravity&lt;br /&gt;
* High Gravity&lt;br /&gt;
* Instadeath Mode&lt;br /&gt;
* No I-Frames&lt;br /&gt;
* No Boss I-Frames&lt;br /&gt;
* Invisible Player&lt;br /&gt;
* Hidden Healthbars&lt;br /&gt;
* Crazy Drop Rate&lt;br /&gt;
* Lingering Weapons&lt;br /&gt;
* Huge Weapons&lt;br /&gt;
* Gravity Flipping - Now uses Jump Button in mid air.&lt;br /&gt;
* Boss Explosions&lt;br /&gt;
* Hyper Knockback&lt;br /&gt;
* The Floor Is Lava&lt;br /&gt;
* Proto Man Mode&lt;br /&gt;
* Bass Mode&lt;br /&gt;
&lt;br /&gt;
In addition, some new cheats are featured.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; |Cheat&lt;br /&gt;
!'''Info'''&lt;br /&gt;
!'''Comment'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |No Bullet Limits&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Any limits on the number of player bullets onscreen will be completely removed.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Cosmic Comet&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |A Cosmic Comet has spewed out from the depths of Null and Void, and is circling the cruise ship!&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |The player will be followed in each room by trailing copies that imitate their exact actions and cause damage on contact, like the [[Trailing Zero]]s from [[Make a Good Mega Man Level: Episode Zero|Episode Zero]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Wacko Comet&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |A Spark Devil will aggressively pursue you from the left side of the screen.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |A [[Spark Devil]] from [[Make a Good Mega Man Level: Episode Zero|Episode Zero]] will constantly spawn on the left side of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Boost Mode -E-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Most enemies will move at double speed.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Boost Mode -G-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Most gimmicks will move at double speed.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Tamp Gets Noticed&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |A lonely Tamp will follow you constantly, trying to give you hugs of pain.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |An invincible [[Tamp]] will appear to follow the player in all levels. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Mirror Mode&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Flip your entire screen! Your controls will be flipped to compensate. (Note: Will also flip text. To turn this off mid-gameplay, press CTRL+M)&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]][[Category:Make a Good Mega Man Level Remastered]]&lt;/div&gt;</summary>
		<author><name>NARFNra</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Skip_Teleporter&amp;diff=18569</id>
		<title>Skip Teleporter</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Skip_Teleporter&amp;diff=18569"/>
				<updated>2021-09-15T05:43:17Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: Added images, corrected ordnance spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MaGMML2-SkipTeleporter.png|frame|right|A Skip Teleporter at the beginning of [[Yggdrasil]].]]&lt;br /&gt;
{{quote|However, some levels were deemed too unreasonable to complete, and have been made skippable via Green Teleporters.|Sign; introducing the player to ''MaGMML2'' in general|}}&lt;br /&gt;
'''Skip Teleporters''' are a feature in the ''Make a Good Mega Man Level'' series, which allow the player to skip certain difficult or problematic stages. Skip Teleporters are characterised by a green-coloured teleporter located near the level's starting point, with particle effects emitting from its entrance and a floating 'Skip' text above it. Taking the teleporter leads the player into a separate room containing all of the level's [[Energy Element]]s, and if applicable, other collectables, such as [[Noble Nickel]]s. However, using a Skip Teleporter will not give the No Damage achievement for the Tier, and leaderboard times will not be able to be submitted.&lt;br /&gt;
&lt;br /&gt;
==Skippable Levels==&lt;br /&gt;
===''Make a Good Mega Man Level''===&lt;br /&gt;
In the original ''[[Make a Good Mega Man Level]]'', only one level, [[City War]], was made skippable. Instead of a Skip Teleporter leading to a separate room, a duplicate of the Energy Element is simply placed next to the starting point.&lt;br /&gt;
&lt;br /&gt;
In the remake, ''[[Make a Good Mega Man Level Remastered]]'', more levels have been made skippable, and unlike in the original, all skippable levels have Skip Teleporters. &lt;br /&gt;
The following stages are skippable:&lt;br /&gt;
*[[City War]]&lt;br /&gt;
*[[The Quickening]]&lt;br /&gt;
*[[Maze of Death]]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:MaGMML1R-CityWarSkip.png|frame|none|[[City War]] skip room.]]&lt;br /&gt;
| [[File:MaGMML1R-TheQuickeningSkip.png|frame|none|[[The Quickening]] skip room.]]&lt;br /&gt;
| [[File:MaGMML1R-MazeOfDeathSkip.png|frame|none|[[Maze of Death]] skip room.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==='' Make a Good Mega Man Level 2''===&lt;br /&gt;
The following stages are skippable:&lt;br /&gt;
*[[Snow Man]]&lt;br /&gt;
*[[Cardinal Man]]&lt;br /&gt;
*[[Airflow Hubble]]&lt;br /&gt;
*[[Yggdrasil]]&lt;br /&gt;
*[[Chomp Man (stage)|Chomp Man]]&lt;br /&gt;
*[[SMB3]]&lt;br /&gt;
*[[MegaLondo]]&lt;br /&gt;
*[[Forgotten Fortress]]&lt;br /&gt;
*[[Neon Man (stage)|Neon Man]]&lt;br /&gt;
*[[Orbital Station]]&lt;br /&gt;
*[[Poorly Named Level]]&lt;br /&gt;
*[[Sector Upsilon 6]]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:MaGMML2-SnowManSkip.png|frame|none|[[Snow Man]] skip room.]]&lt;br /&gt;
| [[File:MaGMML2-CardinalManSkip.png|frame|none|[[Cardinal Man]] skip room.]]&lt;br /&gt;
| [[File:MaGMML2-AirflowHubbleSkip.png|frame|none|[[Airflow Hubble]] skip room.]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MaGMML2-YggdrasilSkip.png|frame|none|[[Yggdrasil]] skip room.]]&lt;br /&gt;
| [[File:MaGMML2-ChompManSkip.png|frame|none|[[Chomp Man (stage)|Chomp Man]] skip room.]]&lt;br /&gt;
| [[File:MaGMML2-SMB3Skip.png|frame|none|[[SMB3]] skip room.]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MaGMML2-MegaLondoSkip.png|frame|none|[[MegaLondo]] skip room.]]&lt;br /&gt;
| [[File:MaGMML2-ForgottenFortressSkip.png|frame|none|[[Forgotten Fortress]] skip room.]]&lt;br /&gt;
| [[File:MaGMML2-NeonManSkip.png|frame|none|[[Neon Man (stage)|Neon Man]] skip room.]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MaGMML2-OrbitalStationSkip.png|frame|none|[[Orbital Station]] skip room.]]&lt;br /&gt;
| [[File:MaGMML2-PoorlyNamedLevelSkip.png|frame|none|[[Poorly Named Level]] skip room.]]&lt;br /&gt;
| [[File:MaGMML2-SectorUpsilon6Skip.png|frame|none|[[Sector Upsilon 6]] skip room.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===''Make a Good 48 Hour Mega Man Level''===&lt;br /&gt;
The following stages are skippable:&lt;br /&gt;
*[[Ordnance With Lyrics]]&lt;br /&gt;
*[[GraviMan INC.]]&lt;br /&gt;
*[[Perilous Mountain]]&lt;br /&gt;
*[[Robot Recycling Center]]&lt;br /&gt;
*[[Hopping High Above Danger]]&lt;br /&gt;
*[[Forest Castle]]&lt;br /&gt;
*[[Megatroid]]&lt;br /&gt;
*[[Down the Drain]]&lt;br /&gt;
*[[Cosmological Factory]]&lt;br /&gt;
*[[Through the Crabacombs]]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:MAG48HMML-OrdnanceWithLyricsSkip.png|frame|none|[[Ordnance With Lyrics]] skip room.]]&lt;br /&gt;
| [[File:MAG48HMML-GraviManINCSkip.png|frame|none|[[GraviMan INC.]] skip room.]]&lt;br /&gt;
| [[File:MAG48HMML-PerilousMountainSkip.png|frame|none|[[Perilous Mountain]] skip room.]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MAG48HMML-RobotRecyclingCenterSkip.png|frame|none|[[Robot Recycling Center]] skip room.]]&lt;br /&gt;
| [[File:MAG48HMML-HoppingHighAboveDangerSkip.png|frame|none|[[Hopping High Above Danger]] skip room.]]&lt;br /&gt;
| [[File:MAG48HMML-ForestCastleSkip.png|frame|none|[[Forest Castle]] skip room.]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MAG48HMML-MegatroidSkip.png|frame|none|[[Megatroid]] skip room.]]&lt;br /&gt;
| [[File:MAG48HMML-DowntheDrainSkip.png|frame|none|[[Down the Drain]] skip room.]]&lt;br /&gt;
| [[File:MAG48HMML-CosmologicalFactorySkip.png|frame|none|[[Cosmological Factory]] skip room.]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MAG48HMML-ThroughTheCrabacombsSkip.png|frame|none|[[Through the Crabacombs]] skip room.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The skip rooms of [[Snow Man]] and [[Ordinance With Lyrics]] are the only skip rooms to contain enemies (one [[Mag Fly]] and two [[Dada]]s, respectively).&lt;br /&gt;
* [[Neon Man (stage)|Neon Man]] and [[Sector Upsilon 6]] were originally not skippable during ''MaGMML2'''s initial results streams by [[Flashman85]]; they were made skippable later on in development due to the former's potential for health issues and the latter's extreme length.&lt;br /&gt;
* A Skip Teleporter also appears near the beginning of the [[Tier X (MaGMML2)|Tier X]] level [[Swiss Hotel]]; however, the design of the level makes it impossible to reach. This is a reference to the original Swiss Hotel from ''VLDC9'', which featured a skip door which, while accessible, was very easily missed.&lt;br /&gt;
** Using Super Mode to clip through the platforms at the beginning of the section reveals that the Skip Teleporter is non-functional and lacks collision.&lt;br /&gt;
* Green teleporters, sans the floating 'Skip' text, also appear in [[Null and Void (MaGMML2)|Null and Void]] throughout the lobby areas; but they only allow the player to jump to an already unlocked floor instead of skipping the level altogether.&lt;br /&gt;
[[File:MaGMML2-InnerApocalypseSkip.png|frame|right|IT'S A TRAP!!]]&lt;br /&gt;
* If the [[Cheat Mode|Inner Apocalypse cheat]] is enabled, a Skip Teleporter appears at the beginning of the modified [[Inner Sanctum]] stage. However, it is fake; instead of taking the player to the level's Energy Element and Noble Nickels, it simply takes them to an inescapable room full of spikes.&lt;br /&gt;
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		<author><name>NARFNra</name></author>	</entry>

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		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-MegatroidSkip.png&amp;diff=18568</id>
		<title>File:MaG48HMML-MegatroidSkip.png</title>
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				<updated>2021-09-15T05:37:41Z</updated>
		
		<summary type="html">&lt;p&gt;NARFNra: &lt;/p&gt;
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