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		<id>http://magmmlcontest.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Reflux</id>
		<title>Make a Good Mega Man Level Contest - User contributions [en]</title>
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		<updated>2026-06-20T18:17:17Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Skip_Teleporter&amp;diff=22153</id>
		<title>Skip Teleporter</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Skip_Teleporter&amp;diff=22153"/>
				<updated>2024-06-24T19:26:44Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: /* Make a Good Mega Man Level 3 */&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 &amp;quot;Skip&amp;quot; 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;
*[[Ordinance 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-OrdinanceWithLyricsSkip.png|thumb|256px|none|[[Ordinance With Lyrics]] skip room.]]&lt;br /&gt;
| [[File:MaG48HMML-GraviManINCSkip.png|thumb|256px|none|[[GraviMan INC.]] skip room.]]&lt;br /&gt;
| [[File:MaG48HMML-PerilousMountainSkip.png|thumb|256px|none|[[Perilous Mountain]] skip room.]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MaG48HMML-RobotRecyclingCenterSkip.png|thumb|256px|none|[[Robot Recycling Center]] skip room.]]&lt;br /&gt;
| [[File:MaG48HMML-HoppingHighAboveDangerSkip.png|thumb|256px|none|[[Hopping High Above Danger]] skip room.]]&lt;br /&gt;
| [[File:MaG48HMML-ForestCastleSkip.png|thumb|256px|none|[[Forest Castle]] skip room.]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MaG48HMML-MegatroidSkip.png|thumb|256px|none|[[Megatroid]] skip room.]]&lt;br /&gt;
| [[File:MaG48HMML-DowntheDrainSkip.png|thumb|256px|none|[[Down the Drain]] skip room.]]&lt;br /&gt;
| [[File:MaG48HMML-CosmologicalFactorySkip.png|thumb|256px|none|[[Cosmological Factory]] skip room.]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MaG48HMML-ThroughTheCrabacombsSkip.png|thumb|256px|none|[[Through the Crabacombs]] skip room.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===''Make a Good Mega Man Level 3''===&lt;br /&gt;
The following stages are skippable:&lt;br /&gt;
* [[X6Meme]]&lt;br /&gt;
* [[Temple of Light and Dark]]&lt;br /&gt;
* [[Wilys Redemption]]&lt;br /&gt;
* [[Hunter Tower]]&lt;br /&gt;
* [[Disobedience of Superior Machines]]&lt;br /&gt;
* [[Revenge of Tricastle]]&lt;br /&gt;
* [[The Return of Veteran Z]]&lt;br /&gt;
* [[Creatively Named Level]]&lt;br /&gt;
* [[House of Fun]]&lt;br /&gt;
* [[ArcaneMan -Chaos Tower- (CERN HQ Remains)]]&lt;br /&gt;
* [[Radium Man]]&lt;br /&gt;
* [[Top Man 2: Spin or Go Home]]&lt;br /&gt;
* [[Bakery Man]]&lt;br /&gt;
* [[Froggy Gravity]]&lt;br /&gt;
* [[Water Level? Ice Level?]]&lt;br /&gt;
* [[Stalling for Time]]&lt;br /&gt;
* [[Identity Man]]&lt;br /&gt;
* [[Fairly Unfocused Newcomer's Bosses And Gimmicks Stage]]&lt;br /&gt;
* [[Solar Inferno]]&lt;br /&gt;
* [[Worthless Man]]&lt;br /&gt;
* [[Mirror Woman]]&lt;br /&gt;
* [[The Stormscraper]]&lt;br /&gt;
* [[Foo Man]]&lt;br /&gt;
* [[Thermal Tundra]]&lt;br /&gt;
* [[Wily Rooms of Weapons]]&lt;br /&gt;
* [[Evil Energy Facility]]&lt;br /&gt;
&lt;br /&gt;
Additionally, the following stages have blue skip teleporters, which contain only the Trickster Tokens and ''not'' the level's Energy Element(s):&lt;br /&gt;
* [[Assault Hunt]]&lt;br /&gt;
* [[Cursed Darkness]]&lt;br /&gt;
* [[Alpine Weather Institute]]&lt;br /&gt;
&lt;br /&gt;
==== Skip Teleporter NPCs ====&lt;br /&gt;
Levels with skip teleporters have one or more NPCs in the skip room to explain why a level is skippable. &lt;br /&gt;
* [[Motion Sickness Man]]: Like his role in ''MaGMML2'', he warns players of gimmicks that may cause eye strain or motion sickness. Levels that feature warnings from him will start the player in the skip room and not let them play the level until they read his explanation, and there will usually also be a side room that allows them to see what the gimmick looks like in advance.&lt;br /&gt;
* Fragile Man: Warns of levels that are very difficult in general.&lt;br /&gt;
* Itch Man: Warns of tokens that are very difficult to collect.&lt;br /&gt;
* Can't Find My Keys, Man: Warns of levels that are very long and/or hard to figure out.&lt;br /&gt;
* Multi Man (and Multi Man Mini): Warns of levels that have glitches or functional issues that make the level more difficult than intended.&lt;br /&gt;
* Bukinashi Man: Warns of features in levels that promise something that they cannot deliver on, like costume unlocks.&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 &amp;quot;Skip&amp;quot; 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;
* A pseudo-Skip Teleporter is present in the ''[[Make a Good Mega Man Level: Episode Zero]]'' level [[Stormy Spire]], as a homage to Airflow Hubble (which it is loosely based on). It merely skips to the level's central hub rather than a skip room, and is only useable after clearing the level once before.&lt;br /&gt;
* Prior to v1.1 of ''MaG48HMML'', Skip Teleporters in that game reused their graphics from ''MaGMML2''.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
{{MagMML3}}&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Skip_Teleporter&amp;diff=22152</id>
		<title>Skip Teleporter</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Skip_Teleporter&amp;diff=22152"/>
				<updated>2024-06-24T19:10:15Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: &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 &amp;quot;Skip&amp;quot; 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;
*[[Ordinance 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-OrdinanceWithLyricsSkip.png|thumb|256px|none|[[Ordinance With Lyrics]] skip room.]]&lt;br /&gt;
| [[File:MaG48HMML-GraviManINCSkip.png|thumb|256px|none|[[GraviMan INC.]] skip room.]]&lt;br /&gt;
| [[File:MaG48HMML-PerilousMountainSkip.png|thumb|256px|none|[[Perilous Mountain]] skip room.]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MaG48HMML-RobotRecyclingCenterSkip.png|thumb|256px|none|[[Robot Recycling Center]] skip room.]]&lt;br /&gt;
| [[File:MaG48HMML-HoppingHighAboveDangerSkip.png|thumb|256px|none|[[Hopping High Above Danger]] skip room.]]&lt;br /&gt;
| [[File:MaG48HMML-ForestCastleSkip.png|thumb|256px|none|[[Forest Castle]] skip room.]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MaG48HMML-MegatroidSkip.png|thumb|256px|none|[[Megatroid]] skip room.]]&lt;br /&gt;
| [[File:MaG48HMML-DowntheDrainSkip.png|thumb|256px|none|[[Down the Drain]] skip room.]]&lt;br /&gt;
| [[File:MaG48HMML-CosmologicalFactorySkip.png|thumb|256px|none|[[Cosmological Factory]] skip room.]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MaG48HMML-ThroughTheCrabacombsSkip.png|thumb|256px|none|[[Through the Crabacombs]] skip room.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===''Make a Good Mega Man Level 3''===&lt;br /&gt;
Levels with skip teleporters now have one or more NPCs (from among [[Motion Sickness Man]], Itch Man, Fragile Man, Can't Find My Keys, Man, Multi Man, and Bukinashi Man) in the skip room to explain why a level is skippable. Levels with motion sickness warnings will start the player in the skip room, and require the player to read Motion Sickness Man's explanation before they can play the level.&lt;br /&gt;
&lt;br /&gt;
The following stages are skippable:&lt;br /&gt;
* [[X6Meme]]&lt;br /&gt;
* [[Temple of Light and Dark]]&lt;br /&gt;
* [[Wilys Redemption]]&lt;br /&gt;
* [[Hunter Tower]]&lt;br /&gt;
* [[Disobedience of Superior Machines]]&lt;br /&gt;
* [[Revenge of Tricastle]]&lt;br /&gt;
* [[The Return of Veteran Z]]&lt;br /&gt;
* [[Creatively Named Level]]&lt;br /&gt;
* [[House of Fun]]&lt;br /&gt;
* [[ArcaneMan -Chaos Tower- (CERN HQ Remains)]]&lt;br /&gt;
* [[Radium Man]]&lt;br /&gt;
* [[Top Man 2: Spin or Go Home]]&lt;br /&gt;
* [[Bakery Man]]&lt;br /&gt;
* [[Froggy Gravity]]&lt;br /&gt;
* [[Water Level? Ice Level?]]&lt;br /&gt;
* [[Stalling for Time]]&lt;br /&gt;
* [[Identity Man]]&lt;br /&gt;
* [[Fairly Unfocused Newcomer's Bosses And Gimmicks Stage]]&lt;br /&gt;
* [[Solar Inferno]]&lt;br /&gt;
* [[Worthless Man]]&lt;br /&gt;
* [[Mirror Woman]]&lt;br /&gt;
* [[The Stormscraper]]&lt;br /&gt;
* [[Foo Man]]&lt;br /&gt;
* [[Thermal Tundra]]&lt;br /&gt;
* [[Wily Rooms of Weapons]]&lt;br /&gt;
* [[Evil Energy Facility]]&lt;br /&gt;
&lt;br /&gt;
Additionally, the following stages have blue skip teleporters, which contain only the Trickster Tokens and ''not'' the level's Energy Element(s):&lt;br /&gt;
* [[Assault Hunt]]&lt;br /&gt;
* [[Cursed Darkness]]&lt;br /&gt;
* [[Alpine Weather Institute]]&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 &amp;quot;Skip&amp;quot; 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;
* A pseudo-Skip Teleporter is present in the ''[[Make a Good Mega Man Level: Episode Zero]]'' level [[Stormy Spire]], as a homage to Airflow Hubble (which it is loosely based on). It merely skips to the level's central hub rather than a skip room, and is only useable after clearing the level once before.&lt;br /&gt;
* Prior to v1.1 of ''MaG48HMML'', Skip Teleporters in that game reused their graphics from ''MaGMML2''.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
{{MagMML3}}&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Skip_Teleporter&amp;diff=22151</id>
		<title>Skip Teleporter</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Skip_Teleporter&amp;diff=22151"/>
				<updated>2024-06-24T19:03:59Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: /* Make a Good Mega Man Level 3 */&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 &amp;quot;Skip&amp;quot; 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;
*[[Ordinance 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-OrdinanceWithLyricsSkip.png|thumb|256px|none|[[Ordinance With Lyrics]] skip room.]]&lt;br /&gt;
| [[File:MaG48HMML-GraviManINCSkip.png|thumb|256px|none|[[GraviMan INC.]] skip room.]]&lt;br /&gt;
| [[File:MaG48HMML-PerilousMountainSkip.png|thumb|256px|none|[[Perilous Mountain]] skip room.]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MaG48HMML-RobotRecyclingCenterSkip.png|thumb|256px|none|[[Robot Recycling Center]] skip room.]]&lt;br /&gt;
| [[File:MaG48HMML-HoppingHighAboveDangerSkip.png|thumb|256px|none|[[Hopping High Above Danger]] skip room.]]&lt;br /&gt;
| [[File:MaG48HMML-ForestCastleSkip.png|thumb|256px|none|[[Forest Castle]] skip room.]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MaG48HMML-MegatroidSkip.png|thumb|256px|none|[[Megatroid]] skip room.]]&lt;br /&gt;
| [[File:MaG48HMML-DowntheDrainSkip.png|thumb|256px|none|[[Down the Drain]] skip room.]]&lt;br /&gt;
| [[File:MaG48HMML-CosmologicalFactorySkip.png|thumb|256px|none|[[Cosmological Factory]] skip room.]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MaG48HMML-ThroughTheCrabacombsSkip.png|thumb|256px|none|[[Through the Crabacombs]] skip room.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===''Make a Good Mega Man Level 3''===&lt;br /&gt;
The following stages are skippable:&lt;br /&gt;
* [[X6Meme]]&lt;br /&gt;
* [[Temple of Light and Dark]]&lt;br /&gt;
* [[Wilys Redemption]]&lt;br /&gt;
* [[Hunter Tower]]&lt;br /&gt;
* [[Disobedience of Superior Machines]]&lt;br /&gt;
* [[Revenge of Tricastle]]&lt;br /&gt;
* [[The Return of Veteran Z]]&lt;br /&gt;
* [[Creatively Named Level]]&lt;br /&gt;
* [[House of Fun]]&lt;br /&gt;
* [[ArcaneMan -Chaos Tower- (CERN HQ Remains)]]&lt;br /&gt;
* [[Radium Man]]&lt;br /&gt;
* [[Top Man 2: Spin or Go Home]]&lt;br /&gt;
* [[Bakery Man]]&lt;br /&gt;
* [[Froggy Gravity]]&lt;br /&gt;
* [[Water Level? Ice Level?]]&lt;br /&gt;
* [[Stalling for Time]]&lt;br /&gt;
* [[Identity Man]]&lt;br /&gt;
* [[Fairly Unfocused Newcomer's Bosses And Gimmicks Stage]]&lt;br /&gt;
* [[Solar Inferno]]&lt;br /&gt;
* [[Worthless Man]]&lt;br /&gt;
* [[Mirror Woman]]&lt;br /&gt;
* [[The Stormscraper]]&lt;br /&gt;
* [[Foo Man]]&lt;br /&gt;
* [[Thermal Tundra]]&lt;br /&gt;
* [[Wily Rooms of Weapons]]&lt;br /&gt;
* [[Evil Energy Facility]]&lt;br /&gt;
&lt;br /&gt;
Additionally, the following stages have blue skip teleporters, which contain only the Trickster Tokens and ''not'' the level's Energy Element(s):&lt;br /&gt;
* [[Assault Hunt]]&lt;br /&gt;
* [[Cursed Darkness]]&lt;br /&gt;
* [[Alpine Weather Institute]]&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 &amp;quot;Skip&amp;quot; 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;
* A pseudo-Skip Teleporter is present in the ''[[Make a Good Mega Man Level: Episode Zero]]'' level [[Stormy Spire]], as a homage to Airflow Hubble (which it is loosely based on). It merely skips to the level's central hub rather than a skip room, and is only useable after clearing the level once before.&lt;br /&gt;
* Prior to v1.1 of ''MaG48HMML'', Skip Teleporters in that game reused their graphics from ''MaGMML2''.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
{{MagMML3}}&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Just_a_Judge_Level&amp;diff=21833</id>
		<title>Just a Judge Level</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Just_a_Judge_Level&amp;diff=21833"/>
				<updated>2024-06-21T02:35:05Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelInfoAlt&lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Just a Judge Level&lt;br /&gt;
|image=[[File:JustAJudgeLevel.png]]&lt;br /&gt;
|caption=Not quite living up to its name this time.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]'' (Pending)&lt;br /&gt;
|creator=[[Pachy]]&lt;br /&gt;
|composer=NKZ (original music)&amp;lt;br&amp;gt;40nix (covers)&amp;lt;br&amp;gt;[[CosmicGem]]&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=2&lt;br /&gt;
|collectables=4 [[Noble Nickel]]s&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Bamboo Robbit]]&lt;br /&gt;
*[[Jamacy]]&lt;br /&gt;
*[[Mini Robbit]]&lt;br /&gt;
*[[Ninja Robbit]]&lt;br /&gt;
*[[Robo-Rabbit]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Fake Nickel]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Usagi Woman]]&lt;br /&gt;
*[[Hyper Plant Man]]&lt;br /&gt;
|music='''Stage:''' Mega Mari 8-bit Remix - Eirin's Stage&amp;lt;br&amp;gt;'''Boss:''' Mega Mari 8-bit Remix - Boss Theme&amp;lt;br&amp;gt;'''Secret Boss:''' MaGMML2 - Boss Theme&lt;br /&gt;
|location=N/A&lt;br /&gt;
}}&lt;br /&gt;
{{quote|i hope i become judge|Pachy|Over-confident Level Creator}}&lt;br /&gt;
'''Just a Judge Level''' is the level [[Pachy]] submitted during the second stage of the ''MaGMML3'' judge application process. It's just a judge level. It's also bamboo and rabbit themed, having taken inspiration from the doujin game ''New Super Marisa Land''.&lt;br /&gt;
&lt;br /&gt;
It also appears as a bonus level in ''[[Make a Good Mega Man Level 3]]'', accessible from [[Tier 3 (MaGMML3)|Tier 3]].&lt;br /&gt;
==Strategy==&lt;br /&gt;
Don't die.&lt;br /&gt;
&lt;br /&gt;
Alternatively, [https://www.youtube.com/watch?v=vL3HSR7mpZI a video playthrough here].&lt;br /&gt;
&lt;br /&gt;
==[[Noble Nickel]] Locations==&lt;br /&gt;
*At the start of the stage, head left. You'll be greeted by Pachy and the first Nickel above her.&lt;br /&gt;
*After the first checkpoint, climb the ladder into the upper portion where you need to make a few well-timed jumps over the [[Bamboo Robbit]]s. The second Nickel awaits at the end of the section.&lt;br /&gt;
*In the room before the second checkpoint with the [[Robo-Rabbit]] and the [[Jamacy]] spawner, head left into the sliding path. Make your way through the retracting Bamboo traps to the third Nickel.&lt;br /&gt;
*At the second checkpoint room, climb all the way up the ladder. The fourth Nickel is right there up for grabbing.&lt;br /&gt;
&lt;br /&gt;
==Secrets/Easter Eggs==&lt;br /&gt;
*At the room with the [[Ninja Robbit]] and two Jamacy spawners, use [[Wheel Cutter]] at the end of the sliding path to climb up to the ledge behind the stairs. You'll be teleported to [[Plant Man|Hyper Plant Man]]'s chamber.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The presence of the [[Fake Nickel]], and the means to reach it (via climbing a semi-invisible ladder) is due to the infamous invisible ladder Nickel in Pachy's ''[[Make a Good Mega Man Level 2]]'' entry, [[Just an Ice Level]].&lt;br /&gt;
*Hyper Plant Man was made because he was the placeholder for [[Usagi Woman]] before her sprites were made. The ridiculous nature of his health and attacks is meant to be a spoof at the concept of superbosses in ''MaGMML2''.&lt;br /&gt;
&lt;br /&gt;
[[Category:Make a Good Mega Man Level 3 Judge Application Levels]][[Category:Stage 2 (MaGMML3 Judge Application Levels)]][[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Cut_Content&amp;diff=9752</id>
		<title>Cut Content</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Cut_Content&amp;diff=9752"/>
				<updated>2019-02-18T06:35:28Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: /* Individual Stages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating video games is a long and hard process, and some things are bound to end up being left on the cutting room floor, especially when there's a deadline to be met. Make A Good Mega Man Level series is no exception, and many things had to be cut for time.&lt;br /&gt;
&lt;br /&gt;
== ''[[Make a Good Mega Man Level]]'' ==&lt;br /&gt;
&lt;br /&gt;
=== Individual Stages ===&lt;br /&gt;
* [[Citadel Basement]] was planned to have a boss called &amp;quot;Rail Hunter&amp;quot;. This had to be scrapped due to time.&lt;br /&gt;
* [[Napalm Forest and Caves]] was planned to include a modified [[Napalm Man]] fight, which was scrapped due to time constraints. Napalm Man would eventually be implemented as a boss in Thoron's MaGMML2 entry, [[Conveyor Mayhem]].&lt;br /&gt;
&lt;br /&gt;
=== Unfinished Stages ===&lt;br /&gt;
* Dustinvgmaster1 had plans to enter a stage called [https://www.youtube.com/watch?v=4ax6X8WOOxI Eclipse Woman], but the stage was ultimately scrapped due to lack of time and motivation.&lt;br /&gt;
&lt;br /&gt;
== ''[[Make a Good Mega Man Level 2]]'' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Differences between results stream and public release===&lt;br /&gt;
On May of 2017 [[Flashman85]] was given an incomplete version of the game in order to announce the results and show off the levels via livestream. This incomplete version resembled the completed version for the most part, but still had a lot of noticeable differences. &lt;br /&gt;
&lt;br /&gt;
Content not in the results stream but added afterwards (such as the Clown Man NPC) should not be noted on this page. This is cut content, not added content.&lt;br /&gt;
&lt;br /&gt;
*The [[The Scorching Duo|Scorching Duo]] fought at the end of [[Tier 4 (MaGMML2)|Tier 4]] consisted of the Scorch Man from ''Mega Man Eternal'', as well as the one from ''Mega Man Sunrise''. Furthermore, two other Robot Masters from Mega Man Eternal appeared as NPCs. Jolt Man could be found in [[Chateau Chevaleresque]] while Illusion Man could be found in [[Tier 5 (MaGMML2)|Tier 5]]. Following objections from ''Eternal'''s creator, that game's Scorch Man was replaced with Scorch Man from ''Zook Hero Z'', Jolt Man was replaced with Storm Man from ''Mega Man: The Dark Resistence'', and Illusion Man was replaced with Magnet Man from ''[[Mega Man 3]]''.&lt;br /&gt;
*The [[Tier 1 (MaGMML2)|Tier 1]] hub was originally based on Jolt Man's stage from ''Mega Man Eternal'', and was colored green. Jolt Man's theme even played before distorting and fading out during the cutscene that plays upon first entering the tier. Again, at the request of ''Eternal'''s creator, the hub's color palate was modified to differentiate it from Jolt Man's stage, and an original composition was added for the cutscene.&lt;br /&gt;
*Bad Scissors Day Cut Man unlocked for giving Knight Man enough Nickels. In the public release, he's unlocked from completing Escape Sequence while Doropie, Hair, Rokko Chan, Mega Man?, and Rockman CX are unlocked from Knight Man.&lt;br /&gt;
*The Mega Buster upgrade costed less. This was changed due it being deemed too powerful for its price at the time.&lt;br /&gt;
*Pepsi Man, instead of being the licensed character, was instead Pepsi Man from ''Mega Man FU: The Dankest Meme''. This was changed later when the devs decided they did not want to reference unreleased fan games. ''Mega Man FU'' was later cancelled.&lt;br /&gt;
&lt;br /&gt;
===Individual Stages ===&lt;br /&gt;
* RedBlupi stated there were a few things he wanted to implement in [[Cyber Man (Stage)|Cyber Man]] but couldn't due to the deadline. He wanted to implement a bonus stage similar to the one in ''Mega Man Final 3'', and he wanted to give [[Cyber Man]] an attack where he turns giant and tries to crush Mega Man with his fists.&lt;br /&gt;
* [[Inner Sanctum]]'s original name was &amp;quot;Throne Gate&amp;quot;. &lt;br /&gt;
** A pink [[Toad Man]] was originally going to be a miniboss in this stage, along with [[Gravity Man]]. It would only be able to be damaged by [[Wheel Cutter]]. This Toad Man can still appear with the Surprise Bosses [[Cheat Mode|cheat]] on. &lt;br /&gt;
* As stated at the end of the level, Shovel Knight was planned to be the boss of [[Shovel Knight|his titular level]]. This wasn't implemented due to the creator &amp;quot;had to prioritize other things in [their] life at the moment&amp;quot;.&lt;br /&gt;
* [[MegaLondo]] was originally conceived as a ''Castlevania'' stage with a Wily Dracula as the boss. Lambda stated that time restraints caused him to scrap that boss and he changed it to a ''Dark Souls'' themed level.&lt;br /&gt;
* [[Bouncy Castle]]'s original name was &amp;quot;Bouncy Calamity&amp;quot; during submission, but it was misnamed after the level was inserted.&lt;br /&gt;
** Additionally, when the level was in development, the bouncing effect used to be constant and more intense instead of occurring in set periods, this was changed as several people became nauseous when an initial beta of the level was offered for testing.&lt;br /&gt;
* [[Coyote Man (stage)|Coyote Man]] was going to have a miniboss called Mega Mizzile. Cheez thought he wouldn't have time to finish it, and so put an &amp;quot;On Strike!&amp;quot; sign in its room. He then had more time than he thought, but liked having the &amp;quot;On Strike!&amp;quot; sign and ultimately did not implement Mega Mizzile.&lt;br /&gt;
* The original version of [[Deep Thoughts]] was ''very'' different than the final product. Some changes include:&lt;br /&gt;
** There was originally a recreation of the boss room from [[Duwang]] directly to the right of the starting room, minus the Curlinger and Brain Break. When entered, Takumi says &amp;quot;[https://www.youtube.com/watch?v=4ezd24krgiQ Deja vu! I feel like I've been here before!]&amp;quot;&lt;br /&gt;
** Some questions were changed considerably. Most notably, the final question in the final version was instead question 14, and required you to answer the question correctly instead of being a fakeout. The original final question was a hexadecimal math question, using teleporters that correspond to letters A through D.&lt;br /&gt;
** [[Color Man]] was originally in the room that [[Sheriff Man]] is fought in the final version.&lt;br /&gt;
** [[Cheat Man|Cheat Man's]] boss arena was originally [[Cream]]'s room from [[Yggdrasil]].&lt;br /&gt;
&lt;br /&gt;
====Other cut content from the game====&lt;br /&gt;
* Originally, [[Match Blast]] was to be themed after Boil Man. While this was changed, the color palette was reused for [[Carry]].&lt;br /&gt;
* There was planned to be a level where you play as [[Alter Man]], called Alter Man's Revenge. This would involve him fighting other Robot Masters and gaining their weapons, which would be how the player would unlock the [[Alternate Weapons|alternate weapons]]. Shinryu scrapped this due to time.&lt;br /&gt;
* Another planned way to unlock the alternate weapon set would be upon completion of the [[The Pit of Pits|Pit of Pits]]. This was deemed too challenging, and the means of unlocking the alternate weapons were ultimately changed to collecting 170 Noble Nickels (the total number of Noble Nickels in the entries). &lt;br /&gt;
* Ryu, Jewel Man, and Nitro Man all almost made it into the final game as costumes, but were cut due to them having either missing or poorly made sprites. Ryu was replaced with Sonic, while Jewel Man and Nitro Man were not included at all.&lt;br /&gt;
* Ran (from Bob &amp;amp; George), Shantae, Model A, Rockman no Constancy, and Duo were all planned to be costumes, though they were scrapped as the game had memory issues with the skin pages, meaning they had to be cut. &lt;br /&gt;
**Though, some of them were made as custom costumes later on by Rbade, Csketch, Fabián, and Boberatu.&lt;br /&gt;
* A Chimerabot combining [[Haunt Man]] with [[Launch Man &amp;amp; Shuttle Man]] was planned, but due to the rushed nature of the Chimerabots, the idea was scrapped due to the code being too complex to figure out in the time that was had. This was replaced with the Chimerabot that combines [[Joe Man]] and [[Bond Man]].&lt;br /&gt;
* Rail Hunter was planned to be a statue boss, though this was scrapped. The statue that would have accessed this boss still remains in the Tier 10 hub.&lt;br /&gt;
* There were a couple of stages in the Pit of Pits that were right out cut, not meeting quality assurance, bugs and other development reasons.&lt;br /&gt;
** 'dracmeister_2' or as stated in room code as 'Tool-Assisted' was cut due to it setting weapons to infinite and carrying over to the rest of the Pit. The stage required the use of utility weapons to proceed.&lt;br /&gt;
** [[JupiHornet]]'s 'da ba dee da ba di' was supposed to be an entirely different stage with an all-blue color scheme (hence the I'm Blue reference in the name), but an earlier version was ported to the game instead.&lt;br /&gt;
&lt;br /&gt;
== ''[[Make a Good 24 Hour Mega Man Level]]'' ==&lt;br /&gt;
&lt;br /&gt;
=== Unfinished stages ===&lt;br /&gt;
* Big Fish, MugMan, and Shinryu all entered the contest and received boxes, but were unable to finish their levels within the time limit. ThatOneEnder also requested and received a second box, but similarly was not able to finish in time.&lt;br /&gt;
&lt;br /&gt;
====Other cut content from the game====&lt;br /&gt;
* No [[Destroyable Blocks]] appear in the game. However, sprites of an unused [[Super Arm]] destroyable block can be found instead of the Slash Claw one if you decompile the game. [[File:DestroyableSuperarmBlock.png]]&lt;br /&gt;
&lt;br /&gt;
[[Category: MaGMML Trivia]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Skeletup_n%27_Pakkajoe&amp;diff=6011</id>
		<title>Skeletup n' Pakkajoe</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Skeletup_n%27_Pakkajoe&amp;diff=6011"/>
				<updated>2018-07-31T23:43:59Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapondata&lt;br /&gt;
|align= right&lt;br /&gt;
|imagebg= #FFFFFF&lt;br /&gt;
|name= [[File:24hicon0.png |left]][[File:SkeletupNPakkaJoeIcon.png |right]]Skeletup n' Pakkajoe&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|boss=&lt;br /&gt;
|eagainst=&lt;br /&gt;
|user= [[Mega Man]]&lt;br /&gt;
|at= &lt;br /&gt;
|cost ='''Make a Good 24 Hour Mega Man Level'''&amp;lt;br&amp;gt;0 units&amp;lt;br&amp;gt;'''Megamix Engine'''&amp;lt;br&amp;gt;1/10 unit&lt;br /&gt;
|capacity ='''Make a Good 24 Hour Mega Man Level'''&amp;lt;br&amp;gt;Infinite uses&amp;lt;br&amp;gt;'''Megamix Engine'''&amp;lt;br&amp;gt;280 uses&lt;br /&gt;
|type= Full-Screen&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|appearances=[[Make a Good 24 Hour Mega Man Level]]&lt;br /&gt;
|sprite=[[File:SkeletupNPakkaJoeWep.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Skeletup n' Pakkajoe''' is an otherworldly being with immense power. This fusion of several interesting enemies is capable of wiping out entire planets. Some consider it to be one of God's many forms, while others see it as merely a false idol swaying people away from the ways of [[Lord Elewoofro]]. Either way, it is on Mega Man's side.&lt;br /&gt;
&lt;br /&gt;
It lends Mega Man its power in the form of a weapon originating from Make a Good 24 Hour Mega Man Level as one of the alternate weapons available after beating the game. It is available in the second alternate weapon set, where it replaces Rush Jet.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good 24 Hour Mega Man Level]]''===&lt;br /&gt;
Skeletup n' Pakkajoe first appeared as an [[Alternate Weapons|alternate weapon]] in Make a Good 24 Hour Mega Man Level, replacing [[Rush Jet]]. When fired, Mega Man will shoot a sprite of the Skeletup n' Pakkajoe, which stretches and spins towards the screen, damaging anything on its way.&lt;br /&gt;
&lt;br /&gt;
===''[[Megamix Engine]]''===&lt;br /&gt;
The behavior of Skeletup n' Pakkajoe is modified in the Megamix version; after Skeletup n' Pakkajoe finishes spinning towards the screen, it explodes into eight more Skeletup n' Pakkajoes. If those sub-projectiles hit an enemy, it explodes (often instantly killing the enemy in the process) and spawns a meme message that drops off the screen. It consumes weapon energy now, costing 1 energy per 10 uses.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The Skeletup n' Pakkajoe sprite consists of a mix of a Skeleton Joe bearing a Sniper Joe shield, on a closed up Pakatto 24 with the bottom part of an Up'n'Down.&lt;br /&gt;
* [[MiniMacro]] was the first to summon this being.&lt;br /&gt;
* The icon for Skeletup n' Pakkajoe is an emote on the MaGMML Discord server, :chuckmagnet_face:. It is a reference to the ''Super Mario World'' romhack ''JUMP'', and more specifically the level &amp;quot;Chuck Magnet&amp;quot;; on rare occasions, the sprite for Chargin' Chuck Jr. would glitch out and become two halves of a Ninji sprite, resembling a face.&lt;br /&gt;
** With the release of the [[Megamix Engine]], the icon was changed to be Skeletup n' Pakkajoe's face.&lt;br /&gt;
* In ''[[Make a Good Mega Man Level 2]]'', once [[Null and Void]] is cleared, four silhouettes of a Skeleton Joe, Up'n'Down, Pakatto 24 and Sniper Joe will appear next to the [[Swiss Hotel]] level teleporter in  [[Tier X (MaGMML2)|Tier X]].&lt;br /&gt;
* Skeletup n' Pakkajoe is the only weapon original to the ''MaGMML'' series to be included in the initial public release of the [[Megamix Engine]].&lt;br /&gt;
{{MaG24HMML}}&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Null_and_Void_(MaGMML2)&amp;diff=5368</id>
		<title>Null and Void (MaGMML2)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Null_and_Void_(MaGMML2)&amp;diff=5368"/>
				<updated>2018-06-29T03:45:37Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: /* 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= Null and Void&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|image= [[File:MaGMML2-TF-Nullandvoid-Entrance.png]]&lt;br /&gt;
|caption= The beginning of the end.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Multiple&lt;br /&gt;
|composer= &amp;quot;???&amp;quot; (hub), various (stages)&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|judge1 = &lt;br /&gt;
|judge2 = &lt;br /&gt;
|judge3 = &lt;br /&gt;
|judge4 = &lt;br /&gt;
|judge5 = &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|totalscore = Unranked&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3 [[Noble Nickel]]s&lt;br /&gt;
|enemies = &lt;br /&gt;
* Again, likely the entire devkit's worth&lt;br /&gt;
|subbosses = [[Volt Man]]&amp;lt;br&amp;gt;[[Twin Cannons]]&amp;lt;br&amp;gt;[[Komuso Man]]&amp;lt;br&amp;gt;[[Napalm Man|Napalm Man MK 2]]&amp;lt;br&amp;gt;[[Fire Man]]&amp;lt;br&amp;gt;[[Stone Butterfly]]&amp;lt;br&amp;gt;[[Copy Hologram]]&amp;lt;br&amp;gt;[[Literally Just a Bee]]&amp;lt;br&amp;gt;[[Disco Ball]]&amp;lt;br&amp;gt;[[Boundin' Crash Man]]&amp;lt;br&amp;gt;[[Die Sign]]&lt;br /&gt;
|bosses = [[Absolute ZERO]]&lt;br /&gt;
|other = &lt;br /&gt;
* True final stage&lt;br /&gt;
|music = Fortress 2 Blue - The Profound (hub), various (stages, with music variety on)&lt;br /&gt;
|location = Tier X&lt;br /&gt;
|previous = &lt;br /&gt;
|next =&lt;br /&gt;
}}&lt;br /&gt;
{{quote|NULL AND VOID|The ready text|setting the mood for the true final stage.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Null and Void is the true final stage in ''''Make a Good Mega Man Level 2''''. Its main design centers around six floors with four rooms each. To descend each floor, one room out of the four presented on that floor must be cleared. Each floor also features a green teleporter that allows them to return to any previously visited floor, even when replaying the stage. The rooms themselves have been created by multiple people, in a manner similar to [[Wily 6]] and the [[Pit of Pits]].&lt;br /&gt;
==Strategy==&lt;br /&gt;
===Floor 1===&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid.png|frame|right]]&lt;br /&gt;
The player starts on this floor, dropping in from above. The floor 1 lobby has no basic gimmick.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Renhoek]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Renhoek-1.png|frame|left]]&lt;br /&gt;
''Theme Song: Stage 12 (Free Song) ([[Elec Dam]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This room is a recreation of [[Volt Man]]'s stage from the ''Mega Man'' DOS game, and features him as a sub-boss at the end.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[CosmicGem]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-CosmicGem.png|frame|right]]&lt;br /&gt;
''Theme Song: Mega Man Final 3 - Cyber Man ([[Cyber Man]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is a simple platforming stage utilizing several enemies from Tier 10 stages. At 11 screens, it is the shortest level in Null and Void.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[MiniMacro]], [[Entity1037]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-MiniMacroEntity1037.png|frame|left]]&lt;br /&gt;
''Theme Song: Shadow of the Ninja - Stage 5 ([[Poorly Named Level]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level centers around the use of springs and a modified Force Beam that continually damages the player rather than instantly killing them.  It requires great finesse to avoid the Force Beams and enemy fire while bouncing atop the springs.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[SnoruntPyro]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-SnoruntPyro-1.png|frame|right]]&lt;br /&gt;
''Theme Song: The Binding of Isaac - Cellar ([[Gunpowder Cellar]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level features giant sawblades that move on visible circuits, similar to the platforms seen in Crash Man's stage.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
===Floor 2===&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Floor2.png|frame|right]]&lt;br /&gt;
This floor 2 lobby is a larger space, and features the lift blocks from Spark Man's stage.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Freeman]], [[The Stove Guy]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-FreemanTheStoveGuy.png|frame|left]]&lt;br /&gt;
''Theme Song: Corpse Party - Ray of Hope ([[But It Lacked the Depth to Convince Me That This is Really Hell]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While this level begins as a straightforward platforming stage involving springs, it drastically changes upon reaching the teleporter. The majority of this stage features screen wrapping, horizontal at first and then vertical, as well as a moving background and a monochrome palette that makes enemies the same color as you.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Renhoek]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Renhoek-2.png|frame|right]]&lt;br /&gt;
''Theme Song: Silverstein - Massachusetts ([[City Under Siege]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is a recreation of [[Komuso Man]]'s stage from ''Rockman &amp;amp; Forte: Challenger from the Future'', and features him as a sub-boss. The [[Twin Cannons]] also appear as a sub-boss as well.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[MiniMacro]], [[SnoruntPyro]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-MiniMacroSnoruntPyro.png|frame|left]]&lt;br /&gt;
''Theme Song: MaGMML2 ([[Nitrogen Man]] and [[Nightwalk Castle]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level features numerous Snakeys, whose deaths causes a chain reaction of destruction through their bodies.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Shinryu]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Shinryu.png|frame|right]]&lt;br /&gt;
''Theme Song: Mega Man LL - Wily 1 ([[Metallic Ocean]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level features numerous moving water platforms from [[Splash Woman]]'s stage at various speeds, creating a variety of timing challenges.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
===Floor 3===&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Floor3.png|frame|right]]&lt;br /&gt;
The floor 3 lobby is a vertical room featuring the top platforms from Top Man's stage.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[SnoruntPyro]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-SnoruntPyro-2.png|frame|left]]&lt;br /&gt;
''Theme Song: Sonic the Hedgehog 4 - Mad Gear Zone Act 1 ([[Colorful Hall]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level has extremely high gravity, rendering jumping useless. [[Wheel Cutter]], [[Sakugarne]] and all utility weapons are disabled in this level.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Enjl]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Enjl.png|frame|right]]&lt;br /&gt;
''Theme Song: Super Mario World - Castle ([[Mario Land]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This stage opens with a &amp;quot;waerning&amp;quot; that there are many surprise enemies. That's an understatement; enemies pour in from holes in the ceiling here. It is recommended to use [[Flash Stopper]] as much as possible to stop the enemy spam before it starts, as not all enemies are weak enough to be destroyed by [[Jewel Satellite]].&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Zieldak]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Zieldak-1.png|frame|left]]&lt;br /&gt;
''Theme Song: VVVVVV - Predestined Fate ([[Maze of Significantly Less Death]] and [[Sector Upsilon 6]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is a maze, reminiscent of the Bermuda Maze from ''Mega Man Star Force 2''; it features several Mr. Hertzes as NPCs and has similar logic that can be confusing until you figure out what you need to do. Prior to Version 1.3.0, this level was notorious for requiring the player to jump into an invisible teleporter disguised as a pit of spikes; the teleporter is still invisible but the spikes are no longer there.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Entity1037]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Entity1037-1.png|frame|right]]&lt;br /&gt;
''Theme Song: Rokko Chan - Volcano Man ([[Volcanic Furnace]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This stage features two autoscroll sections where you must run away from gigantic sawblades.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
===Floor 4===&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Floor4.png|frame|right]]&lt;br /&gt;
The floor 4 lobby features an elevator platform from the third Wily Castle stage in ''Mega Man 10'', although it only moves horizontally.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[SnoruntPyro]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-SnoruntPyro-3.png|frame|left]]&lt;br /&gt;
''Theme Song: Zero Wing - Open Your Eyes (Stage 1) ([[AD 2101]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level revolves around a variant of [[Destroyable Blocks]] that, rather than being destroyed by the player's Mega Buster, is destroyed by projectiles from enemies or stage hazards.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====[[The Stove Guy]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-TheStoveGuy.png|frame|right]]&lt;br /&gt;
''Theme Song: Shovel Knight - Lost City ([[Shovel Knight]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level utilizes the drills seen in Napalm Man's stage, both as platforms for the player's use and as vehicles to destroy the terrain to clear a path for them. [[Napalm Man|Napalm Man MK 2]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Zieldak]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Zieldak-2.png|frame|left]]&lt;br /&gt;
''Theme Song: Blaze Man ([[Blaze Man]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level features a large vertical shaft with lava slowly rising up. [[Fire Man]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Renhoek]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Renhoek-3.png|frame|right]]&lt;br /&gt;
''Theme Song: Expand Man ([[Neon Man]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is a maze that features the warp blocks from [[Cyber Man]] and requires exploration to find keys.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
===Floor 5===&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Floor5.png|frame|right]]&lt;br /&gt;
The floor 5 lobby features several wind fans from Wind Man's stage.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Zatsupachi]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Zatsupachi.png|frame|left]]&lt;br /&gt;
''Theme Song: Super Robot Wars - Silver Fallen Angel ([[Holy Crap, Mega Man Can Airslide?]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Aesthetically inspired by the Cyber Maze from ''Mega Man X5'', this level makes heavy use of Force Beams and Yoku Blocks.  The [[Stone Butterfly]] is encountered at the end.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Cruise Elroy]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-CruiseElroy.png|frame|right]]&lt;br /&gt;
''Theme Song: Deep Space ([[Crystal Lab]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is a maze that utilizes Cyber Man blocks and is aesthetically similar to [[Sector Upsilon 6]]'s secret area. All weapons other than the Buster are disabled here.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[ParmaJon]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-ParmaJon-1.png|frame|left]]&lt;br /&gt;
''Theme Song: Jazz Jackrabbit - Medivo ([[Water Ducts]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is a long autoscroll section where only the colors red and black are used.  As the background scrolls and the player-character is solid red, it is possible to momentarily lose sight of yourself.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[ACESpark]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-ACESpark.png|frame|right]]&lt;br /&gt;
''Theme Song: VVVVVV - Potential For Anything ([[Sector Upsilon 6]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level features clones of your selected skin as enemies, either chasing you or using one of three weapons to try and attack you ([[Wire Adaptor]], [[Grab Buster]] and [[Hornet Chaser]]). [[Copy Hologram|A giant, holographic clone of you]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
===Floor 6===&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Floor6.png|frame|right]]&lt;br /&gt;
The floor 6 lobby features vertical wrapping, similar to the [[Tier 6 (MaGMML2)|Tier 6 hub]] and [[Wily Fortress VR]].&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Zieldak]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Zieldak-3.png|frame|left]]&lt;br /&gt;
''Theme Song: Mega Man 9 - Hornet Man ([[Identity Crisis]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is a sort of reimagining of Hornet Man's stage, where several enemies have been redone to use Chibees as their projectiles.  [[Literally Just a Bee]] appears as a sub-boss at the end.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Beed28]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Beed28.png|frame|right]]&lt;br /&gt;
''Theme Song: Rockman DX3 - Stage Theme ([[Smed's Big Annoying Mess of a Level]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Acting as a sort of reprise of his submission level, [[Bouncy Castle]], this level features its signature effect, now activating only when the blocks with up arrows on them are shot. [[Wheel Cutter]], [[Sakugarne]], and all utilities are disabled for this level. The [[Disco Ball]] and  [[Boundin' Crash Man]] make returns as sub-bosses here, with these blocks on either side of their new boss rooms. Mega Man Volnutt also makes a cameo in the room after Boundin' Crash Man.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====[[ParmaJon]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-ParmaJon-2.png|frame|left]]&lt;br /&gt;
''Theme Song: Azure Striker Gunvolt - Garden ([[Inner Sanctum]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level centers around moving various platforms and destroying barrier blocks to allow a fire trap to complete its path and destroy a barrier that blocks the player's path. If you fail at any of this level's puzzles, there are teleporters to reset the room; the bottomless pits also function as teleporters.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====[[Entity1037]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Entity1037-2.png|frame|right|Wheeeeeeeeeeeeeee!!!]]&lt;br /&gt;
''Theme Song: Mega Man 10 - Against The Pressure ([[The Stage Nobody Asked For]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is an incredibly high-speed section using the sled from Frost Man's stage.  As Yoku Blocks make up the majority of its terrain, the player must rely on their ability to react to the Jump Signs and Slide Signs rather than sight to navigate the level.  [[Die Sign]] appears as a sub-boss at the end.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Finale===&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Floor7.png|frame|right|The final opponent awaits...]]&lt;br /&gt;
After clearing six floors, the player finds themselves in a small chamber. A beam of rainbow light similar to the one that takes them to [[Tier 10 (MaGMML2)|Tier 10]] is present in the middle, with the last three [[Noble Nickel]]s in the game and the return teleporter to the right of the room. Taking the beam begins the fight against [[Absolute ZERO]], rewarding the player with the final [[Energy Element]] and the true credits upon completion.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Version 1.3.0 added music variety to Null and Void, adding the stage themes listed above. Prior to this, The Profound continued playing throughout the stages as well as the hub. Music variety is on by default but can be turned off.&lt;br /&gt;
* Null and Void as a whole draws heavy inspiration from Shattered Dreams, the finale of the Super Mario World romhack JUMP; it was even originally named after it as well.&lt;br /&gt;
** Furthermore, The Profound was also the theme music for Shattered Dreams.&lt;br /&gt;
* Enjl's level is based on the level &amp;quot;the hermeneutics of lugwig ''[sic]'' von koopa&amp;quot; from the Super Mario World romhack YUMP, and has the official name &amp;quot;the hermeneutics of professor wiley&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier X}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier X Stages]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Template:People&amp;diff=5367</id>
		<title>Template:People</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Template:People&amp;diff=5367"/>
				<updated>2018-06-29T03:32:02Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot; align=center style=&amp;quot;background: #EFF; border: 2px solid #0CC; -moz-border-radius:7px; width:75%; text-align:center; font-size:11px&amp;quot;&lt;br /&gt;
!bgcolor=&amp;quot;#0EE&amp;quot; colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;-moz-border-radius:3px;&amp;quot;| ''[[:Category:People|&amp;lt;font color=&amp;quot;white&amp;quot; style=&amp;quot;font-size:13.5px; font-family:arial, sans-serif;&amp;quot;&amp;gt;People&amp;lt;/font&amp;gt;]]''&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#CFF style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Judges&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#DFF|&lt;br /&gt;
'''MAGMML1:''' [[SnoruntPyro]] • [[Cheez8]] • [[Duvi0]] • [[Mick Galbani|Mick Galbani/Blackmore Darkwing]] • [[MrKyurem]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''MAGMML2:''' [[SnoruntPyro]] • [[JupiHornet]] • [[Enjl]] • [[Garirry]] • [[ACESpark]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''MAGMML3:''' [[Mick Galbani|Mick Galbani/Blackmore Darkwing]] • [[ACESpark]] • [[Flashman85]] • [[Pachy]] • [[Shinryu]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Misc.:''' [[ParmaJon]] • [[MiniMacro]] • [[CreshMan]] • [[M-Jacq]] • [[Freeman]] • [[PKWeegee]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#CFF style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Contest Participants&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#DFF| &lt;br /&gt;
'''MaGMML1:''' [[No Lynch]] • [[qazcake]] • [[Kanna]] • [[Zyglrox Odyssey]] • [[Gyra Solune]] • [[blue_kirby]] • [[Scorpio]] • [[MonkeyShrapnel]] • [[Mitcheddar93]] • [[Thoron]] • [[ParmaJon]] • [[Flashman85]] • [[128Up]] • [[The Stove Guy]] • [[Lamda]] • [[WreckingGoomba]] • [[Entity1037]] • [[Friendly Dictator]] • [[kumuhmuh]] • [[RedBlupi]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''MaGMML2:''' [[CoinMaster]] • [[Rbade]] • [[alex9000]] • [[Zaelix]] • [[Willhart]] • [[NinjaUmbreon]] • [[Shidy]] • [[Concord butterfly]] • [[Zatsupachi]] • [[qazcake]] • [[ThatOneEnder]] • [[Natnatgaming101]] • [[Chingoku]] • [[IcyTower]] • [[mabskmk]] • [[lizardcommando]] • [[Lamda]] • [[Peterdun]] • [[liquafool]] • [[SchuSlime64]] • [[adrian09_01]] • [[BBLIR]] • [[BizarreIdeaMan]] • [[TheYellowGrinch]] • [[CreshMan]] • [[TheMegaFan19XX]] • [[RadzPower]] • [[Dylan Labiuk]] • [[Yoshiatom]] • [[Trainman2177WS]] • [[ParmaJon]] • [[MiniMacro]] • [[GameTrooper]] • [[m9m]] • [[Quintboi]] • [[Z-Saber]] • [[awd42]] • [[Koreyblue]] • [[Primepasta]] • [[TheMartianGeek]] • [[Zieldak]] • [[Schmidkalkan]] • [[MugMan]] • [[QuestMark]] • [[DuckSalmon]] • [[Pachy]] • [[tobyjoey]] • [[WanNyan]] • [[Mysterious-svin]] • [[TheRetroDude]] • [[Big Fish (user)|Big Fish]] • [[GransveldHakase]] • [[128-Up]] • [[betasword]] • [[Phoba555]] • [[CosmicGem]] • [[Smedis]] • [[Thoron]] • [[SpoonyBardOL]] • [[Beed28]] • [[gone-sovereign]] • [[Doctor Novakaine]] • [[TheSkipper1995]] • [[notencore]] • [[LobsterKing]] • [[Renhoek]] • [[M-Jacq|M Jacquelinae]] • [[lung_]] • [[Kunosachiaka]] • [[Flashman85]] • [[Cruise Elroy]] • [[MrKyurem]] • [[Savordez]] • [[Strife]] • [[RedBlupi]] • [[The Stove Guy]] • [[NaOH]] • [[Mick Galbani|Mick Galbani/Blackmore Darkwing]] • [[Korby]] • [[Freeman]] • [[Entity1037]] • [[Shinryu]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''MaG24HL:''' [[ThatOneEnder]] • [[Entity1037]] • [[Smedis]] • [[ACESpark]] • [[NaOH]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#CFF style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Other Figures&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#DFF| &lt;br /&gt;
'''Staff:''' [[PKWeegee]] • [[Loyana]] • [[WreckingPrograms]] • [[Blyka]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Let's Players:''' [[HatredElemental]] • [[RoahmMythril]] • [[PKWeegee]] • [[Flashman85]] • [[JupiHornet]] • [[Doctor Novakaine]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:People]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;==noinclude content==&lt;br /&gt;
'''todo:''' fill out rest of these '''~CWS'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Unobtainium_Mine&amp;diff=4508</id>
		<title>Unobtainium Mine</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Unobtainium_Mine&amp;diff=4508"/>
				<updated>2018-05-09T14:24:56Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: &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= Unobtainium Mine&lt;br /&gt;
|image= &lt;br /&gt;
|caption= Warning! Boss Incoming! 7 FORCE!&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[ACESpark]]&lt;br /&gt;
|composer= Norio Hanzawa, [[MiniMacro]]&lt;br /&gt;
|rank= Wily Star II, Stage 5&lt;br /&gt;
|artist= ACESpark&lt;br /&gt;
|programmer = ACESpark&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5&lt;br /&gt;
|enemies = &lt;br /&gt;
* Picket Man&lt;br /&gt;
* Teles&lt;br /&gt;
* Fat Mets&lt;br /&gt;
* Jumbig&lt;br /&gt;
* Tekus&lt;br /&gt;
&lt;br /&gt;
|subbosses = *Custom Dochane&lt;br /&gt;
|bosses = *[[Seven Force]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Gunstar Heroes - Last Party on the Moon&lt;br /&gt;
|location = [[Wily Star II]]&lt;br /&gt;
|previous = [[Inner Sanctum]]&lt;br /&gt;
|next = [[Reality Core]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|It's Called 7 Force, and it's persistent as its name suggests.|Dr. Light|Special Message.}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Unobtainium Mine is the 5th Wily Stage in Make a Good Mega Man Level 2. It was created by ACESpark.&lt;br /&gt;
The level's main feature lies with its usage of shields, as well as magnets that will push or pull Mega Man, depending on their color. &lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The level is also rather linear, with the occasional Noble Nickel off the beaten path, or hidden beyond a challenge in plain sight.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The level name is most likely a reference to the fictional element featured in the movie Avatar, where it was being harvested on an alien planet.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Skip_Teleporter&amp;diff=4443</id>
		<title>Skip Teleporter</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Skip_Teleporter&amp;diff=4443"/>
				<updated>2018-05-07T15:17:25Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: /* Trivia */&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 allows 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 Elements]], and if applicable, other collectables, such as [[Noble Nickels]]. However, using a Skip Teleporter won't give you the no damage achievement for the Tier and you won't be able to submit a leaderboard time.&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, the Energy Element itself is simply placed next to the starting point.&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]]&lt;br /&gt;
*[[SMB3]]&lt;br /&gt;
*[[MegaLondo]]&lt;br /&gt;
*[[Forgotten Fortress]]&lt;br /&gt;
*[[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]] 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]] 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;
==Trivia==&lt;br /&gt;
* The skip room in [[Snow Man]] is the only skip room to have an enemy inside (a [[Magfly]]).&lt;br /&gt;
* [[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 the former's potential for health issues and the extreme length for the latter.&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 similarly inaccessible skip door.&lt;br /&gt;
* Green teleporters, sans the floating 'Skip' text, also appear in [[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 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;
&lt;br /&gt;
{{MaGMML}}&lt;br /&gt;
{{MaGMML2}}&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Cut_Content&amp;diff=4281</id>
		<title>Cut Content</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Cut_Content&amp;diff=4281"/>
				<updated>2018-05-03T17:23:54Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: /* Other cut content from the game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating video games is a long and hard process, and some things are bound to end up being left on the cutting room floor, especially when there's a deadline to be met. Make A Good Mega Man Level series is no exception, and many things had to be cut for time.&lt;br /&gt;
&lt;br /&gt;
== Make A Good Mega Man Level ==&lt;br /&gt;
&lt;br /&gt;
=== Individual Stages ===&lt;br /&gt;
* [[Citadel Basement]] was planned to have a boss called &amp;quot;Rail Hunter&amp;quot;. This had to be scrapped due to time.&lt;br /&gt;
* [[Napalm Forest and Caves]] was planned to include a modified [[Napalm Man]] fight, which was scrapped due to time constraints. Napalm Man would eventually be implemented as a boss in Thoron's MaGMML2 entry, [[Conveyor Mayhem]].&lt;br /&gt;
&lt;br /&gt;
=== Unfinished Stages ===&lt;br /&gt;
* Dustinvgmaster1 had plans to enter a stage called [https://www.youtube.com/watch?v=4ax6X8WOOxI Eclipse Woman], but the stage was ultimately scrapped due to lack of time and motivation.&lt;br /&gt;
&lt;br /&gt;
== Make A Good Mega Man Level 2 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Differences between results stream and public release===&lt;br /&gt;
On May of 2017 [[Flashman85]] was given an incomplete version of the game in order to announce the results and show off the levels via livestream. This incomplete version resembled the completed version for the most part, but still had a lot of noticeable differences. &lt;br /&gt;
&lt;br /&gt;
Content not in the results stream but added afterwards (such as the Clown Man NPC) should not be noted on this page. This is cut content, not added content.&lt;br /&gt;
&lt;br /&gt;
* The [[The Scorching Duo|Scorching Duo]] fought at the end of [[Tier 4 (MaGMML2)|Tier 4]] consisted of the Scorch Man from ''Mega Man Eternal'', as well as the one from ''Mega Man Sunrise''. Furthermore, two other Robot Masters from Mega Man Eternal appeared as NPCs. Jolt Man could be found in [[Chateau Chevaleresque]] while Illusion Man could be found in [[Tier 5 (MaGMML2)|Tier 5]]. Following objections from ''Eternal'''s creator, that game's Scorch Man was replaced with Scorch Man from ''Zook Hero Z'', Jolt Man was replaced with Storm Man from ''Mega Man: The Dark Resistence'', while Illusion Man was removed completely.&lt;br /&gt;
* The [[Tier 1 (MaGMML2)|Tier 1]] hub was originally based on Jolt Man's stage from ''Mega Man Eternal'', and was colored green. Jolt Man's theme even played before distorting and fading out during the cutscene that plays upon first entering the tier. Again, at the request of ''Eternal'''s creator, the hub's color palate was modified to differentiate it from Jolt Man's stage, and an original composition was added for the cutscene.&lt;br /&gt;
* Bad Scissors Day Cut Man unlocked for giving Knight Man enough Nickels. In the public release, he's unlocked from completing Escape Sequence while Doropie, Hair, Rokko Chan, Mega Man?, and Rockman CX are unlocked from Knight Man.&lt;br /&gt;
* The Mega Buster upgrade costed less. This was changed due it being deemed too powerful for its price at the time.&lt;br /&gt;
* Pepsi Man, instead of being the licensed character, was instead Pepsi Man from ''Mega Man FU: The Dankest Meme''. This was changed later when the devs decided they did not want to reference unreleased fan games. ''Mega Man FU'' was later cancelled.&lt;br /&gt;
&lt;br /&gt;
===Individual Stages ===&lt;br /&gt;
* RedBlupi stated there were a few things he wanted to implement in [[Cyber Man (Stage)|Cyber Man]] but couldn't due to the deadline. He wanted to implement a bonus stage similar to the one in ''Mega Man Final 3'', and he wanted to give [[Cyber Man]] an attack where he turns giant and tries to crush Mega Man with his fists.&lt;br /&gt;
* [[Inner Sanctum]]'s original name was &amp;quot;Throne Gate&amp;quot;. &lt;br /&gt;
** A pink [[Toad Man]] was originally going to be a miniboss in this stage, along with [[Gravity Man]]. It would only be able to be damaged by [[Wheel Cutter]]. This Toad Man can still appear with the Surprise Bosses [[Cheat Mode|cheat]] on. &lt;br /&gt;
* As stated at the end of the level, Shovel Knight was planned to be the boss of [[Shovel Knight|his titular level]]. This wasn't implemented due to the creator &amp;quot;had to prioritize other things in [their] life at the moment&amp;quot;.&lt;br /&gt;
* [[MegaLondo]] was originally conceived as a ''Castlevania'' stage with a Wily Dracula as the boss. Lambda stated that time restraints caused him to scrap that boss and he changed it to a ''Dark Souls'' themed level.&lt;br /&gt;
* [[Bouncy Castle]]'s original name was &amp;quot;Bouncy Calamity&amp;quot; during submission, but it was misnamed after the level was inserted.&lt;br /&gt;
** Additionally, when the level was in development, the bouncing effect used to be constant and more intense instead of occurring in set periods, this was changed as several people became nauseous when an initial beta of the level was offered for testing.&lt;br /&gt;
* [[Coyote Man (stage)|Coyote Man]] was going to have a miniboss called Mega Mizzile. Cheez thought he wouldn't have time to finish it, and so put an &amp;quot;On Strike!&amp;quot; sign in its room. He then had more time than he thought, but liked having the &amp;quot;On Strike!&amp;quot; sign and ultimately did not implement Mega Mizzile.&lt;br /&gt;
* The original version of [[Deep Thoughts]] was ''very'' different than the final product. Some changes include:&lt;br /&gt;
** There was originally a recreation of the boss room from [[Duwang]] directly to the right of the starting room, minus the Curlinger and Brain Break. When entered, Takumi says &amp;quot;Deja vu! I feel like I've been here before!&amp;quot;&lt;br /&gt;
** Some questions were changed considerably. Most notably, the final question in the final version was instead question 14, and required you to answer the question correctly instead of being a fakeout. The original final question was a hexadecimal math question, using teleporters that correspond to letters A through D.&lt;br /&gt;
** [[Color Man]] was originally in the room that [[Sheriff Man]] is fought in the final version.&lt;br /&gt;
** [[Cheat Man|Cheat Man's]] boss arena was originally [[Cream]]'s room from [[Yggdrasil]].&lt;br /&gt;
&lt;br /&gt;
====Other cut content from the game====&lt;br /&gt;
* Originally, [[Match Blast]] was to be themed after Boil Man. While this was changed, the color palette was reused for [[Carry]].&lt;br /&gt;
* There was planned to be a level where you play as [[Alter Man]], called Alter Man's Revenge. This would involve him fighting other Robot Masters and gaining their weapons, which would be how the player would unlock the [[Alternate Weapons|alternate weapons]]. Shinryu scrapped this due to time.&lt;br /&gt;
* Another planned way to unlock the alternate weapon set would be upon completion of the [[The Pit of Pits|Pit of Pits]]. This was deemed too challenging, and the means of unlocking the alternate weapons were ultimately changed to collecting 170 Noble Nickels (the total number of Noble Nickels in the entries). &lt;br /&gt;
* Ryu and Duo were planned to be costumes, though were scrapped for time and not having all the sprites needed.&lt;br /&gt;
* Ran (from Bob &amp;amp; George), Shantae, Model A, Rockman no Constancy, Jewel Man, and Nitro Man (the latter two being based on their appearances in [[Identity Crisis]]) were all planned to be costumes, though they were scrapped as the game had memory issues with the skin pages, meaning they had to be cut. &lt;br /&gt;
**Though, some of them were made as custom costumes later on by Rbade, Csketch, Fabián, and Boberatu.&lt;br /&gt;
* A Chimerabot combining [[Haunt Man]] with [[Launch Man &amp;amp; Shuttle Man]] was planned, but the code was deemed too complex to work with. This was replaced with the Chimerabot that combines [[Joe Man]] and [[Bond Man]].&lt;br /&gt;
* Rail Hunter was planned to be a statue boss, though this was scrapped. The statue that would have accessed this boss still remains in the Tier 10 hub.&lt;br /&gt;
* There were a couple of stages in the Pit of Pits that were right out cut, not meeting quality assurance, bugs and other development reasons.&lt;br /&gt;
** 'dracmeister_2' or as stated in room code as 'Tool-Assisted' was cut due to it setting weapons to infinite and carrying over to the rest of the Pit. The stage required the use of utility weapons to proceed.&lt;br /&gt;
** [[JupiHornet]]'s 'da ba dee da ba di' was supposed to be an entirely different stage with an all-blue color scheme (hence the I'm Blue reference in the name), but an earlier version was ported to the game instead.&lt;br /&gt;
&lt;br /&gt;
== Make A Good 24 Hour Mega Man Level ==&lt;br /&gt;
&lt;br /&gt;
=== Unfinished stages ===&lt;br /&gt;
* Big Fish, MugMan, and Shinryu all entered the contest and received boxes, but were unable to finish their levels within the time limit. ThatOneEnder also requested and received a second box, but similarly was not able to finish in time.&lt;br /&gt;
&lt;br /&gt;
[[Category: MaGMML Trivia]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=JupiHornet&amp;diff=4248</id>
		<title>JupiHornet</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=JupiHornet&amp;diff=4248"/>
				<updated>2018-04-30T00:23:15Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:JupiIcon.png|right]]&lt;br /&gt;
JupiHornet is one of the judges in [[Make a Good Mega Man Level 2]]. He is a former moderator of the SMBX forums and former co-owner of the Geometry Dash Forums, where he goes by the alias of megaman9. Being a judge, he has created [[Classic Castle]], the second [[Wily Star II]] stage for MaGMML2. He also did a Let's Play of MaGMML2 where he goes into further detail about his thoughts on each stage, and has since LP'ed many Mega Man ROM hacks and fan games.&lt;br /&gt;
&lt;br /&gt;
{{People}}&lt;br /&gt;
[[Category:Judges]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=A_Mega_Man_for_All_Seasons&amp;diff=4247</id>
		<title>A Mega Man for All Seasons</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=A_Mega_Man_for_All_Seasons&amp;diff=4247"/>
				<updated>2018-04-29T23:26:29Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: /* 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= A Mega Man For All Seasons&lt;br /&gt;
|rank = 45th&lt;br /&gt;
|image= &lt;br /&gt;
|caption= &lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Z-Saber&lt;br /&gt;
|composer= Z-Saber&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 26&lt;br /&gt;
|judge2 = 19&lt;br /&gt;
|judge3 = 39&lt;br /&gt;
|judge4 = 30&lt;br /&gt;
|judge5 = 27&lt;br /&gt;
|totalscore = 28.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 4&lt;br /&gt;
|enemies = &lt;br /&gt;
* Au-Au&lt;br /&gt;
* Batton&lt;br /&gt;
* Beak&lt;br /&gt;
* Bomber Pepe&lt;br /&gt;
* Brain Break&lt;br /&gt;
* Butterdroid&lt;br /&gt;
* Chibee&lt;br /&gt;
* Cocco&lt;br /&gt;
* Crabbot&lt;br /&gt;
* Docron&lt;br /&gt;
* Fire Boy&lt;br /&gt;
* Fire Telly&lt;br /&gt;
* Flea&lt;br /&gt;
* Gabgyo&lt;br /&gt;
* Hopps&lt;br /&gt;
* Hover&lt;br /&gt;
* Lightning Lord&lt;br /&gt;
* Mummira&lt;br /&gt;
* Pandeeta&lt;br /&gt;
* Peng&lt;br /&gt;
* Penpen EV&lt;br /&gt;
* Pierrobug&lt;br /&gt;
* Pipi&lt;br /&gt;
* Press&lt;br /&gt;
* Rackaser&lt;br /&gt;
* Screw Bomber&lt;br /&gt;
* Shrink&lt;br /&gt;
* Skull Walker&lt;br /&gt;
* Snapper&lt;br /&gt;
* Squidon&lt;br /&gt;
* Swallown&lt;br /&gt;
* Yanbow&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = * [[Komuso Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Mega Man 2 - Bubble Man (Various arrangements by Z-Saber)&lt;br /&gt;
|location = [[Tier 5 (MaGMML2)|Tier 5]]&lt;br /&gt;
|previous = [[Volcanic Furnace]]&lt;br /&gt;
|next = [[Quint Stage]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{quote|Sir More, I presume. Hast ye any last words?|Executioner|the boss of the level.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
'''A Mega Man For All Seasons''' is the 45th place level in '''Make a Good Mega Man Level 2.''' The level has a central theme of time travel, with the player traversing through the same area four times, a different season each time.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
All of this level's Noble Nickels are in the lower areas that have Sir Thomas More's cell in them.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Cute little level, though I do feel it kinda decreased in quality at the end and sorta became a mess. I liked the initial room with the setups with the Mummiras, but later rooms just kinda felt like enemy spam, especially the spring (?) one with the chicken enemies. The level is pretty short, so there isn't really much to say, though in the winter and spring sections it looked really weird when there was snow and rain that didn't animate. The idea is cool, and the dialogue with Thomas More and the executioner is funny, but there's not that much level design to go with it, and what is there is just okay. There's some weird enemy placement throughout, like, there's a Lightning Lord at the start you can just snipe from the ladder and never poses an actual threat, among other things. It's a cute and good attempt, but I feel like it just needed more content in general and needed a better central focus.&lt;br /&gt;
|pyroscore = 26&lt;br /&gt;
|spdesign = 7&lt;br /&gt;
|spfun = 5&lt;br /&gt;
|spcreativity = 6&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = As time went on, this level made less and less sense, and the enemy placement felt very spammy. The 3rd part was especially weird and nonsensical, with all the random flying shrimp. The graphics were pretty messy, especially the 4th section with the random sand everywhere. Overall, the time travel thing is neat, but it kinda feels like the level just copied the same section 4 times and changed the enemies around every time, sometimes adding more hazards. The gimmick started off nicely, but the level just feels really rushed, especially towards the end. Overall, good concept, bad execution.&lt;br /&gt;
|jupiscore = 19&lt;br /&gt;
|jhdesign = 6&lt;br /&gt;
|jhfun = 3&lt;br /&gt;
|jhcreativity = 8&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|jhskip = No&lt;br /&gt;
|enjl = The plot in this level is what made it for me tbh. Throwing Mega Man into this timeline like that is pretty silly and while it is just the same few rooms over and over with a slight twist on it I found myself just smiling at the charm nonstop. I wonder how this level could've done more to mix things up. It tries its best by introducing elements like water and quicksand, though I found them to be more of a hassle than an addition to the formula, and while it did shake the environment up it went away before I was able to get accustomed to it. In a sense, I like the janky, rapidly changing environment that tries to get in the player's way over and over with different methods, I'm just thinking if there was a layout that would've allowed for more customisation between seasons... Sorry for rambling. Really fun level!&lt;br /&gt;
|enjlscore = 39&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 9&lt;br /&gt;
|encreativity = 12&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = It's a nice little stage. I liked the main concept behind it and I'm surprised that the seasons gimmick wasn't used in any other level. I also liked the boss choice and mini-plot. However, this level has many problems. Looking at the primitive stage layout as well as the bad enemy placement, I can say that I don't like the level design here. Additionally, I felt that getting through the same stage with minor variations four times was tiring. Also, the tiles are really broken and don't look good at times. Decent level overall, but it could be better.&lt;br /&gt;
|garirryscore = 30&lt;br /&gt;
|gadesign = 6&lt;br /&gt;
|gafun = 6&lt;br /&gt;
|gacreativity = 10&lt;br /&gt;
|gaaesthetics = 3&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's kinda meh. It's nothing too cheap or unfair, but it just doesn't feel like it's well built, with the stage layout and enemy placement being kinda random.&lt;br /&gt;
|gafunnote = I admit it was enjoyable. However, playing through the same design four times was kinda irritating.&lt;br /&gt;
|gacreativitynote = I really liked the concept here and I'm kinda surprised that nobody else used it. I liked the main idea behind the boss choice.&lt;br /&gt;
|gaaestheticsnote = It could be better. There are tiles that are just placed at random, and other broken tiles...&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|gaskip = No&lt;br /&gt;
|ace = This has to be the just about the oddest Mega Man stage I have ever played.&lt;br /&gt;
I mean, for all the issues, it's not without charm, and I personally found it entertaining... probably for the same reasons you chose to do such a thing, actually. I dig this area of history, and found the entire thing rather fascinating! The item hunt for the Nickels was pretty cool too, they're not hard, but they are neat 'can you spot the stray pixel clue', or 'spot this tiny hint' challenges.&lt;br /&gt;
The whole concept behind revisiting an area several times over the seasons was, great. It's almost handled well enough.. but not quite, as the further you get into the level, the less sense the obstacles make. Enemy selection was also all over the place, but not terrible, just some odd choices every so often. &lt;br /&gt;
&lt;br /&gt;
Neat idea aside, this stage does have some glaring issues: There is a complete lack of challenge, outside of maybe the Squiddon mid-boss, and far, far, far too many power ups around the place make an already easy stage even easier!&lt;br /&gt;
By far the most noticeable problem is... I am not sure what is going on with the graphics here. For every well chosen tile there is two really weird choices, and the level almost feels like you're playing a glitched stage. I get the general look of the stage and what each bit is supposed to mean, but it looks so bizarre, and does not help the stage at all.&lt;br /&gt;
&lt;br /&gt;
I also feel really sorry for Komuso Man right now. I'm not sure why he was stripped of his hit invincibility here.&lt;br /&gt;
There is also a potential soft lock in this fight, if Komuso isn't killed in time, he'll run out of the arena, and leave Mega Man stranded. Whoops, you, er, kind of needed a wall in this battle.&lt;br /&gt;
This was certainly an interesting level, I'd be interested to see what other weird ideas you could come up with next!&lt;br /&gt;
|acescore = 27&lt;br /&gt;
|asdesign = 6&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 9&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 2&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This level was Z-Saber's first ever attempt at level design.&lt;br /&gt;
* Z-Saber has stated that the Komuso Man lacks invincibility frames because she wanted to make him easier, as she's not very good at Mega Man.&lt;br /&gt;
* The plot of this stage is based off of a movie called [https://en.wikipedia.org/wiki/A_Man_for_All_Seasons_(1966_film) A Man For All Seasons.]&lt;br /&gt;
* A Mega Man for All Seasons was the last level to be submitted to ''MaGMML2'', having been sent in several days after the deadline. According to [[JupiHornet]], had lateness penalties actually been enforced, this level would have ended up in Tier 1.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tier 5 Stages]] [[Category:Make a Good Mega Man Level 2 Stages]][[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Disco_Ball&amp;diff=4246</id>
		<title>Disco Ball</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Disco_Ball&amp;diff=4246"/>
				<updated>2018-04-29T23:23:31Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#404362&lt;br /&gt;
|titletext = #ffffff&lt;br /&gt;
|name= Disco Ball&lt;br /&gt;
|image=[[File:DiscoBall.png]]&lt;br /&gt;
|caption=&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number= &lt;br /&gt;
|designer= CreshMan&lt;br /&gt;
|programmer= &lt;br /&gt;
|gender= &lt;br /&gt;
|eyecolor = &lt;br /&gt;
|at=&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=30&lt;br /&gt;
|attack=&lt;br /&gt;
|type = &lt;br /&gt;
|weak= [[Wire Adaptor]], [[Sakugarne]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Neon Man (stage)|Neon Man]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|Magmml2]]&amp;lt;br&amp;gt;(Miniboss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=&lt;br /&gt;
}}&lt;br /&gt;
Disco Ball is a miniboss in [[Make a Good Mega Man Level 2]], appearing in [[Neon Man (stage)|Neon Man's stage]]. It also appears as a midboss in the [[Reality Core]] and [[Null and Void]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Disco Ball starts the battle by turning the room into a scrolling background of brightly colored square, reminiscent of the Copy Robot fight from ''Mega Man 1''. Disco Ball remains stationary at the top of the screen and has only one attack: a wide spread shot of three slow-moving buster shots, the center of which is always aimed at Mega Man. Getting hit by the center shot deals 2 damage, while being hit by wither of the side shots deals 3. Colliding with Disco Ball itself deals 4 damage.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/2/3&lt;br /&gt;
| hornet = 1&lt;br /&gt;
| jewel = 0&lt;br /&gt;
| grab = 2&lt;br /&gt;
| triple = 1&lt;br /&gt;
| slash = 1&lt;br /&gt;
| wheel = 0.5&lt;br /&gt;
| sakugarne = 5&lt;br /&gt;
| wire = 10&lt;br /&gt;
| arrow = 1&lt;br /&gt;
| flash = Y&lt;br /&gt;
| notes = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 4}}&lt;br /&gt;
[[Category:Minibosses]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Lava_Factory&amp;diff=4245</id>
		<title>Lava Factory</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Lava_Factory&amp;diff=4245"/>
				<updated>2018-04-29T23:22:15Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|rank = 36th&lt;br /&gt;
|image= [[file:LavaFactory01.png|250px]]&lt;br /&gt;
|caption= Don't &amp;quot;wine&amp;quot; about it being a water level.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= DuckSalmon&lt;br /&gt;
|composer= Konami Kukeiha Club, Wally Chantek&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer= &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 32&lt;br /&gt;
|judge2 = 32&lt;br /&gt;
|judge3 = 25&lt;br /&gt;
|judge4 = 34&lt;br /&gt;
|judge5 = 27&lt;br /&gt;
|totalscore = 30.0&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3 Nickels&lt;br /&gt;
|enemies = &lt;br /&gt;
* Komasaburo&lt;br /&gt;
* Metall&lt;br /&gt;
* Metall Swim&lt;br /&gt;
* Pickelman Bull&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Telly&lt;br /&gt;
* Yudon&lt;br /&gt;
|subbosses =&lt;br /&gt;
* Gamarn and Gamadayu&lt;br /&gt;
* Metall Potton&lt;br /&gt;
|music = Gradius 3 (SNES) - Lucky Zone&lt;br /&gt;
|location = [[Tier 6 (MaGMML2)|Tier 6]]&lt;br /&gt;
|previous = [[Duwang]]&lt;br /&gt;
|next = [[Just an Ice Level]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Thanks for playing! A special thanks to the creators of this engine that makes true my childhood dream. This is my very first game level I hope you enjoy it. now... Good Luck!! Remember... This is LAVA Factory!|DuckSalmon|hidden room at the start of the level}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Lava Factory is the 36th place entry in ''Make A Good Mega Man Level 2''. There is no lava to be found in this level.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
In the starting room, using Wheel Cutter on the left wall will destroy a part of it and open a path to a room containing a message from DuckSalmon and the first Noble Nickel. After that, continue to the right for a few screens, dodging jumping Metalls and a lone Pickelman Bull. In the room with the Komasaburo, there's a cracked block that can be destroyed with Slash Claw; sliding through will drop you into a small underwater area with an E Tank and the second Noble Nickel. Heading back up, you're forced to use Slash Claw again on the block behind the Yudon, followed by some rather tight platforming courtesy of some Metalls with unique sprites. After this is a straightforward fight against a Metall Potton, and then the Energy Element!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
... Just kidding, there's an invisible wall blocking it. Head left through the following underwater section full of Metall Swims (as well as one screen with a lot of Dive Man mines), and you'll eventually come to a ladder up out of it. At the top is a Sniper Joe that's best dealt with using Flash Stopper, as you have no room to maneuver fighting it (unless you shoot the Plant Man platforms, but even then you risk falling back into the water). Following this is a room of ascending Plant Man platforms with Tellies spawning; the final Noble Nickel is on a ledge at the top of this room. The final challenge of the level is Gamarn and Gamadayu guarding a boss hallway. In the boss room, an angry Shadow Man explains that you just destroyed his ''wine'' factory (because &amp;quot;Why do You think Capcom's level designers put lava in a ninja's stage?&amp;quot;) and tells you to just take the Energy Element and get out.&lt;br /&gt;
&lt;br /&gt;
== Judge Comments ==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Pretty nice level! It's not spectacular or anything but it's fun and has some clever design moments. I like how you used the jumping mets at the beginning, and I liked how the underwater Noble Nickel was hidden. In the end, though, it doesn't really do much, but it's fun either way so it's not like a crime or anything. It's just overall a nicely designed and fun level, the fake energy element totally fooled me, and the wine joke at the end was funny. Probably the only issue I would have is that secret dev room, not sure if I'd hide a Noble Nickel behind something that obscure, especially since the Wheel Cutter blocks are used nowhere else. Still a nice level though.&lt;br /&gt;
|pyroscore = 32&lt;br /&gt;
|spdesign = 8&lt;br /&gt;
|spfun = 8&lt;br /&gt;
|spcreativity = 7&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = You got me with that Energy Element troll! Anyway, this level may not have been that long or had a lot of custom assets, but I enjoyed it anyway. It felt like something straight out of one of the classic Mega Man games, and at the end of the day, this is the Make a Good MEGA MAN Level Contest. Thing is, some parts use the tileset in really strange ways (beginning of the water section) and the vertical rooms with the Tellies got a bit annoying. The lack of a boss was disappointing, and the ending dialogue didn't make a ton of sense. All in all though, good effort.&lt;br /&gt;
|jupiscore = 32&lt;br /&gt;
|jhdesign = 10&lt;br /&gt;
|jhfun = 9&lt;br /&gt;
|jhcreativity = 5&lt;br /&gt;
|jhaesthetics = 3&lt;br /&gt;
|jhfunction = 5&lt;br /&gt;
|enjl = Pretty cool first level! While playing it rather safe and not being very innovative it has a nice difficulty curve and does a decent job at introducing various mechanics it uses. The slash claw indication on the breakables isn't obvious and the mine section is pretty bland and unnecessary, but aside from that I enjoyed it.&lt;br /&gt;
|enjlscore = 25&lt;br /&gt;
|endesign = 9&lt;br /&gt;
|enfun = 7&lt;br /&gt;
|encreativity = 3&lt;br /&gt;
|enaesthetics = 2&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Not a bad level. The level design is well done, with the exception of a few sections, such as the ones with the Sea Mines and the ones which just feel empty. Other than that, there's not much to say about this one. I had fun playing it, but it wasn't anything too amazing and the stage concept is a little generic.&lt;br /&gt;
|garirryscore = 34&lt;br /&gt;
|gadesign = 10&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 8&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|gadesignnote = It's pretty decent. I think the way the stage was designed was very solid, most sections were fair. Some parts are bad like the spikeball section, and a few are just boring and empty.&lt;br /&gt;
|gafunnote = I liked this stage. It was actually really fun despite the design problem. Nothing too special though.&lt;br /&gt;
|gacreativitynote = It's okay. It's not that creative, but I did enjoy the concepts used.&lt;br /&gt;
|gaaestheticsnote = Looks good.&lt;br /&gt;
|gafunctionnote = Well, there's one section where you can screw up the camera, but other than that it's okay.&lt;br /&gt;
|ace = If this is actually your first attempt at a level, I'd say you did pretty good!&lt;br /&gt;
For a contest though... it's not terribly interesting?&lt;br /&gt;
&lt;br /&gt;
I am kind of liking the destructible walls being built into the terrain as they are, and the first Nobel Nickel was very, very sneaky, I approve. I'm almost thinking that the level probably should've stuck to its guns and, in a strange thought, actually kept up the weapon usage. I mean they're there, and by introducing the destructible blocks on the main path, you clearly indicate what sort of level we're doing, except it just sort of stops and becomes really generic.&lt;br /&gt;
&lt;br /&gt;
I thought the fake Energy Element was... kind of daft, especially since there doesn't appear to be any justification for it whatsoever. It's just bizarre, and very confusing. Many people will get annoyed by this I think.&lt;br /&gt;
There are a few too many empty screens every so often, and that screen with nothing but Mines seems... pointless and a huge time waster, since there is no challenge to these things what-so-ever.&lt;br /&gt;
It is also possible to go over the level terrain quite a bit, since they aren't blocked off, so nothing is stopping you from exiting the ceiling. Fortunately there aren't exactly any areas where you get stuck. It's just unpolished.&lt;br /&gt;
Your use of ceilings was also very inconsistent, so when attempting to jump off the top of the screen, the player never knows if they'll bump their head off an invisible ceiling or not.&lt;br /&gt;
&lt;br /&gt;
It certainly is not a awful stage by any stretch of the imagination, but it did sort of lose any identity it could've had part way through, and that is a shame, and very disappointing.&lt;br /&gt;
&lt;br /&gt;
Oh, and for once I approve of the lack of boss following a boss corridor. While it's not a boss fight, there is still a climax to the stage of sorts, so it works, just.&lt;br /&gt;
&lt;br /&gt;
|acescore = 27&lt;br /&gt;
|asdesign = 7&lt;br /&gt;
|asfun = 7&lt;br /&gt;
|ascreativity = 6&lt;br /&gt;
|asaesthetics = 4&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Lava Factory is one of a handful of stages that are impossible to perfect run, as it requires the use of special weapons.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 6}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 6 Stages]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Classic_Castle&amp;diff=4014</id>
		<title>Classic Castle</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Classic_Castle&amp;diff=4014"/>
				<updated>2018-04-18T04:54:43Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelInfoAlt&lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Classic Castle&lt;br /&gt;
|image= [[File:wily2 (1).png]]&lt;br /&gt;
|caption= So, I heard you like perilous platforming...&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[JupiHornet]]&lt;br /&gt;
|composer= Toshiharu Yamanishi, Takeshi Yoshida, and Tomomi Ootani / Tsukikiro&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectibles = &lt;br /&gt;
|enemies = &lt;br /&gt;
* B Bitter&lt;br /&gt;
* Big Eye&lt;br /&gt;
* Beak&lt;br /&gt;
* Crazy Cannon&lt;br /&gt;
* Cutting Wheel&lt;br /&gt;
* Docron&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Hothead&lt;br /&gt;
* Jamacy&lt;br /&gt;
* Jumbig&lt;br /&gt;
* Komasaburo&lt;br /&gt;
* Metool&lt;br /&gt;
* Pierrobug&lt;br /&gt;
* Piriparee Joe&lt;br /&gt;
* Screw Bomber&lt;br /&gt;
* Spine&lt;br /&gt;
|subbosses = * Tama&lt;br /&gt;
|bosses = * [[Btd'nhan]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Thunder Force IV - Metal Squad&lt;br /&gt;
|location = [[Wily Star II]]&lt;br /&gt;
|previous = [[Water Ducts]]&lt;br /&gt;
|next = [[Lever Oriental Enchanted]]&lt;br /&gt;
}}&lt;br /&gt;
Classic Castle is the 2nd [[Wily Star II]] stage in [[Make a Good Mega Man Level 2]]. It was created by [[JupiHornet]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The main theme of the level is a &amp;quot;classic&amp;quot; aesthetic, and it only uses tiles from the second, third, and fifth Wily stages in ''Mega Man 3.'' Yoku Blocks and Spikes are the level's primary gimmick, but it also contains some uncommon enemies, such as Cutting Wheels and Pierrobugs.&lt;br /&gt;
&lt;br /&gt;
The stage's boss is [[Btd'nhan]], which stands for &amp;quot;Boss That Doesn't Have a Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
[[Wheel Cutter]], [[Rush Coil]], [[Rush Jet]], and [[Super Arrow]] are disabled, making several of the level's challenges more difficult. However, [[Wire Adapter]] and [[Sakugarne]] remain enabled, allowing the player to have an easier time getting through some of the rooms.&lt;br /&gt;
Btd'nhan takes 5 damage from [[Grab Buster]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Classic Castle was JupiHornet's first attempt at designing a full Mega Man level.&lt;br /&gt;
* The level's music comes from Dust Man's stage in a romhack entitled [https://www.romhacking.net/hacks/2116/ Rockman 4 Burst Chaser x Air Sliding.]&lt;br /&gt;
* JupiHornet has stated that he only disabled the utilities he did because he wanted it to be harder to get the M-Tank in the middle of the stage. He said that he regrets this design decision.&lt;br /&gt;
* A few minor changes to the level's design were made after JupiHornet received feedback from [[Mick Galbani]] and [[MrKyurem]].&lt;br /&gt;
* JupiHornet showcased the beta version of the level via two unlisted videos on [http://www.youtube.com/user/JupiHornet his old YouTube channel.] In these videos, the level looks almost completely different, with gimmicks such as Fire Waves and Force Beams. [https://www.youtube.com/watch?v=UDo4FPbkE2U The first video] shows the first half of the stage, while [https://www.youtube.com/watch?v=5nr2g9kpaXI the second video] shows the second half.&lt;br /&gt;
* Due to the layout of the stage, there is an area where the player will be directly to the right of Btd'nhan. It was originally possible to kill Btd'nhan through the wall with a charged Buster shot or [[Triple Blade]]; this was removed in Version 1.3.0, before being re-implemented in Version 1.4.0. However, it is no longer possible to do this with charged Buster shots.&lt;br /&gt;
&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Cut_Content&amp;diff=3779</id>
		<title>Cut Content</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Cut_Content&amp;diff=3779"/>
				<updated>2018-04-03T23:46:07Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: /* Individual Stages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating video games is a long and hard process, and some things are bound to end up being left on the cutting room floor, especially when there's a deadline to be met. Make A Good Mega Man Level series is no exception, and many things had to be cut for time.&lt;br /&gt;
&lt;br /&gt;
== Make A Good Mega Man Level ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Individual Stages ===&lt;br /&gt;
* [[Citadel Basement]] was planned to have a boss called &amp;quot;Rail Hunter&amp;quot;. This had to be scrapped due to time.&lt;br /&gt;
* [[Napalm Forest and Caves]] was planned to include a modified Napalm Man fight, which was scrapped due to time constraints. Napalm Man would eventually be implemented as a [[Napalm Man MK 2|boss]] in Thoron's MaGMML2 entry, [[Conveyor Mayhem]].&lt;br /&gt;
&lt;br /&gt;
=== Unfinished Stages ===&lt;br /&gt;
* Dustinvgmaster1 had plans to enter a stage called [https://www.youtube.com/watch?v=4ax6X8WOOxI Eclipse Woman], but the stage was ultimately scrapped due to lack of time and motivation.&lt;br /&gt;
&lt;br /&gt;
=== Other Cut Content ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Make A Good Mega Man Level 2 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Differences between results stream and public release===&lt;br /&gt;
On May of 2017 [[Flashman85]] was given an incomplete version of the game in order to announce the results and show off the levels via livestream. This incomplete version resembled the completed version for the most part, but still had a lot of noticeable differences. &lt;br /&gt;
&lt;br /&gt;
Content not in the results stream but added afterwards (such as the Clown Man NPC) should not be noted on this page. This is cut content, not added content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The battle with [[Scorch Man]] had the Scorch Man from ''Mega Man Eternal'', as well as the one from ''Mega Man Sunrise''. Furthermore, two other Robot Masters from Mega Man Eternal appeared as NPCs. Jolt Man could be found in [[Chateau Chevaleresque]] while Illusion Man could be found in [[Tier 5 (MaGMML2)|Tier 5]]. Following objections from ''Eternal'''s creator, Scorch Man was replaced with Scorch Man from ''Zook Hero Z'', Jolt Man was replaced with Storm Man, while Illusion Man was just removed completely.&lt;br /&gt;
* The first tier's hub was originally based on Jolt Man's stage from ''Mega Man Eternal'', and was colored green. Again, at the request of ''Eternal'''s creator, the hub's color palate was modified to differentiate it from Jolt Man's stage.&lt;br /&gt;
* Bad Scissors Day Cut Man unlocked for giving Knight Man enough Nickels. In the public release, he's unlocked from completing Escape Sequence while Doropie, Hair, Rokko Chan, Mega Man?, and Rockman CX are unlocked from Knight Man.&lt;br /&gt;
* The Mega Buster upgrade costed less. This was changed due it being deemed too powerful for its price at the time.&lt;br /&gt;
* Pepsi Man, instead of being the licensed character, was instead Pepsi Man from ''Mega Man FU: The Dankest Meme''. This was changed later when the devs decided they did not want to reference unreleased fan games. ''Mega Man FU'' was later cancelled.&lt;br /&gt;
&lt;br /&gt;
===Individual Stages ===&lt;br /&gt;
* RedBlupi stated there were a few things he wanted to implement in [[Cyber Man (Stage)|Cyber Man]] but couldn't due to the deadline. He wanted to implement a bonus stage similar to the one in ''Mega Man Final 3'', and he wanted to give [[Cyber Man]] an attack where he turns giant and tries to crush Mega Man with his fists.&lt;br /&gt;
* [[Inner Sanctum]]'s original name was &amp;quot;Throne Gate&amp;quot;. &lt;br /&gt;
** A pink [[Toad Man]] was originally going to be a miniboss in this stage, along with [[Gravity Man]]. It would only be able to be damaged by [[Wheel Cutter]]. This Toad Man can still appear with the Surprise Bosses [[Cheat Mode|cheat]] on. &lt;br /&gt;
* As stated at the end of the level, Shovel Knight was planned to be the boss of [[Shovel Knight|his titular level]]. This wasn't implemented due to the creator &amp;quot;had to prioritize other things in [their] life at the moment&amp;quot;.&lt;br /&gt;
* [[MegaLondo]] was originally conceived as a ''Castlevania'' stage with a Wily Dracula as the boss. Lambda stated that time restraints caused him to scrap that boss and he changed it to a ''Dark Souls'' themed level.&lt;br /&gt;
* [[Bouncy Castle]]'s original name was &amp;quot;Bouncy Calamity&amp;quot; during submission, but it was misnamed after the level was inserted.&lt;br /&gt;
** Additionally, when the level was in development, the bouncing effect used to be constant and more intense instead of occurring in set periods, this was changed as several people became nauseous when an initial beta of the level was offered for testing.&lt;br /&gt;
* [[Coyote Man (stage)|Coyote Man]] was going to have a miniboss called Mega Mizzile. Cheez thought he wouldn't have time to finish it, and so put an &amp;quot;On Strike!&amp;quot; sign in its room. He then had more time than he thought, but liked having the &amp;quot;On Strike!&amp;quot; sign and ultimately did not implement Mega Mizzile.&lt;br /&gt;
* The original version of [[Deep Thoughts]] was ''very'' different than the final product. Some changes include:&lt;br /&gt;
** There was originally a recreation of the boss room from [[Duwang]] directly to the right of the starting room, minus the Curlinger and Brain Break. When entered, Takumi says &amp;quot;Deja vu! I feel like I've been here before!&amp;quot;&lt;br /&gt;
** Some questions were changed considerably. Most notably, the final question in the final version was instead question 14, and required you to answer the question correctly instead of being a fakeout. The original final question was a hexadecimal math question, using teleporters that correspond to letters A through D.&lt;br /&gt;
** [[Color Man]] was originally in the room that [[Sheriff Man]] is fought in the final version.&lt;br /&gt;
** [[Cheat Man]]'s boss arena was originally [[Cream]]'s room from [[Yggdrasil]].&lt;br /&gt;
&lt;br /&gt;
====Other cut content from the game====&lt;br /&gt;
* Originally, [[Match Blast]] was to be themed after Boil Man. While this was changed, the color palette was reused for [[Carry]].&lt;br /&gt;
* There was planned to be a level where you play as [[Alter Man]], called Alter Man's Revenge. This would involve him fighting other Robot Masters and gaining their weapons, which would be how the player would unlock them in-game. Shinryu scrapped this due to time.&lt;br /&gt;
* Another planned way to unlock the alternate weapon set would be upon completion of the Pit of Pits. This was deemed too challenging, thus its now just a reward for Noble Nickels. &lt;br /&gt;
* Ryu and Duo were planned to be costumes, though were scrapped for time and not having all the sprites needed.&lt;br /&gt;
* Ran (from Bob &amp;amp; George), Shantae, Model A, and Rockman no Constancy were all planned to be costumes, though they were scrapped as the game had memory issues with the skin pages, meaning they had to be cut. &lt;br /&gt;
**Though, some of them were made as custom costumes later on by Rbade, Csketch, Fabián, and Boberatu.&lt;br /&gt;
* A Chimerabot combining [[Haunt Man (Boss)|Haunt Man]] with Launch Man and Shuttle Man was planned, but the code was deemed too complex to work with. This was replaced with the Chimerabot that combines Joe Man and Bond Man.&lt;br /&gt;
* Rail Hunter was planned to be a statue boss, though this was scrapped. The statue that would have accessed this boss still remains in the Tier 10 hub.&lt;br /&gt;
* There were a couple of stages in the Pit of Pits that were right out cut, not meeting quality assurance, bugs and other development reasons.&lt;br /&gt;
** 'dracmeister_2' or as stated in room code as 'Tool-Assisted' was cut due to it setting weapons to infinite and carrying over to the rest of the Pit. The stage required the use of utility weapons to proceed.&lt;br /&gt;
&lt;br /&gt;
== Make A Good 24 Hour Mega Man Level ==&lt;br /&gt;
&lt;br /&gt;
=== Unfinished stages ===&lt;br /&gt;
* Big Fish, MugMan, and Shinryu all entered the contest and received boxes, but were unable to finish their levels within the time limit. ThatOneEnder also requested and received a second box, but similarly was not able to finish in time.&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Template:Damagetable2&amp;diff=3714</id>
		<title>Template:Damagetable2</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Template:Damagetable2&amp;diff=3714"/>
				<updated>2018-03-26T05:15:39Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: Added L. Rocket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icon0.png|M.Buster]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona1.gif|H.Chaser|link=Hornet Chaser]][[File:2Iconb1.png|H.Pumpkin|link=Haunt Pumpkin]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona2.gif|J.Satellite|link=Jewel Satellite]][[File:2Iconb2.png|B.Barrier|link=Badge Barrier]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona3.gif|G.Buster|link=Grab Buster]][[File:2Iconb3.png|N.Bomb|link=Neapolitan Bomb]][[File:2Iconb11.png|L.Rocket|link=Launch Rocket]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona4.gif|T.Blade|link=Triple Blade]][[File:2Iconb4.png|T.Cluster|link=Truffle Cluster]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona5.gif|F.Stopper|link=Flash Stopper]][[File:2Iconb5.png|C.Distorter|link=Cyber Distorter]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona6.gif|S.Claw|link=Slash Claw]][[File:2Iconb6.png|F.Beam|link=Force Beam]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona7.gif|W.Cutter|link=Wheel Cutter]][[File:2Iconb7.png|H.Trapper|link=Hazard Trapper]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona8.png|Sakugarne|link=Sakugarne]][[File:2Iconb8.png|M.Blast|link=Match Blast]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona9.png|W.Adaptor|link=Wire Adaptor]][[File:2Iconb9.png|C.Claw|link=Chomp Claw]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona10.png|S.Arrow|link=Super Arrow]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| {{{buster|}}}&lt;br /&gt;
| {{{hornet|}}}&lt;br /&gt;
| {{{jewel|}}}&lt;br /&gt;
| {{{grab|}}}&lt;br /&gt;
| {{{triple|}}}&lt;br /&gt;
| {{{flash|}}}&lt;br /&gt;
| {{{slash|}}}&lt;br /&gt;
| {{{wheel|}}}&lt;br /&gt;
| {{{sakugarne|}}}&lt;br /&gt;
| {{{wire|}}}&lt;br /&gt;
| {{{arrow|}}}&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |'''Other Notes'''&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |{{{notes}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 0/0/0&lt;br /&gt;
| hornet = 0&lt;br /&gt;
| jewel = 0&lt;br /&gt;
| grab = 0&lt;br /&gt;
| triple = 0&lt;br /&gt;
| slash = 0&lt;br /&gt;
| wheel = 0&lt;br /&gt;
| sakugarne = 0&lt;br /&gt;
| wire = 0&lt;br /&gt;
| arrow = 0&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = None&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/2&lt;br /&gt;
| hornet = 3&lt;br /&gt;
| jewel = 4&lt;br /&gt;
| grab = 0&lt;br /&gt;
| triple = 1&lt;br /&gt;
| slash = 1&lt;br /&gt;
| wheel = 0&lt;br /&gt;
| sakugarne = 3&lt;br /&gt;
| wire = 0&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| flash = Y&lt;br /&gt;
| notes = Flash Stopper drains health.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Skeletup_N%27_Pakkajoe&amp;diff=3539</id>
		<title>Skeletup N' Pakkajoe</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Skeletup_N%27_Pakkajoe&amp;diff=3539"/>
				<updated>2018-03-21T05:18:57Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: Icon explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapondata&lt;br /&gt;
|align= right&lt;br /&gt;
|imagebg= #FFFFFF&lt;br /&gt;
|name= [[File:24hicon0.png |left]][[File:24hicon0.png |right]]Skeletup N' Pakkajoe&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|boss=&lt;br /&gt;
|eagainst=&lt;br /&gt;
|user= [[Mega Man]]&lt;br /&gt;
|at= &lt;br /&gt;
|cost= &lt;br /&gt;
|capacity= &lt;br /&gt;
|type= Full-Screen&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|appearances=[[Make a Good 24 Hour Mega Man Level]]&lt;br /&gt;
|sprite=[[File:SkeletupNPakkaJoeWep.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
'''Skeletup N' Pakkajoe''' is a weapon originating from Make a Good 24 Hour Mega Man Level as one of the alternate weapons available after beating the game. It is available in the second alternate weapon set, where it replaces Rush Jet. When fired, Mega Man will shoot a sprite of the Skeletup N' Pakkajoe, which stretches and spins towards the screen, damaging anything on its way.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good 24 Hour Mega Man Level]]''===&lt;br /&gt;
Skeletup N' Pakkajoe first appeared as an [[Alternate Weapons|alternate weapon]] in Make a Good 24 Hour Mega Man Level, replacing [[Rush Jet]].&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The Skeletup N' Pakkajoe sprite consists of a mix of a Skeleton Joe bearing a Sniper Joe shield, on a closed up Pakatto 24 with the bottom part of an Up'n'Down.&lt;br /&gt;
*The icon for Skeletup N' Pakkajoe is an emote on the MaGMML Discord server, :chuckmagnet_face:. It is a reference to the ''Super Mario World'' romhack ''JUMP'', and more specifically the level &amp;quot;Chuck Magnet&amp;quot;; on rare occasions, the sprite for Chargin' Chuck Jr. would glitch out and become two halves of a Ninji sprite, resembling a face.&lt;br /&gt;
&lt;br /&gt;
{{MaG24HMML}}&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Holy_Crap,_Mega_Man_Can_Airslide%3F&amp;diff=3533</id>
		<title>Holy Crap, Mega Man Can Airslide?</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Holy_Crap,_Mega_Man_Can_Airslide%3F&amp;diff=3533"/>
				<updated>2018-03-21T03:02:11Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: &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= Holy Crap, Mega Man Can Airslide?&lt;br /&gt;
|rank = 50th&lt;br /&gt;
|image= [[File:HCMMCAS.png]]&lt;br /&gt;
|caption= Jump? Slide? Why not BOTH?!&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= ParmaJon&lt;br /&gt;
|composer= Tskuikuro&lt;br /&gt;
|artist= ParmaJon&lt;br /&gt;
|programmer = Renhoek &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;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 36&lt;br /&gt;
|judge2 = 10&lt;br /&gt;
|judge3 = 24&lt;br /&gt;
|judge4 = 34&lt;br /&gt;
|judge5 = 28&lt;br /&gt;
|totalscore = 26.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 2 Nickels&lt;br /&gt;
|enemies =* Ring Ring&lt;br /&gt;
* Twin Cannon&lt;br /&gt;
* Tondeall &lt;br /&gt;
* New Shotman &lt;br /&gt;
* Junk Golem &lt;br /&gt;
* Gravitron &lt;br /&gt;
* Bolton and Nutton &lt;br /&gt;
* Jet Bomb  &lt;br /&gt;
|gimmicks =* Airslide&lt;br /&gt;
* Fire Wave&lt;br /&gt;
* Plant Man Platforms&lt;br /&gt;
* Block Train&lt;br /&gt;
* Yoku Blocks&lt;br /&gt;
* Spark Man Platform&lt;br /&gt;
* MM2 Falling Platform&lt;br /&gt;
* Plant Man Springs&lt;br /&gt;
* Knight Man Springs&lt;br /&gt;
* Drill Man Levers&lt;br /&gt;
|bosses = [[Romhack Top Man]]&lt;br /&gt;
|other = Jupi Hornet's Least Favourite&lt;br /&gt;
|music = Super Robot Wars - Silver Fallen Angel and Wagyan Land 2 - Final Boss&lt;br /&gt;
|location = Tier 5&lt;br /&gt;
|previous = [[Enchanced Moblility]]&lt;br /&gt;
|next = [[Maze of Significantly Less Death]]&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;br /&gt;
{{quote|There are levels that have a lot of potential, but fail when it comes to execution. Then there are other levels that are just...bad. Then there are levels like this, which do both.|JupiHornet|saying the problem of the level.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Holy Crap, Mega Man Can Airslide or HCMMCAS for short is the 50th level in Make a Good Mega Man Level 2, the level revolves around the gimmick of being able to slide in the air, much like the ROM hack ''Rockman 5 Air Sliding''. The ability to air slide is explored using various sets of Plant Man platforms, levers, and Fire Waves, as well as a long Block Train section.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
There are screens that can be skipped, although they may not appear that, theres a break where with saku you can jump off the block train and land on some spikes then plantman platforms, also, you can get easily the first Noble Nickel with the Slash Claw, in the Block Train section, you can skip it with the Jewel Satellite when it goes up the first time and its about one block up airslide and jump and hold right and you will land on the plantman platform.&lt;br /&gt;
[[File:Pro strats.gif|thumb|center|god tier speedrun strats]]&lt;br /&gt;
You can also avoid a teleporter following the section, that teleporter leads to the Fire Wave and Key Doors section, also be patient with the fire waves and observe their patterns, they are all possible to do no hit, the rooms with the keys can be skipped, you can get a Noble Nickel passing this section.&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Way to spoil the gimmick in the title woooow!! This level is pretty neat! It's cool to see that someone brought air sliding into this game and there's some pretty great setups made with it. The 'air jump slide' is pretty neat and adds a new twist to the air slide gimmick, and some of the acrobatics involved in the level are super fun to pull off. I really like the rooms with the fire waves, they'e super tricky but fun to work around. The Noble Nickel rooms are pretty great too, though I kinda struggled with the first one ;p. I really liked the block train segment, it reminds me of a few levels in SMW romhacks (I'll be specific and say IMPETUOUS ATHLETIC and no one will know what that means :V). The boss fight is neat, too, it reminds me of something you would legit see in a romhack. I think it actually IS in a romhack, I just forget which. Two issues, tho, one, that quick time event room after the midpoint is dumb, and two, sometimes my jump just doesn't register while air sliding? Idk. But overall it's a super nice level! Tho I think the solid blue background could have at least been black because it kiinda looks ugly rn :p&lt;br /&gt;
|pyroscore = 36&lt;br /&gt;
|spdesign = 11&lt;br /&gt;
|spfun = 8&lt;br /&gt;
|spcreativity = 10&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 4&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = Look.&lt;br /&gt;
There are levels that have a lot of potential, but fail when it comes to execution. Then there are other levels that are just...bad. Then there are levels like this, which do both. This was BY FAR the most disappointing level in the contest for me, and for that reason it's my least favorite...seriously, you can do so many things with an air sliding gimmick! Rockman 5 Air Sliding and Rockman 4 Burst Chaser X Air Sliding are both amazing romhacks that utilize the gimmick very well. This level, on the other hand, doesn't use the gimmick very creatively at all. All you really did with it was have the player use it hit switches and jump on Plant Man platforms. Slide over to the switch, a platform appears under you. Shoot the Plant Man platform, slide over to it. It's just not fun, especially with enemies everywhere. There was a room where the player died if they didn't know to slide to the right when falling. The 'jump after an air slide' function was sometimes unresponsive, leading to a LOT of deaths, and it was even worse when you required the player to use it with fireballs everywhere. The aesthetics were very minimal, with nothing more than a blue background and some blocks, and the junk guys and springs appeared to be standing on nothing, which is just lazy. The only thing I can really say I liked about this level was the boss, which was like a spruced up Top Man. Overall, though, I was extremely disappointed in this level. It really did drop the ball. You can do so much better than this!&lt;br /&gt;
|jupiscore = 10&lt;br /&gt;
|jhdesign = 2&lt;br /&gt;
|jhfun = 1&lt;br /&gt;
|jhcreativity = 5&lt;br /&gt;
|jhaesthetics = 0&lt;br /&gt;
|jhfunction = 2&lt;br /&gt;
|enjl = Heh, interesting idea. I really like the platforming possibilities that this mechanic introduces. The pure platforming segments scattered mostly throughout the first half of the level are fun and tense, though I think they could do with less enemies, as they're sometimes placed in a way where they're ripping the player out of the flow of the level. I didn't enjoy the direction the level took with its fire and block snake sections. The fire sections felt like a ton of cheap hits and I fell into the pit in the 2nd nickel section far too many times. The block snake section replaces all the tense action of the level with slowly waiting for the snake to advance so the player can get to the boss. The boss itself was a really fun fight. I like how his attacks line up to allow for an easy dodging pattern that still made me feel like I was skillfully dodging a tough opponent (roleplaying woo!!!!). If this level toyed around more with its platforming segments, perhaps by introducing other types of platforms or having a section where, for instance guts lifts move in parallel and the player has to jump between them to avoid obstacles, I would have enjoyed this level a lot more. As it stands, though, neat concept.&lt;br /&gt;
|enjlscore = 24&lt;br /&gt;
|endesign = 7&lt;br /&gt;
|enfun = 5&lt;br /&gt;
|encreativity = 8&lt;br /&gt;
|enaesthetics = 0&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = Maybe&lt;br /&gt;
|garirry = &lt;br /&gt;
|garirryscore = 34&lt;br /&gt;
|gadesign = &lt;br /&gt;
|gafun = &lt;br /&gt;
|gacreativity = &lt;br /&gt;
|gaaesthetics = &lt;br /&gt;
|gafunction = &lt;br /&gt;
|gadesignnote = &lt;br /&gt;
|gafunnote = &lt;br /&gt;
|gacreativitynote = &lt;br /&gt;
|gaaestheticsnote = &lt;br /&gt;
|gafunctionnote = &lt;br /&gt;
|ace = This stage has a seriously cool concept and primary gimmick, and is in fact, really well designed. The challenges are interesting and unique, and we even defy dev-kit only expectations by having a boss at the end. A modified dev-kit boss, but still a new boss.&lt;br /&gt;
&lt;br /&gt;
So what went wrong? Well, this stage simply isn't very fun. This partially comes down to the presentation. It's hard to have fun in a space with zero context. There doesn't appear to be any progress being made, the player just gets a dull blue background. The player is visually bored to tears only 30 seconds into the stage, and somehow the graphics get worse as the stage goes on.&lt;br /&gt;
The lack of graphics also hurts the gimmick setups - there are many situations where a tiled background could've been used to give indicators as to where something is going to travel, to draw the player's eye to what they should be looking at, and overall just have the level plain make sense.&lt;br /&gt;
&lt;br /&gt;
One of the other issues comes down to sheer frustration. This is mostly focused at the Nickel, The second one. This might just be one of the worst Nickel placements in the game.&lt;br /&gt;
Bare in mind, your earlier screen with the Fire Waves on is already rather obnoxious, not helped by the fact that visually they are rather hard to track where they are supposed to travel.Yes, there are some arrows, but in a do or die situation, these arrows simply aren't enough.&lt;br /&gt;
&lt;br /&gt;
But the second Nickel - oh man. These screens are so finicky, require such precise timing, that it quickly becomes an chore, then a slog, and then you want to throw your controller/laptop/pc out the window as you are knocked into the pit for the 100th time. The real thing that kills these screens, is the fact the fireballs curl back on themselves. One would've been bad enough, both fireballs curving back? There was no reason for this, this renders the challenge into something that is too exact, mostly because the player themselves also has to curve backwards to land back onto safety. This is beyond frustrating.&lt;br /&gt;
But the thing that absolutely murders this section and kills the fun factor dead - is that you have a second screen of this. AAAAAAAAAAAAAAAaaaaa....&lt;br /&gt;
&lt;br /&gt;
Alright, so the Nickels are optional, sure, but they should never cross the line into absurdity, not like this. It just kills the goodwill of any player who is attempting to get these things is going to have.&lt;br /&gt;
&lt;br /&gt;
We are finally left with your boss fight. Hello, modified dev-kit boss! I'm not really sure what the point to this guy is, mostly because there is no need to actually use the air slide feature in the fight. Sure it makes it slightly easier, but its not required, and the boss rather feels like filler.&lt;br /&gt;
Clever stage, that is just too clever by half to be all that enjoyable. Really, really wish some effort had been expended into the tileset, as my memories of the level are awash with the colour blue, and only blue.&lt;br /&gt;
|acescore = 28&lt;br /&gt;
|asdesign = 11&lt;br /&gt;
|asfun = 2&lt;br /&gt;
|ascreativity = 12&lt;br /&gt;
|asaesthetics = 0&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Holy Crap, Mega Man Can Airslide? is the only ''MaGMML2'' level to be a judge's least favorite and ''not'' be skippable.&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Null_and_Void_(MaGMML2)&amp;diff=3526</id>
		<title>Null and Void (MaGMML2)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Null_and_Void_(MaGMML2)&amp;diff=3526"/>
				<updated>2018-03-21T02:24:46Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: /* ParmaJon */&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= Null and Void&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|image= [[File:MaGMML2-TF-Nullandvoid-Entrance.png]]&lt;br /&gt;
|caption= The beginning of the end.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Multiple&lt;br /&gt;
|composer= &amp;quot;???&amp;quot; (hub), various (stages)&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|judge1 = &lt;br /&gt;
|judge2 = &lt;br /&gt;
|judge3 = &lt;br /&gt;
|judge4 = &lt;br /&gt;
|judge5 = &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|totalscore = Unranked&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3 [[Noble Nickel]]s&lt;br /&gt;
|enemies = &lt;br /&gt;
* Again, likely the entire devkit's worth&lt;br /&gt;
|subbosses = [[Volt Man]]&amp;lt;br&amp;gt;[[Twin Cannons]]&amp;lt;br&amp;gt;[[Komuso Man]]&amp;lt;br&amp;gt;[[Napalm Man MK 2]]&amp;lt;br&amp;gt;[[Fire Man]]&amp;lt;br&amp;gt;[[Stone Butterfly]]&amp;lt;br&amp;gt;[[Copy Hologram]]&amp;lt;br&amp;gt;[[Literally Just a Bee]]&amp;lt;br&amp;gt;[[Disco Ball]]&amp;lt;br&amp;gt;[[Boundin' Crash Man]]&amp;lt;br&amp;gt;[[Die Sign]]&lt;br /&gt;
|bosses = [[Absolute ZERO]]&lt;br /&gt;
|other = &lt;br /&gt;
* True final stage&lt;br /&gt;
|music = Fortress 2 Blue - The Profound (hub), various (stages, with music variety on)&lt;br /&gt;
|location = Tier X&lt;br /&gt;
|previous = &lt;br /&gt;
|next =&lt;br /&gt;
}}&lt;br /&gt;
{{quote|NULL AND VOID|The ready text|setting the mood for the true final stage.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Null and Void is the true final stage in ''''Make a Good Mega Man Level 2''''. Its main design centers around six floors with four rooms each. To descend each floor, one room out of the four presented on that floor must be cleared. Each floor also features a green teleporter that allows them to return to any previously visited floor, even when replaying the stage. The rooms themselves have been created by multiple people, in a manner similar to [[Wily 6]] and the [[Pit of Pits]].&lt;br /&gt;
==Strategy==&lt;br /&gt;
===Floor 1===&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid.png|frame|right]]&lt;br /&gt;
The player starts on this floor, dropping in from above. The floor 1 lobby has no basic gimmick.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Renhoek]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Renhoek-1.png|frame|left]]&lt;br /&gt;
''Theme Song: Stage 12 (Free Song) ([[Elec Dam]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This room is a recreation of [[Volt Man]]'s stage from the ''Mega Man'' DOS game, and features him as a sub-boss at the end.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[CosmicGem]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-CosmicGem.png|frame|right]]&lt;br /&gt;
''Theme Song: Mega Man Final 3 - Cyber Man ([[Cyber Man]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is a simple platforming stage utilizing several enemies from Tier 10 stages. At 11 screens, it is the shortest level in Null and Void.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[MiniMacro]], [[Entity1037]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-MiniMacroEntity1037.png|frame|left]]&lt;br /&gt;
''Theme Song: Shadow of the Ninja - Stage 5 ([[Poorly Named Level]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level centers around the use of springs and a modified Force Beam that continually damages the player rather than instantly killing them.  It requires great finesse to avoid the Force Beams and enemy fire while bouncing atop the springs.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[SnoruntPyro]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-SnoruntPyro-1.png|frame|right]]&lt;br /&gt;
''Theme Song: The Binding of Isaac - Cellar ([[Gunpowder Cellar]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level features giant sawblades that move on visible circuits, similar to the platforms seen in Crash Man's stage.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
===Floor 2===&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Floor2.png|frame|right]]&lt;br /&gt;
This floor 2 lobby is a larger space, and features the lift blocks from Spark Man's stage.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Freeman]], [[The Stove Guy]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-FreemanTheStoveGuy.png|frame|left]]&lt;br /&gt;
''Theme Song: Corpse Party - Ray of Hope ([[But It Lacked the Depth to Convince Me That This is Really Hell]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While this level begins as a straightforward platforming stage involving springs, it drastically changes upon reaching the teleporter. The majority of this stage features screen wrapping, horizontal at first and then vertical, as well as a moving background and a monochrome palette that makes enemies the same color as you.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Renhoek]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Renhoek-2.png|frame|right]]&lt;br /&gt;
''Theme Song: Silverstein - Massachusetts ([[City Under Siege]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is a recreation of [[Komuso Man]]'s stage from ''Rockman &amp;amp; Forte: Challenger from the Future'', and features him as a sub-boss. The [[Twin Cannons]] also appear as a sub-boss as well.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[MiniMacro]], [[SnoruntPyro]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-MiniMacroSnoruntPyro.png|frame|left]]&lt;br /&gt;
''Theme Song: MaGMML2 ([[Nitrogen Man]] and [[Nightwalk Castle]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level features numerous Snakeys, whose deaths causes a chain reaction of destruction through their bodies.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Shinryu]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Shinryu.png|frame|right]]&lt;br /&gt;
''Theme Song: Mega Man LL - Wily 1 ([[Metallic Ocean]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level features numerous moving water platforms from [[Splash Woman]]'s stage at various speeds, creating a variety of timing challenges.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
===Floor 3===&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Floor3.png|frame|right]]&lt;br /&gt;
The floor 3 lobby is a vertical room featuring the top platforms from Top Man's stage.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[SnoruntPyro]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-SnoruntPyro-2.png|frame|left]]&lt;br /&gt;
''Theme Song: Sonic the Hedgehog 4 - Mad Gear Zone Act 1 ([[Colorful Hall]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level has extremely high gravity, rendering jumping useless. [[Wheel Cutter]], [[Sakugarne]] and all utility weapons are disabled in this level.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Enjl]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Enjl.png|frame|right]]&lt;br /&gt;
''Theme Song: Super Mario World - Castle ([[Mario Land]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This stage opens with a &amp;quot;waerning&amp;quot; that there are many surprise enemies. That's an understatement; enemies pour in from holes in the ceiling here. It is recommended to use [[Flash Stopper]] as much as possible to stop the enemy spam before it starts, as not all enemies are weak enough to be destroyed by [[Jewel Satellite]].&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Zieldak]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Zieldak-1.png|frame|left]]&lt;br /&gt;
''Theme Song: VVVVVV - Predestined Fate ([[Maze of Significantly Less Death]] and [[Sector Upsilon 6]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is a maze, reminiscent of the Bermuda Maze from ''Mega Man Star Force 2''; it features several Mr. Hertzes as NPCs and has similar logic that can be confusing until you figure out what you need to do. Prior to Version 1.3.0, this level was notorious for requiring the player to jump into an invisible teleporter disguised as a pit of spikes; the teleporter is still invisible but the spikes are no longer there.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Entity1037]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Entity1037-1.png|frame|right]]&lt;br /&gt;
''Theme Song: Rokko Chan - Volcano Man ([[Volcanic Furnace]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This stage features two autoscroll sections where you must run away from gigantic sawblades.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
===Floor 4===&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Floor4.png|frame|right]]&lt;br /&gt;
The floor 4 lobby features an elevator platform from the third Wily Castle stage in ''Mega Man 10'', although it only moves horizontally.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[SnoruntPyro]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-SnoruntPyro-3.png|frame|left]]&lt;br /&gt;
''Theme Song: Zero Wing - Open Your Eyes (Stage 1) ([[AD 2101]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level revolves around a variant of [[Destroyable Blocks]] that, rather than being destroyed by the player's Mega Buster, is destroyed by projectiles from enemies or stage hazards.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====[[The Stove Guy]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-TheStoveGuy.png|frame|right]]&lt;br /&gt;
''Theme Song: Shovel Knight - Lost City ([[Shovel Knight]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level utilizes the drills seen in Napalm Man's stage, both as platforms for the player's use and as vehicles to destroy the terrain to clear a path for them. [[Napalm Man MK2]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Zieldak]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Zieldak-2.png|frame|left]]&lt;br /&gt;
''Theme Song: Blaze Man ([[Blaze Man]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level features a large vertical shaft with lava slowly rising up. [[Fire Man]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Renhoek]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Renhoek-3.png|frame|right]]&lt;br /&gt;
''Theme Song: Expand Man ([[Neon Man]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is a maze that features the warp blocks from [[Cyber Man]] and requires exploration to find keys.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
===Floor 5===&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Floor5.png|frame|right]]&lt;br /&gt;
The floor 5 lobby features several wind fans from Wind Man's stage.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Zatsupachi]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Zatsupachi.png|frame|left]]&lt;br /&gt;
''Theme Song: Super Robot Wars - Silver Fallen Angel ([[Holy Crap, Mega Man Can Airslide?]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Aesthetically inspired by the Cyber Maze from ''Mega Man X5'', this level makes heavy use of Force Beams and Yoku Blocks.  The [[Stone Butterfly]] is encountered at the end.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Cruise Elroy]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-CruiseElroy.png|frame|right]]&lt;br /&gt;
''Theme Song: Deep Space ([[Crystal Lab]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is a maze that utilizes Cyber Man blocks and is aesthetically similar to [[Sector Upsilon 6]]'s secret area. All weapons other than the Buster are disabled here.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[ParmaJon]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-ParmaJon-1.png|frame|left]]&lt;br /&gt;
''Theme Song: Jazz Jackrabbit - Medivo ([[Water Ducts]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is a long autoscroll section where only the colors red and black are used.  As the background scrolls and the player-character is solid red, it is possible to momentarily lose sight of yourself.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[ACESpark]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-ACESpark.png|frame|right]]&lt;br /&gt;
''Theme Song: VVVVVV - Potential For Anything ([[Sector Upsilon 6]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level features clones of your selected skin as enemies, either chasing you or using one of three weapons to try and attack you ([[Wire Adaptor]], [[Grab Buster]] and [[Hornet Chaser]]). [[Copy Hologram|A giant, holographic clone of you]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
===Floor 6===&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Floor6.png|frame|right]]&lt;br /&gt;
The floor 6 lobby features vertical wrapping, similar to the [[Tier 6 (MaGMML2)|Tier 6 hub]] and [[Wily Fortress VR]].&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Zieldak]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Zieldak-3.png|frame|left]]&lt;br /&gt;
''Theme Song: Mega Man 9 - Hornet Man ([[Identity Crisis]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is a sort of reimagining of Hornet Man's stage, where several enemies have been redone to use Chibees as their projectiles.  [[Literally Just a Bee]] appears as a sub-boss at the end.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Beed28]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Beed28.png|frame|right]]&lt;br /&gt;
''Theme Song: Rockman DX3 - Stage Theme ([[Smed's Big Annoying Mess of a Level]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Acting as a sort of reprise of his submission level, [[Bouncy Castle]], this level features its signature effect, now activating only when the blocks with up arrows on them are shot. [[Wheel Cutter]], [[Sakugarne]], and all utilities are disabled for this level. The [[Disco Ball]] and  [[Boundin' Crash Man]] make returns as sub-bosses here, with these blocks on either side of their new boss rooms. Mega Man Volnutt also makes a cameo in the room after Boundin' Crash Man.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====[[ParmaJon]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-ParmaJon-2.png|frame|left]]&lt;br /&gt;
''Theme Song: Azure Striker Gunvolt - Garden ([[Inner Sanctum]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level centers around moving various platforms and destroying barrier blocks to allow a fire trap to complete its path and destroy a barrier that blocks the player's path. If you fail at any of this level's puzzles, there are teleporters to reset the room; the bottomless pits also function as teleporters.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====[[Entity1037]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Entity1037-2.png|frame|right|Wheeeeeeeeeeeeeee!!!]]&lt;br /&gt;
''Theme Song: Mega Man 10 - Against The Pressure ([[The Stage Nobody Asked For]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is an incredibly high-speed section using the sled from Frost Man's stage.  As Yoku Blocks make up the majority of its terrain, the player must rely on their ability to react to the Jump Signs and Slide Signs rather than sight to navigate the level.  [[Die Sign]] appears as a sub-boss at the end.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Finale===&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Floor7.png|frame|right|The final opponent awaits...]]&lt;br /&gt;
After clearing six floors, the player finds themselves in a small chamber. A beam of rainbow light similar to the one that takes them to [[Tier 10 (MaGMML2)|Tier 10]] is present in the middle, with the last three [[Noble Nickel]]s in the game and the return teleporter to the right of the room. Taking the beam begins the fight against [[Absolute ZERO]], rewarding the player with the final [[Energy Element]] and the true credits upon completion.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Version 1.3.0 added music variety to Null and Void, adding the stage themes listed above. Prior to this, The Profound continued playing throughout the stages as well as the hub. Music variety is on by default but can be turned off.&lt;br /&gt;
* Null and Void draws heavy inspiration from Shattered Dreams, the finale of the Super Mario World romhack JUMP; it was even originally named after it as well.&lt;br /&gt;
** Furthermore, The Profound was also the theme music for Shattered Dreams.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier X}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier X Stages]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Launch_Man_%26_Shuttle_Man&amp;diff=2870</id>
		<title>Launch Man &amp; Shuttle Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Launch_Man_%26_Shuttle_Man&amp;diff=2870"/>
				<updated>2018-02-28T07:17:44Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: /* Damage Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#FA36FA&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= Launch Man &amp;amp; Shuttle Man&lt;br /&gt;
|image=&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number= &lt;br /&gt;
|designer= Strife&lt;br /&gt;
|programmer=  &lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor = Red(Launch)&amp;lt;br&amp;gt;Yellow(Shuttle)&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Rocket&lt;br /&gt;
|weak=[[Jewel Satellite]](Launch)&amp;lt;br&amp;gt;[[Super Arrow]](Shuttle)&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Launch Man &amp;amp; Shuttle Man(stage)]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation= &lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]]&amp;lt;br&amp;gt;(Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
Launch Man &amp;amp; Shuttle Man is the boss of their namesake stage [[Launch Man &amp;amp; Shuttle Man(stage)]]&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/2/3&amp;lt;br&amp;gt;2/4/6&lt;br /&gt;
| hornet = 2&amp;lt;br&amp;gt;2&lt;br /&gt;
| jewel = 3&amp;lt;br&amp;gt;3&lt;br /&gt;
| grab = 1&amp;lt;br&amp;gt;2&lt;br /&gt;
| triple = 2&amp;lt;br&amp;gt;2&lt;br /&gt;
| slash = 1&amp;lt;br&amp;gt;2&lt;br /&gt;
| wheel = 1&amp;lt;br&amp;gt;2&lt;br /&gt;
| sakugarne = 1&amp;lt;br&amp;gt;3&lt;br /&gt;
| wire = 3&amp;lt;br&amp;gt;2&lt;br /&gt;
| arrow = 1&amp;lt;br&amp;gt;4&lt;br /&gt;
| flash = N&amp;lt;br&amp;gt;N&lt;br /&gt;
| notes = Top column is for Launch, bottom is for Shuttle.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=The_Quickening&amp;diff=2852</id>
		<title>The Quickening</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=The_Quickening&amp;diff=2852"/>
				<updated>2018-02-27T22:16:56Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: &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 = 17th&lt;br /&gt;
|image= [[File:MaGMML1-17-TheQuickening1.png]]&lt;br /&gt;
|caption= You're most likely gonna need these...&lt;br /&gt;
|game=[[Make a Good Mega Man Level]]&lt;br /&gt;
|creator= [[Zyglrox Odyssey]]&lt;br /&gt;
|composer= &lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 1&lt;br /&gt;
|judge1 = 35&lt;br /&gt;
|judge2 = 51&lt;br /&gt;
|judge3 = 8&lt;br /&gt;
|judge4 = 25&lt;br /&gt;
|judge5 = 57&lt;br /&gt;
|totalscore = 35.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
*Fan Fiend&lt;br /&gt;
*Komasaburo&lt;br /&gt;
*Pelicanu&lt;br /&gt;
*Spine&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
|music = None&lt;br /&gt;
|location = [[Tier 1 (MaGMML)|Tier 1]]&lt;br /&gt;
|previous = [[Level]]&lt;br /&gt;
|next = [[Chroma Key]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Yo. Just saying, heads up, the teleporter to my right leads to a ridiculously hard level. It's beatable, though!|Skull Man|next to the teleporter.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
'''The Quickening''' is the 17th place entry in ''Make a Good Mega Man Level.'' It's an incredibly difficult Force Beam climb.&lt;br /&gt;
==Strategy==&lt;br /&gt;
At the start of the level, you get 7 lives. The first dangerous screen of the level should show you what the level is all about: Jumping up while avoiding Force Beams. The second screen has a magnet that will help you avoid them. In the third screen, a Fan Fiend will help you try to outrun the force beams. The Black Hole Bomb also helps. After that is a checkpoint with more lives. In order to get through the fourth screen, you must quickly shoot a Spine and speed past the Force Beams. The Black Hole Bomb is helpful here. After that, you have to jump up platforms from Plant Man's stage with Force Beams. Then you reach a room with a Pelicanu and the energy element. &lt;br /&gt;
==Trivia==&lt;br /&gt;
* The Quickening is currently the only entry in MaGMML history to not have any music whatsoever.&lt;br /&gt;
* A sequel to this level named [[The Quickening 2]] appears within [[Tier X (MaGMML2)|Tier X]] in [[Make a Good Mega Man Level 2]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment1&lt;br /&gt;
|pyro =i liked the music&lt;br /&gt;
|pyroscore = 35&lt;br /&gt;
|sppersonal = 13&lt;br /&gt;
|spother = 2&lt;br /&gt;
|spunique = 6&lt;br /&gt;
|spcreativity = 9&lt;br /&gt;
|spgraphics = 5&lt;br /&gt;
|spmusic = 0&lt;br /&gt;
|cheez =Y'know, it's probably a good thing there's no music here. A fifteen second loop would get real annoying after the first ten minutes. That was INCREDIBLY satisfying to actually complete, by the way.&lt;br /&gt;
|cheezscore = 51&lt;br /&gt;
|c8personal = 19&lt;br /&gt;
|c8other = 3&lt;br /&gt;
|c8unique = 7&lt;br /&gt;
|c8creativity = 11&lt;br /&gt;
|c8graphics = 3&lt;br /&gt;
|c8music = 8&lt;br /&gt;
|duvi =No time to waste the player's time!&lt;br /&gt;
|duviscore = 8&lt;br /&gt;
|d0personal = 1&lt;br /&gt;
|d0other = 2&lt;br /&gt;
|d0unique = 1&lt;br /&gt;
|d0creativity = 1&lt;br /&gt;
|d0graphics = 3&lt;br /&gt;
|d0music = 0&lt;br /&gt;
|mick =Oh... all right then, another Quick Man level-type. I... can't say I'm impressed with this one. Wasn't a fan of Quick Man's level, nor was I a fan of Rainbow Man's level, and I can't say I'm a huge fan of this one either. That being said, its short, and the concept behind this is unique for a Quick Man level, but... its still a Quick Man level.&lt;br /&gt;
|mickscore = 25&lt;br /&gt;
|mgpersonal = 6&lt;br /&gt;
|mgother = 2&lt;br /&gt;
|mgunique = 5&lt;br /&gt;
|mgcreativity = 7&lt;br /&gt;
|mggraphics = 5&lt;br /&gt;
|mgmusic = 0&lt;br /&gt;
|kyurem =That letter between X and Z. For a level based solely around quick lasers, this is surprisingly fair and well made (although stupidly hard). There's safe zones in every screen at the start and end so you can watch the pattern, then scroll it off screen and restart the pattern so you can try it, and there are no sections where something shows up that you didn't notice. For anybody who's not ready for the bad times upcoming, you should try Black Hole Bomb on the lasers. Gets a 5 for music despite not having music because silence really helps, although I am disappointed you did not use Quick Man's theme.&lt;br /&gt;
|kyuremscore = 57&lt;br /&gt;
|mkpersonal = 18&lt;br /&gt;
|mkother = 10&lt;br /&gt;
|mkunique = 12&lt;br /&gt;
|mkcreativity = 7&lt;br /&gt;
|mkgraphics = 5&lt;br /&gt;
|mkmusic = 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML Tier 1}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level Stages]][[Category:Tier 1 Stages]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Template:Damagetable2&amp;diff=2834</id>
		<title>Template:Damagetable2</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Template:Damagetable2&amp;diff=2834"/>
				<updated>2018-02-27T15:21:01Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: To do: Launch Rocket in the GB column&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icon0.png|M.Buster]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona1.gif|H.Chaser|link=Hornet Chaser]][[File:2Iconb1.png|H.Pumpkin|link=Haunt Pumpkin]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona2.gif|J.Satellite|link=Jewel Satellite]][[File:2Iconb2.png|B.Barrier|link=Badge Barrier]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona3.gif|G.Buster|link=Grab Buster]][[File:2Iconb3.png|N.Bomb|link=Neapolitan Bomb]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona4.gif|T.Blade|link=Triple Blade]][[File:2Iconb4.png|T.Cluster|link=Truffle Cluster]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona5.gif|F.Stopper|link=Flash Stopper]][[File:2Iconb5.png|C.Distorter|link=Cyber Distorter]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona6.gif|S.Claw|link=Slash Claw]][[File:2Iconb6.png|F.Beam|link=Force Beam]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona7.gif|W.Cutter|link=Wheel Cutter]][[File:2Iconb7.png|H.Trapper|link=Hazard Trapper]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona8.png|Sakugarne|link=Sakugarne]][[File:2Iconb8.png|M.Blast|link=Match Blast]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona9.png|W.Adaptor|link=Wire Adaptor]][[File:2Iconb9.png|C.Claw|link=Chomp Claw]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona10.png|S.Arrow|link=Super Arrow]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| {{{buster|}}}&lt;br /&gt;
| {{{hornet|}}}&lt;br /&gt;
| {{{jewel|}}}&lt;br /&gt;
| {{{grab|}}}&lt;br /&gt;
| {{{triple|}}}&lt;br /&gt;
| {{{flash|}}}&lt;br /&gt;
| {{{slash|}}}&lt;br /&gt;
| {{{wheel|}}}&lt;br /&gt;
| {{{sakugarne|}}}&lt;br /&gt;
| {{{wire|}}}&lt;br /&gt;
| {{{arrow|}}}&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |'''Other Notes'''&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |{{{notes}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 0/0/0&lt;br /&gt;
| hornet = 0&lt;br /&gt;
| jewel = 0&lt;br /&gt;
| grab = 0&lt;br /&gt;
| triple = 0&lt;br /&gt;
| slash = 0&lt;br /&gt;
| wheel = 0&lt;br /&gt;
| sakugarne = 0&lt;br /&gt;
| wire = 0&lt;br /&gt;
| arrow = 0&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = None&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/2&lt;br /&gt;
| hornet = 3&lt;br /&gt;
| jewel = 4&lt;br /&gt;
| grab = 0&lt;br /&gt;
| triple = 1&lt;br /&gt;
| slash = 1&lt;br /&gt;
| wheel = 0&lt;br /&gt;
| sakugarne = 3&lt;br /&gt;
| wire = 0&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| flash = Y&lt;br /&gt;
| notes = Flash Stopper drains health.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Starman_Recreation&amp;diff=2824</id>
		<title>Starman Recreation</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Starman_Recreation&amp;diff=2824"/>
				<updated>2018-02-27T02:07:39Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: &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= Starman Recreation&lt;br /&gt;
|rank = 43rd&lt;br /&gt;
|image= [[File:Star Man.PNG|250px]]&lt;br /&gt;
|caption= He'd like to come and meet us, but he thinks he'd blow our minds. &lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= &lt;br /&gt;
|composer= &lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 26&lt;br /&gt;
|judge2 = 22&lt;br /&gt;
|judge3 = 32&lt;br /&gt;
|judge4 = 32&lt;br /&gt;
|judge5 = 31&lt;br /&gt;
|totalscore = 28.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5&lt;br /&gt;
|enemies =&lt;br /&gt;
* B Bitter &lt;br /&gt;
* Crystal&lt;br /&gt;
* Crystal Joe&lt;br /&gt;
* Dachone&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Giree&lt;br /&gt;
* Metall Cannon&lt;br /&gt;
* Space Metall&lt;br /&gt;
* Tatepakkan&lt;br /&gt;
* Tondeall&lt;br /&gt;
* Toss Machine&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = None&lt;br /&gt;
|other = &lt;br /&gt;
|music = Mega Man 5 - Star Man&lt;br /&gt;
|location = Tier 5&lt;br /&gt;
|previous = [[AD 2101]]&lt;br /&gt;
|next = [[Wily Coaster]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|If MaGMML2 levels were states, this level would be Wyoming. It's relevant because it's irrelevant. People know it because it's so boring.|[[JupiHornet]]|in his Let's Play of this level}}&lt;br /&gt;
==Overview== &lt;br /&gt;
&lt;br /&gt;
Star Man Recreation is the 43rd placed level in the second Make A Good Mega Man Level Contest, and the final level of [[Tier 5 (MaGMML2)|the fifth tier]]. The stage, as its name implies, is a recreation of Star Man's level. It has a level layout largely different from Star Man's original stage, unlike [[Ancient Tomb]] with Pharaoh Man's stage. It also hosts numerous enemies and features not in Star Man's level, such as Galaxy Man portals and gravity flips.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Most of the Noble Nickels will be obtained along the way with little chance to miss them. The one exception to this is the one situated underneath a Galaxy Man portal in reversed gravity. This one is obtained easily with the [[Wheel Cutter]].&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Cheez8&amp;diff=2821</id>
		<title>Cheez8</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Cheez8&amp;diff=2821"/>
				<updated>2018-02-27T02:01:34Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cheez8 is one of the five judges of the original [[Make a Good Mega Man Level]] Contest. He did not enter [[Make a Good Mega Man Level 2|the following contest]], but he submitted the level [[Coyote Man (stage)|Coyote Man]] to [[Tier X (MaGMML2)|Tier X]]. He is also currently (as of February 26, 2018) doing a Let's Play of the game on his personal YouTube channel.&lt;br /&gt;
&lt;br /&gt;
{{People}}&lt;br /&gt;
[[Category:Judges]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Cheez8&amp;diff=2820</id>
		<title>Cheez8</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Cheez8&amp;diff=2820"/>
				<updated>2018-02-27T01:52:41Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cheez8 is one of the five judges of the original [[Make a Good Mega Man Level]] Contest. He did not enter [[Make a Good Mega Man Level 2|the following contest]], but he submitted the level [[Coyote Man (stage)|Coyote Man]] to [[Tier X (MaGMML2)|Tier X]]. He is also currently (as of February 26, 2018) doing a Let's Play of the game on his personal YouTube channel.&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Contest_Weapon_Data&amp;diff=2819</id>
		<title>Contest Weapon Data</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Contest_Weapon_Data&amp;diff=2819"/>
				<updated>2018-02-27T01:50:18Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alternate weapons, alter weapons for short, are a feature added in ''[[Make a Good Mega Man Level 2]]''. They are, with one exception, special weapons and utilities that belong to the fanmade Robot Masters seen in various levels throughout the contest. &lt;br /&gt;
&lt;br /&gt;
== Unlocking == &lt;br /&gt;
&lt;br /&gt;
Alternate weapons are unlocked by talking to Knight Man at the [[Chateau Chevaleresque]] upon having at least 170 Noble Nickels. He informs you about their use and gives you the ability to use them, along with the [[Alter Man]] [[Costumes|costume]]. &lt;br /&gt;
&lt;br /&gt;
To use them, press the fire button on the weapons select screen while wearing the appropriate costume. The costumes that can use alternate weapons are as follows: [[Mega Man]] (default), Super Saiyan Mega Man, Hair, [[Roll]], [[Bass]], [[Proto Man]], Cut Man, Alter Man, Mega?, CX, Rokko Chan, and [[Zero]], along with certain [[Custom Costumes]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
The Alternate weapons, when selected, replaces the standard 8 special weapons as well as Super Arrow and Wire Adapter. &lt;br /&gt;
&lt;br /&gt;
* [[Hornet Chaser]] is replaced with [[Haunt Pumpkin]]&lt;br /&gt;
* [[Jewel Satellite]] is replaced with [[Badge Barrier]]&lt;br /&gt;
* [[Grab Buster]] is replaced with [[Neapolitan Bomb]]&lt;br /&gt;
* [[Triple Blade]] is replaced with [[Truffle Cluster]]&lt;br /&gt;
* [[Flash Stopper]] is replaced with [[Cyber Distorter]]&lt;br /&gt;
* [[Slash Claw]] is replaced with [[Force Beam]]&lt;br /&gt;
* [[Wheel Cutter]] is replaced with [[Hazard Trapper]]&lt;br /&gt;
* [[Sakugarne]] is replaced with [[Match Blast]]&lt;br /&gt;
* [[Rush Coil]] is replaced with [[Launch Rocket]]&lt;br /&gt;
* [[Rush Jet]] is replaced with [[Shuttle Jet]]&lt;br /&gt;
* [[Wire Adapter]] is replaced with [[Chomp Claw]]&lt;br /&gt;
* [[Super Arrow]] is replaced with [[Carry]], sporting the color palette of [[Boil Man]].&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
Plans for an alternate weapon for almost every Robot Master in the contest were submitted before the list was trimmed and modified to suit the same archetypes as the default set of weapons.  This was done primarily for the sake of [[Cut Content|the scrapped Tier X level, Alter Man's Revenge]].&lt;br /&gt;
&lt;br /&gt;
An alternate weapon uses the same ammo count as its corresponding weapon. It also faces the same restrictions that are placed on the normal weapons for levels. For example, the only alternate weapon that can be used in [[Quirky Unconsistent Incomprehensible Nonsensical Track]] is Force Beam, due to it restricting all but Slash Claw. &lt;br /&gt;
&lt;br /&gt;
Weakness calculations for the alternate weapons are the same as they are for their corresponding normal weapon (for example, [[Milk]] takes the same amount of damage from Neapolitan Bomb as he would take from the Grab Buster).   [[Carry]] is the exception to this, as it cannot damage enemies. &lt;br /&gt;
&lt;br /&gt;
[[Destroyable Blocks]] are changed when Mega Man switches to the alternate set. They take on new sprites matching the alternate weapon corresponding to their corresponding normal weapon (Jewel Blocks will be replaced with Badge Blocks, for example). If Mega Man switches back to the default set, the blocks will also return to their default appearance. &lt;br /&gt;
&lt;br /&gt;
Switching to alternate weapons at any point during a playthrough of a stage forces you into an alternate leaderboard for speed runs, aptly named the &amp;quot;Alter Run&amp;quot; (or a cheat run if you're using those as well). This prevents you from registering times for normal, perfect, no-damage, buster-only, and no-death runs; however, they do not prevent you from clearing the [[Challenge Tent|Challenges]] for beating stages without taking damage.&lt;br /&gt;
&lt;br /&gt;
Alternate weapons cannot be used in [[Escape Sequence]], [[Inner Sanctum]] or while you are transformed into another Robot Master in [[Reality Core]] or [[Identity Crisis]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Contest_Weapon_Data&amp;diff=2818</id>
		<title>Contest Weapon Data</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Contest_Weapon_Data&amp;diff=2818"/>
				<updated>2018-02-27T01:49:53Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: /* List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alternate weapons, alter weapons for short, are a feature added in ''[[Make a Good Mega Man Level 2]]''. They are, with one exception, special weapons and utilities that belong to the fanmade Robot Masters seen in various levels throughout the contest. &lt;br /&gt;
&lt;br /&gt;
== Unlocking == &lt;br /&gt;
&lt;br /&gt;
Alternate weapons are unlocked by talking to Knight Man at the [[Chateau Chevaleresque]] upon having at least 170 Noble Nickels. He informs you about their use and gives you the ability to use them, along with the [[Alter Man]] [[Costumes|costume]]. &lt;br /&gt;
&lt;br /&gt;
To use them, press the fire button on the weapons select screen while wearing the appropriate costume. The costumes that can use alternate weapons are as follows: [[Mega Man]] (default), Super Saiyan Mega Man, Hair, [[Roll]], [[Bass]], [[Proto Man]], Cut Man, Alter Man, Mega?, CX, and [[Zero]], along with certain [[Custom Costumes]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
The Alternate weapons, when selected, replaces the standard 8 special weapons as well as Super Arrow and Wire Adapter. &lt;br /&gt;
&lt;br /&gt;
* [[Hornet Chaser]] is replaced with [[Haunt Pumpkin]]&lt;br /&gt;
* [[Jewel Satellite]] is replaced with [[Badge Barrier]]&lt;br /&gt;
* [[Grab Buster]] is replaced with [[Neapolitan Bomb]]&lt;br /&gt;
* [[Triple Blade]] is replaced with [[Truffle Cluster]]&lt;br /&gt;
* [[Flash Stopper]] is replaced with [[Cyber Distorter]]&lt;br /&gt;
* [[Slash Claw]] is replaced with [[Force Beam]]&lt;br /&gt;
* [[Wheel Cutter]] is replaced with [[Hazard Trapper]]&lt;br /&gt;
* [[Sakugarne]] is replaced with [[Match Blast]]&lt;br /&gt;
* [[Rush Coil]]] is replaced with [[Launch Rocket]]&lt;br /&gt;
* [[Rush Jet]] is replaced with [[Shuttle Jet]]&lt;br /&gt;
* [[Wire Adapter]] is replaced with [[Chomp Claw]]&lt;br /&gt;
* [[Super Arrow]] is replaced with [[Carry]], sporting the color palette of [[Boil Man]].&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
Plans for an alternate weapon for almost every Robot Master in the contest were submitted before the list was trimmed and modified to suit the same archetypes as the default set of weapons.  This was done primarily for the sake of [[Cut Content|the scrapped Tier X level, Alter Man's Revenge]].&lt;br /&gt;
&lt;br /&gt;
An alternate weapon uses the same ammo count as its corresponding weapon. It also faces the same restrictions that are placed on the normal weapons for levels. For example, the only alternate weapon that can be used in [[Quirky Unconsistent Incomprehensible Nonsensical Track]] is Force Beam, due to it restricting all but Slash Claw. &lt;br /&gt;
&lt;br /&gt;
Weakness calculations for the alternate weapons are the same as they are for their corresponding normal weapon (for example, [[Milk]] takes the same amount of damage from Neapolitan Bomb as he would take from the Grab Buster).   [[Carry]] is the exception to this, as it cannot damage enemies. &lt;br /&gt;
&lt;br /&gt;
[[Destroyable Blocks]] are changed when Mega Man switches to the alternate set. They take on new sprites matching the alternate weapon corresponding to their corresponding normal weapon (Jewel Blocks will be replaced with Badge Blocks, for example). If Mega Man switches back to the default set, the blocks will also return to their default appearance. &lt;br /&gt;
&lt;br /&gt;
Switching to alternate weapons at any point during a playthrough of a stage forces you into an alternate leaderboard for speed runs, aptly named the &amp;quot;Alter Run&amp;quot; (or a cheat run if you're using those as well). This prevents you from registering times for normal, perfect, no-damage, buster-only, and no-death runs; however, they do not prevent you from clearing the [[Challenge Tent|Challenges]] for beating stages without taking damage.&lt;br /&gt;
&lt;br /&gt;
Alternate weapons cannot be used in [[Escape Sequence]], [[Inner Sanctum]] or while you are transformed into another Robot Master in [[Reality Core]] or [[Identity Crisis]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Contest_Weapon_Data&amp;diff=2817</id>
		<title>Contest Weapon Data</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Contest_Weapon_Data&amp;diff=2817"/>
				<updated>2018-02-27T01:49:33Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: /* List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alternate weapons, alter weapons for short, are a feature added in ''[[Make a Good Mega Man Level 2]]''. They are, with one exception, special weapons and utilities that belong to the fanmade Robot Masters seen in various levels throughout the contest. &lt;br /&gt;
&lt;br /&gt;
== Unlocking == &lt;br /&gt;
&lt;br /&gt;
Alternate weapons are unlocked by talking to Knight Man at the [[Chateau Chevaleresque]] upon having at least 170 Noble Nickels. He informs you about their use and gives you the ability to use them, along with the [[Alter Man]] [[Costumes|costume]]. &lt;br /&gt;
&lt;br /&gt;
To use them, press the fire button on the weapons select screen while wearing the appropriate costume. The costumes that can use alternate weapons are as follows: [[Mega Man]] (default), Super Saiyan Mega Man, Hair, [[Roll]], [[Bass]], [[Proto Man]], Cut Man, Alter Man, Mega?, CX, and [[Zero]], along with certain [[Custom Costumes]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
The Alternate weapons, when selected, replaces the standard 8 special weapons as well as Super Arrow and Wire Adapter. &lt;br /&gt;
&lt;br /&gt;
* [[Hornet Chaser]] is replaced with [[Haunt Pumpkin]]&lt;br /&gt;
* [[Jewel Satellite]] is replaced with [[Badge Barrier]]&lt;br /&gt;
* [[Grab Buster]] is replaced with [[Neapolitan Bomb]]&lt;br /&gt;
* [[Triple Blade]] is replaced with [[Truffle Cluster]]&lt;br /&gt;
* [[Flash Stopper]] is replaced with [[Cyber Distorter]]&lt;br /&gt;
* [[Slash Claw]] is replaced with [[Force Beam]]&lt;br /&gt;
* [[Wheel Cutter]] is replaced with [[Hazard Trapper]]&lt;br /&gt;
* [[Sakugarne]] is replaced with [[Match Blast]]&lt;br /&gt;
* [[Rush Coil]]] is replaced with [[Launch Rocket]]&lt;br /&gt;
* [[Rush Jet]] is replaced with [[Shuttle Jet]]&lt;br /&gt;
* [[Wire Adapter]] is replaced with [[Chomp Claw]]&lt;br /&gt;
* [[Super Arrow]] is replaced with [[Carry]], sporting the color palette of [[Boil Man (boss)|Boil Man]].&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
Plans for an alternate weapon for almost every Robot Master in the contest were submitted before the list was trimmed and modified to suit the same archetypes as the default set of weapons.  This was done primarily for the sake of [[Cut Content|the scrapped Tier X level, Alter Man's Revenge]].&lt;br /&gt;
&lt;br /&gt;
An alternate weapon uses the same ammo count as its corresponding weapon. It also faces the same restrictions that are placed on the normal weapons for levels. For example, the only alternate weapon that can be used in [[Quirky Unconsistent Incomprehensible Nonsensical Track]] is Force Beam, due to it restricting all but Slash Claw. &lt;br /&gt;
&lt;br /&gt;
Weakness calculations for the alternate weapons are the same as they are for their corresponding normal weapon (for example, [[Milk]] takes the same amount of damage from Neapolitan Bomb as he would take from the Grab Buster).   [[Carry]] is the exception to this, as it cannot damage enemies. &lt;br /&gt;
&lt;br /&gt;
[[Destroyable Blocks]] are changed when Mega Man switches to the alternate set. They take on new sprites matching the alternate weapon corresponding to their corresponding normal weapon (Jewel Blocks will be replaced with Badge Blocks, for example). If Mega Man switches back to the default set, the blocks will also return to their default appearance. &lt;br /&gt;
&lt;br /&gt;
Switching to alternate weapons at any point during a playthrough of a stage forces you into an alternate leaderboard for speed runs, aptly named the &amp;quot;Alter Run&amp;quot; (or a cheat run if you're using those as well). This prevents you from registering times for normal, perfect, no-damage, buster-only, and no-death runs; however, they do not prevent you from clearing the [[Challenge Tent|Challenges]] for beating stages without taking damage.&lt;br /&gt;
&lt;br /&gt;
Alternate weapons cannot be used in [[Escape Sequence]], [[Inner Sanctum]] or while you are transformed into another Robot Master in [[Reality Core]] or [[Identity Crisis]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Cut_Content&amp;diff=2697</id>
		<title>Cut Content</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Cut_Content&amp;diff=2697"/>
				<updated>2018-02-23T04:03:30Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating video games is a long and hard process, and some things are bound to end up being left on the cutting room floor, especially when there's a deadline to be met. Make A Good Mega Man Level series is no exception, and many things had to be cut for time.&lt;br /&gt;
&lt;br /&gt;
== Make A Good Mega Man Level ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Individual Stages ===&lt;br /&gt;
* [[Citadel Basement]] was planned to have a boss called &amp;quot;Rail Hunter&amp;quot;. This had to be scrapped due to time. &lt;br /&gt;
&lt;br /&gt;
=== Other Cut Content ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Make A Good Mega Man Level 2 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Differences between results stream and public release===&lt;br /&gt;
On May of 2017 [[Flashman85]] was given an incomplete version of the game in order to announce the results and show off the levels via livestream. This incomplete version resembled the completed version for the most part, but still had a lot of noticeable differences. &lt;br /&gt;
&lt;br /&gt;
Content not in the results stream but added afterwards (such as the Clown Man NPC) should not be noted on this page. This is cut content, not added content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The battle with [[Scorch Man]] had the Scorch Man from Mega Man Eternal, as well as the one from Mega Man Sunrise. Furthermore, two other Robot Masters from Mega Man Eternal appeared as NPCs. Jolt Man could be found in [[Chateau Chevaleresque]] while Illusion Man could be found in [[Tier 5 (MaGMML2)|Tier 5]]. Following objections of Eternal's creator, Scorch Man was replaced with Scorch Man from Zook Hero Z, Jolt Man was replaced with Storm Man, while Illusion Man was just removed completely.&lt;br /&gt;
* The first tier's hub was originally green colored.&lt;br /&gt;
* Bad Scissors Day Cut Man unlocked for giving Knight Man enough Nickels. In the public release, he's unlocked from completing Escape Sequence while Doropie, Hair, Rokko Chan, Mega Man?, and Rockman CX are unlocked from Knight Man.&lt;br /&gt;
* The Mega Buster upgrade costed less. This was changed due it being deemed too powerful for its price at the time.&lt;br /&gt;
* Pepsi Man, instead of being the licensed character, was instead Pepsi Man from ''Mega Man FU: The Dankest Meme''. This was changed later when the devs decided they did not want to reference unreleased fan games. ''Mega Man FU'' was later cancelled.&lt;br /&gt;
&lt;br /&gt;
===Individual Stages ===&lt;br /&gt;
* RedBlupi stated there were a few things he wanted to implement in [[Cyber Man (Stage)|Cyber Man]] but couldn't due to the deadline. He wanted to implement a bonus stage similar to the one in ''Mega Man Final 3'', and he wanted to give [[Cyber Man]] an attack where he turns giant and tries to crush Mega Man with his fists.&lt;br /&gt;
* [[Inner Sanctum]]'s original name was &amp;quot;Throne Gate&amp;quot;. &lt;br /&gt;
** A pink [[Toad Man]] was originally going to be a miniboss in this stage, along with [[Gravity Man]]. It would only be able to be damaged by [[Wheel Cutter]]. This Toad Man can still appear with the Surprise Bosses [[Cheat Mode|cheat]] on. &lt;br /&gt;
* As stated at the end of the level, Shovel Knight was planned to be the boss of [[Shovel Knight|his titular level]]. This wasn't implemented due to the creator &amp;quot;had to prioritize other things in [their] life at the moment&amp;quot;.&lt;br /&gt;
* [[MegaLondo]] was originally conceived as a ''Castlevania'' stage with a Wily Dracula as the boss. Lambda stated that time restraints caused him to scrap that boss and he changed it to a ''Dark Souls'' themed level.&lt;br /&gt;
* [[Bouncy Castle]]'s original name was &amp;quot;Bouncy Calamity&amp;quot; during submission, but it was misnamed after the level was inserted.&lt;br /&gt;
** Additionally, when the level was in development, the bouncing effect used to be constant and more intense instead of occurring in set periods, this was changed as several people became nauseous when an initial beta of the level was offered for testing.&lt;br /&gt;
* [[Coyote Man]] was going to have a miniboss called Mega Mizzile. Cheez thought he wouldn't have time to finish it, and so put an &amp;quot;On Strike!&amp;quot; sign in its room. He then had more time than he thought, but liked having the &amp;quot;On Strike!&amp;quot; sign and ultimately did not implement Mega Mizzile.&lt;br /&gt;
&lt;br /&gt;
====Other cut content from the game====&lt;br /&gt;
* Originally, [[Match Blast]] was to be themed after Boil Man. While this was changed, the color palette was reused for [[Carry]].&lt;br /&gt;
* There was planned to be a level where you play as [[Alter Man]], called Alter Man's Revenge. This would involve him fighting other Robot Masters and gaining their weapons, which would be how the player would unlock them in-game. Shinryu scrapped this due to time.&lt;br /&gt;
* Another planned way to unlock the alternate weapon set would be upon completion of the Pit of Pits. This was deemed too challenging, thus its now just a reward for Noble Nickels. &lt;br /&gt;
* Ryu and Duo were planned to be costumes, though were scrapped for time and not having all the sprites needed.&lt;br /&gt;
* A Chimerabot combining [[Haunt Man (Boss)|Haunt Man]] with Launch Man and Shuttle Man was planned, but the code was deemed too complex to work with. This was replaced with the Chimerabot that combines Joe Man and Bond Man.&lt;br /&gt;
* Rail Hunter was planned to be a statue boss, though this was scrapped. The statue that would have accessed this boss still remains in the Tier 10 hub.&lt;br /&gt;
* There were a couple of stages in the Pit of Pits that were right out cut, not meeting quality assurance, bugs and other development reasons.&lt;br /&gt;
** 'dracmeister_2' or as stated in room code as 'Tool-Assisted' was cut due to it setting weapons to infinite and carrying over to the rest of the Pit. The stage required the use of utility weapons to proceed.&lt;br /&gt;
&lt;br /&gt;
== Make A Good 24 Hour Mega Man Level ==&lt;br /&gt;
&lt;br /&gt;
=== Unfinished stages ===&lt;br /&gt;
* Big Fish, MugMan, and Shinryu all entered the contest and received boxes, but were unable to finish their levels within the time limit. ThatOneEnder also requested and received a second box, but similarly was not able to finish in time.&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_24_Hour_Mega_Man_Level&amp;diff=2696</id>
		<title>Make a Good 24 Hour Mega Man Level</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_24_Hour_Mega_Man_Level&amp;diff=2696"/>
				<updated>2018-02-23T04:00:45Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Make a Good 24 Hour Mega Man Level''' is a level design contest like the mainline ''MaGMML'' games, with a twist. Each entrant was given a &amp;quot;box&amp;quot; of two enemies and two stage features, and told to make a level around them within 24 hours. This contest was hosted and directed by [[ParmaJon]], and judged by ParmaJon, [[MiniMacro]], and [[CreshMan]]. It received 6 entries. There are plans for a second contest to start around when the devkit for ''MaGMML3'' is released, with different judges.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== Default 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;
|&lt;br /&gt;
|[[Water Wave]]&lt;br /&gt;
|[[Wave Man]]&lt;br /&gt;
|''Mega Man 5''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Time Slow]]&lt;br /&gt;
|[[Time Man]]&lt;br /&gt;
|''Mega Man: Powered Up''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Super Arm]]&lt;br /&gt;
|[[Guts Man]]&lt;br /&gt;
|''Mega Man''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Chill Spike]]&lt;br /&gt;
|[[Chill Man]]&lt;br /&gt;
|''Mega Man 10''&lt;br /&gt;
|-&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;|&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;|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RushCoilIcon.png]]&lt;br /&gt;
|[[Rush#Rush_Coil|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#Rush_Jet|Rush Jet]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''Mega Man 4'' (Variant)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
=== Entries ===&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Score&lt;br /&gt;
|-&lt;br /&gt;
|[[Nauseous Greenhouse]]&lt;br /&gt;
|ThatOneEnder&lt;br /&gt;
|35/100&lt;br /&gt;
|-&lt;br /&gt;
|[[Pollution Park]]&lt;br /&gt;
|Entity1037&lt;br /&gt;
|70/100&lt;br /&gt;
|-&lt;br /&gt;
|[[Air Trick]]&lt;br /&gt;
|Smedis&lt;br /&gt;
|72/100&lt;br /&gt;
|-&lt;br /&gt;
|[[X Factory]]&lt;br /&gt;
|ACESpark&lt;br /&gt;
|83/100&lt;br /&gt;
|-&lt;br /&gt;
|[[Flooded Temple]]&lt;br /&gt;
|ACESpark&lt;br /&gt;
|84/100&lt;br /&gt;
|-&lt;br /&gt;
|[[Breaking Ground]]&lt;br /&gt;
|NaOH&lt;br /&gt;
|85/100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wily Fortress ===&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
|-&lt;br /&gt;
|Wily 1&lt;br /&gt;
|[[Abyss Balcony]]&lt;br /&gt;
|CreshMan&lt;br /&gt;
|-&lt;br /&gt;
|Wily 2&lt;br /&gt;
|[[Up 'n' Duck]]&lt;br /&gt;
|ParmaJon&lt;br /&gt;
|-&lt;br /&gt;
|[[Wily 3 (MaG24HMML)|Wily 3]]&lt;br /&gt;
|???&lt;br /&gt;
|NaOH, ACESpark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MaG24HMML}}&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=MiniMacro&amp;diff=2550</id>
		<title>MiniMacro</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=MiniMacro&amp;diff=2550"/>
				<updated>2018-02-21T22:26:14Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MiniMacro is the creator of the 49th place stage, Maze of Significantly Less Death, and one of [[The Pit of Pits]] levels, Greenhouse Effect. He is also credited has having composed music and created original spritework for [[Make a Good Mega Man Level 2]].&lt;br /&gt;
&lt;br /&gt;
MiniMacro was one of the judges for the first ''[[Make a Good 24 Hour Mega Man Level]]''; he also created the title screen and level select themes for this game.&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[category: Contest Participants]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_24_Hour_Mega_Man_Level&amp;diff=2543</id>
		<title>Make a Good 24 Hour Mega Man Level</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_24_Hour_Mega_Man_Level&amp;diff=2543"/>
				<updated>2018-02-21T21:15:10Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: /* Entries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Make a Good 24 Hour Mega Man Level''' is a level design contest like the mainline ''MaGMML'' games, with a twist. Each entrant was given two enemies and two stage features, and told to make a level around them in 24 hours. This contest was hosted and directed by [[ParmaJon]], and judged by ParmaJon, [[MiniMacro]], and [[CreshMan]]. It received 6 entries. There are plans for a second contest to start around when the devkit for ''MaGMML3'' is released. &lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== Default 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;
|&lt;br /&gt;
|[[Water Wave]]&lt;br /&gt;
|[[Wave Man]]&lt;br /&gt;
|''Mega Man 5''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Time Slow]]&lt;br /&gt;
|[[Time Man]]&lt;br /&gt;
|''Mega Man: Powered Up''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Super Arm]]&lt;br /&gt;
|[[Guts Man]]&lt;br /&gt;
|''Mega Man''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Chill Spike]]&lt;br /&gt;
|[[Chill Man]]&lt;br /&gt;
|''Mega Man 10''&lt;br /&gt;
|-&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;|&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;|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RushCoilIcon.png]]&lt;br /&gt;
|[[Rush#Rush_Coil|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#Rush_Jet|Rush Jet]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''Mega Man 4'' (Variant)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
=== Entries ===&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Score&lt;br /&gt;
|-&lt;br /&gt;
|[[Nauseous Greenhouse]]&lt;br /&gt;
|ThatOneEnder&lt;br /&gt;
|35/100&lt;br /&gt;
|-&lt;br /&gt;
|[[Pollution Park]]&lt;br /&gt;
|Entity1037&lt;br /&gt;
|70/100&lt;br /&gt;
|-&lt;br /&gt;
|[[Air Trick]]&lt;br /&gt;
|Smedis&lt;br /&gt;
|72/100&lt;br /&gt;
|-&lt;br /&gt;
|[[X Factory]]&lt;br /&gt;
|ACESpark&lt;br /&gt;
|83/100&lt;br /&gt;
|-&lt;br /&gt;
|[[Flooded Temple]]&lt;br /&gt;
|ACESpark&lt;br /&gt;
|84/100&lt;br /&gt;
|-&lt;br /&gt;
|[[Breaking Ground]]&lt;br /&gt;
|NaOH&lt;br /&gt;
|85/100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wily Fortress ===&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
|-&lt;br /&gt;
|Wily 1&lt;br /&gt;
|[[Abyss Balcony]]&lt;br /&gt;
|CreshMan&lt;br /&gt;
|-&lt;br /&gt;
|Wily 2&lt;br /&gt;
|[[Up 'n' Duck]]&lt;br /&gt;
|ParmaJon&lt;br /&gt;
|-&lt;br /&gt;
|[[Wily 3 (MaG24HMML)|Wily 3]]&lt;br /&gt;
|???&lt;br /&gt;
|NaOH, ACESpark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MaG24HMML}}&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_24_Hour_Mega_Man_Level&amp;diff=2542</id>
		<title>Make a Good 24 Hour Mega Man Level</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_24_Hour_Mega_Man_Level&amp;diff=2542"/>
				<updated>2018-02-21T21:03:46Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Make a Good 24 Hour Mega Man Level''' is a level design contest like the mainline ''MaGMML'' games, with a twist. Each entrant was given two enemies and two stage features, and told to make a level around them in 24 hours. This contest was hosted and directed by [[ParmaJon]], and judged by ParmaJon, [[MiniMacro]], and [[CreshMan]]. It received 6 entries. There are plans for a second contest to start around when the devkit for ''MaGMML3'' is released. &lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== Default 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;
|&lt;br /&gt;
|[[Water Wave]]&lt;br /&gt;
|[[Wave Man]]&lt;br /&gt;
|''Mega Man 5''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Time Slow]]&lt;br /&gt;
|[[Time Man]]&lt;br /&gt;
|''Mega Man: Powered Up''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Super Arm]]&lt;br /&gt;
|[[Guts Man]]&lt;br /&gt;
|''Mega Man''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Chill Spike]]&lt;br /&gt;
|[[Chill Man]]&lt;br /&gt;
|''Mega Man 10''&lt;br /&gt;
|-&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;|&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;|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RushCoilIcon.png]]&lt;br /&gt;
|[[Rush#Rush_Coil|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#Rush_Jet|Rush Jet]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''Mega Man 4'' (Variant)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
=== Entries ===&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Score&lt;br /&gt;
|-&lt;br /&gt;
|[[Nauseous Greenhouse]]&lt;br /&gt;
|ThatOneEnder&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|[[Pollution Park]]&lt;br /&gt;
|Entity1037&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|[[Air Trick]]&lt;br /&gt;
|Smedis&lt;br /&gt;
|72&lt;br /&gt;
|-&lt;br /&gt;
|[[X Factory]]&lt;br /&gt;
|ACESpark&lt;br /&gt;
|83&lt;br /&gt;
|-&lt;br /&gt;
|[[Flooded Temple]]&lt;br /&gt;
|ACESpark&lt;br /&gt;
|84&lt;br /&gt;
|-&lt;br /&gt;
|[[Breaking Ground]]&lt;br /&gt;
|NaOH&lt;br /&gt;
|85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wily Fortress ===&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
|-&lt;br /&gt;
|Wily 1&lt;br /&gt;
|[[Abyss Balcony]]&lt;br /&gt;
|CreshMan&lt;br /&gt;
|-&lt;br /&gt;
|Wily 2&lt;br /&gt;
|[[Up 'n' Duck]]&lt;br /&gt;
|ParmaJon&lt;br /&gt;
|-&lt;br /&gt;
|[[Wily 3 (MaG24HMML)|Wily 3]]&lt;br /&gt;
|???&lt;br /&gt;
|NaOH, ACESpark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MaG24HMML}}&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Template:MaG24HMML&amp;diff=2541</id>
		<title>Template:MaG24HMML</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Template:MaG24HMML&amp;diff=2541"/>
				<updated>2018-02-21T21:01:27Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot; align=center style=&amp;quot;background: #F0F8FF; border: 2px solid #C00000; -moz-border-radius:7px; width:75%; text-align:center; font-size:11px&amp;quot;&lt;br /&gt;
!bgcolor=&amp;quot;#E40000&amp;quot; colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;-moz-border-radius:3px;&amp;quot;| ''[[Make a Good 24 Hour Mega Man Level|&amp;lt;font color=&amp;quot;white&amp;quot; style=&amp;quot;font-size:13.5px; font-family:arial, sans-serif;&amp;quot;&amp;gt;Make a Good 24 Hour Mega Man Level&amp;lt;/font&amp;gt;]]''&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#FFC0C0 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Characters&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#EEE1E0| [[Mega Man]] • [[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#FFC0C0 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Special Weapons&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#EEE1E0| [[Water Wave]] • [[Time Slow]] • [[Super Arm]] • [[Chill Spike]] • [[Rush#Rush Coil|Rush Coil]] • [[Rush#Rush Jet|Rush Jet]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#FFC0C0 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Alternative Weapons&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#EEE1E0| [[Hornet Chaser]] • [[Jewel Satellite]] • [[Grab Buster]] • [[Triple Blade]] • [[Flash Stopper]] • [[Slash Claw]] • [[Wheel Cutter]] • [[Sakugarne]] • [[Wire Adaptor]] • [[Super Arrow]] • [[Match Blast]] • [[Skeletup N' Pakkajoe]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#FFC0C0 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Entries&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#EEE1E0| [[Air Trick]] • [[Breaking Ground]] • [[Flooded Temple]] • [[Nauseous Greenhouse]] • [[Pollution Park]] • [[X Factory]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#FFC0C0 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Wily Castle&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#EEE1E0|[[Abyss Balcony]] • [[Up 'n' Duck]] • [[Wily 3 (MaG24HMML)|Wily 3]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#FFC0C0 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Robot Masters&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#EEE1E0|[[Centaur Man]] • [[Metal Man]] • [[Quick Man]] • [[Toad Man]] • [[Top Man]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#FFC0C0 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Fortress Guardians&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#EEE1E0|[[Giga Count]] • [[Cloud Devil]] • [[Wily Machine Arc]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_24_Hour_Mega_Man_Level&amp;diff=2526</id>
		<title>Make a Good 24 Hour Mega Man Level</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_24_Hour_Mega_Man_Level&amp;diff=2526"/>
				<updated>2018-02-21T18:42:38Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: Created page with &amp;quot;'''Make a Good 24 Hour Mega Man Level''' is a level design contest like the mainline ''MaGMML'' games, with a twist. Each entrant was given two enemies and two stage features,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Make a Good 24 Hour Mega Man Level''' is a level design contest like the mainline ''MaGMML'' games, with a twist. Each entrant was given two enemies and two stage features, and told to make a level around them in 24 hours. This contest was hosted and directed by [[ParmaJon]], and judged by ParmaJon, [[MiniMacro]], and [[CreshMan]]. It received 6 entries. There are plans for a second contest to start around when the devkit for ''MaGMML3'' is released. &lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== Default 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;
|&lt;br /&gt;
|[[Water Wave]]&lt;br /&gt;
|[[Wave Man]]&lt;br /&gt;
|''Mega Man 5''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Time Slow]]&lt;br /&gt;
|[[Time Man]]&lt;br /&gt;
|''Mega Man: Powered Up''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Super Arm]]&lt;br /&gt;
|[[Guts Man]]&lt;br /&gt;
|''Mega Man''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Chill Spike]]&lt;br /&gt;
|[[Chill Man]]&lt;br /&gt;
|''Mega Man 10''&lt;br /&gt;
|-&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;|&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;|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RushCoilIcon.png]]&lt;br /&gt;
|[[Rush#Rush_Coil|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#Rush_Jet|Rush Jet]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''Mega Man 4'' (Variant)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Entries ==&lt;br /&gt;
There were a total of six entries in this contest.&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Score&lt;br /&gt;
|-&lt;br /&gt;
|[[Nauseous Greenhouse]]&lt;br /&gt;
|ThatOneEnder&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|[[Pollution Park]]&lt;br /&gt;
|Entity1037&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|[[Air Trick]]&lt;br /&gt;
|Smedis&lt;br /&gt;
|72&lt;br /&gt;
|-&lt;br /&gt;
|[[X Factory]]&lt;br /&gt;
|ACESpark&lt;br /&gt;
|83&lt;br /&gt;
|-&lt;br /&gt;
|[[Flooded Temple]]&lt;br /&gt;
|ACESpark&lt;br /&gt;
|84&lt;br /&gt;
|-&lt;br /&gt;
|[[Breaking Ground]]&lt;br /&gt;
|NaOH&lt;br /&gt;
|85&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:Reflux&amp;diff=2525</id>
		<title>User:Reflux</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:Reflux&amp;diff=2525"/>
				<updated>2018-02-21T17:59:01Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: Created page with &amp;quot;I edit this here wiki, and I'll probably be competing in MaGMML3. Tier 1 here I cooooooooome&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I edit this here wiki, and I'll probably be competing in MaGMML3. Tier 1 here I cooooooooome&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=The_Stage_Nobody_Asked_For&amp;diff=2493</id>
		<title>The Stage Nobody Asked For</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=The_Stage_Nobody_Asked_For&amp;diff=2493"/>
				<updated>2018-02-21T04:02:17Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: &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= The Stage Nobody Asked For&lt;br /&gt;
|rank = 2nd&lt;br /&gt;
|image= [[File:The_Stage_Nobody_Asked_For_Spiked_Wall_Man_Intro.png|256px]]&lt;br /&gt;
|caption= &amp;quot;Wait, what was the name of this boss?!&amp;quot;&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Entity1037]]&lt;br /&gt;
|composer= Capcom, 8BitDanooct1, Deadteam&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 50&lt;br /&gt;
|judge2 = 39&lt;br /&gt;
|judge3 = 49&lt;br /&gt;
|judge4 = 46&lt;br /&gt;
|judge5 = 47&lt;br /&gt;
|totalscore = 46.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 2&lt;br /&gt;
|collectables = 2&lt;br /&gt;
|enemies = &lt;br /&gt;
* Telly&lt;br /&gt;
* Up N' Down&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Bolton &amp;amp; Nutton&lt;br /&gt;
* Cannon Joe&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Returning Sniper Joe&lt;br /&gt;
* Guided Foot Holder&lt;br /&gt;
* Giree&lt;br /&gt;
* Flea&lt;br /&gt;
* Big Eye&lt;br /&gt;
* Apache Joe&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
* SnoruntPyro's Favorite&lt;br /&gt;
* Enjl's Favorite&lt;br /&gt;
|music = Against The Pressure VRC6 Remix, The Strongest 8Bit Remix In The Galaxy, Metal Showdown&lt;br /&gt;
|location = Tier 10&lt;br /&gt;
|previous = [[Haunt Man]]&lt;br /&gt;
|next = [[Identity Crisis]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|You are the worst and I hate you. This is the worst stage ever made in the history of life and I absolutely love it.|SnoruntPyro|Judge Comment}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Stage Nobody Asked For is the second place entry in '''Make a Good Mega Man Level 2.''' It's a level entirely revolving around the most hated gimmicks and enemies throughout all of Classic Mega Man (and some more general things like enemy spam and incorrect collision) in an attempt to use them well, and prove they are not inherently bad. It goes out of its way to try to be as ridiculous as possible while still trying to also be well designed and fair. The level is on the longer side, and is fairly difficult. It has two Energy Elements and two Noble Nickels, with a custom programmed boss guarding both exits.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Upon entering the level, head to the left. You will get a warm greeting and an E-tank. There's a Nobel Nickel after the first pit, activate Jewel Satellite before jumping over it to avoid the Up n' Down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WIP will finish later &amp;lt;br&amp;gt;&lt;br /&gt;
-Entity1037&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = You are the worst and I hate you. This is the worst stage ever made in the history of life and I absolutely love it. The stage goes out of its way to pick the absolute worst of the worst gimmicks that everyone hates in Mega Man games and does absolutely ridiculous and insane things with them. Like...honestly, this level speaks for itself. The absolute insanity that goes on in this level, what with the enemy spam, yoku blocks, quick lasers, giant stretches of footholders, suicidial superbosses, etc just makes the level overflow with charm and be extremely fun to play due to the excellent design gone into each and every gimmick. And there's probably one of the best, most dynamic and clever bosses I've ever seen in a videogame period to top it all off. I'm trying to find a flaw in this stage and I just can't. This stage literally has an Up n' Down ambush and a forced death and it's amazing because they're actually used cleverly to introduce gimmicks and basically troll the player. It's a hilarious and smart stage and I just really, really love it. The only extremely small issue I have is that it's a bit too similar to Entity's Mega Man Endless stages, but I'm not going to judge it based on what other levels did.&lt;br /&gt;
|pyroscore = 50&lt;br /&gt;
|jupi = This was easily the most creative level in the entire contest. It was crazy! However...I honestly didn't really enjoy a lot of parts. The Yoku block puzzles were annoying and tedious, and the second one forced me through the wall a lot until I figured out what to do. It even killed me once. The part with the red, white, and blue tilesets was clever, but aesthetically it was probably the most disorienting thing I've ever seen. The Foot Holder segment was pretty clever, but it took me a few deaths to get used to it. The boss was CRAZY, though. Normally I would complain about the boss having 3 health bars, but I can see why you put so many this time because of the sheer amount of attacks it has. Overall, I think it's pretty clear that you put a ton of effort into this level, but...I personally didn't enjoy a lot of it.&lt;br /&gt;
|jupiscore = 39&lt;br /&gt;
|enjl = This level plays with the player's expectations in such a beautiful, calculated and unpredictable way that I can't help but love it. The only issue I've had with it is that it was sometimes hard to look at, but aside from that, this stage is excellent. Even when going back to it I caught myself laughing at its surprised and smiling throughout my playthrough, even when fucking up in a section or two. This is easily my favourite level from this contest just due to its sheer unpredictability and how little it takes itself seriously while still being really well-designed.&lt;br /&gt;
|enjlscore = 49&lt;br /&gt;
|garirry = I really liked this level! I admit that the very precise jumps in some areas, the tedious Foot Holder section, and the confusing visuals at some places add up to the annoyances I had with this level, but otherwise it's very creative, fun to play through, and well designed, and all of these especially apply for the boss. Ultimately, it was an enjoyable experience.&lt;br /&gt;
|garirryscore = 46&lt;br /&gt;
|ace = Yoku Blocks, Quick Man Lasers, Foot Holders, Big Eyes, Tellies, Spikes or Instant Death everywhere, and a couple of bosses that are basically memes.&lt;br /&gt;
&lt;br /&gt;
This level is amazing. I'll say right now, the single reason why this stage is as good as it is: Checkpoints. You basically take a stage where Mega Man's health bar is almost entirely irrelevant and make the cost of dying barely a blip on the radar, a speed bump rather than a road block. Yes!&lt;br /&gt;
&lt;br /&gt;
The result is a seriously unique stage, every challenge, be they dev-kit asset, or something cooked up, is new, deadly, but.. fair.&lt;br /&gt;
It is also the only stage where I can go 'An unavoidable death? In my Mega Man!?'... and frankly, that was the only way to introduce your stage's new gimmick. This moment is greeted by a 'Huh. Cool!' instead of a 'WHAT, WHY?!'.&lt;br /&gt;
&lt;br /&gt;
The biggest drag on the stage is somewhat drawn out, vertical Yoku Block segment. There were several 'gotcha' moments when you reached the top which grated by the third time you encountered one. And frankly, the rest of the stage makes up for it big time, and by the time you reach the Foot Holders, you will have forgotten this segment had even existed.&lt;br /&gt;
&lt;br /&gt;
Can we talk footholders? Outside of the signature Robot Master, thinking back, this is downright my favourite segment of the level. It's clever, it's dangerous, it makes sense. And you made them assholes.&lt;br /&gt;
&lt;br /&gt;
The final thing to note about this stage is the boss fights. Memelords they may be, they're pretty great, although I am not sold on memelord the second having death spikes in the battle.. but it also makes perfect sense given a few aspects of the fight, so I'll let you off.&lt;br /&gt;
&lt;br /&gt;
Your signature Robot Master is one of the most unique boss fights I have encountered in a Mega Man game. He justifies his multiple health bars with several phases, and is nearly always open to damage. Smart.&lt;br /&gt;
Your other memelord... he's good too, if a bit too healthy. The ends in the best way ever though!&lt;br /&gt;
|acescore = 47&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Stage Nobody Asked For is impossible to perfect run on either of its exits. The first exit requires you to die to progress, invalidating no-death and no-hit runs, and the second exit requires use of a special weapon.&lt;br /&gt;
* Along with [[Volcanic Furnace]], it's the only level with Foot Holders featured in the contest.&lt;br /&gt;
* Along with [[Identity Crisis]], this is the only level to get a Perfect Score from one of the judges.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 10 Stages]][[Category:Favorites]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_Mega_Man_Level_2&amp;diff=2428</id>
		<title>Make a Good Mega Man Level 2</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_Mega_Man_Level_2&amp;diff=2428"/>
				<updated>2018-02-20T17:58:49Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: /* Devkit Bosses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfo &lt;br /&gt;
|title= Make a Good Mega Man Level&lt;br /&gt;
|image= [[File:MaGMML2Title.png|Make a Good Mega Man Level|256px]]&lt;br /&gt;
|caption= Make a Good Mega Man Level 2 Logo&lt;br /&gt;
|developer= [[SnoruntPyro]]&lt;br /&gt;
|publisher= &lt;br /&gt;
|director= [[SnoruntPyro]]&lt;br /&gt;
|producer= &lt;br /&gt;
|designer= Sprites Inc.&lt;br /&gt;
|programmer= [[WreckingPrograms]] / [[SnoruntPyro]] / [[Renhoek]] / [[The Stove Guy]]] / [[ACESpark]] / [[Entity1037]] / [[NaOH]] / [[Zieldak]]&lt;br /&gt;
|artist= [[ACESpark]] / [[Enjl]] / [[The Stove Guy]] / [[m9m]] / [[MiniMacro]] / [[NaOH]] / [[M-Jacq]] / E-Clare / [[CreshMan]] / [[Renhoek]]&lt;br /&gt;
|writer= &lt;br /&gt;
|composer= [[CosmicGem]] / [[MiniMacro]] / [[m9m]]&lt;br /&gt;
|series= Mega Man Classic&lt;br /&gt;
|platforms= PC&lt;br /&gt;
|releasedate= &lt;br /&gt;
|rerelease= &lt;br /&gt;
|version= &lt;br /&gt;
|genre = Action / Platform &lt;br /&gt;
|modes= &lt;br /&gt;
|media = Digital download&lt;br /&gt;
|input = &lt;br /&gt;
|music = &lt;br /&gt;
}}&lt;br /&gt;
{{quote|They started out as Mario contests, in both SMW and SMBX. One day I was drunk enough to be all like 'hahaha let's do that but with mega man!!' and the rest is history.|SnoruntPyro, on the contest|}}&lt;br /&gt;
&lt;br /&gt;
'''Make a Good Mega Man Level Contest 2''', or MaGMML2 for short, is the much more ambitious sequel event to ''[[Make a Good Mega Man Level]]'', once again ran by [[SnoruntPyro]]. Like its predecessor, the premise of the contest was to build a Mega Man-style stage in Game Maker in an engine filled with premade assets. Unlike last time, [[WreckingProgram]]'s ''Mega Engine'', used with Game Maker 8.1 rather than 8.0, was used, and a team of programmers including [[The Stove Guy]], [[Renhoek]], [[ACESpark]], [[Entity1037]], and [[SnoruntPyro]] was assembled to build the devkit, allowing for a vastly expanded array of assets and a far more stable engine in general. The engine was made public unlike last time and boasted nearly every asset from the classic first six Mega Man games and then some.&lt;br /&gt;
&lt;br /&gt;
The contest was judged by [[SnoruntPyro]] (the host of the contest), [[JupiHornet]] (a moderator of the SMBX forums and co-owner of the Geometry Dash Forums), [[Enjl]] (an active member of the SMBX forums and friend of Pyro), [[Garirry]] (active member of Sprites Inc. and participant in ''Mega Man Endless''), and [[ACESpark]] (owner of Sprites Inc., confirmed furry and possibly British). When the contest's submission period came to a close, the final total was 81 levels, just over four times the amount of entries from the original contest.&lt;br /&gt;
&lt;br /&gt;
The submission period closed on February 19th, 2017, with an extra nine days where users could submit levels late for a penalty to their averaged score (however, none ended up affecting anyone's score). The game was compiled and put together in a good enough state for Mega Man player [[Flashman85]] to stream the results once again on May 20th and 21st, 2017. The game boasts a much larger hub than the previous one, featuring an actual festival with carnival-y tents and numerous skyscrapers and buildings by Dr. Light's Lab.&lt;br /&gt;
&lt;br /&gt;
The game was finally released on October 1st, 2017, after some delays. While the contest itself was ran in Game Maker 8.1, the final game was released in Game Maker Studio, as porting became necessary as the game became too big for 8.1 itself to even handle it.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
The game begins with exposition from Dr. Light about the nature of the festival and how much bigger it is than [[Make a Good Mega Man Level|the first festival]]. The contest nature of the game is made clear by Dr. Light as he explains the various submissions as 'simulations' submitted as tributes to Mega Man in a celebration of the 30th anniversary since his first victory against Dr. Wily. Dr. Light and Mega Man expect that Dr. Wily will intervene, but there is currently no sign of him. After some more chat, Dr. Light lets Mega Man explore the festival on his own and gather more Energy Elements.&lt;br /&gt;
 &lt;br /&gt;
After a short period of time, Mega Man finds a note on the ground in the hub, telling him to go to  [[Chateau Chevaleresque]] for some info. Once there, he meets a [[Zero|mysterious cloaked figure]], who begins to ponder about the power of the simulations and warning Mega Man that something can go wrong, before leaving. Dr. Light also discovers an increase in space debris, and sends Rush to tell Mega Man this.&lt;br /&gt;
 &lt;br /&gt;
After two more encounters with the cloaked figure, each increasingly frustrating Mega Man due to the cloaked man being &amp;quot;extra&amp;quot; as the kids nowadays would say, things climax. Once 65 Energy Elements are collected, [[Dr. Wily]] reveals himself and unveils his newest fortress, the [[Wily Star II]]. He claims that the new fortress has the power to destroy reality, and he once again dares Mega Man to even get up to the fortress. Dr. Light discovers that the forcefield prevents [[Rush|Rush Space]] from getting through, but the cloaked figure intervenes. He explains that in the presence of each other, the Energy Elements will cause violent reactions, and are somewhat sentient in following the wishes of the holder. He and Mega Man use this to create a superpowered space ship to fly to the Wily Star, and Mega Man soon chases after Wily.&lt;br /&gt;
 &lt;br /&gt;
After fighting through five stages, Mega Man corners Wily, but Wily reveals the [[Reality Core]], his device that can scramble reality. Mega Man attempts to sabotage it, but it is protected, and Wily decides to activate it, scrambling the world. Mega Man finds himself in a void, but Dr. Light is able to contact him and explain the situation. Mega Man then sets out to find several energy hotspots, which turn out to be areas based on the simulations. Soon, Mega Man is able to make it back to the fortress through the scrambled reality, and confront Wily. Wily battles Mega Man in the [[Wily Machine SWORD]], before being defeated and deciding to take drastic measures. He activates the Reality Core once again, and warps the both of them to a mysterious place, where he tries to use the core's power to summon an evil version of Mega Man, but accidentally summons [[megaman sprite game|the Mega Man seen in ''Megaman Sprite Game'']] instead. ''Sprite Game'' Mega Man, confused and insulted, blasts off Wily after he tries to order him around, but winds up battling Mega Man anyway. Once defeated, he gets sucked back to his home dimension, and the dimension Mega Man is in begins to collapse. Mega Man tries to teleport away, but finds out that teleportation is disabled.&lt;br /&gt;
 &lt;br /&gt;
Mega Man is taken out by the dimension collapsing, and Dr. Light loses his signal, getting very concerned. However, the Energy Elements react, and revive Mega Man and create an even more powerful spaceship, and they all chase after Wily once again. Once defeating Wily in his [[Wily Core|escape pod]], the Reality Core fails to function, and begins to melt down. Dr. Wily slams his machine into Mega Man in a last ditch move, but the Reality Core explodes and unscrambles reality, taking Wily with it. He somehow survives. Mega Man is teleported back to the Wily Star II, where he escapes on the space bike just before the Wily Star is wiped from existence with the Reality Core's meltdown.&lt;br /&gt;
 &lt;br /&gt;
Once Mega Man returns to Earth, Dr. Light congratulates him, and says that now that that is over, the festival is in full swing. Mega Man is then challenged by the cloaked figure to obtain every Energy Element. If this is done, then Mega Man starts shaking as all of the Energy Elements fly to [[Tier 10 (MaGMML2)|Tier 10]]. Mega Man chases after them, and meets up with [[Launch Man &amp;amp; Shuttle Man (boss)|Launch Man]]. The two observe every Energy Element converging in the sky, before spiraling and opening a mysterious portal to [[Tier X (MaGMML2)|Tier X]]. Mega Man hops on Launch Man's back and they both warp through the portal. Mega Man then collects every Element in the unknown maze, unsealing the door to the final challenge, [[Null and Void]].&lt;br /&gt;
 &lt;br /&gt;
Once Mega Man fights through Null and Void, he meets up with the cloaked figure for the last time, with Mega Man expressing clear exasperation and confusion as to how the cloaked figure got up here. The cloaked figure reveals his true intentions - he wanted to have a proper battle with Mega Man after their last duel was cut short, and he has created a [[Absolute ZERO|gigantic robot]] for Mega Man to fight in the &amp;quot;ultimate battle&amp;quot;. As the robot is slowly taken out and defeated, the cloaked figure reveals himself to be [[Zero]] from MaGMML1, who survived the castle's explosion. He reveals that he wanted to have a proper duel with Mega Man after the decoy fight from the last festival, but he decided to take action against Dr. Wily first once he knew he was going to do something. He also reveals that he discovered Tier X and created Null and Void with the power of the Energy Elements. Satisfied with himself, Zero claims that he has seen everything in life, and he ascends to the heavens, leaving the final Energy Element as he warps away. Mega Man returns from the portal back to home.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Gameplay is obviously like a typical Mega Man Classic game, with quality of life additions like quick weapon switching, a slide button, a charging up progress bar, and input display. Like MaGMML1, eight weapons were voted in to be Mega Man's default arsenal, along with four utility weapons. The main goal of each stage is to get the Energy Element (or multiple of them) at the end of each entry, and getting enough Energy Elements will, like MaGMML1, unlock Wily's Castle and a slew of other bonus features. There is also a new collectible similar to Dragon Coins from ''Super Mario World'', the [[Noble Nickel]]s. There can be up to five at any stage, and collecting certain numbers of them and taking them to [[Knight Man]] will grant numerous rewards. Also returning from MaGMML1 are purchasable upgrades and costumes, but now they are much larger in number.&lt;br /&gt;
&lt;br /&gt;
Like its predecessor, each level is placed in a tier based on how high of a score it got and a hub world is used to connect them all. The hub world is much bigger than in MaGMML1 thanks to the larger number of entries. Some new unlockables also enrich the experience - the game introduces the [[Contest Weapon Data]] to the series, a set of unlockable weapons based off of the lRobot Masters from submissions. It is also the first to have a large postgame, with [[Tier X (MaGMML2)|Tier X]] being unlocked once all Energy Elements outside of it are collected, and with many more bonus bosses to fight.&lt;br /&gt;
&lt;br /&gt;
===Default 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:2icona5.gif]]&lt;br /&gt;
|[[Flash Stopper]]&lt;br /&gt;
|[[Bright Man]]&lt;br /&gt;
|''Mega Man 4''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona6.gif]]&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|Slash Man&lt;br /&gt;
|''Mega Man 7''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona2.gif]]&lt;br /&gt;
|[[Jewel Satellite]]&lt;br /&gt;
|Jewel Man&lt;br /&gt;
|''Mega Man 9''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona1.gif]]&lt;br /&gt;
|[[Hornet Chaser]]&lt;br /&gt;
|Hornet Man&lt;br /&gt;
|''Mega Man 9''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona4.gif]]&lt;br /&gt;
|[[Triple Blade]]&lt;br /&gt;
|Blade Man&lt;br /&gt;
|''Mega Man 10''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona7.gif]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|[[Nitro Man]]&lt;br /&gt;
|''Mega Man 10''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona3.gif]]&lt;br /&gt;
|[[Grab Buster]]&lt;br /&gt;
|Mercury&lt;br /&gt;
|''Mega Man V''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona8.png]]&lt;br /&gt;
|[[Sakugarne]]&lt;br /&gt;
|[[Quint]]&lt;br /&gt;
|''Mega Man II''&lt;br /&gt;
|-&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;|&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;|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RushCoilIcon.png]]&lt;br /&gt;
|[[Rush#Rush_Coil|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#Rush_Jet|Rush Jet]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''Mega Man 4 (Variant)''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona9.png]]&lt;br /&gt;
|[[Wire Adapter]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''Mega Man 4''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona10.png]]&lt;br /&gt;
|[[Super Arrow]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''Mega Man 5''&lt;br /&gt;
|}&lt;br /&gt;
===Contest 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;
|-&lt;br /&gt;
|[[File:2Iconb5.png]]&lt;br /&gt;
|[[Cyber Distorter]]&lt;br /&gt;
|[[Cyber Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb6.png]]&lt;br /&gt;
|[[Force Beam]]&lt;br /&gt;
|[[Force Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb2.png]]&lt;br /&gt;
|[[Badge Barrier]]&lt;br /&gt;
|[[Sheriff Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb1.png]]&lt;br /&gt;
|[[Haunt Pumpkin]]&lt;br /&gt;
|[[Haunt Man (Boss)|Haunt Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb4.png]]&lt;br /&gt;
|[[Truffle Cluster]]&lt;br /&gt;
|[[Truffle Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb7.png]]&lt;br /&gt;
|[[Hazard Trapper]]&lt;br /&gt;
|[[Quarantine Woman]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb3.png]]&lt;br /&gt;
|[[Neapolitan Bomb]]&lt;br /&gt;
|[[Neapolitan Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb8.png]]&lt;br /&gt;
|[[Match Blast]]&lt;br /&gt;
|[[Match Man]]&lt;br /&gt;
|-&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;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RushCoilIcon.png]]&lt;br /&gt;
|[[Rush#Rush_Coil|Rush Coil]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RushJetIcon.png]]&lt;br /&gt;
|[[Rush#Rush_Jet|Rush Jet]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb9.png]]&lt;br /&gt;
|[[Chomp Claw]]&lt;br /&gt;
|[[Chomp Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb10.png]]&lt;br /&gt;
|[[Transport_items#Carry|Carry]]&lt;br /&gt;
|N/A (from ''Mega Man: Dr. Wily's Revenge'')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Entries ==&lt;br /&gt;
[[File:Sheriff Feelings.png|thumb|right|Sheriff Man, the 11th place entry.]]&lt;br /&gt;
[[81|Eighty one]] levels were entered to the second contest, a little over quadruple the amount of the first contest.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*[[A Mega Man for All Seasons]]&lt;br /&gt;
*[[AD 2101]]&lt;br /&gt;
*[[Airflow Hubble]]&lt;br /&gt;
*[[Alien Temple]]&lt;br /&gt;
*[[Ancient Tomb]]&lt;br /&gt;
*[[Aurora Man]]&lt;br /&gt;
*[[Beneath Sand and Rock]]&lt;br /&gt;
*[[Biplane Bay]]&lt;br /&gt;
*[[Blaze Man]]&lt;br /&gt;
*[[Boil Man (stage)|Boil Man]]&lt;br /&gt;
*[[Bond Man (stage)|Bond Man]]&lt;br /&gt;
*[[Bouncy Castle]]&lt;br /&gt;
*[[But it Lacked the Depth to Convince Me That This Was Really Hell]]&lt;br /&gt;
*[[Candy Panic]]&lt;br /&gt;
*[[Cardinal Man]]&lt;br /&gt;
*[[Changeable Caverns]]&lt;br /&gt;
*[[Chomp Man (stage)|Chomp Man]]&lt;br /&gt;
*[[City Under Siege]]&lt;br /&gt;
*[[Colorful Hall]]&lt;br /&gt;
*[[Combust Man (stage)|Combust Man]]&lt;br /&gt;
*[[Conveyor Mayhem]]&lt;br /&gt;
*[[Cossack's Other Citadel]]&lt;br /&gt;
*[[Crystal Lab]]&lt;br /&gt;
*[[Cursor Curse]]&lt;br /&gt;
*[[Cyber Man (stage)|Cyber Man]]&lt;br /&gt;
*[[Donut Observation Center]]&lt;br /&gt;
*[[Dragon Lab Lair]]&lt;br /&gt;
*[[Duwang]]&lt;br /&gt;
*[[Elec Dam]]&lt;br /&gt;
*[[Enhanced Mobility]]&lt;br /&gt;
*[[Escape Sequence]]&lt;br /&gt;
*[[Force Man (stage)|Force Man]]&lt;br /&gt;
*[[Forgotten Fortress]]&lt;br /&gt;
*[[Fortified Lab]]&lt;br /&gt;
|&lt;br /&gt;
*[[Gigavolt Man]]&lt;br /&gt;
*[[Gunpowder Cellar]]&lt;br /&gt;
*[[Guts Man's Asteroid]]&lt;br /&gt;
*[[Haunt Man (stage)|Haunt Man]]&lt;br /&gt;
*[[Holy Crap, Mega Man Can Airslide?]]&lt;br /&gt;
*[[Identity Crisis]]&lt;br /&gt;
*[[Joe Destruction Co.]]&lt;br /&gt;
*[[Joe Man (stage)|Joe Man]]&lt;br /&gt;
*[[Jungle Base]]&lt;br /&gt;
*[[Just an Ice Level]]&lt;br /&gt;
*[[Komuso Temple]]&lt;br /&gt;
*[[Launch Man &amp;amp; Shuttle Man]]&lt;br /&gt;
*[[Lava Factory]]&lt;br /&gt;
*[[Maze of Significantly Less Death]]&lt;br /&gt;
*[[MegaLondo]]&lt;br /&gt;
*[[Misty Lake]]&lt;br /&gt;
*[[Mix &amp;amp; Match]]&lt;br /&gt;
*[[Mount Sabre]]&lt;br /&gt;
*[[Neapolitan Man (stage)|Neopolitan Man]]&lt;br /&gt;
*[[Neon Man (stage)|Neon Man]]&lt;br /&gt;
*[[Nitrogen Man]]&lt;br /&gt;
*[[Orbital Station]]&lt;br /&gt;
*[[Poorly Named Level]]&lt;br /&gt;
*[[Quarantine Woman (stage)|Quarantine Woman]]&lt;br /&gt;
*[[Quint Stage]]&lt;br /&gt;
*[[Quirky Unconsistent Incomprehensible Nonsensical Track]]&lt;br /&gt;
*[[Rad Gravity]]&lt;br /&gt;
*[[Ruined Lab]]&lt;br /&gt;
*[[Rush City]]&lt;br /&gt;
*[[Sector Upsilon 6]]&lt;br /&gt;
*[[Sheriff Man (stage)|Sheriff Man]]&lt;br /&gt;
*[[Shovel Knight]]&lt;br /&gt;
|&lt;br /&gt;
*[[SMB3]]&lt;br /&gt;
*[[Smed's Big Annoying Mess of a Level]]&lt;br /&gt;
*[[Snow Man]]&lt;br /&gt;
*[[Something Original]]&lt;br /&gt;
*[[Spiky Situation]]&lt;br /&gt;
*[[Starman Recreation]]&lt;br /&gt;
*[[Taco Man (stage)|Taco Man]]&lt;br /&gt;
*[[The Dampening]]&lt;br /&gt;
*[[The Fall]]&lt;br /&gt;
*[[The Stage Nobody Asked For]]&lt;br /&gt;
*[[Truffle Man (stage)|Truffle Man]]&lt;br /&gt;
*[[Volcanic Furnace]]&lt;br /&gt;
*[[Wily Coaster]]&lt;br /&gt;
*[[Wily Tower]]&lt;br /&gt;
*[[Yggdrasil]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hub ==	&lt;br /&gt;
[[File:MaGMML2Hub.png|thumb|right|250px||Part of the city, near Tier 7.]]	&lt;br /&gt;
The hub in the second game is much larger than the first game's. Instead of being confined to Dr. Light's Lab, it includes the lab and much of its surroundings, including an outdoor festival grounds and a part of Mega City. Light's Lab from the first game is accessible, and [[Eddie's Shop]] is still open, but most of the lab, including the attic, has been blocked off, and there are many boxes laying around. Outside of the lab, the whole hub is one straight line that has plenty of landmarks, including the ten Tiers, all placed around. The tier order is shuffled compared to the first game, for geographical and exploration reasons.&lt;br /&gt;
&lt;br /&gt;
Like MaGMML1, NPCs gradually show up as more Energy Elements are obtained. They appear all around the main hub and at [[Chataeu Chevalresque]], the game's equivalent to Dr. Light's attic. The bar is run by [[Knight Man]], and as expected, many NPCs such as defeated tier bosses show up. The player can also exchange [[Noble Nickel]]s here for rewards, as well as get tips for the remaining nickels via [[Crystal Man]]. Another landmark is the [[Dojo]], which houses all of the Arenas, plus revisits to the Wily Stages once they are clear.&lt;br /&gt;
&lt;br /&gt;
=== Areas ===&lt;br /&gt;
* [[Tier 1 (MaGMML2)|Tier 1: Broken Simulation]]&lt;br /&gt;
* [[Tier 2 (MaGMML2)|Tier 2: Sewers]]&lt;br /&gt;
* [[Tier 3 (MaGMML2)|Tier 3: Forest]]&lt;br /&gt;
* [[Tier 4 (MaGMML2)|Tier 4: Train Station]]&lt;br /&gt;
* [[Tier 5 (MaGMML2)|Tier 5: Arcade]]&lt;br /&gt;
* [[Tier 6 (MaGMML2)|Tier 6: Battle Network]]&lt;br /&gt;
* [[Tier 7 (MaGMML2)|Tier 7: McWily's]]&lt;br /&gt;
* [[Tier 8 (MaGMML2)|Tier 8: Grand Tower]]&lt;br /&gt;
* [[Tier 9 (MaGMML2)|Tier 9: Festival Grounds]]&lt;br /&gt;
* [[Tier 10 (MaGMML2)|Tier 10: Rainbow Road]]&lt;br /&gt;
* [[Wily Star II|Dr. Wily Stages - Wily Star II]]&lt;br /&gt;
* [[Tier X (MaGMML2)|Tier X]]&lt;br /&gt;
* [[Dr. Light's Lab]]&lt;br /&gt;
** [[Eddie's Shop]]&lt;br /&gt;
* [[Costume Shop]]&lt;br /&gt;
* [[Chateau Chevaleresque]]&lt;br /&gt;
* [[Dojo]]&lt;br /&gt;
* [[Challenge Tent]]&lt;br /&gt;
* [[The Pit of Pits]]&lt;br /&gt;
==Bosses==&lt;br /&gt;
=== Devkit Bosses ===&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Location&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Weakness&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Original Game&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM1 CutMan.png|center]]&lt;br /&gt;
|[[Cut Man]]&lt;br /&gt;
|[[Pit of Pits]] (Dr. Wily's Cutting Edge Deja Vu)&lt;br /&gt;
|[[Grab Buster]]&lt;br /&gt;
|''Mega Man''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GutsMan.png|center]]&lt;br /&gt;
|[[Guts Man]]&lt;br /&gt;
|[[Colorful Hall]]&lt;br /&gt;
|[[Sakugarne]], [[Flash Stopper]]&lt;br /&gt;
|''Mega Man''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MetalSprite.png|center]]&lt;br /&gt;
|[[Metal Man]]&lt;br /&gt;
|[[Candy Panic]]&lt;br /&gt;
|[[Jewel Satellite]], [[Wheel Cutter]]&lt;br /&gt;
|''Mega Man 2''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CrashMan.png|center]]&lt;br /&gt;
|[[Crash Man]]&lt;br /&gt;
|[[Duwang]]&lt;br /&gt;
|[[Triple Blade]]&lt;br /&gt;
|''Mega Man 2''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MechaDragon.png|center]]&lt;br /&gt;
|[[Mecha Dragon]]&lt;br /&gt;
|[[Dragon Lab Lair]], [[But It Lacked the Depth to Convince Me That This is Really Hell]], [[City Under Siege]], [[Sector Upsilon 6]]&lt;br /&gt;
|[[Hornet Chaser]]&lt;br /&gt;
|''Mega Man 2''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2_VoltMan.png|center]]&lt;br /&gt;
|[[Volt Man]]&lt;br /&gt;
|[[Wily Tower]], [[Gigavolt Man]], [[Poorly Named Level]], [[Cursor Curse]], [[Null and Void]], [[Pit of Pits]] (My Cool New Boss Fight)&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|''Mega Man (DOS)''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TopMan.png|center]]&lt;br /&gt;
|[[Top Man]]&lt;br /&gt;
|&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|''Mega Man 3''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GeminiMan.png|center]]&lt;br /&gt;
|[[Gemini Man]]&lt;br /&gt;
|&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|''Mega Man 3''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toadsprite.png|center]]&lt;br /&gt;
|[[Toad Man]]&lt;br /&gt;
|[[Biplane Bay]], [[Hardcore Parkour]]&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|''Mega Man 4''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PharaohMan.png|center]]&lt;br /&gt;
|[[Pharaoh Man]]&lt;br /&gt;
|&lt;br /&gt;
|[[Flash Stopper]]&lt;br /&gt;
|''Mega Man 4''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Quint.png|center]]&lt;br /&gt;
|[[Quint]]&lt;br /&gt;
|[[Wily Tower]], [[Airflow Hubble]], [[Quint Stage]], [[Pit of Pits]] (Showdown at Dusk)&lt;br /&gt;
|[[Sakugarne]]&lt;br /&gt;
|''Mega Man II''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GravityMan.png|center]]&lt;br /&gt;
|[[Gravity Man]]&lt;br /&gt;
|[[Sector Upsilon 6]], [[Inner Sanctum]]&lt;br /&gt;
|[[Jewel Satellite]] (Normal)&lt;br /&gt;
[[Super Arrow]] (Inner Sanctum)&lt;br /&gt;
|''Mega Man 5''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Plantsprite.png|center]]&lt;br /&gt;
|[[Plant Man]]&lt;br /&gt;
|&lt;br /&gt;
|[[Triple Blade]], [[Grab Buster]]&lt;br /&gt;
|''Mega Man 6''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CentaurMan.png|center]]&lt;br /&gt;
|[[Centaur Man]]&lt;br /&gt;
|&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|''Mega Man 6''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2_KomusoMan.png|center]]&lt;br /&gt;
|[[Komuso Man]]&lt;br /&gt;
|[[Wily Tower]], [[A Mega Man for All Seasons]], [[Komuso Temple]], [[Null and Void]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|''Mega Man &amp;amp; Bass: Challenger from the Future''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SplashWoman.png|center]]&lt;br /&gt;
|[[Splash Woman]]&lt;br /&gt;
|[[Pit of Pits]]&lt;br /&gt;
|[[Hornet Chaser]]&lt;br /&gt;
|''Mega Man 9''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM10_ChillMan.png|center]]&lt;br /&gt;
|[[Chill Man]]&lt;br /&gt;
|[[Cardinal Man]], [[Crystal Lab]], [[Nitrogen Man]]&lt;br /&gt;
|[[Jewel Satellite]], [[Wire Adaptor]]&lt;br /&gt;
|''Mega Man 10''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minibosses ===&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;|Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Location&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Weakness&lt;br /&gt;
|-&lt;br /&gt;
|[[File:DiscoBall.png|center]]&lt;br /&gt;
|[[Disco Ball]]&lt;br /&gt;
|[[Neon Man]]&lt;br /&gt;
|[[Wire Adaptor]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:JoeMob.png|center]]&lt;br /&gt;
|[[Joe Mob]]&lt;br /&gt;
|[[Joe Man (stage)|Joe Man]]&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GiantMetall.png|center]]&lt;br /&gt;
|[[Giant Metall]]&lt;br /&gt;
|[[Fortified Lab]]&lt;br /&gt;
|[[Jewel Satellite]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BigFireTelly.png|center]]&lt;br /&gt;
|[[Big Fire Telly]]&lt;br /&gt;
|[[Conveyor Mayhem]]&lt;br /&gt;
|[[Wire Adaptor]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SuperCannopeller.png|center]]&lt;br /&gt;
|[[Super Cannopeller]]&lt;br /&gt;
|[[Conveyor Mayhem]]&lt;br /&gt;
|[[Super Arrow]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GreenHotDog.png|center]]&lt;br /&gt;
|[[Green Hot Dog]]&lt;br /&gt;
|[[Rad Gravity]]&lt;br /&gt;
|HELP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RedHotDog.png|center]]&lt;br /&gt;
|[[Red Hot Dog]]&lt;br /&gt;
|[[Rad Gravity]]&lt;br /&gt;
|HELP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MushKing.png|center]]&lt;br /&gt;
|[[Mush King]]&lt;br /&gt;
|[[Truffle Man (stage)|Truffle Man]]&lt;br /&gt;
|[[Sakugarne]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TurboRoost.png|center]]&lt;br /&gt;
|[[Turbo Roost]]&lt;br /&gt;
|[[Launch Man &amp;amp; Shuttle Man (stage)|Launch Man &amp;amp; Shuttle Man]]&lt;br /&gt;
|HELP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AirDevil.png|center]]&lt;br /&gt;
|[[Air Devil]]&lt;br /&gt;
|[[Launch Man &amp;amp; Shuttle Man (stage)|Launch Man &amp;amp; Shuttle Man]]&lt;br /&gt;
|[[Jewel Satellite]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WarpAnomaly.png|center]]&lt;br /&gt;
|[[Warp Anomaly]]&lt;br /&gt;
|[[Cyber Man (stage)|Cyber Man]]&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HallMaster.png|center]]&lt;br /&gt;
|[[Hall Master]]&lt;br /&gt;
|[[Quarantine Woman (stage)|Quarantine Woman]]&lt;br /&gt;
|[[Sakugarne]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mixerlydia.png|center]]&lt;br /&gt;
|[[Mixerlydia]]&lt;br /&gt;
|[[Neopolitan Man (stage)|Neopolitan Man]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Robot Masters ===&lt;br /&gt;
The growth of the contest for the second goaround brought a significantly larger cast of Robot Masters. Only Robot Masters with actual boss fights are listed here, so Robot Masters such as [[Gigavolt Man]] and implied ones such as [[Aurora Man]] are not listed.&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;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Weakness&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Special Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2 ColorMan.png|center]]&lt;br /&gt;
|[[Color Man]]&lt;br /&gt;
|[[Something Original]]&lt;br /&gt;
|[[Sakugarne]], [[Flash Stopper]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
||[[File:MaGMML2RChompManSprite.png|center]]&lt;br /&gt;
|[[Chomp Man (boss)|Chomp Man]]&lt;br /&gt;
|[[Chomp Man (stage)|Chomp Man]]&lt;br /&gt;
|[[Jewel Satellite]]&lt;br /&gt;
|[[Chomp Claw]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2 CombustMan.png|center]]&lt;br /&gt;
|[[Combust Man (boss)|Combust Man]]&lt;br /&gt;
|[[Combust Man (stage)|Combust Man]]&lt;br /&gt;
|[[Hornet Chaser]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2 TacoMan sprite.png|center]]&lt;br /&gt;
|[[Taco Man (boss)|Taco Man]]&lt;br /&gt;
|[[Taco Man (stage)|Taco Man]]&lt;br /&gt;
|[[Triple Blade]], [[Flash Stopper]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Creesh.png|center]]&lt;br /&gt;
|[[Gangly Crash Man]]&lt;br /&gt;
|[[Forgotten Fortress]]&lt;br /&gt;
|[[Wire Adaptor]], [[Slash Claw]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RNeonManSprite.png|center]]&lt;br /&gt;
|[[Neon Man (boss)|Neon Man]]&lt;br /&gt;
|[[Neon Man (stage)|Neon Man]]&lt;br /&gt;
|[[Wheel Cutter]], [[Wire Adaptor]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TopMan.png|center]]&lt;br /&gt;
|[[Romhack Top Man]]&lt;br /&gt;
|[[Holy Crap, Mega Man Can Air Slide?]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RJoeManSprite.png|center]]&lt;br /&gt;
|[[Joe Man (boss)|Joe Man]]&lt;br /&gt;
|[[Joe Man (stage)|Joe Man]]&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RJoeManSprite.png|center]]&lt;br /&gt;
|[[Joe Man (boss)|Joe Man R]]&lt;br /&gt;
|[[Joe Man (stage)|Joe Man]]&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MatchMan.png|center]]&lt;br /&gt;
|[[Match Man]]&lt;br /&gt;
|[[Gunpowder Cellar]]&lt;br /&gt;
|[[Grab Buster]]&lt;br /&gt;
|[[Match Blast]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RForceManSprite.png|center]]&lt;br /&gt;
|[[Force Man (boss)|Force Man]]&lt;br /&gt;
|[[Force Man (stage)|Force Man]]&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|[[Force Beam]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:KomusoMan?.png|center]]&lt;br /&gt;
|[[Komuso Man?]]&lt;br /&gt;
|[[Smed's Big Annoying Mess of a Level]]&lt;br /&gt;
|[[Triple Blade]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toadsprite.png|center]]&lt;br /&gt;
|[[Final Toad]]&lt;br /&gt;
|[[Smed's Big Annoying Mess of a Level]]&lt;br /&gt;
|None&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CrusherJoe.png|center]]&lt;br /&gt;
|[[Crusher Joe]]&lt;br /&gt;
|[[Conveyor Mayhem]]&lt;br /&gt;
|HELP&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NapalmMan.png|center]]&lt;br /&gt;
|[[Napalm Man]]&lt;br /&gt;
|[[Conveyor Mayhem]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2_BoundingCrash.png|center]]&lt;br /&gt;
|[[Boundin' Crash Man]]&lt;br /&gt;
|[[Bouncy Castle]]&lt;br /&gt;
|[[Sakugarne]], [[Slash Claw]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RBondManSprite.png|center]]&lt;br /&gt;
|[[Bond Man (boss)|Bond Man]]&lt;br /&gt;
|[[Bond Man (stage)|Bond Man]]&lt;br /&gt;
|[[Triple Blade]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GroovityMan.png|center]]&lt;br /&gt;
|[[Groovity Man]]&lt;br /&gt;
|[[Rad Gravity]]&lt;br /&gt;
|[[Jewel Satellite]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RTruffleManSprite.png|center]]&lt;br /&gt;
|[[Truffle Man (boss)|Truffle Man]]&lt;br /&gt;
|[[Truffle Man (stage)|Truffle Man]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|[[Truffle Cluster]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GutsManDuo.png|center]]&lt;br /&gt;
|[[Guts Man Duo]]&lt;br /&gt;
|[[Guts Man's Asteroid]]&lt;br /&gt;
|[[Flash Stopper]], [[Sakugarne]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RBoilManSprite.png|center]]&lt;br /&gt;
|[[Boil Man (boss)|Boil Man]]&lt;br /&gt;
|[[Boil Man (stage)|Boil Man]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RSheriffManSprite.png|center]]&lt;br /&gt;
|[[Sheriff Man (boss)|Sheriff Man]]&lt;br /&gt;
|[[Sheriff Man (stage)|Sheriff Man]]&lt;br /&gt;
|[[Super Arrow]], [[Slash Claw]], [[Grab Buster]]&lt;br /&gt;
|[[Badge Barrier]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RLaunchManSprite.png|center]][[File:MaGMML2RShuttleManSprite.png|center]]&lt;br /&gt;
|[[Launch Man &amp;amp; Shuttle Man (boss)|Launch Man &amp;amp; Shuttle Man]]&lt;br /&gt;
|[[Launch Man &amp;amp; Shuttle Man (stage)|Launch Man &amp;amp; Shuttle Man]]&lt;br /&gt;
|[[Jewel Satellite]] (Launch Man)&lt;br /&gt;
[[Super Arrow]] (Shuttle Man)&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RCyberManSprite.png|center]]&lt;br /&gt;
|[[Cyber Man (boss)|Cyber Man]]&lt;br /&gt;
|[[Cyber Man (stage)|Cyber Man]]&lt;br /&gt;
|[[Hornet Chaser]]&lt;br /&gt;
|[[Cyber Distorter]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Quarantine Preview.png|center]]&lt;br /&gt;
|[[Quarantine Woman (boss)|Quarantine Woman]]&lt;br /&gt;
|[[Quarantine Woman (stage)|Quarantine Woman]]&lt;br /&gt;
|[[Grab Buster]], [[Slash Claw]], [[Flash Stopper]]&lt;br /&gt;
|[[Hazard Trapper]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RNeapolitanManSprite.png|center]]&lt;br /&gt;
|[[Neapolitan Man (boss)|Neapolitan Man]]&lt;br /&gt;
|[[Neapolitan Man (stage)|Neopolitan Man]]&lt;br /&gt;
|[[Grab Buster]], [[Flash Stopper]]&lt;br /&gt;
|[[Neapolitan Bomb]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HauntMan.png|center]]&lt;br /&gt;
|[[Haunt Man (boss)|Haunt Man]]&lt;br /&gt;
|[[Haunt Man (stage)|Haunt Man]]&lt;br /&gt;
|[[Slash Claw]] &amp;gt; [[Triple Blade]] &amp;gt; [[Hornet Chaser]]&lt;br /&gt;
|[[Haunt Pumpkin]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PharaohMan.png|center]]&lt;br /&gt;
|[[Pharaoh Man's Revenge]]&lt;br /&gt;
|[[The Stage Nobody Asked For]]&lt;br /&gt;
|[[Flash Stopper]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RSpikedWallManSprite.png|center]]&lt;br /&gt;
|[[Spiked-Wall Man]]&lt;br /&gt;
|[[The Stage Nobody Asked For]]&lt;br /&gt;
|[[Sakugarne]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2 AlterMan.png|center]]&lt;br /&gt;
|[[Alter Man]]&lt;br /&gt;
|[[Identity Crisis]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Entry Bosses ===&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Location&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Weakness&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2_Crator.png|center]]&lt;br /&gt;
|[[Crator]]&lt;br /&gt;
|[[Yggdrasil]]&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2_Cream.png|center]]&lt;br /&gt;
|[[Cream]]&lt;br /&gt;
|[[Yggdrasil]]&lt;br /&gt;
|[[Mega Buster]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2_Kichona.png|center]]&lt;br /&gt;
|[[Kichona]]&lt;br /&gt;
|[[Yggdrasil]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BowserSprite.png|center]]&lt;br /&gt;
|[[Bowser]]&lt;br /&gt;
|[[SMB3]]&lt;br /&gt;
|[[Super Arrow]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Alien.png|center]]&lt;br /&gt;
|[[Alien]]&lt;br /&gt;
|[[Alien Temple]]&lt;br /&gt;
|[[Flash Stopper]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BossWhopper.png|center]]&lt;br /&gt;
|[[Boss Whopper]]&lt;br /&gt;
|[[Orbital Station]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CATS.png|center]]&lt;br /&gt;
|[[CATS]]&lt;br /&gt;
|[[AD 2101]]&lt;br /&gt;
|[[Flash Stopper]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cursor.png|center]]&lt;br /&gt;
|[[Cursor]]&lt;br /&gt;
|[[Cursor Curse]]&lt;br /&gt;
|[[Jewel Satellite]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TheKid.png|center]]&lt;br /&gt;
|[[The Kid]]&lt;br /&gt;
|[[Spiky Situation]]&lt;br /&gt;
|HELP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:DocRobot.png|center]]&lt;br /&gt;
|[[Doc Robot]]&lt;br /&gt;
|[[Ruined Lab]]&lt;br /&gt;
|[[Jewel Satellite]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CirnoMisty.png|center]]&lt;br /&gt;
|[[Cirno]]&lt;br /&gt;
|[[Misty Lake]]&lt;br /&gt;
|[[Wire Adaptor]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:DonutX.png|center]]&lt;br /&gt;
|[[Donut X]]&lt;br /&gt;
|[[Donut Observation Center]]&lt;br /&gt;
|[[Flash Stopper]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CaptainViridian.png|center]]&lt;br /&gt;
|[[Captain Viridian]]&lt;br /&gt;
|[[Sector Upsilon 6]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kelbesque.png|center]]&lt;br /&gt;
|[[Kelbesque]]&lt;br /&gt;
|[[Mount Sabre]]&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:8CentipederTower.png|center]]&lt;br /&gt;
|[[8 Centipeder Tower]]&lt;br /&gt;
|[[Beneath Sand &amp;amp; Rock]]&lt;br /&gt;
|[[Hornet Chaser]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Hidden Entry Bosses ===&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Location&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Weakness&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AirDabsule.png|center]]&lt;br /&gt;
|[[Air Capsule]]&lt;br /&gt;
|[[Boil Man]]&lt;br /&gt;
|[[Wire Adaptor]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dennis.png|center]]&lt;br /&gt;
|[[Dennis]]&lt;br /&gt;
|[[Launch Man &amp;amp; Shuttle Man]]&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Tier Bosses ===&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Tier&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Weakness&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Original Game&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2-Milk-Sprite.png|32px|center]][[File:MaGMML2-S-Milk-Sprite.png|32px|center]]&lt;br /&gt;
|[[Milk|Milk/Strawberry Milk]]&lt;br /&gt;
|Tier 1&lt;br /&gt;
|[[Grab Buster]]&lt;br /&gt;
|''Mega Man Square Root of Negative One''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2 OmbudsMan.png|center]]&lt;br /&gt;
|[[Ombuds Man]]&lt;br /&gt;
|Tier 2&lt;br /&gt;
|[[Triple Blade]]&lt;br /&gt;
|''Mega Man 42''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2TDoorManSprite.png|center]]&lt;br /&gt;
|[[Door Man]]&lt;br /&gt;
|Tier 3&lt;br /&gt;
|[[Jewel Satellite]]&lt;br /&gt;
|''Mega Man Rocks!''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2TScorchZookSprite.png|center]][[File:MaGMML2TScorchSunriseSprite.png|center]]&lt;br /&gt;
|[[The Scorching Duo]]&lt;br /&gt;
|Tier 4&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|''Mega Man Sunrise'' &amp;amp; ''Zook Hero Z''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2TLordElewoofroSprite.png|center]]&lt;br /&gt;
|[[Lord Elewoofro]]&lt;br /&gt;
|Tier 5&lt;br /&gt;
|[[Sakugarne]]&lt;br /&gt;
|''Dr. Wily's Final Attack''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2TCheatManSprite.png|center]]&lt;br /&gt;
|[[Cheat Man]]&lt;br /&gt;
|Tier 6&lt;br /&gt;
|[[Flash Stopper]]&lt;br /&gt;
|''Mega Man CX''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2TFutureSprite.png|center]]&lt;br /&gt;
|[[Future|Ghost of Christmas Future]]&lt;br /&gt;
|Tier 7&lt;br /&gt;
|[[Hornet Chaser]]&lt;br /&gt;
|''Megaman's Christmas Carol''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2TJetManSprite.png|center]]&lt;br /&gt;
|[[Jet Man]]&lt;br /&gt;
|Tier 8&lt;br /&gt;
|[[Transport_items#Super_Arrow|Super Arrow]]&amp;lt;br&amp;gt;[[Transport_items#Wire|Wire Adapter]]&lt;br /&gt;
|''Rokko Chan''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2_ButterNezumi.png|center]]&lt;br /&gt;
|[[Butter Nezumi]]&lt;br /&gt;
|Tier 9&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|''Nezumi Man''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The famous wizard and only girl on the internet [[NaOH]] accurately predicted that this contest would have eighty-one entries.&lt;br /&gt;
* The contest has 2 levels devoted to replicating aspects VVVVVV; this includes its gimmicks, aesthetics, and music. Those entries are [[Maze of Significantly Less Death]] and [[Sector Upsilon 6]].&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]][[Category:Make a Good Mega Man Level 2]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Null_and_Void_(MaGMML2)&amp;diff=2154</id>
		<title>Null and Void (MaGMML2)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Null_and_Void_(MaGMML2)&amp;diff=2154"/>
				<updated>2018-02-02T05:37:21Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: /* 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= Null and Void&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|image= [[File:MaGMML2-TF-Nullandvoid-Entrance.png]]&lt;br /&gt;
|caption= The beginning of the end.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Multiple&lt;br /&gt;
|composer= &amp;quot;???&amp;quot; (hub), various (stages)&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|judge1 = &lt;br /&gt;
|judge2 = &lt;br /&gt;
|judge3 = &lt;br /&gt;
|judge4 = &lt;br /&gt;
|judge5 = &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|totalscore = Unranked&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3 [[Noble Nickel]]s&lt;br /&gt;
|enemies = &lt;br /&gt;
* Again, likely the entire devkit's worth&lt;br /&gt;
|subbosses = [[Volt Man]]&amp;lt;br&amp;gt;[[Twin Cannons]]&amp;lt;br&amp;gt;[[Komuso Man]]&amp;lt;br&amp;gt;[[Napalm Man MK 2]]&amp;lt;br&amp;gt;[[Fire Man]]&amp;lt;br&amp;gt;[[Stone Butterfly]]&amp;lt;br&amp;gt;[[Copy Hologram]]&amp;lt;br&amp;gt;[[Literally Just a Bee]]&amp;lt;br&amp;gt;[[Disco Ball]]&amp;lt;br&amp;gt;[[Boundin' Crash Man]]&amp;lt;br&amp;gt;[[Die Sign]]&lt;br /&gt;
|bosses = [[Absolute ZERO]]&lt;br /&gt;
|other = &lt;br /&gt;
* True final stage&lt;br /&gt;
|music = Fortress 2 Blue - The Profound (hub), various (stages, with music variety on)&lt;br /&gt;
|location = Tier X&lt;br /&gt;
|previous = &lt;br /&gt;
|next =&lt;br /&gt;
}}&lt;br /&gt;
{{quote|NULL AND VOID|The ready text|setting the mood for the true final stage.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Null and Void is the true final stage in ''''Make a Good Mega Man Level 2''''. Its main design centers around six floors with four rooms each. To descend each floor, one room out of the four presented on that floor must be cleared. Each floor also features a green teleporter that allows them to return to any previously visited floor, even when replaying the stage. The rooms themselves have been created by multiple people, in a manner similar to [[Wily 6]] and the [[Pit of Pits]].&lt;br /&gt;
==Strategy==&lt;br /&gt;
===Floor 1===&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid.png|frame|right]]&lt;br /&gt;
The player starts on this floor, dropping in from above. The floor 1 lobby has no basic gimmick.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Renhoek]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Renhoek-1.png|frame|left]]&lt;br /&gt;
''Theme Song: Stage 12 (Free Song) ([[Elec Dam]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This room is a recreation of [[Volt Man]]'s stage from the ''Mega Man'' DOS game, and features him as a sub-boss at the end.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[CosmicGem]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-CosmicGem.png|frame|right]]&lt;br /&gt;
''Theme Song: Mega Man Final 3 - Cyber Man ([[Cyber Man]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is a simple platforming stage utilizing several enemies from Tier 10 stages. At 11 screens, it is the shortest level in Null and Void.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[MiniMacro]], [[Entity1037]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-MiniMacroEntity1037.png|frame|left]]&lt;br /&gt;
''Theme Song: Shadow of the Ninja - Stage 5 ([[Poorly Named Level]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level centers around the use of springs and a modified Force Beam that continually damages the player rather than instantly killing them.  It requires great finesse to avoid the Force Beams and enemy fire while bouncing atop the springs.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[SnoruntPyro]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-SnoruntPyro-1.png|frame|right]]&lt;br /&gt;
''Theme Song: The Binding of Isaac - Cellar ([[Gunpowder Cellar]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level features giant sawblades that move on visible circuits, similar to the platforms seen in Crash Man's stage.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
===Floor 2===&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Floor2.png|frame|right]]&lt;br /&gt;
This floor 2 lobby is a larger space, and features the lift blocks from Spark Man's stage.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Freeman]], [[The Stove Guy]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-FreemanTheStoveGuy.png|frame|left]]&lt;br /&gt;
''Theme Song: Corpse Party - Ray of Hope ([[But It Lacked the Depth to Convince Me That This is Really Hell]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While this level begins as a straightforward platforming stage involving springs, it drastically changes upon reaching the teleporter. The majority of this stage features screen wrapping, horizontal at first and then vertical, as well as a moving background and a monochrome palette that makes enemies the same color as you.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Renhoek]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Renhoek-2.png|frame|right]]&lt;br /&gt;
''Theme Song: Silverstein - Massachusetts ([[City Under Siege]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is a recreation of [[Komuso Man]]'s stage from ''Rockman &amp;amp; Forte: Challenger from the Future'', and features him as a sub-boss. The [[Twin Cannons]] also appear as a sub-boss as well.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[MiniMacro]], [[SnoruntPyro]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-MiniMacroSnoruntPyro.png|frame|left]]&lt;br /&gt;
''Theme Song: MaGMML2 ([[Nitrogen Man]] and [[Nightwalk Castle]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level features numerous Snakeys, whose deaths causes a chain reaction of destruction through their bodies.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Shinryu]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Shinryu.png|frame|right]]&lt;br /&gt;
''Theme Song: Mega Man LL - Wily 1 ([[Metallic Ocean]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level features numerous moving water platforms from [[Splash Woman]]'s stage at various speeds, creating a variety of timing challenges.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
===Floor 3===&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Floor3.png|frame|right]]&lt;br /&gt;
The floor 3 lobby is a vertical room featuring the top platforms from Top Man's stage.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[SnoruntPyro]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-SnoruntPyro-2.png|frame|left]]&lt;br /&gt;
''Theme Song: Sonic the Hedgehog 4 - Mad Gear Zone Act 1 ([[Colorful Hall]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level has extremely high gravity, rendering jumping useless. [[Wheel Cutter]], [[Sakugarne]] and all utility weapons are disabled in this level.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Enjl]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Enjl.png|frame|right]]&lt;br /&gt;
''Theme Song: Super Mario World - Castle ([[Mario Land]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This stage opens with a &amp;quot;waerning&amp;quot; that there are many surprise enemies. That's an understatement; enemies pour in from holes in the ceiling here. It is recommended to use [[Flash Stopper]] as much as possible to stop the enemy spam before it starts, as not all enemies are weak enough to be destroyed by [[Jewel Satellite]].&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Zieldak]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Zieldak-1.png|frame|left]]&lt;br /&gt;
''Theme Song: VVVVVV - Predestined Fate ([[Maze of Significantly Less Death]] and [[Sector Upsilon 6]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is a maze, reminiscent of the Bermuda Maze from ''Mega Man Star Force 2''; it features several Mr. Hertzes as NPCs and has similar logic that can be confusing until you figure out what you need to do. Prior to Version 1.3.0, this level was notorious for requiring the player to jump into an invisible teleporter disguised as a pit of spikes; the teleporter is still invisible but the spikes are no longer there.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Entity1037]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Entity1037-1.png|frame|right]]&lt;br /&gt;
''Theme Song: Rokko Chan - Volcano Man ([[Volcanic Furnace]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This stage features two autoscroll sections where you must run away from gigantic sawblades.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
===Floor 4===&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Floor4.png|frame|right]]&lt;br /&gt;
The floor 4 lobby features an elevator platform from the third Wily Castle stage in ''Mega Man 10'', although it only moves horizontally.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[SnoruntPyro]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-SnoruntPyro-3.png|frame|left]]&lt;br /&gt;
''Theme Song: Zero Wing - Open Your Eyes (Stage 1) ([[AD 2101]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level revolves around a variant of [[Destroyable Blocks]] that, rather than being destroyed by the player's Mega Buster, is destroyed by projectiles from enemies or stage hazards.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====[[The Stove Guy]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-TheStoveGuy.png|frame|right]]&lt;br /&gt;
''Theme Song: Shovel Knight - Lost City ([[Shovel Knight]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level utilizes the drills seen in Napalm Man's stage, both as platforms for the player's use and as vehicles to destroy the terrain to clear a path for them. [[Napalm Man MK2]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Zieldak]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Zieldak-2.png|frame|left]]&lt;br /&gt;
''Theme Song: Blaze Man ([[Blaze Man]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level features a large vertical shaft with lava slowly rising up. [[Fire Man]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Renhoek]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Renhoek-3.png|frame|right]]&lt;br /&gt;
''Theme Song: Expand Man ([[Neon Man]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is a maze that features the warp blocks from [[Cyber Man]] and requires exploration to find keys.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
===Floor 5===&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Floor5.png|frame|right]]&lt;br /&gt;
The floor 5 lobby features several wind fans from Wind Man's stage.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Zatsupachi]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Zatsupachi.png|frame|left]]&lt;br /&gt;
''Theme Song: Super Robot Wars - Silver Fallen Angel ([[Holy Crap, Mega Man Can Airslide?]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Aesthetically inspired by the Cyber Maze from ''Mega Man X5'', this level makes heavy use of Force Beams and Yoku Blocks.  The [[Stone Butterfly]] is encountered at the end.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Cruise Elroy]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-CruiseElroy.png|frame|right]]&lt;br /&gt;
''Theme Song: Deep Space ([[Crystal Lab]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is a maze that utilizes Cyber Man blocks and is aesthetically similar to [[Sector Upsilon 6]]'s secret area. All weapons other than the Buster are disabled here.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[ParmaJon]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-ParmaJon-1.png|frame|left]]&lt;br /&gt;
''Theme Song: Jazz Jackrabbit - Medivo ([[Water Ducts]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is a long autoscroll section where only the colors red and black are used.  As the background scrolls and the player-character is solid red, it is possible to momentarily lose sight of yourself.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[ACESpark]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-ACESpark.png|frame|right]]&lt;br /&gt;
''Theme Song: VVVVVV - Potential For Anything ([[Sector Upsilon 6]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level features clones of your selected skin as enemies, either chasing you or using one of three weapons to try and attack you ([[Wire Adaptor]], [[Grab Buster]] and [[Hornet Chaser]]). [[Copy Hologram|A giant, holographic clone of you]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
===Floor 6===&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Floor6.png|frame|right]]&lt;br /&gt;
The floor 6 lobby features vertical wrapping, similar to the [[Tier 6 (MaGMML2)|Tier 6 hub]] and [[Wily Fortress VR]].&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Zieldak]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Zieldak-3.png|frame|left]]&lt;br /&gt;
''Theme Song: Mega Man 9 - Hornet Man ([[Identity Crisis]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is a sort of reimagining of Hornet Man's stage, where several enemies have been redone to use Chibees as their projectiles.  [[Literally Just a Bee]] appears as a sub-boss at the end.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Beed28]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Beed28.png|frame|right]]&lt;br /&gt;
''Theme Song: Rockman DX3 - Stage Theme ([[Smed's Big Annoying Mess of a Level]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Acting as a sort of reprise of his submission level, [[Bouncy Castle]], this level features its signature effect, now activating only when the blocks with up arrows on them are shot. [[Wheel Cutter]], [[Sakugarne]], and all utilities are disabled for this level. The [[Disco Ball]] and  [[Boundin' Crash Man]] make returns as sub-bosses here, with these blocks on either side of their new boss rooms. Mega Man Volnutt also makes a cameo in the room after Boundin' Crash Man.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====[[ParmaJon]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-ParmaJon-2.png|frame|left]]&lt;br /&gt;
''Theme Song: Azure Striker Gunvolt - Garden ([[Inner Sanctum]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level centers around moving various platforms and destroying barrier blocks to allow a fire trap to complete its path and destroy a barrier that blocks the player's path.&lt;br /&gt;
{{-}}&lt;br /&gt;
====[[Entity1037]]====&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Entity1037-2.png|frame|right]]&lt;br /&gt;
''Theme Song: Mega Man 10 - Against The Pressure ([[The Stage Nobody Asked For]])''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This level is an incredibly high-speed section using the sled from Frost Man's stage.  As Yoku Blocks make up the majority of its terrain, the player must rely on their ability to react to the Jump Signs and Slide Signs rather than sight to navigate the level.  [[Die Sign]] appears as a sub-boss at the end.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
===Finale===&lt;br /&gt;
[[File:MaGMML2-TF-Nullandvoid-Floor7.png|frame|right|The final opponent awaits...]]&lt;br /&gt;
After clearing six floors, the player finds themselves in a small chamber. A beam of rainbow light similar to the one that takes them to [[Tier 10 (MaGMML2)|Tier 10]] is present in the middle, with the last three [[Noble Nickel]]s in the game and the return teleporter to the right of the room. Taking the beam begins the fight against [[Absolute ZERO]], rewarding the player with the final [[Energy Element]] and the true credits upon completion.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Version 1.3.0 added music variety to Null and Void, adding the stage themes listed above. Prior to this, The Profound continued playing throughout the stages as well as the hub. Music variety is on by default but can be turned off.&lt;br /&gt;
* Null and Void draws heavy inspiration from Shattered Dreams, the finale of the Super Mario World romhack JUMP; it was even originally named after it as well.&lt;br /&gt;
** Furthermore, The Profound was also the theme music for Shattered Dreams.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier X}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier X Stages]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Btd%27nhan&amp;diff=2042</id>
		<title>Btd'nhan</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Btd%27nhan&amp;diff=2042"/>
				<updated>2018-01-11T18:41:48Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: Undo revision 2041 by Reflux (talk) nothing to see here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#D82800&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= Btd'nhan&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number= &lt;br /&gt;
|designer= JupiHornet &lt;br /&gt;
|programmer= Ethervil&lt;br /&gt;
|gender=&lt;br /&gt;
|eyecolor = White&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Flame&lt;br /&gt;
|weak=[[Grab Buster]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Classic Castle]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Boss That Doesn't Have A Name''', or '''Btd'nhan''' for short, is a boss in ''[[Make a Good Mega Man Level 2]]''. It appears at the end of [[Classic Castle]], the second stage of the Wily Star II. It is a smiling, but otherwise featureless, blob of darkness that glows red.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
Btd'nhan follows a pattern with its attacks. It will do the following attacks in this order:&lt;br /&gt;
* Drops to the bottom-right corner and fires three balls of energy at different speeds; top one is fastest, bottom is medium speed, and middle is slowest. After this, it moves across the screen and back up to the top and center of the screen.&lt;br /&gt;
* Summons two balls of energy on either side of it that fire balls straight down. This can be avoided by standing underneath Btd'nhan. After this, it descends straight down and off the screen.&lt;br /&gt;
* Throws several bombs that track your position; they leave flames where they explode. After this, it returns to the top-right corner.&lt;br /&gt;
* Summons several smaller versions of itself that home in on you. These can be destroyed with a single Buster shot.&lt;br /&gt;
* Repeat.&lt;br /&gt;
&lt;br /&gt;
== Damage Table ==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/2/3&lt;br /&gt;
| hornet = 1&lt;br /&gt;
| jewel = 0&lt;br /&gt;
| grab = 5&lt;br /&gt;
| triple = 2&lt;br /&gt;
| slash = 2&lt;br /&gt;
| wheel = 1&lt;br /&gt;
| sakugarne = 2&lt;br /&gt;
| wire = 1&lt;br /&gt;
| arrow = 1&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Btd'nhan's design and attacks were based off the boss of a ''Geometry Dash'' fan level named [https://www.youtube.com/watch?v=3BybCs6GFXk&amp;amp;feature=youtu.be&amp;amp;t=41s Volcanic Rush].&lt;br /&gt;
* Btd'nhan deals 2 damage with its attacks and takes 5 damage from Grab Buster because JupiHornet was worried it would be too difficult. However, he noted [https://www.youtube.com/watch?v=csQhJIzTesU in his LP of the level] that this actually may have made it too easy.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
[[Category:Fortress Guardian]][[Category:Wily Star]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Btd%27nhan&amp;diff=2041</id>
		<title>Btd'nhan</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Btd%27nhan&amp;diff=2041"/>
				<updated>2018-01-11T18:39:47Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#D82800&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= Btd'nhan&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number= &lt;br /&gt;
|designer= JupiHornet &lt;br /&gt;
|programmer= Ethervil&lt;br /&gt;
|gender=&lt;br /&gt;
|eyecolor = White&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Flame&lt;br /&gt;
|weak=[[Grab Buster]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Classic Castle]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Boss That Doesn't Necessarily Have A Name''', or '''Btd'nhan''' for short, is a boss in ''[[Make a Good Mega Man Level 2]]''. It appears at the end of [[Classic Castle]], the second stage of the Wily Star II. It is a smiling, but otherwise featureless, blob of darkness that glows red.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
Btd'nhan follows a pattern with its attacks. It will do the following attacks in this order:&lt;br /&gt;
* Drops to the bottom-right corner and fires three balls of energy at different speeds; top one is fastest, bottom is medium speed, and middle is slowest. After this, it moves across the screen and back up to the top and center of the screen.&lt;br /&gt;
* Summons two balls of energy on either side of it that fire balls straight down. This can be avoided by standing underneath Btd'nhan. After this, it descends straight down and off the screen.&lt;br /&gt;
* Throws several bombs that track your position; they leave flames where they explode. After this, it returns to the top-right corner.&lt;br /&gt;
* Summons several smaller versions of itself that home in on you. These can be destroyed with a single Buster shot.&lt;br /&gt;
* Repeat.&lt;br /&gt;
&lt;br /&gt;
== Damage Table ==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/2/3&lt;br /&gt;
| hornet = 1&lt;br /&gt;
| jewel = 0&lt;br /&gt;
| grab = 5&lt;br /&gt;
| triple = 2&lt;br /&gt;
| slash = 2&lt;br /&gt;
| wheel = 1&lt;br /&gt;
| sakugarne = 2&lt;br /&gt;
| wire = 1&lt;br /&gt;
| arrow = 1&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Btd'nhan's design and attacks were based off the boss of a ''Geometry Dash'' fan level named [https://www.youtube.com/watch?v=3BybCs6GFXk&amp;amp;feature=youtu.be&amp;amp;t=41s Volcanic Rush].&lt;br /&gt;
* Btd'nhan deals 2 damage with its attacks and takes 5 damage from Grab Buster because JupiHornet was worried it would be too difficult. However, he noted [https://www.youtube.com/watch?v=csQhJIzTesU in his LP of the level] that this actually may have made it too easy.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
[[Category:Fortress Guardian]][[Category:Wily Star]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=The_Stage_Nobody_Asked_For&amp;diff=2027</id>
		<title>The Stage Nobody Asked For</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=The_Stage_Nobody_Asked_For&amp;diff=2027"/>
				<updated>2018-01-10T06:43:36Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: &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= The Stage Nobody Asked For&lt;br /&gt;
|rank = 2nd&lt;br /&gt;
|image= [[File:The_Stage_Nobody_Asked_For_Spiked_Wall_Man_Intro.png|256px]]&lt;br /&gt;
|caption= &amp;quot;Wait, what was the name of this boss?!&amp;quot;&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Entity1037]]&lt;br /&gt;
|composer= Capcom, 8BitDanooct1, Deadteam&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 50&lt;br /&gt;
|judge2 = 39&lt;br /&gt;
|judge3 = 49&lt;br /&gt;
|judge4 = 46&lt;br /&gt;
|judge5 = 47&lt;br /&gt;
|totalscore = 46.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 2&lt;br /&gt;
|collectables = 2&lt;br /&gt;
|enemies = &lt;br /&gt;
* Telly&lt;br /&gt;
* Up N' Down&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Bolton &amp;amp; Nutton&lt;br /&gt;
* Cannon Joe&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Returning Sniper Joe&lt;br /&gt;
* Guided Foot Holder&lt;br /&gt;
* Giree&lt;br /&gt;
* Flea&lt;br /&gt;
* Big Eye&lt;br /&gt;
* Apache Joe&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
* SnoruntPyro's Favorite&lt;br /&gt;
* Enjl's Favorite&lt;br /&gt;
|music = Against The Pressure VRC6 Remix, The Strongest 8Bit Remix In The Galaxy, Metal Showdown&lt;br /&gt;
|location = Tier 10&lt;br /&gt;
|previous = [[Haunt Man]]&lt;br /&gt;
|next = [[Identity Crisis]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|You are the worst and I hate you. This is the worst stage ever made in the history of life and I absolutely love it.|SnoruntPyro|Judge Comment}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Stage Nobody Asked For is the second place entry in '''Make a Good Mega Man Level 2.''' It's a level entirely revolving around the most hated gimmicks and enemies throughout all of Classic Mega Man (and some more general things like enemy spam and incorrect collision) in an attempt to use them well, and prove they are not inherently bad. It goes out of its way to try to be as ridiculous as possible while still trying to also be well designed and fair. The level is on the longer side, and is fairly difficult. It has two Energy Elements and two Noble Nickels, with a custom programmed boss guarding both exits.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Upon entering the level, head to the left. You will get a warm greeting and an E-tank. There's a Nobel Nickel after the first pit, activate Jewel Satellite before jumping over it to avoid the Up n' Down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WIP will finish later &amp;lt;br&amp;gt;&lt;br /&gt;
-Entity1037&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = You are the worst and I hate you. This is the worst stage ever made in the history of life and I absolutely love it. The stage goes out of its way to pick the absolute worst of the worst gimmicks that everyone hates in Mega Man games and does absolutely ridiculous and insane things with them. Like...honestly, this level speaks for itself. The absolute insanity that goes on in this level, what with the enemy spam, yoku blocks, quick lasers, giant stretches of footholders, suicidial superbosses, etc just makes the level overflow with charm and be extremely fun to play due to the excellent design gone into each and every gimmick. And there's probably one of the best, most dynamic and clever bosses I've ever seen in a videogame period to top it all off. I'm trying to find a flaw in this stage and I just can't. This stage literally has an Up n' Down ambush and a forced death and it's amazing because they're actually used cleverly to introduce gimmicks and basically troll the player. It's a hilarious and smart stage and I just really, really love it. The only extremely small issue I have is that it's a bit too similar to Entity's Mega Man Endless stages, but I'm not going to judge it based on what other levels did.&lt;br /&gt;
|pyroscore = 50&lt;br /&gt;
|jupi = This was easily the most creative level in the entire contest. It was crazy! However...I honestly didn't really enjoy a lot of parts. The Yoku block puzzles were annoying and tedious, and the second one forced me through the wall a lot until I figured out what to do. It even killed me once. The part with the red, white, and blue tilesets was clever, but aesthetically it was probably the most disorienting thing I've ever seen. The Foot Holder segment was pretty clever, but it took me a few deaths to get used to it. The boss was CRAZY, though. Normally I would complain about the boss having 3 health bars, but I can see why you put so many this time because of the sheer amount of attacks it has. Overall, I think it's pretty clear that you put a ton of effort into this level, but...I personally didn't enjoy a lot of it.&lt;br /&gt;
|jupiscore = 39&lt;br /&gt;
|enjl = This level plays with the player's expectations in such a beautiful, calculated and unpredictable way that I can't help but love it. The only issue I've had with it is that it was sometimes hard to look at, but aside from that, this stage is excellent. Even when going back to it I caught myself laughing at its surprised and smiling throughout my playthrough, even when fucking up in a section or two. This is easily my favourite level from this contest just due to its sheer unpredictability and how little it takes itself seriously while still being really well-designed.&lt;br /&gt;
|enjlscore = 49&lt;br /&gt;
|garirry = I really liked this level! I admit that the very precise jumps in some areas, the tedious Foot Holder section, and the confusing visuals at some places add up to the annoyances I had with this level, but otherwise it's very creative, fun to play through, and well designed, and all of these especially apply for the boss. Ultimately, it was an enjoyable experience.&lt;br /&gt;
|garirryscore = 46&lt;br /&gt;
|ace = Yoku Blocks, Quick Man Lasers, Foot Holders, Big Eyes, Tellies, Spikes or Instant Death everywhere, and a couple of bosses that are basically memes.&lt;br /&gt;
&lt;br /&gt;
This level is amazing. I'll say right now, the single reason why this stage is as good as it is: Checkpoints. You basically take a stage where Mega Man's health bar is almost entirely irrelevant and make the cost of dying barely a blip on the radar, a speed bump rather than a road block. Yes!&lt;br /&gt;
&lt;br /&gt;
The result is a seriously unique stage, every challenge, be they dev-kit asset, or something cooked up, is new, deadly, but.. fair.&lt;br /&gt;
It is also the only stage where I can go 'An unavoidable death? In my Mega Man!?'... and frankly, that was the only way to introduce your stage's new gimmick. This moment is greeted by a 'Huh. Cool!' instead of a 'WHAT, WHY?!'.&lt;br /&gt;
&lt;br /&gt;
The biggest drag on the stage is somewhat drawn out, vertical Yoku Block segment. There were several 'gotcha' moments when you reached the top which grated by the third time you encountered one. And frankly, the rest of the stage makes up for it big time, and by the time you reach the Foot Holders, you will have forgotten this segment had even existed.&lt;br /&gt;
&lt;br /&gt;
Can we talk footholders? Outside of the signature Robot Master, thinking back, this is downright my favourite segment of the level. It's clever, it's dangerous, it makes sense. And you made them assholes.&lt;br /&gt;
&lt;br /&gt;
The final thing to note about this stage is the boss fights. Memelords they may be, they're pretty great, although I am not sold on memelord the second having death spikes in the battle.. but it also makes perfect sense given a few aspects of the fight, so I'll let you off.&lt;br /&gt;
&lt;br /&gt;
Your signature Robot Master is one of the most unique boss fights I have encountered in a Mega Man game. He justifies his multiple health bars with several phases, and is nearly always open to damage. Smart.&lt;br /&gt;
Your other memelord... he's good too, if a bit too healthy. The ends in the best way ever though!&lt;br /&gt;
|acescore = 47&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Stage Nobody Asked For is impossible to perfect run on either of its exits. The first exit requires you to die to progress, invalidating no-damage and no-hit runs, and the second exit requires use of a special weapon.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 10 Stages]][[Category:Favorites]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Lava_Factory&amp;diff=2026</id>
		<title>Lava Factory</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Lava_Factory&amp;diff=2026"/>
				<updated>2018-01-10T06:41:57Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|rank = 36th&lt;br /&gt;
|image= [[file:LavaFactory01.png|250px]]&lt;br /&gt;
|caption= Don't &amp;quot;wine&amp;quot; about it being a water level.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= DuckSalmon&lt;br /&gt;
|composer= Konami Kukeiha Club, Wally Chantek&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer= &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 32&lt;br /&gt;
|judge2 = 32&lt;br /&gt;
|judge3 = 25&lt;br /&gt;
|judge4 = 34&lt;br /&gt;
|judge5 = 27&lt;br /&gt;
|totalscore = 30.0&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3 Nickels&lt;br /&gt;
|enemies = &lt;br /&gt;
* Komasaburo&lt;br /&gt;
* Metall&lt;br /&gt;
* Metall Swim&lt;br /&gt;
* Pickelman Bull&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Telly&lt;br /&gt;
* Yudon&lt;br /&gt;
|subbosses =&lt;br /&gt;
* Gamarn and Gamadayu&lt;br /&gt;
* Metall Potton&lt;br /&gt;
|music = Gradius 3 (SNES) - Lucky Zone&lt;br /&gt;
|location = Tier 6&lt;br /&gt;
|previous = [[Duwang]]&lt;br /&gt;
|next =[[Just An Ice Level]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Thanks for playing! A special thanks to the creators of this engine that makes true my childhood dream. This is my very first game level I hope you enjoy it. now... Good Luck!! Remember... This is LAVA Factory!|DuckSalmon|hidden room at the start of the level}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Lava Factory is the 36th place entry in ''Make A Good Mega Man Level 2''. There is no lava to be found in this level.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
In the starting room, using Wheel Cutter on the left wall will destroy a part of it and open a path to a room containing a message from DuckSalmon and the first Noble Nickel. After that, continue to the right for a few screens, dodging jumping Metalls and a lone Pickelman Bull. In the room with the Komasaburo, there's a block that can be destroyed with Slash Claw; sliding through will drop you into a small underwater area with an E Tank and the second Noble Nickel. Heading back up, you're forced to use Slash Claw a little bit more, both on a block behind the Yudon, as well as on some Metalls with unique sprites that can only be hurt with Slash Claw. After this is a straightforward fight against a Metall Potton, and then the Energy Element!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
... Just kidding, there's an invisible wall blocking it. Head left through the following underwater section full of Metall Swims (as well as one screen with a lot of Dive Man mines), and you'll eventually come to a ladder up out of it. At the top is a Sniper Joe that's best dealt with using Flash Stopper, as you have no room to maneuver fighting it (unless you shoot the Plant Man platforms, but even then you risk falling back into the water). Following this is a room of ascending Plant Man platforms with Tellies spawning; the final Noble Nickel is on a ledge at the top of this room. The final challenge of the level is Gamarn and Gamadayu guarding a boss hallway. In the boss room, an angry Shadow Man explains that you just destroyed his ''wine'' factory (because &amp;quot;Why do You think Capcom's level designers put lava in a ninja's stage?&amp;quot;) and tells you to just take the Energy Element and get out.&lt;br /&gt;
&lt;br /&gt;
== Judge Comments ==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Pretty nice level! It's not spectacular or anything but it's fun and has some clever design moments. I like how you used the jumping mets at the beginning, and I liked how the underwater Noble Nickel was hidden. In the end, though, it doesn't really do much, but it's fun either way so it's not like a crime or anything. It's just overall a nicely designed and fun level, the fake energy element totally fooled me, and the wine joke at the end was funny. Probably the only issue I would have is that secret dev room, not sure if I'd hide a Noble Nickel behind something that obscure, especially since the Wheel Cutter blocks are used nowhere else. Still a nice level though.&lt;br /&gt;
|pyroscore = 32&lt;br /&gt;
|jupi = You got me with that Energy Element troll! Anyway, this level may not have been that long or had a lot of custom assets, but I enjoyed it anyway. It felt like something straight out of one of the classic Mega Man games, and at the end of the day, this is the Make a Good MEGA MAN Level Contest. Thing is, some parts use the tileset in really strange ways (beginning of the water section) and the vertical rooms with the Tellies got a bit annoying. The lack of a boss was disappointing, and the ending dialogue didn't make a ton of sense. All in all though, good effort.&lt;br /&gt;
|jupiscore = 32&lt;br /&gt;
|enjl = Pretty cool first level! While playing it rather safe and not being very innovative it has a nice difficulty curve and does a decent job at introducing various mechanics it uses. The slash claw indication on the breakables isn't obvious and the mine section is pretty bland and unnecessary, but aside from that I enjoyed it.&lt;br /&gt;
|enjlscore = 25&lt;br /&gt;
|garirry = Not a bad level. The level design is well done, with the exception of a few sections, such as the ones with the Sea Mines and the ones which just feel empty. Other than that, there's not much to say about this one. I had fun playing it, but it wasn't anything too amazing and the stage concept is a little generic.&lt;br /&gt;
|garirryscore = 34&lt;br /&gt;
|ace = If this is actually your first attempt at a level, I'd say you did pretty good!&lt;br /&gt;
For a contest though... it's not terribly interesting?&lt;br /&gt;
&lt;br /&gt;
I am kind of liking the destructible walls being built into the terrain as they are, and the first Nobel Nickel was very, very sneaky, I approve. I'm almost thinking that the level probably should've stuck to its guns and, in a strange thought, actually kept up the weapon usage. I mean they're there, and by introducing the destructible blocks on the main path, you clearly indicate what sort of level we're doing, except it just sort of stops and becomes really generic.&lt;br /&gt;
&lt;br /&gt;
I thought the fake Energy Element was... kind of daft, especially since there doesn't appear to be any justification for it whatsoever. It's just bizarre, and very confusing. Many people will get annoyed by this I think.&lt;br /&gt;
There are a few too many empty screens every so often, and that screen with nothing but Mines seems... pointless and a huge time waster, since there is no challenge to these things what-so-ever.&lt;br /&gt;
It is also possible to go over the level terrain quite a bit, since they aren't blocked off, so nothing is stopping you from exiting the ceiling. Fortunately there aren't exactly any areas where you get stuck. It's just unpolished.&lt;br /&gt;
Your use of ceilings was also very inconsistent, so when attempting to jump off the top of the screen, the player never knows if they'll bump their head off an invisible ceiling or not.&lt;br /&gt;
&lt;br /&gt;
It certainly is not a awful stage by any stretch of the imagination, but it did sort of lose any identity it could've had part way through, and that is a shame, and very disappointing.&lt;br /&gt;
&lt;br /&gt;
Oh, and for once I approve of the lack of boss following a boss corridor. While it's not a boss fight, there is still a climax to the stage of sorts, so it works, just.&lt;br /&gt;
&lt;br /&gt;
|acescore = 27&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Lava Factory is one of a handful of stages that are impossible to perfect run, as it requires the use of special weapons.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 6}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 6 Stages]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Reality_Core&amp;diff=2024</id>
		<title>Reality Core</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Reality_Core&amp;diff=2024"/>
				<updated>2018-01-07T22:37:43Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: /* Overview */&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= Reality Core&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|image= [[File:MaGMML2-W6-Realitycore.png]]&lt;br /&gt;
|caption= The Reality Core itself, as well as Dr. Wily&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Snorunt Pyro, The Stove Guy, ACESpark, JupiHornet, Beed28, Renhoek, and Cruise Elroy&lt;br /&gt;
|composer= &lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|judge1 = ---&lt;br /&gt;
|judge2 = ---&lt;br /&gt;
|judge3 = ---&lt;br /&gt;
|judge4 = ---&lt;br /&gt;
|judge5 = ---&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|totalscore = Unranked&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* The entire devkit's worth&lt;br /&gt;
|subbosses = [[Holo Dragon]] &amp;amp; [[Chimerabot 1-5]]&lt;br /&gt;
|bosses = [[Wily Machine SWORD]], [[megaman sprite game]], &amp;amp; [[Wily Core]]&lt;br /&gt;
|other = &lt;br /&gt;
* Final, non post-game, stage&lt;br /&gt;
|music = Giant's Cry - La Mulana&lt;br /&gt;
|location = Wily Star II&lt;br /&gt;
|previous = [[Unobtainium Mine]]&lt;br /&gt;
|next = &lt;br /&gt;
}}&lt;br /&gt;
{{quote|With the power of your silly festival, I will SMASH YOU INTO A MILLION PIECES!|Dr. Wily|losing it completely.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Reality Core is the final Wily stage in '''Make a Good Mega Man Level 2''', being notable due to it being over an hour long on an average first completion.&lt;br /&gt;
* '''Path to the Reality Core:''' The stage begins with a short autoscrolling section, leading to the Reality Core and a brief cutscene in which Wily's plans actually work and he jumbles up reality!&lt;br /&gt;
&lt;br /&gt;
* '''Warped Nostalgia:''' The entrance to the stage's massive maze, where Mega Man must traverse through several rooms based off of his official games, ending in a fight against the [[Holo Dragon]].&lt;br /&gt;
&lt;br /&gt;
* '''The Maze:''' After falling several screens, Mega Man is thrown into the maze, based off of previous Mega Man levels. In the center lies a teleporter room with recovery items and a teleporter that will lead to the final boss only when activated. Stationed around the maze are five glitched rooms, which will take the player to the five sub-stages mandatory to progress, but as the sub-stages are beaten, glitched spikes will appear in some rooms, blocking the path and forcing the player to take a different route. The player's progress is saved after beating each sub-stage.&lt;br /&gt;
&lt;br /&gt;
* '''AceSpark - Tiers 1 &amp;amp; 2:''' This short level remixes stages from the first two tiers, but in surprisingly pleasant ways! Such references include a non-infuriating reprise of [[Snow Man]] and [[Yggdrasil]], making [[Ancient Tomb]] less of an obvious level edit, and using the miniboss from [[Quirky Unconsistent Incomprehensible Nonsensical Track]]. The boss of the area is the [[Chimerabot 1|Bondjoe Chimera]].&lt;br /&gt;
&lt;br /&gt;
* '''JupiHornet - Tiers 3 &amp;amp; 4:''' A gauntlet of remixed stages from tiers 3 and 4. The [[Chimerabot 2|Chompbust Chimera]] is the boss of this area.&lt;br /&gt;
&lt;br /&gt;
* '''Renhoek - Tiers 5 &amp;amp; 6:''' Instead of remixing all the levels of tiers 5 and 6, this stage mashes up [[Holy Crap, Mega Man Can Air Slide?]], [[Elec Dam]], and [[Nitrogen Man]] into one stage. The [[Chimerabot 3|Neapolitine Chimera]] appears at the end of the area.&lt;br /&gt;
&lt;br /&gt;
* '''Beed28 - Tiers 7 &amp;amp; 8:''' A gauntlet of remixed stages from tiers 7 and 8. The [[Chimerabot 4|Matchforce Chimera]] is the boss of this area.&lt;br /&gt;
&lt;br /&gt;
* '''Cruise Elroy - Tiers 9 &amp;amp; 10:''' A gauntlet of remixed stage from tiers 9 and 10, with a twist; the majority of this area is spent as one of the four Robot Masters from [[Identity Crisis]]. At the end, the player reverts to Mega Man to fight the [[Chimerabot 5|Cybersheriff Chimera]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The first part of the stage is an auto-scrolling segment containing only acid droplets and spikes.&lt;br /&gt;
After a brief cutscene with the Reality Core's activation, the player is thrown into a huge maze, akin to the Great Maze from Super Smash Bros. Brawl and Wily's Labyrinth from Rockman 4 Minus Infinity, where they must navigate to five sections each based on submission gimmicks from their included tiers and defeat the Chimerabots there to unlock the path to the exit.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:MaGMML2-W6-Realitycore-1.png|frame|none|alt=Reality Core Screenshot A|'''A''': The appearance of the paths leading to the tier-based sections.]]&lt;br /&gt;
|}&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Wily Stages]][[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=The_Pit_of_Pits&amp;diff=1995</id>
		<title>The Pit of Pits</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=The_Pit_of_Pits&amp;diff=1995"/>
				<updated>2017-12-29T16:34:23Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: /* Puzzlebox */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The Pit of Pits''' is a bonus area in ''[[Make a Good Mega Man Level 2]]'' that can be accessed after the player has cleared the [[Wily Star II]].  It can be found in the main hub between [[Tier 8 (MaGMML2)|Tier 8]] and [[Tier 9 (MaGMML2)|Tier 9]], though attempting to access it before unlocking it will will leave you with little more than a Picketman, who informs the player that he and his cohorts are working on its construction under their sponsor, [[Galaxy Man]].  It is comprised of 120 mini-stages created by contest entrants and judges, and plays somewhat similarly to the Endless Attack mode in ''Mega Man 9'' and ''Mega Man 10'', with the key difference that all stage elements that would normally result in instant death have been toned down:  Force Beams now do continuous damage similar to those seen in [[The Quickening II]], spikes do 7 damage on contact, and while falling into a pit or being crushed deals 3 damage and sends the player back to the start of the mini-stage.&lt;br /&gt;
&lt;br /&gt;
The player cannot take E-Tanks and collectable Bolts inside the Pit with them; the two have separate counts while inside. However, they will be returned again if the player leaves in any fashion. This rule does not apply to the M-Tank, however. Additionally, the player is barred from taking [[Super Mode]] inside until they've cleared the Pit for the first time.&lt;br /&gt;
&lt;br /&gt;
Once the player has cleared the Pit for the first time, Galaxy Man will offer the player to visit any of the sub-levels independently at their own whim, however, if the player wishes to rematch him, they must go through the Pit again or use the Boss Gallery teleporter in the [[Dojo]] to do so.&lt;br /&gt;
&lt;br /&gt;
==Stage Listing==&lt;br /&gt;
Due to the relatively small length of these mini-stages, all description and strategy for them shall be documented here.&lt;br /&gt;
&amp;lt;!-- EXTREMELY WIP BELOW THIS POINT --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Submitted Stages===&lt;br /&gt;
&amp;lt;!-- This is just a header, nothing goes here --&amp;gt;&lt;br /&gt;
====A light challenge.====&lt;br /&gt;
By [[TheSkipper1995]].&lt;br /&gt;
&lt;br /&gt;
====A missiled opportunity====&lt;br /&gt;
By [[TheSkipper1995]].&lt;br /&gt;
&lt;br /&gt;
====A Warehouse of Scissors====&lt;br /&gt;
&amp;lt;!-- {{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info==============&lt;br /&gt;
|title= A Warehouse of Scissors&lt;br /&gt;
|image= &lt;br /&gt;
|caption= &lt;br /&gt;
|game= [[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= adrian09_01 &lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Stats==============&lt;br /&gt;
|enemies =&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
|music = &lt;br /&gt;
}}&lt;br /&gt;
I want others to have this at easy access in case you decide to add it to this page, but right now it seems rather superfluous.  - CF --&amp;gt;&lt;br /&gt;
By [[adrian09_01]].&lt;br /&gt;
&lt;br /&gt;
====Airbag====&lt;br /&gt;
By [[NaOH]].&lt;br /&gt;
&lt;br /&gt;
====Ancient Town====&lt;br /&gt;
By [[Zieldak]].&lt;br /&gt;
&lt;br /&gt;
====Be The Bigger Person?====&lt;br /&gt;
By [[Zieldak]].  As its name implies, it is inspired by [[Be The Bigger Person|the ''MaGMML1'' Wily stage of the same name]].&lt;br /&gt;
&lt;br /&gt;
====Beach Party====&lt;br /&gt;
By [[Strife]].&lt;br /&gt;
&lt;br /&gt;
====Big Toilet====&lt;br /&gt;
By [[Big Fish]].&lt;br /&gt;
&lt;br /&gt;
====Boobeak Trap====&lt;br /&gt;
By [[NaOH]]. A recreation of the Boobeam Trap Fight from Mega Man 2, with Beaks to fight this time.&lt;br /&gt;
&lt;br /&gt;
====Chilled to the Bone====&lt;br /&gt;
By [[Flashman85]]. An ice level populated with skeleton-themed enemies. There are no pits, spikes, or other gimmicks.&lt;br /&gt;
&lt;br /&gt;
====Chroma Key?====&lt;br /&gt;
By [[Zieldak]].  As its name implies, it is inspired by [[Chroma Key|the ''MaGMML1'' entry of the same name]].&lt;br /&gt;
&lt;br /&gt;
====Citadel Attic====&lt;br /&gt;
By [[BBLIR]].&lt;br /&gt;
&lt;br /&gt;
====Citadel Basement Shenanigans====&lt;br /&gt;
By [[Entity1037]].  As its name implies, it is inspired by [[Citadel Basement|their ''MaGMML1'' entry]].&lt;br /&gt;
&lt;br /&gt;
====City Night====&lt;br /&gt;
By [[Entity1037]].&lt;br /&gt;
&lt;br /&gt;
====Clouded Judgment====&lt;br /&gt;
By [[Flashman85]]. A sky level featuring cloud-themed enemies and gimmicks.&lt;br /&gt;
&lt;br /&gt;
====Cold Power Plant====&lt;br /&gt;
By [[Big Fish]].&lt;br /&gt;
&lt;br /&gt;
====Cold Water====&lt;br /&gt;
By [[TheMegaFan19XX]].&lt;br /&gt;
&lt;br /&gt;
====Concrete Mix====&lt;br /&gt;
By [[Zieldak]].&lt;br /&gt;
&lt;br /&gt;
====Cossack Climb====&lt;br /&gt;
By [[NaOH]].&lt;br /&gt;
&lt;br /&gt;
====Cut Them Down To Size====&lt;br /&gt;
By [[Doctor Novakaine]].&lt;br /&gt;
&lt;br /&gt;
====Cutman IRL====&lt;br /&gt;
By [[ParmaJon]].&lt;br /&gt;
Basic Cutman design, designed with the intention of trying to make super cutters threatening.&lt;br /&gt;
&lt;br /&gt;
====da ba dee da ba di====&lt;br /&gt;
By [[JupiHornet]].&lt;br /&gt;
&lt;br /&gt;
====De====&lt;br /&gt;
By [[Renhoek]].&lt;br /&gt;
&lt;br /&gt;
====Deja Vu====&lt;br /&gt;
By [[Strife]]. A room that involves tracking back and forth multiple times to get rid of the different-colored Sheep Man blocks.&lt;br /&gt;
&lt;br /&gt;
====Descent====&lt;br /&gt;
By [[NaOH]].&lt;br /&gt;
&lt;br /&gt;
====Discount Yoku Man====&lt;br /&gt;
By [[Zieldak]].&lt;br /&gt;
&lt;br /&gt;
====Drill Pickle====&lt;br /&gt;
By [[NaOH]].&lt;br /&gt;
&lt;br /&gt;
====Epic Wrap Battle====&lt;br /&gt;
By [[SnoruntPyro]].&lt;br /&gt;
&lt;br /&gt;
====Feelings====&lt;br /&gt;
By [[Strife]]. This involves Yoku Blocks that are resprited to have the official ''MaGMML2'' Discord's &amp;quot;I feel it&amp;quot; emote, depicting Bass looking upwards when standing on a spinning platform from Tornado Man's stage.&lt;br /&gt;
&lt;br /&gt;
====Flippin' Tops====&lt;br /&gt;
By [[BBLIR]].&lt;br /&gt;
&lt;br /&gt;
====Forgotten Fortress====&lt;br /&gt;
By [[BBLIR]].  Not to be mistaken for [[Forgotten Fortress|the entry level of the same name]].&lt;br /&gt;
&lt;br /&gt;
====Fragile Tower====&lt;br /&gt;
By [[Renhoek]].&lt;br /&gt;
&lt;br /&gt;
====Gambly Night====&lt;br /&gt;
By [[SnoruntPyro]]. It is based off of a level from ''VLDC9''.&lt;br /&gt;
&lt;br /&gt;
====Game Over - Return of Fire====&lt;br /&gt;
By [[Beed28]]. It is based off of one of Beed28's two ''Mega Man Endless'' stages, albeit with the layout mirrored and using a different tileset.&lt;br /&gt;
&lt;br /&gt;
====Geothermal Construction====&lt;br /&gt;
By [[Entity1037]].&lt;br /&gt;
&lt;br /&gt;
====Glass Man?====&lt;br /&gt;
By [[Zieldak]].  As its name implies, it is inspired by [[Glass Man|the ''MaGMML1'' entry of the same name]].&lt;br /&gt;
&lt;br /&gt;
====Greenhouse Effect====&lt;br /&gt;
By [[MiniMacro]].&lt;br /&gt;
&lt;br /&gt;
====Greenhouse Lights!====&lt;br /&gt;
By [[Doctor Novakaine]]. This involves you running down a vertical path while dodging Force Beams.&lt;br /&gt;
&lt;br /&gt;
====Ground Eater====&lt;br /&gt;
By [[BBLIR]].&lt;br /&gt;
&lt;br /&gt;
====Gutsy====&lt;br /&gt;
By [[NaOH]].&lt;br /&gt;
&lt;br /&gt;
====Hot Liquid Sector====&lt;br /&gt;
By [[Lizardcommando]]. Uses the same tileset as Shadow Man's stage.&lt;br /&gt;
&lt;br /&gt;
====Hot Mess====&lt;br /&gt;
By [[liquafool]].&lt;br /&gt;
&lt;br /&gt;
====I Have No Shame====&lt;br /&gt;
By [[Strife]].&lt;br /&gt;
&lt;br /&gt;
====Ice Climber====&lt;br /&gt;
By [[Zieldak]].&lt;br /&gt;
&lt;br /&gt;
====Industrious Indignation====&lt;br /&gt;
By [[Kuno]].&lt;br /&gt;
&lt;br /&gt;
====Inner Sanctum====&lt;br /&gt;
By [[Entity1037]].  Not to be mistaken for [[Inner Sanctum|the Wily fortress stage of the same name]].&lt;br /&gt;
&lt;br /&gt;
====It's Beginning To Feel Just Like an Ice World====&lt;br /&gt;
By [[NaOH]]. Mildly inspired by the Tier 6 Level [[Just an Ice Level]].&lt;br /&gt;
&lt;br /&gt;
====Ja====&lt;br /&gt;
By [[Renhoek]].&lt;br /&gt;
&lt;br /&gt;
====Junkyard 81====&lt;br /&gt;
By [[NaOH]]. This involves Spark Man enemies and junk block spawners.&lt;br /&gt;
&lt;br /&gt;
====Labyrinthe Throwback====&lt;br /&gt;
By [[Beed28]]. It is based off of one of Beed28's two ''Mega Man Endless'' stages, albeit with the layout mirrored and using a different tileset.&lt;br /&gt;
&lt;br /&gt;
====Limited Attrition====&lt;br /&gt;
By [[Flashman85]]. A nighttime city level with no pits, spikes, or gimmicks; the player must face a series of Dachone Ltd. Ed. enemies. This level was created to give this enemy type a chance to shine, as its lone appearance in ''Mega Man 6'' is extremely brief. A Mystery Tank is found at the start of the level, and a large weapon and health refill are just beyond the exit teleporter.&lt;br /&gt;
&lt;br /&gt;
====Logan's Runner====&lt;br /&gt;
By [[Z-Saber]]. This is an autoscrolling segment over a lot of various tilesets. This one contains both an E-tank and a Yashichi. &lt;br /&gt;
&lt;br /&gt;
====Lyrickrolled====&lt;br /&gt;
By [[Flashman85]]. Swarms of Lyrics attack the player and drop other enemies of various types when destroyed. The level was created to harness the absurd potential of the devkit allowing enemies to drop specific objects when destroyed, and the name of the level is a portmanteau referencing [https://en.wikipedia.org/wiki/Rickrolling Rickrolling]. One strategy is to advance slowly, carefully destroying one enemy at a time to avoid being overrun. A faster and potentially safer strategy is the pacifist route: without firing a shot, dodge the Lyrics by using the platforms along the top of the screen to stay out of their way as often as possible. A large health refill is available at the beginning, and one of the Lyrics at the end drops a Yashichi as a form of apology for all the nonsense you just put up with.&lt;br /&gt;
&lt;br /&gt;
====Magic Crash-Pit Ride====&lt;br /&gt;
By [[Z-Saber]].&lt;br /&gt;
&lt;br /&gt;
====Maze of Death?====&lt;br /&gt;
By [[Zieldak]].  As its name implies, it is inspired by [[Maze of Death|the ''MaGMML1'' entry of the same name]].&lt;br /&gt;
&lt;br /&gt;
====MEG4KMAN====&lt;br /&gt;
By [[gonesovereign]]. The level is based on a four-kilobyte Mega Man Java game of the same name by Markus 'Notch' Persson, which was submitted to the Java4K 2009 competition. The tileset and a few screens of the Pit level were modeled after the original MEG4KMAN.&lt;br /&gt;
&lt;br /&gt;
====Mega Lift====&lt;br /&gt;
By [[BBLIR]].&lt;br /&gt;
&lt;br /&gt;
====Mega Man a - Area 1====&lt;br /&gt;
By [[Zieldak]].&lt;br /&gt;
&lt;br /&gt;
====Mega Man a - Area 2====&lt;br /&gt;
By [[Zieldak]].&lt;br /&gt;
&lt;br /&gt;
====Mega Man a - Area 3====&lt;br /&gt;
By [[Zieldak]].&lt;br /&gt;
&lt;br /&gt;
====Metroid: Zero Mission====&lt;br /&gt;
By [[SnoruntPyro]].  This level is notable as one of two that changes the background music.&lt;br /&gt;
&lt;br /&gt;
====Michael's Base====&lt;br /&gt;
By [[Big Fish]].&lt;br /&gt;
&lt;br /&gt;
====Mission: Vain Space?====&lt;br /&gt;
By [[notencore]].  As its name implies, it is inspired by [[Objective: Vain Space|the ''MaGMML1'' entry of a similar name]].&lt;br /&gt;
&lt;br /&gt;
====Mook Rush====&lt;br /&gt;
By [[NaOH]].&lt;br /&gt;
&lt;br /&gt;
====Mt. Furioso====&lt;br /&gt;
By [[Strife]].&lt;br /&gt;
&lt;br /&gt;
====My Cool New Boss Fight====&lt;br /&gt;
By [[SnoruntPyro]]. It features several battles against [[Volt Man]] (although all of them can actually be ignored, as they don't block access to the next screen / teleporter).&lt;br /&gt;
&lt;br /&gt;
====Nice Rompy Cutman Level====&lt;br /&gt;
By [[Entity1037]].&lt;br /&gt;
&lt;br /&gt;
====Nice Rompy Spike Fall====&lt;br /&gt;
By [[Entity1037]]. This stage is actually identical to the spike fall in Entity1037's submission level, [[The Stage Nobody Asked For]], it's just re-skinned to look similar to the spike drop from Wily 3 in Mega Man 2.&lt;br /&gt;
&lt;br /&gt;
====Night of Semiramis====&lt;br /&gt;
By [[SnoruntPyro]].&lt;br /&gt;
&lt;br /&gt;
====Night Way====&lt;br /&gt;
By [[TheMegaFan19XX]].&lt;br /&gt;
&lt;br /&gt;
====No Room to Breathe====&lt;br /&gt;
By [[BBLIR]].&lt;br /&gt;
&lt;br /&gt;
====No Time To Waste====&lt;br /&gt;
By [[Zieldak]].&lt;br /&gt;
&lt;br /&gt;
====Obscure Gameboy Gimmick====&lt;br /&gt;
By [[SnoruntPyro]].&lt;br /&gt;
&lt;br /&gt;
====Ocean Sickness====&lt;br /&gt;
By [[Flashman85]]. A level where the top portion is above water and features scrolling walls, and where the bottom portion is underwater and features a fight with [[Splash Woman]] and challenges involving water spouts. The level was originally intended to focus exclusively on challenges with scrolling walls, but due to technical issues with many room configurations not working properly, most of the level had to be redesigned. A water theme ties together the surviving scrolling challenges with a few other elements that have been similarly underutilized in ''MaGMML2'' and the official ''Mega Man'' games. The level title is a play on &amp;quot;motion sickness,&amp;quot; narrowly beating out the title &amp;quot;Motion in the Ocean.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Once More, With Ceiling====&lt;br /&gt;
By [[Flashman85]]. A series of seemingly unrelated challenges, which find new life when the player unexpectedly ends up on the ceiling (after a potentially heart-stopping brush with death, because Flashman85 delights in causing panic where there's little or no danger) and must travel back to the start of the level in reverse. As with most of Flashman85's pit levels, the asset selection deliberately includes some of the most underutilized enemies in the game. The level title is a play on the phrase &amp;quot;once more, with feeling.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Over The Pit====&lt;br /&gt;
By [[Zieldak]].&lt;br /&gt;
&lt;br /&gt;
====Overwater Atmosphere====&lt;br /&gt;
By [[Kuno]].&lt;br /&gt;
&lt;br /&gt;
====Paradrop====&lt;br /&gt;
By [[NaOH]].&lt;br /&gt;
&lt;br /&gt;
====Pipeworks====&lt;br /&gt;
By [[Shinryuu]].&lt;br /&gt;
&lt;br /&gt;
====Pit====&lt;br /&gt;
By [[NaOH]].  This level is notable as one of two that changes the background music.&lt;br /&gt;
&lt;br /&gt;
====Puzzlebox====&lt;br /&gt;
By [[Zaealix]]. This is a one-screen &amp;quot;puzzle&amp;quot; level that requires use of special weapons in order to break blocks and clear a path to the exit.&lt;br /&gt;
&lt;br /&gt;
====Reserved Forest====&lt;br /&gt;
By [[Big Fish]].&lt;br /&gt;
&lt;br /&gt;
====Rise to the Challenge====&lt;br /&gt;
By [[Flashman85]].&lt;br /&gt;
&lt;br /&gt;
====Safe Shallows====&lt;br /&gt;
By [[Zieldak]].&lt;br /&gt;
&lt;br /&gt;
====Sandstorm Base====&lt;br /&gt;
By [[Shinryuu]].&lt;br /&gt;
&lt;br /&gt;
====Sea Breeze====&lt;br /&gt;
By [[Entity1037]].&lt;br /&gt;
&lt;br /&gt;
====Serpent's Curse====&lt;br /&gt;
By [[Doctor Novakaine]].&lt;br /&gt;
&lt;br /&gt;
====Sheep Obstruction====&lt;br /&gt;
By [[wreckingprograms]].  A drop-down level where the player has to battle spawning enemies and avoid spikes while waiting for Sheep Man blocks to disappear.&lt;br /&gt;
&lt;br /&gt;
====Shields And Pits====&lt;br /&gt;
By [[Zieldak]].&lt;br /&gt;
&lt;br /&gt;
====Showdown at Dusk====&lt;br /&gt;
By [[Zatsupachi]]. A showdown with Quint on a setting sun. This stage has multiple Pipi spawners, great for farming bolts.&lt;br /&gt;
&lt;br /&gt;
====Skull Man Kills====&lt;br /&gt;
By [[SnoruntPyro]].&lt;br /&gt;
&lt;br /&gt;
====Slippery Snakes====&lt;br /&gt;
By [[Renhoek]].&lt;br /&gt;
&lt;br /&gt;
====Spiky Meltdown?====&lt;br /&gt;
By [[Zieldak]].  As its name implies, it is inspired by [[Spiky Meltdown|the ''MaGMML1'' entry of the same name]].&lt;br /&gt;
&lt;br /&gt;
====Spinning Top Disposal Room====&lt;br /&gt;
By [[BBLIR]].&lt;br /&gt;
&lt;br /&gt;
====Stairway to Nether====&lt;br /&gt;
By [[Zatsupachi]]. It is a direct reference to Konpaku Youmu's stage from ''Megamari''. This specific pit segment has a 50% chance of being set in an afternoon or night.&lt;br /&gt;
&lt;br /&gt;
====Stone Man Rip-off====&lt;br /&gt;
By [[Schmidkalkan]].&lt;br /&gt;
&lt;br /&gt;
====Stormy Ascent====&lt;br /&gt;
By [[Cruise Elroy]].&lt;br /&gt;
&lt;br /&gt;
====The Pit Stage Nobody Asked For====&lt;br /&gt;
By [[Entity1037]].  As its name implies, it is inspired by [[The Stage Nobody Asked For]].&lt;br /&gt;
&lt;br /&gt;
====The Top 10 Most Commonly Used Enemies, In Increasing Order====&lt;br /&gt;
By [[NaOH]].  Exactly what it says on the tin.  These enemies are Rock Thrown, New Shotman, Neo Metall, Komasaburo, Wall Blaster II, Shield Attacker, Pickelman Bull, Crazy Cannon, Telly, and Hammer Joe.&lt;br /&gt;
&lt;br /&gt;
====Thunderclyffe Plant?====&lt;br /&gt;
By [[Zieldak]].  As its name implies, it is inspired by [[Thunderclyffe Plant|the ''MaGMML1'' entry of the same name]].&lt;br /&gt;
&lt;br /&gt;
====To The Top====&lt;br /&gt;
By [[BBLIR]].&lt;br /&gt;
&lt;br /&gt;
====Tower Climbing====&lt;br /&gt;
By [[TheMegaFan19XX]].&lt;br /&gt;
&lt;br /&gt;
====Towerfall====&lt;br /&gt;
By [[BBLIR]].&lt;br /&gt;
&lt;br /&gt;
====Trash Dash====&lt;br /&gt;
By [[Flashman85]].&lt;br /&gt;
&lt;br /&gt;
====Tselinoyarsk 20XX====&lt;br /&gt;
By [[Lizardcommando]]. Named after the jungle that Naked Snake infiltrates in Metal Gear Solid 3: Snake Eater. Uses the same tileset as Plant Man's stage.&lt;br /&gt;
&lt;br /&gt;
====Typical Miniboss Fights====&lt;br /&gt;
By [[SnoruntPyro]].&lt;br /&gt;
&lt;br /&gt;
====Up And Down====&lt;br /&gt;
By [[Doctor Novakaine]].&lt;br /&gt;
&lt;br /&gt;
====Vacuum Seal====&lt;br /&gt;
By [[NaOH]]. This is a short vertical climbing stage with Au Au.&lt;br /&gt;
&lt;br /&gt;
====Vu====&lt;br /&gt;
By [[Renhoek]].&lt;br /&gt;
&lt;br /&gt;
====Warp Zone====&lt;br /&gt;
By [[NaOH]].&lt;br /&gt;
&lt;br /&gt;
====Water Boat Fast====&lt;br /&gt;
By [[Strife]].&lt;br /&gt;
&lt;br /&gt;
====Water Test====&lt;br /&gt;
By [[The Stove Guy]].&lt;br /&gt;
&lt;br /&gt;
====Waterfall====&lt;br /&gt;
By [[NaOH]].&lt;br /&gt;
&lt;br /&gt;
====What a rush!====&lt;br /&gt;
By [[TheSkipper1995]]. This is a level designed around using Rush Coil and Jet, though other weapons can be used to trivialize it.&lt;br /&gt;
&lt;br /&gt;
====WIIIILLLLLLDDDDD West====&lt;br /&gt;
By [[Big Fish]].&lt;br /&gt;
&lt;br /&gt;
====Wily Sewer Entrance====&lt;br /&gt;
By [[BBLIR]].&lt;br /&gt;
&lt;br /&gt;
====Wily's Cutting Edge Deja Vu====&lt;br /&gt;
By [[Beed28]]. It is based off of the first few screens of the second Wily stage from the original ''Mega Man'', including the battle against [[Cut Man]].&lt;br /&gt;
&lt;br /&gt;
====Wood you please be careful?====&lt;br /&gt;
By [[TheSkipper1995]].&lt;br /&gt;
&lt;br /&gt;
====You Gotta Be Kitten Me====&lt;br /&gt;
By [[Doctor Novakaine]].  This one-room mini-stage features a battle against Gamarn and Gamadayu, with the addition of a Tama that is out of the player's reach and fires its projectiles down at them.&lt;br /&gt;
&lt;br /&gt;
====You know the Drill.====&lt;br /&gt;
By [[TheSkipper1995]].&lt;br /&gt;
&lt;br /&gt;
===Special Stages===&lt;br /&gt;
&amp;lt;!-- This is just a header, nothing goes here --&amp;gt;&lt;br /&gt;
====Galaxy Man's Lemonade Stand====&lt;br /&gt;
Upon the clearing of every tenth mini-stage, the player will be sent to Galaxy Man's Lemonade Stand, a shop within the Pit of Pits where players can buy health, energy, and passive upgrades to make the remaining mini-stages easier.  The player can also talk to Galaxy Man here, in which case most of his dialogue is referential humor.&lt;br /&gt;
&lt;br /&gt;
These three items are always available for sale:&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; | '''Item'''&lt;br /&gt;
!'''Cost'''&lt;br /&gt;
!'''In-Game Description'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Health&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |10 Bolts&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Restores 5 energy.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Energy&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |15 Bolts&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Restores 5 Weapon energy in all weapons.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |E-Tank&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |150 Bolts&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Energy Tank.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition, Galaxy Man will randomly select two (Or sometimes three) of the following items to sell each visit:&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; | '''Item'''&lt;br /&gt;
!'''Cost'''&lt;br /&gt;
!'''In-Game Description'''&lt;br /&gt;
!'''Comment'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |[[Eddie]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |40 Bolts&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Eddie appears every other level instead of every 5.&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |Self-explanatory.  This upgrade is relatively cheap because many of the levels are not designed around Eddie; it is not uncommon for him to walk into a pit, or have his drop disappear before the player can safely reach it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |M-Tank&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |180 Bolts&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Weapon Tank.&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |In spite of its misnomer, it is, in fact, a Mystery Tank.  Prior to version 1.3, up to 9 M-Tanks could be purchased and even brought outside of the Pit.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Parachute&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |30 Bolts&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Pits deal 2 damage instead of 3.&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |Self-explanatory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Spike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |60 Bolts&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Spikes deal 5 damage instead of 7.&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |Self-explanatory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Joe Helmet&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |50 Bolts&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Joes have less health.&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |All Joe-type enemy has its health reduced to 1.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Skull&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |100 Bolts&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Bosses have less health.&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |6 less health, to be exact.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Grab Buster&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |[[81]] Bolts&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |Grab Buster heals you an extra hit point.&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |Self-explanatory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |?-Tank&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |100 Bolts&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |I'm ripping you off.&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |All following visits to Galaxy Man's Lemonade Stand will contain a ?-Tank.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====??????????====&lt;br /&gt;
This room only appears at the end of the Pit of Pits, after clearing all 120 mini-stages.  Aside from the two E-Tanks resting on a ledge towards the top of the screen, it is a completely featureless room.  Proceeding to the right in this room prompts a short dialogue with, followed by the boss battle against, [[Galaxy Man]].&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=M-Jacq&amp;diff=1994</id>
		<title>M-Jacq</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=M-Jacq&amp;diff=1994"/>
				<updated>2017-12-29T16:32:54Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Mecopisthes jacquelinae''' is a species of spider native to Morocco, but you were probably looking for the Sprites INC user with that as her username.&lt;br /&gt;
&lt;br /&gt;
M. jacquelinae, or '''M-Jacq''' for short, was a spriter for [[Make a Good Mega Man Level 2]] and [[Make a Good Mega Man Level 3]]. She also submitted two levels to MaGMML2; the 15th place entry stage [[Sector Upsilon 6]], and the [[Tier X (MaGMML2)|Tier X]] level [[Deep Thoughts]]. She applied to be a judge for MaGMML3, but was not selected.&lt;br /&gt;
&lt;br /&gt;
[[Category:Contest Participants]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Btd%27nhan&amp;diff=1955</id>
		<title>Btd'nhan</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Btd%27nhan&amp;diff=1955"/>
				<updated>2017-12-25T18:41:08Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#D82800&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= Btd'nhan&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number= &lt;br /&gt;
|designer= JupiHornet &lt;br /&gt;
|programmer= Ethervil&lt;br /&gt;
|gender=&lt;br /&gt;
|eyecolor = White&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Flame&lt;br /&gt;
|weak=[[Grab Buster]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Classic Castle]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Boss That Doesn't Have A Name''', or '''Btd'nhan''' for short, is a boss in ''[[Make a Good Mega Man Level 2]]''. It appears at the end of [[Classic Castle]], the second stage of the Wily Star II. It is a smiling, but otherwise featureless, blob of darkness that glows red.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
Btd'nhan follows a pattern with its attacks. It will do the following attacks in this order:&lt;br /&gt;
* Drops to the bottom-right corner and fires three balls of energy at different speeds; top one is fastest, bottom is medium speed, and middle is slowest. After this, it moves across the screen and back up to the top and center of the screen.&lt;br /&gt;
* Summons two balls of energy on either side of it that fire balls straight down. This can be avoided by standing underneath Btd'nhan. After this, it descends straight down and off the screen.&lt;br /&gt;
* Throws several bombs that track your position; they leave flames where they explode. After this, it returns to the top-right corner.&lt;br /&gt;
* Summons several smaller versions of itself that home in on you. These can be destroyed with a single Buster shot.&lt;br /&gt;
* Repeat.&lt;br /&gt;
&lt;br /&gt;
== Damage Table ==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/2/3&lt;br /&gt;
| hornet = 1&lt;br /&gt;
| jewel = 0&lt;br /&gt;
| grab = 5&lt;br /&gt;
| triple = 2&lt;br /&gt;
| slash = 2&lt;br /&gt;
| wheel = 1&lt;br /&gt;
| sakugarne = 2&lt;br /&gt;
| wire = 1&lt;br /&gt;
| arrow = 1&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Btd'nhan's design and attacks were based off the boss of a ''Geometry Dash'' fan level named [https://www.youtube.com/watch?v=3BybCs6GFXk&amp;amp;feature=youtu.be&amp;amp;t=41s Volcanic Rush].&lt;br /&gt;
* Btd'nhan deals 2 damage with its attacks and takes 5 damage from Grab Buster because JupiHornet was worried it would be too difficult. However, he noted [https://www.youtube.com/watch?v=csQhJIzTesU in his LP of the level] that this actually may have made it too easy.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
[[Category:Fortress Guardian]][[Category:Wily Star]]&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Btd%27nhan&amp;diff=1954</id>
		<title>Btd'nhan</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Btd%27nhan&amp;diff=1954"/>
				<updated>2017-12-25T18:38:51Z</updated>
		
		<summary type="html">&lt;p&gt;Reflux: Created page with &amp;quot;{{robotmaster |titlebg=#D82800 |titletext = #FFFFFF |name= Btd'nhan |image= |caption= |script=  |romaji =  |number=  |designer= JupiHornet  |programmer= Ethervil |gender= |eye...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#D82800&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= Btd'nhan&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number= &lt;br /&gt;
|designer= JupiHornet &lt;br /&gt;
|programmer= Ethervil&lt;br /&gt;
|gender=&lt;br /&gt;
|eyecolor = White&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Flame&lt;br /&gt;
|weak=[[Grab Buster]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Classic Castle]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Boss That Doesn't Have A Name''', or '''Btd'nhan''' for short, is a boss in ''[[Make a Good Mega Man Level 2]]''. It appears at the end of [[Classic Castle]], the second stage of the Wily Star II. It is a smiling, but otherwise featureless, blob of darkness that glows red.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
Btd'nhan follows a pattern with its attacks. It will do the following attacks in this order:&lt;br /&gt;
* Drops to the bottom-right corner and fires three balls of energy at different speeds; top one is fastest, bottom is medium speed, and middle is slowest. After this, it moves across the screen and back up to the top and center of the screen.&lt;br /&gt;
* Summons two balls of energy on either side of it that fire balls straight down. This can be avoided by standing underneath Btd'nhan. After this, it descends straight down and off the screen.&lt;br /&gt;
* Throws several bombs that track your position; they leave flames where they explode. After this, it returns to the top-right corner.&lt;br /&gt;
* Summons several smaller versions of itself that home in on you. These can be destroyed with a single Buster shot.&lt;br /&gt;
* Repeat.&lt;br /&gt;
&lt;br /&gt;
== Damage Table ==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/2/3&lt;br /&gt;
| hornet = 1&lt;br /&gt;
| jewel = 0&lt;br /&gt;
| grab = 5&lt;br /&gt;
| triple = 2&lt;br /&gt;
| slash = 2&lt;br /&gt;
| wheel = 1&lt;br /&gt;
| sakugarne = 2&lt;br /&gt;
| wire = 1&lt;br /&gt;
| arrow = 1&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Btd'nhan's design and attacks were based off the boss of a ''Geometry Dash'' fan level named [https://www.youtube.com/watch?v=3BybCs6GFXk&amp;amp;feature=youtu.be&amp;amp;t=41s Volcanic Rush].&lt;br /&gt;
* Btd'nhan deals 2 damage with its attacks and takes 5 damage from Grab Buster because JupiHornet was worried it would be too difficult. However, he noted [https://www.youtube.com/watch?v=csQhJIzTesU in his LP of the level] that this actually may have made it too easy.&lt;/div&gt;</summary>
		<author><name>Reflux</name></author>	</entry>

	</feed>