<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://magmmlcontest.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Scatman%27s+World</id>
		<title>Make a Good Mega Man Level Contest - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://magmmlcontest.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Scatman%27s+World"/>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php/Special:Contributions/Scatman%27s_World"/>
		<updated>2026-04-22T06:46:25Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.29.1</generator>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:Scatman%27s_World&amp;diff=24181</id>
		<title>User:Scatman's World</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:Scatman%27s_World&amp;diff=24181"/>
				<updated>2024-08-13T10:37:16Z</updated>
		
		<summary type="html">&lt;p&gt;Scatman's World: Added more to this page&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=Cursed Darkness&lt;br /&gt;
|rank=50th&lt;br /&gt;
|image=[[File:MaGMML3-50-CursedDarkness.png|256px]]&lt;br /&gt;
|caption=You bring a light?&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[Scatman's World]]&lt;br /&gt;
|composer=CosmicGem&amp;lt;br&amp;gt;Mari Yamaguchi&amp;lt;br&amp;gt;Minae Fujii&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=63&lt;br /&gt;
|judge2=56&lt;br /&gt;
|judge3=71&lt;br /&gt;
|judge4=80&lt;br /&gt;
|judge5=56&lt;br /&gt;
|totalscore=65.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Battonton]]&lt;br /&gt;
*[[Darspider]]&lt;br /&gt;
*[[Deispider]]&lt;br /&gt;
*[[Ratton]]&lt;br /&gt;
*[[Mousubeil]]&lt;br /&gt;
*[[Wall Sleepy]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Concrete Platform]]&lt;br /&gt;
*[[Guts Lift]]&lt;br /&gt;
*[[Nitro Cans]]&lt;br /&gt;
*[[Teckyun]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Twin Shooter G]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Pharaoh Man|Pharaoh Man in the Dark]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=MaGMML3 - Cursed Darkness&amp;lt;br&amp;gt;'''Cutscene 1:''' Mega Man 5 - Boss&amp;lt;br&amp;gt;'''Cutscene 2:''' Mega Man 5 - Wily Capsule&amp;lt;br&amp;gt;'''Boss:''' Mega Man 4 - Wily Capsule&lt;br /&gt;
|location=[[Tier 11 (MaGMML3)|Tier 11]]&lt;br /&gt;
|previous=[[Magmatic Panic]]&lt;br /&gt;
|next=[[Robogarden]]&lt;br /&gt;
}}&lt;br /&gt;
'''Cursed Darkness''' is the 50th entry in ''[[Make a Good Mega Man Level 3]]''. Taking place in a dark castle, the main gimmick is Pharaoh Man-themed cans that spawn a [[Pharaoh Shot]] above [[Mega Man]] that will temporarily light up the area. Other threats in the stage include Nitro cans that will explode when touched, and faces in the walls that will shoot at Mega Man if awoken by light.&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{NeedsStrategy}}&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick = Gah… I want to like this level, I really do! Cursed Darkness is a rare case where I actually really enjoy a darkness gimmick! The Pharaoh Cans work really well through most of the level, especially on the third token. The Nitro Cans have a good concept behind them, working really well with ‘McShooty Face’, and I appreciate the way they combine with enemies. The remainder of the gimmicks work pretty well, the enemy set is downright excellent, and for the most part the experience was a joy to play… up until the last stretch.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Before that final stretch, the level is extremely well crafted: The Pharaoh Cans last just the right amount of time. The level takes great care to give you all the information you need (props for the items and Mousubeils that mark platforms, especially). And it works very hard to make itself fair, best highlighted by using damage spikes instead of death spikes. The final stretch abandons those previous benefits, with a lot less platforms marked in sections where you *really* don’t want the lights on, lest McShooty Face knock you into a pit. But the Nitro Can Up’N’Downs are the biggest sticking point. They aren’t introduced safely *at all*, easily killing you on the first appearance, and they can be stuck in some royally nasty positions. Considering the rest of the level was completely fair? And Pharaoh Man is a great fight? It’s a crying shame how badly the end segment drops the ball.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;But then we have the No Death Tokens… oh boy. Darkness gimmicks are already nasty, and having a timer on your light means more incentive to rush the level. More importantly, that final section is rather on the cheap side. But now we’re asking players to do this entire ~50 screen level, complete with that awful final section, without dying once? That’s… That’s completely bloody HIDEOUS! I don’t mind doing no-deaths on my own time, but for the love of Pete don’t make it a requirement for 100%! Those all but force the player to play this stage twice, and with the mess of that final section? Trying to get those bloody tokens slaughtered a lot of my goodwill, and I walked away frustrated beyond belief. Just… wow, this darkness-based level had me enjoying myself throughout, only to go entirely too far in the end. What a way to shoot yourself in the foot.&lt;br /&gt;
|mickscore = 63&lt;br /&gt;
|mgdesign = 23&lt;br /&gt;
|mgfun = 7&lt;br /&gt;
|mgcreativity = 12&lt;br /&gt;
|mgaesthetics = 11&lt;br /&gt;
|mgfunctionality = 10&lt;br /&gt;
|shin = If anything, the main gimmick here is certainly interesting. As for everything else surrounding it? Well...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The thing is, I'm actually a bit torn with this one. While the light gimmick does make sections a bit more engaging (as it basically acts like a small timer), the platforming segments themselves waver back and forth between boring and actually interesting. There were a number of sections - especially the ones involving the Guts Lifts - that I didn't really care for due to how relatively basic their set ups were (and for how much waiting around was involved). It does pick up a bit more in the later segments, though, especially when those eyes start to become a more prominent hazard. The final stretch in particular was rather enjoyable, although I do think those Up ‘n' Down Nitro canisters could have used a better introduction or telegraph.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As a whole though, I think the stage is at its best when it's focusing on more unique challenges surrounding the main gimmick, as seen with most of the token rooms. These actually stand out quite a bit from the rest of the stage thanks to their more clever layouts, such as the one that has you going to the end of the room with the lights on, but then needing to make your way back in complete darkness. With that being said, however, I'm not a fan of how you go about getting the last two tokens. Aside from my dislike of being gated off from something for simply dying, I feel like those tokens could have been hidden behind far better challenges. It definitely soured the ending of the stage a bit for me, but was somewhat redeemed by the boss. He's not all that difficult, but he does take decent advantage of the main gimmick, along with having quite a few interesting attacks.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Overall, while it's not that bad of a level, it could have been a lot better as well.&lt;br /&gt;
|shinscore = 56&lt;br /&gt;
|sdesign = 19&lt;br /&gt;
|sfun = 12&lt;br /&gt;
|screativity = 8&lt;br /&gt;
|saesthetics = 7&lt;br /&gt;
|sfunctionality = 10&lt;br /&gt;
|pachy = Good Work! But You Missed 2 Tokens. *casts Crate Fall on you.*&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm gonna be blunt here, I don't like darkness gimmicks. Building a whole stage centered around darkness mechanics... Let's just say I didn't have a good first impression of the stage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Didn't mind the stage as much on successive playthroughs, the stage could've been a whole lot meaner with the darkness for sure, but thankfully it remains fair for the most part.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It provides enough helping tools along the way, such as the Pharaoh... cans. Refreshing drinks! They're fairly well placed just as the lights would go out, or after sessions where you'd need to see to avoid pitfalls.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Explosions from nitro blocks also cause temporary light, which helps. The background guys getting angry at the light can make things a bit hectic though since they also react to the nitro explosions and start shooting you. Buncha grumpy fellas.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Guts Lifts seem to not sync with the mace trap too well if you decide to wait on the section for a little too long.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The real kicker, though, is the tokens. Not sure if I'm a huge fan of locking tokens away to a no-death requirement. I get that this is a reference to Crash Bandicoot, down to the nitro crates and the music and the whole darkness thing apparently. But... idk, this kind of &amp;quot;locking collectibles behind perfection&amp;quot; challenge is not for everyone. Not for me, that's for sure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I kinda enjoy the Pharaoh Man fight and how you have to light up the room again to reveal the man himself to shoot.&lt;br /&gt;
|pachyscore = 71&lt;br /&gt;
|pdesign = 26&lt;br /&gt;
|pfun = 14&lt;br /&gt;
|pcreativity = 11&lt;br /&gt;
|paesthetics = 11&lt;br /&gt;
|pfunctionality = 9&lt;br /&gt;
|flashman = This level brilliantly inverts Bright Man's main level gimmick from MM4, making it simultaneously worthy of a boss called Dark Man and appropriate for the photosensitive Pharaoh Man. The real curse here is that these clever challenge arcs aren't organized as well as they could be.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For a warmup to the main gimmick, the first arc goes on a few screens too long and is a little heavy on instant death--in contrast with the first token, you're effectively dead if you lose your light. Uneven difficulty from arc to arc and unclear directionality at each split detract from the individual quality of each section. Minus a few slightly messy screens, what's here is good; I just think it needs to be shuffled around and divided up differently in terms of screen transitions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;That's my main complaint, and it's honestly not a huge one. Beyond that, there are little annoyances that take me out of the moment, such as inconsistent canister behavior between the boss fight and the rest of the level. What's more important are all the things that make this level so fun, such as the snoozy wall cats (I hope they're cats) and the reward for a no-death run.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I enjoy when gameplay, graphics, audio, and story work together to develop a theme. Any level can have a darkness gimmick, but there's some tasty tension in listening to eerily understated music while exploring a spooky castle that pressures you to be hasty in the light and cautious in the dark. Fun boss banter and an exciting boss fight tie everything together, pulling on the threads of past games to weave a surprisingly thought-provoking narrative.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And yes, I noticed the subtle nod to the contest rule against adding/modifying weapons--don't worry; you're safe. :)&lt;br /&gt;
|flashmanscore = 80&lt;br /&gt;
|fmdesign = 23&lt;br /&gt;
|fmfun = 19&lt;br /&gt;
|fmcreativity = 14&lt;br /&gt;
|fmaesthetics = 15&lt;br /&gt;
|fmfunctionality = 9&lt;br /&gt;
|ace = Initially experienced by proxy, let it be known I was rooting for the stage as I watched Loyana play it.... but the final two tokens destroyed any goodwill that I had after the gauntlet that was needed to overcome to obtain them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When I finally got well enough to play these for myself, I felt dread - since I’d have to experience them myself....&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Thematically, the light gimmick is a really cool idea, and I really like how integrated everything about Pharaoh Man is in the level. Pharaoh Shot being used as a gimmick is wonderfully unique. However, I feel there is a fundamental flaw with how the light works in the level and how it handles failure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Running out of time means that you are stuck in complete darkness, with no way to recover. In almost all instances, this results in death. Main line games (barring a particularly stupid segment in Shade Man) offer a way to reset the light in a room, or use platforms that are visible in some way. I do not know how you could 'fix' your version of the gimmick to a way that felt satisfying to play, and this is a fundamental flaw with the level. Sometimes there is no fix.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This is a gimmick that effectively forces constant movement, but you added in a couple of places in the level where precognition is required to not die. In the last section of the level, there is an eye below four dropping platforms that guarantees to kill you if you do not stop. There is also a light canister later on that can be destroyed by the exploding barrel, which can pop up as you are trying to shoot the canister - this seemed like an oversight, but combined with the first problem felt very frustrating. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I liked the use of the nitro canisters, and felt that those sections worked well. It felt like a much fairer mechanic than the light canisters, especially as they could be reset. The boss cutscene was pretty atrocious. My head hit the desk and Loyana’s face sank during the proxy play...&amp;lt;br&amp;gt;And  I zoned out when I finally got to play the level. Argh. Stop. Why. Argh.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Thankfully the boss fight itself was fun, and original - even using attacks I had honestly never seen before.&amp;lt;br&amp;gt;Heck, the whole level was a really good reinterpretation of a devkit asset, and I was very impressed by that. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Shame those tokens happened. Really is amazing how much goodwill they cost.&lt;br /&gt;
|acescore = 56&lt;br /&gt;
|asdesign = 16&lt;br /&gt;
|asfun = 11&lt;br /&gt;
|ascreativity = 12&lt;br /&gt;
|asaesthetics = 9&lt;br /&gt;
|asfunctionality = 8&lt;br /&gt;
}}&lt;br /&gt;
==Skip Status==&lt;br /&gt;
Cursed Darkness's [[Trickster Token|Trickster Tokens]] were deemed skippable, primarily due to the no-death requirement needed to obtain the last two.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This level was inspired by ''Crash Bandicoot'' in many ways:&lt;br /&gt;
** The level itself being similar in concept to those of the levels ''Lights Out'' &amp;amp; ''Fumbling in the Dark''. These levels are set in a dark castle, where the main gimmick is special Aku Aku masks that temporarily light up the path.&lt;br /&gt;
** The Nitro Cans are derived from the series' Nitro Crates, which also explode from contact with the player.&lt;br /&gt;
** The idea of the no-death requirement for two of the Trickster Tokens is taken from the first game requiring you to complete a level without dying once (in addition to breaking every crate in said level) to get that level's Gem.&lt;/div&gt;</summary>
		<author><name>Scatman's World</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:Scatman%27s_World&amp;diff=24099</id>
		<title>User:Scatman's World</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:Scatman%27s_World&amp;diff=24099"/>
				<updated>2024-08-09T13:36:10Z</updated>
		
		<summary type="html">&lt;p&gt;Scatman's World: Just placing the Wiki page for Cursed Darkness here until I finish it&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=Cursed Darkness&lt;br /&gt;
|rank=50th&lt;br /&gt;
|image=[[File:MaGMML3-50-CursedDarkness.png|256px]]&lt;br /&gt;
|caption=You bring a light?&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[Scatman's World]]&lt;br /&gt;
|composer=CosmicGem&amp;lt;br&amp;gt;Mari Yamaguchi&amp;lt;br&amp;gt;Minae Fujii&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=63&lt;br /&gt;
|judge2=56&lt;br /&gt;
|judge3=71&lt;br /&gt;
|judge4=80&lt;br /&gt;
|judge5=56&lt;br /&gt;
|totalscore=65.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Battonton]]&lt;br /&gt;
*[[Darspider]]&lt;br /&gt;
*[[Deispider]]&lt;br /&gt;
*[[Ratton]]&lt;br /&gt;
*[[Mousubeil]]&lt;br /&gt;
*[[Wall Sleepy]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Concrete Platform]]&lt;br /&gt;
*[[Guts Lift]]&lt;br /&gt;
*[[Nitro Cans]]&lt;br /&gt;
*[[Teckyun]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Twin Shooter G]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Pharaoh Man|Pharaoh Man in the Dark]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=MaGMML3 - Cursed Darkness&amp;lt;br&amp;gt;'''Cutscene 1:''' Mega Man 5 - Boss&amp;lt;br&amp;gt;'''Cutscene 2:''' Mega Man 5 - Wily Capsule&amp;lt;br&amp;gt;'''Boss:''' Mega Man 4 - Wily Capsule&lt;br /&gt;
|location=[[Tier 11 (MaGMML3)|Tier 11]]&lt;br /&gt;
|previous=[[Magmatic Panic]]&lt;br /&gt;
|next=[[Robogarden]]&lt;br /&gt;
}}&lt;br /&gt;
'''Cursed Darkness''' is the 50th entry in ''[[Make a Good Mega Man Level 3]]''. Taking place in a dark castle, the main gimmick is Pharaoh Man-themed cans that spawn a [[Pharaoh Shot]] above the player that temporarily lights up the area. Other threats in the stage include Nitro cans that explode when touched, and faces in the walls that shoot at you if awoken by light.&lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
Cursed Darkness's [[Trickster Token|Trickster Tokens]] were deemed skippable, primarily due to the no-death requirement needed to obtain the last two.&lt;/div&gt;</summary>
		<author><name>Scatman's World</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Wily_Machine_SPIRE&amp;diff=23832</id>
		<title>Wily Machine SPIRE</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Wily_Machine_SPIRE&amp;diff=23832"/>
				<updated>2024-07-29T15:09:06Z</updated>
		
		<summary type="html">&lt;p&gt;Scatman's World: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#8D83AB&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=Wily Machine SPIRE&lt;br /&gt;
|altname=&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script=ワイリーマシン&lt;br /&gt;
|romaji=Wairī Mashin SPIRE&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[Scatman's World]]&lt;br /&gt;
|programmer=Scatman's World&lt;br /&gt;
|artist=[[Enjl]]&lt;br /&gt;
|gender=&lt;br /&gt;
|eyecolor=&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=112 (total)&amp;lt;br&amp;gt;28 (each phase)&amp;lt;br&amp;gt;56 (Mini Wily Machines)&lt;br /&gt;
|at=&lt;br /&gt;
|type=&lt;br /&gt;
|weak=[[Laser Trident]], [[Track Shoes]] (Phase 1)&amp;lt;br&amp;gt;[[Magnetic Shockwave]], [[Power Line]] (Mini Wily Machines)&amp;lt;br&amp;gt;[[Water Shield]], [[Prismatic Laser]] (Phase 2)&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[The Greatest Show of All Time]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 3|MaGMML3]] (Final Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[file:WilyMachineSPIRE.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{quote|I want the world to understand what I've known all along... That Dr. Wily is the greatest genius in the history of mankind! And Wily! Always! '''WINS!'''|[[Doctor Albert W. Wily]]|Make a Good Mega Man Level 3}}&lt;br /&gt;
'''Wily Machine SPIRE''' is a boss in ''[[Make a Good Mega Man Level 3]]'', appearing in the [[Wily Stadium]] stage [[The Greatest Show of All Time]]. It is a giant machine shaped like a turtle and reminiscent of a Wily Castle, with a large treasure-filled trophy standing atop an enormous spire that reaches high into space. Together with the [[Wily Jet]], it serves as the final boss of the game's story, as [[Doctor Albert W. Wily|Dr. Wily]]'s final challenge in the Worldwide Sixth Sponsored Robot Tournament.&lt;br /&gt;
&lt;br /&gt;
A modified iteration of Wily Machine SPIRE appears in the [[The Arena|True Arena]] as the first phase of the final battle against [[Ernest Will]]. It now sports a purple color scheme and Ernest's Groucho Marx disguise, but is otherwise unchanged from the original fight.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
===Phase 1===&lt;br /&gt;
Wily Machine SPIRE will initially use the following pattern:&lt;br /&gt;
* The machine will attempt to stomp at [[Mega Man]] using the foot closest to him.&lt;br /&gt;
* On every third stomp, the machine will use both feet to stomp simultaneously.&lt;br /&gt;
&lt;br /&gt;
To access the weak point (the upper half of the machine's head) during this phase, Mega Man will need to shoot at the feet of the machine. After a foot takes 12 damage, it will be flipped over, allowing Mega Man to easily jump on top of it.&lt;br /&gt;
&lt;br /&gt;
When a foot is flipped over, the other foot will not move, though it can be flipped over as well. Until both feet return to normal, Wily Machine SPIRE will randomly use one of the four following attacks:&lt;br /&gt;
* The radar dish to the left of the screen will glow and summon meteors that will attempt to hit where Mega Man is currently standing ''at the time of activation''.&lt;br /&gt;
* The bones to the left of the screen will retract and expand, summoning several bones that move from the left side to the right.&lt;br /&gt;
* The cannon to the right of the screen will shoot out a ball of green energy that will then launch itself towards Mega Man's current position.&lt;br /&gt;
* The exhaust pipe the right of the screen will shake and spew a gout of flames covering several positions across the screen.&lt;br /&gt;
&lt;br /&gt;
After a few seconds, a flipped-over foot will right itself and slam into the ground, producing a [[Magnetic Shockwave]] effect surrounding it. When both feet are upright, and Mega Man is no longer standing on top of one, the machine will resume its initial attack pattern.&lt;br /&gt;
&lt;br /&gt;
When the machine falls to or under 14 HP, it will start using its randomized roster of attacks (albeit at a slower frequency) while both feet are upright.&lt;br /&gt;
&lt;br /&gt;
===The Climb (Phase Transition)===&lt;br /&gt;
After depleting the health of the first phase, Dr. Wily will retreat further into the machine, and the platform Mega Man is standing on will ascend up the spire. Along the way, Mega Man is attacked by miniature versions of Wily's machines from prior games, in two waves.&lt;br /&gt;
&lt;br /&gt;
====Mini Wily Capsule Armada====&lt;br /&gt;
As the platform ascends, miniature versions of Wily Capsules from previous games bombard Mega Man using attack patterns from their respective encounters. The Wily Capsules have 3 HP each and can be destroyed, dropping a small health pickup. If not destroyed, the Capsules will eventually teleport away.&lt;br /&gt;
&lt;br /&gt;
The Mini Wily Capsules come in a set order:&lt;br /&gt;
* Three Wily Capsules from ''[[Mega Man 4]]'' will appear above Mega Man and shoot an energy ball at him.&lt;br /&gt;
* Two Wily Capsules from ''[[Mega Man 9]]'' will appear towards the middle of the screen, flanking both sides and shooting two energy balls downward that travel across the platform and toward Mega Man.&lt;br /&gt;
* Two Wily Capsules from ''[[Mega Man 7]]'' appear at the top of the screen and shoot an energy ball that pauses momentarily and homes in on Mega Man.&lt;br /&gt;
* Two ''Mega Man 7'' Wily Capsules will then appear at the edges of the screen, accompanied by two ''Mega Man 4'' Wily Capsules.&lt;br /&gt;
* Four ''Mega Man 9'' Wily Capsules will emerge from behind the spire and perform their attacks.&lt;br /&gt;
* The platform will rise up towards the top of the screen, and two Wily Capsule IIs (from ''[[Mega Man 5]]'') will appear under the platform, firing three shots that spiral outward from their respective Capsule.&lt;br /&gt;
* Two more Wily Capsule IIs will repeat the aforementioned action, but towards the edges of the platform.&lt;br /&gt;
* Two Wily Capsules from ''[[Mega Man 10]]'' will fly up to the top corners of the screen, shooting a big energy ball that will fire a smaller projectile downwards when it's directly over Mega Man.&lt;br /&gt;
* Another ''Mega Man 10'' Wily Capsule will try to snipe Mega Man directly from the opposite side of the screen, as fifteen ''Mega Man 4'' Wily Capsules (in waves of eight and then seven) fire at him from below.&lt;br /&gt;
&lt;br /&gt;
After the armada of Wily Capsules subsides, miniature versions of Wily Machine 1 and Wily Machine 2 will descend and attack Mega Man.&lt;br /&gt;
&lt;br /&gt;
====Mini Wily Machines====&lt;br /&gt;
The miniature Wily Machines first shoot arcing balls at Mega Man, with Wily Machine 1's projectiles falling down and Wily Machine 2's projectiles rising up. Both machines will slowly ascend/descend before trading sides. On their third volley, the Wily Machines will shoot green orbs that collide with each other, spewing a spiral pattern of bullets from the center of the screen. Both Wily Machines share the same pool of health, and have small invincibility windows, making them more akin to minibosses. When their first healthbar is depleted, the Wily Machine that was last damaged will be destroyed, while the other machine will absorb its energy and transform into its second phase.&lt;br /&gt;
&lt;br /&gt;
If Wily Machine 1 is the only one remaining, it will perform the following pattern:&lt;br /&gt;
* Fly to the center of the screen and shoot 6 bouncing balls at Mega Man while slowly backing up.&lt;br /&gt;
* Rise up into the air and shoot a stream of bouncing balls with a wide arc at Mega Man.&lt;br /&gt;
* Shoot two green energy balls in succession that each emit a shower of damaging sparks.&lt;br /&gt;
&lt;br /&gt;
If Wily Machine 2 is the only one remaining, it will perform the following pattern:&lt;br /&gt;
* Shoot a spiraling ball at Mega Man, then fly over to the other side of the screen to shoot another.&lt;br /&gt;
* Fly above Mega Man while shooting three spiraling balls.&lt;br /&gt;
* Summon two rings of four green energy balls that spin around Mega Man before halting and slamming into each other, in succession.&lt;br /&gt;
&lt;br /&gt;
After the second miniature Wily Machine is defeated, it drops a large health pickup.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
The platform will halt to a stop and Mega Man will be confronted with the main trophy head of the Wily Machine SPIRE. As per ''Mega Man'' tradition, the weak point is Dr. Wily, who controls the machine from either one of the skull's eye sockets. While he usually exposes himself while attacking, the other eye typically remains closed and cannot be damaged, acting as a shield for him from the opposite side.&lt;br /&gt;
&lt;br /&gt;
Wily Machine SPIRE will use the following attacks, randomly changing which attack it uses after Dr. Wily takes damage:&lt;br /&gt;
* Firing two lightning strikes in rapid succession similar to [[Static Man]]'s static attacks, aimed towards Mega Man. This is the attack the Wily Machine SPIRE will initially use.&lt;br /&gt;
* Shooting five water bubbles that burst into a shower of smaller bubbles upon contact with the platform.&lt;br /&gt;
* Shooting a shower of damaging coins from the cup of the trophy.&lt;br /&gt;
* Launching random waves of three types of gems at Mega Man:&lt;br /&gt;
** Pink gems that fire ring patterns of sparks outwards.&lt;br /&gt;
** Cyan gems that try to ram into Mega Man.&lt;br /&gt;
** Green gems that fire a laser downwards at Mega Man.&lt;br /&gt;
* Firing giant cyan projectiles that explode into four smaller bullets.&lt;br /&gt;
* Shooting sawblades at Mega Man's current position.&lt;br /&gt;
* Creating a plus-shaped pattern of bullets (with some holes), that freeze in place and begin spinning clockwise or counter-clockwise (depending on which eye socket the bullets are fired from).&lt;br /&gt;
&lt;br /&gt;
When reduced to 4 HP, Wily Machine SPIRE's eye sockets will glow and make the screen flash, before darkening. The line from the Wily Castle maps will then travel across the screen, damaging Mega Man if he touches the start or end points of the line. It will move towards various flashing dots, which explode into rings of eight bullets when reached by the line. It will speed up three times throughout the attack (each time signified by a flash). After the final speed increase, it will traverse the entire length of the platform in a massive pattern before coming to rest at a skull icon, which then explodes; this explosion can be avoided by standing on the edges of the platform. After this, the screen will return to normal and the fight will then resume as normal.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Phase 1===&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|spark=1&lt;br /&gt;
|laser=3&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=0&lt;br /&gt;
|thunder=1&lt;br /&gt;
|magnetic=1&lt;br /&gt;
|ice=1&lt;br /&gt;
|break=1&lt;br /&gt;
|tape=1/1/N&lt;br /&gt;
|lantern=1&lt;br /&gt;
|prismatic=1/2/3&lt;br /&gt;
|beet=1&lt;br /&gt;
|rec=1/1&lt;br /&gt;
|banshee=1&lt;br /&gt;
|propeller=0&lt;br /&gt;
|cable=1&lt;br /&gt;
|shoes=3&lt;br /&gt;
|royal=1&lt;br /&gt;
|bait=1/1&lt;br /&gt;
|power=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Mini Wily Capsule Armada===&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|spark=1&lt;br /&gt;
|laser=1&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=4&lt;br /&gt;
|thunder=3&lt;br /&gt;
|magnetic=2&lt;br /&gt;
|ice=2&lt;br /&gt;
|break=2&lt;br /&gt;
|tape=2/3/Y&lt;br /&gt;
|lantern=1&lt;br /&gt;
|prismatic=1/2/3&lt;br /&gt;
|beet=1&lt;br /&gt;
|rec=4/3&lt;br /&gt;
|banshee=4&lt;br /&gt;
|propeller=0.5&lt;br /&gt;
|cable=1&lt;br /&gt;
|shoes=1&lt;br /&gt;
|royal=3&lt;br /&gt;
|bait=3/1&lt;br /&gt;
|power=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Mini Wily Machines===&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|spark=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|laser=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|water=1&amp;lt;br&amp;gt;0&lt;br /&gt;
|tornado=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|thunder=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|magnetic=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|ice=0&amp;lt;br&amp;gt;1&lt;br /&gt;
|break=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|tape=1/1/N&amp;lt;br&amp;gt;1/1/N&lt;br /&gt;
|lantern=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|prismatic=1/2/3&amp;lt;br&amp;gt;1/2/3&lt;br /&gt;
|beet=1&amp;lt;br&amp;gt;0&lt;br /&gt;
|rec=1/1&amp;lt;br&amp;gt;1/2&lt;br /&gt;
|banshee=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|propeller=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|cable=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|shoes=2&amp;lt;br&amp;gt;1&lt;br /&gt;
|royal=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|bait=0/1&amp;lt;br&amp;gt;1/2&lt;br /&gt;
|power=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|notes=Top row is Wily Machine 1, bottom row is Wily Machine 2.&lt;br /&gt;
}}&lt;br /&gt;
===Phase 2===&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|spark=1&lt;br /&gt;
|laser=1&lt;br /&gt;
|water=3&lt;br /&gt;
|tornado=1&lt;br /&gt;
|thunder=1&lt;br /&gt;
|magnetic=1&lt;br /&gt;
|ice=1&lt;br /&gt;
|break=N/A*&lt;br /&gt;
|tape=1/1/N&lt;br /&gt;
|lantern=1&lt;br /&gt;
|prismatic=3/4/5&lt;br /&gt;
|beet=1&lt;br /&gt;
|rec=1/1&lt;br /&gt;
|banshee=1&lt;br /&gt;
|propeller=1&lt;br /&gt;
|cable=1&lt;br /&gt;
|shoes=1&lt;br /&gt;
|royal=1&lt;br /&gt;
|bait=1/1&lt;br /&gt;
|power=1&lt;br /&gt;
|notes=*Break Dash is unable to damage the boss due to Wily's position.&lt;br /&gt;
}}&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:ErnestMachineSPIRE.png|Wily Machine SPIRE's appearance in the True Arena&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Wily Machine SPIRE is easily the largest boss in the ''MaGMML'' series, due to being an uncountable amount of screens tall.&lt;br /&gt;
* The pink gem attack used by Phase 2 is lifted from ''Cuphead'', where one of the bosses, Dr. Kahl's Robot, uses an identical attack with a red gemstone in its final phase.&lt;br /&gt;
* The text that appears just before the boss subtitle drop ''(&amp;quot;Let the final battle begin!&amp;quot;)'' is the same line that appears in ''Mega Man 6'', just before the start of the Wily Fortress.&lt;br /&gt;
** Likewise, in the True Arena, the text instead reads ''&amp;quot;This time, it's serious!!&amp;quot;'', a translation of the equivalent line in the Japanese version.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Wily Stadium}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Bosses]][[Category:Make a Good Mega Man Level 3 Bosses]][[Category:Wily Stadium]][[Category:Fortress Guardian]][[Category:Final Bosses]]&lt;/div&gt;</summary>
		<author><name>Scatman's World</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_Mega_Man_Level:_Chapter_Pepsi&amp;diff=23602</id>
		<title>Make a Good Mega Man Level: Chapter Pepsi</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_Mega_Man_Level:_Chapter_Pepsi&amp;diff=23602"/>
				<updated>2024-07-18T19:32:53Z</updated>
		
		<summary type="html">&lt;p&gt;Scatman's World: Post-game content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfo&lt;br /&gt;
|title=Make a Good Mega Man Level: Chapter Pepsi&lt;br /&gt;
|image=[[File:ChapterPepsiTitleScreen.png|Make a Good Mega Man Level: Chapter Pepsi|256px]]&lt;br /&gt;
|caption=&lt;br /&gt;
|developer=[[Scatman's World]]&lt;br /&gt;
|publisher=&lt;br /&gt;
|director=&lt;br /&gt;
|producer=&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=&lt;br /&gt;
|writer=&lt;br /&gt;
|composer=&lt;br /&gt;
|series=Mega Man Classic&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|releasedate=December 24, 2021&lt;br /&gt;
|rerelease=&lt;br /&gt;
|version=1.1&lt;br /&gt;
|genre=Action / Platform &lt;br /&gt;
|modes=&lt;br /&gt;
|media=[//onedrive.live.com/?authkey=%21AOVBjGN9bRlMKr0&amp;amp;id=D0CA72187D83C2DB%21767&amp;amp;cid=D0CA72187D83C2DB&amp;amp;parId=root&amp;amp;parQt=sharedby&amp;amp;o=OneUp Digital download]&lt;br /&gt;
|input=&lt;br /&gt;
|music=&lt;br /&gt;
}}&lt;br /&gt;
'''''Make a Good Mega Man Level: Chapter Pepsi''''' (also known as '''''MaGMML: Chapter Pepsi''''' for short) is an unofficial spinoff in the ''Make a Good Mega Man Level'' series, made by [[Scatman's World]].&lt;br /&gt;
The game takes place between the events of both ''[[Make a Good Mega Man Level: Episode Zero]]'' and ''[[Make a Good Mega Man Level 2]]'', and only features one level.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
Having dealt with [[SRARA]] and put a stop to their plans, [[Zero]] heads back to [[Mega City]]. However, his teleport back to the city does not go as planned, taking him to a city he doesn't immediately recognize. Discovering that he cannot complete the jump back to his intended destination, he opts to venture deeper into this city in hopes of finding someone who can fix his signal.&lt;br /&gt;
&lt;br /&gt;
Zero ends up finding a warehouse. Though reluctant at first, sudden rainfall causes Zero to search inside. His investigation leads him to a laboratory, where he becomes hopeful about finding a scientist to fix his signal. This hope get dashed as an experiment in the lab breaks free of its glass tube, and proceeds to attack Zero. Upon its defeat, the experiment explodes, engulfing the whole lab in flames.&lt;br /&gt;
&lt;br /&gt;
Recovering from the explosion, Zero takes note that the experiment appeared to take the form of a Pepsi logo. This is when he realizes where exactly he ended up: [[Pepsi Zero|Pepsi City]]. This dread is quickly replaced with a sense of gladness, as that means he's not that far from Mega City. This upbeat though is replaced with dread again when he discovers that the door he entered the lab through is locked, requiring him to delve deeper into the lab if he wants any chance of leaving. Finding more questions then he does answers, Zero eventually comes face-to-face with none other than [[Pepsi Man]].&lt;br /&gt;
&lt;br /&gt;
It is through this meeting that Zero discovers just what is going on: After their [[Pepsi Zero|first battle]], Pepsi Man looked into what the [[Energy Element]] they were fighting over actually was. Realizing he had squandered great power, he made it his mission to find another Energy Element, a goal he would eventually achieve. Initially intending to use its power to boost Pepsi production levels, Pepsi Man came up with another idea: Crush the Element to dust &amp;amp; use it as an ingredient. The result is a new flavor of Pepsi, potent enough that one can contains more energy than the Element that went towards making it. As a supposed act of generosity (or perhaps a power move), Pepsi Man offers Zero the first can of this new flavor, to which Zero pushes it away. Realizing that Pepsi Man has gone mad with power, Zero puts a stop to his plans before they cause serious damage.&lt;br /&gt;
&lt;br /&gt;
Just as Zero defeats him, Pepsi Man starts &amp;quot;glitching out&amp;quot; (as does the room they're in), and proceeds to absorb the Energy-Element-infused Pepsi, becoming more powerful than he was before. Zero tries fighting him, but just as he's about to deal the finishing blow, Pepsi Man overpowers Zero. Unable to move, Zero begins to wonder if this is it for him, until it dawns on him that perhaps the key to defeating Pepsi Man ''is'' to absorb the tainted Pepsi himself. Remembering that Pepsi can that he threw away, Zero exerts all his energy into finding that can. Drinking its contents, he is able to attain [[Zero#Zero Soul|a more powerful form]], and put a stop to Pepsi Man once &amp;amp; for all.&lt;br /&gt;
&lt;br /&gt;
On Pepsi Man's defeat, everything appears to &amp;quot;freeze&amp;quot;, and starts &amp;quot;glitching&amp;quot; severely, until eventually Zero gets ejected. Coming to his senses, Zero finds that not only is he wearing his hood, but he is also back in Mega City. Specifically, he is inside a tent, with a teleporter in front of him &amp;amp; [[Sophie Hyde|Dr. Hyde]], worried immensely about Zero's condition. Inspecting the teleporter, Zero realizes that his return to Pepsi City, and everything that transpired there, was all a simulation. He remembers that he actually did return to Mega City, and had decided to meet Hyde. There, he discovered that she had developed a new [[Tier_1_(MaGMML2)|memory-based simulation]]. He tries it out for himself, only for the simulation to seemingly corrupt from him using it, causing it to simulate a twisted version of his encounter with Pepsi Man.&lt;br /&gt;
&lt;br /&gt;
As Zero recovers, both he &amp;amp; Hyde wonder what could have caused the simulation to go rogue. This ponder is short-lived, as Zero remembers [[Mega Man]]. He bids Sophie adieu, as he leaves to find the Blue Bomber.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Gameplay is near identical to that of ''Episode Zero''. Zero retains his increased mobility compared to Mega Man. This includes dashing, air-dashing, &amp;amp; stomping.&lt;br /&gt;
In place of Special Weapons, Zero has three basic weapons; the [[Z-Buster]], a slow shot that can be aimed slightly up or down with no energy cost, the [[Z-Saber]], a close-quarters energy slash, and the [[Z-Burst]], a wide burst of piercing shots.&lt;br /&gt;
Zero also has access to Chips, which will not only alter his movement speeds but also enhance his weapons. Chips do not use ammunition, instead draining over time while in use. They can only be refilled by passing a checkpoint or by dying.&lt;br /&gt;
Zero also has a unique &amp;quot;[[Blank Drive|Drive]]&amp;quot; weapon, whose function changes greatly depending on the Chip he uses.&lt;br /&gt;
&lt;br /&gt;
''Chapter Pepsi'' has a few minor gameplay differences to ''Episode Zero''. Zero can also double-jump, an unlockable move in EZ that is available from the start in this game. The game also fully restores weapon ammo, in addition to Chip ammo, whenever you die &amp;amp; respawn. Only E-Tanks appear in this game, and only a maximum of one can be held.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Zero has the same Weapons &amp;amp; Chips that he does in Episode Zero, all available from the start.&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZBusterIcon.png]]&lt;br /&gt;
|[[Z-Buster]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZSaberIcon.png]]&lt;br /&gt;
|[[Z-Saber]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZBurstIcon.png]]&lt;br /&gt;
|[[Z-Burst]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BlankDriveIcon.png]]&lt;br /&gt;
|[[Blank Drive]]&lt;br /&gt;
|-&lt;br /&gt;
|-style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CutterChipIcon.png]]&lt;br /&gt;
|[[Cutter Chip]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FlameChipIcon.png]]&lt;br /&gt;
|[[Flame Chip]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:IcicleChipIcon.png]]&lt;br /&gt;
|[[Icicle Chip]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZapChipIcon.png]]&lt;br /&gt;
|[[Zap Chip]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PsychoChipIcon.png]]&lt;br /&gt;
|[[Psycho Chip]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Weakness&lt;br /&gt;
|-&lt;br /&gt;
||[[File:TheSpill_Smoke.png|center]]&lt;br /&gt;
|[[The Spill]]&lt;br /&gt;
|[[Flame Chip]] ([[Blank Drive]])&lt;br /&gt;
|-&lt;br /&gt;
||[[File:PepsiMan.png|center]]&lt;br /&gt;
|[[Pepsi Man]]&lt;br /&gt;
|[[Flame Chip]] ([[Blank Drive]])&lt;br /&gt;
|-&lt;br /&gt;
||[[File:NightmareKingPepsiMan.png|center]]&lt;br /&gt;
|[[Pepsi Man|Nightmare King Pepsi Man]]&lt;br /&gt;
|[[Flame Chip]] ([[Z-Saber]], [[Blank Drive]])&lt;br /&gt;
|-&lt;br /&gt;
||[[File:NightmareKingPepsiMan.png|center]]&lt;br /&gt;
|[[Pepsi Man|Nightmare King Pepsi Man]] (as Zero Soul)&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bonuses==&lt;br /&gt;
A few extra options open up on the Title Screen upon beating the game once:&lt;br /&gt;
===Boss Gallery===&lt;br /&gt;
A menu where the player can re-fight all four bosses in this game. The game will keep track of their best times against each boss, as well as note if they were able to defeat a boss without taking damage, without using any weapons other than the Z-Buster, and/or without using any Chips. If all three are achieved at once (referred to in-game as a Perfect Run), the achievement text on the menu will be gold &amp;amp; sparkly.&lt;br /&gt;
===Sound Test===&lt;br /&gt;
This takes the player to a menu where they can listen to the music from this game, similar to the Jukebox in other MaGMML games. The player can also listen to all the sound effects included in the game (including those that are a part of the Megamix engine, and never actually play in ''Chapter Pepsi'').&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The game was originally called ''Episode Pepsi'', but was renamed to better reflect how short the game actually is.&lt;br /&gt;
* Unlike the official ''MaGMML'' games, ''Chapter Pepsi'' applies a palette shader across the whole screen in order to achieve a screen fade effect similar to those found on the NES games&lt;br /&gt;
** This is why the colours of various sprites (such as Zero himself) are not 100% identical to their EZ counterparts&lt;br /&gt;
** It is also the reason Zero's stomp trail is different, as the original trail would not have been compatible with the palette shader&lt;/div&gt;</summary>
		<author><name>Scatman's World</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_Mega_Man_Level:_Chapter_Pepsi&amp;diff=23594</id>
		<title>Make a Good Mega Man Level: Chapter Pepsi</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_Mega_Man_Level:_Chapter_Pepsi&amp;diff=23594"/>
				<updated>2024-07-18T12:15:50Z</updated>
		
		<summary type="html">&lt;p&gt;Scatman's World: Added in the boss table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfo&lt;br /&gt;
|title=Make a Good Mega Man Level: Chapter Pepsi&lt;br /&gt;
|image=[[File:ChapterPepsiTitleScreen.png|Make a Good Mega Man Level: Chapter Pepsi|256px]]&lt;br /&gt;
|caption=&lt;br /&gt;
|developer=[[Scatman's World]]&lt;br /&gt;
|publisher=&lt;br /&gt;
|director=&lt;br /&gt;
|producer=&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=&lt;br /&gt;
|writer=&lt;br /&gt;
|composer=&lt;br /&gt;
|series=Mega Man Classic&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|releasedate=December 24, 2021&lt;br /&gt;
|rerelease=&lt;br /&gt;
|version=1.1&lt;br /&gt;
|genre=Action / Platform &lt;br /&gt;
|modes=&lt;br /&gt;
|media=[//onedrive.live.com/?authkey=%21AOVBjGN9bRlMKr0&amp;amp;id=D0CA72187D83C2DB%21767&amp;amp;cid=D0CA72187D83C2DB&amp;amp;parId=root&amp;amp;parQt=sharedby&amp;amp;o=OneUp Digital download]&lt;br /&gt;
|input=&lt;br /&gt;
|music=&lt;br /&gt;
}}&lt;br /&gt;
'''''Make a Good Mega Man Level: Chapter Pepsi''''' (also known as '''''MaGMML: Chapter Pepsi''''' for short) is an unofficial spinoff in the ''Make a Good Mega Man Level'' series, made by [[Scatman's World]].&lt;br /&gt;
The game takes place between the events of both ''[[Make a Good Mega Man Level: Episode Zero]]'' and ''[[Make a Good Mega Man Level 2]]'', and only features one level.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
Having dealt with [[SRARA]] and put a stop to their plans, [[Zero]] heads back to [[Mega City]]. However, his teleport back to the city does not go as planned, taking him to a city he doesn't immediately recognize. Discovering that he cannot complete the jump back to his intended destination, he opts to venture deeper into this city in hopes of finding someone who can fix his signal.&lt;br /&gt;
&lt;br /&gt;
Zero ends up finding a warehouse. Though reluctant at first, sudden rainfall causes Zero to search inside. His investigation leads him to a laboratory, where he becomes hopeful about finding a scientist to fix his signal. This hope get dashed as an experiment in the lab breaks free of its glass tube, and proceeds to attack Zero. Upon its defeat, the experiment explodes, engulfing the whole lab in flames.&lt;br /&gt;
&lt;br /&gt;
Recovering from the explosion, Zero takes note that the experiment appeared to take the form of a Pepsi logo. This is when he realizes where exactly he ended up: [[Pepsi Zero|Pepsi City]]. This dread is quickly replaced with a sense of gladness, as that means he's not that far from Mega City. This upbeat though is replaced with dread again when he discovers that the door he entered the lab through is locked, requiring him to delve deeper into the lab if he wants any chance of leaving. Finding more questions then he does answers, Zero eventually comes face-to-face with none other than [[Pepsi Man]].&lt;br /&gt;
&lt;br /&gt;
It is through this meeting that Zero discovers just what is going on: After their [[Pepsi Zero|first battle]], Pepsi Man looked into what the [[Energy Element]] they were fighting over actually was. Realizing he had squandered great power, he made it his mission to find another Energy Element, a goal he would eventually achieve. Initially intending to use its power to boost Pepsi production levels, Pepsi Man came up with another idea: Crush the Element to dust &amp;amp; use it as an ingredient. The result is a new flavor of Pepsi, potent enough that one can contains more energy than the Element that went towards making it. As a supposed act of generosity (or perhaps a power move), Pepsi Man offers Zero the first can of this new flavor, to which Zero pushes it away. Realizing that Pepsi Man has gone mad with power, Zero puts a stop to his plans before they cause serious damage.&lt;br /&gt;
&lt;br /&gt;
Just as Zero defeats him, Pepsi Man starts &amp;quot;glitching out&amp;quot; (as does the room they're in), and proceeds to absorb the Energy-Element-infused Pepsi, becoming more powerful than he was before. Zero tries fighting him, but just as he's about to deal the finishing blow, Pepsi Man overpowers Zero. Unable to move, Zero begins to wonder if this is it for him, until it dawns on him that perhaps the key to defeating Pepsi Man ''is'' to absorb the tainted Pepsi himself. Remembering that Pepsi can that he threw away, Zero exerts all his energy into finding that can. Drinking its contents, he is able to attain [[Zero#Zero Soul|a more powerful form]], and put a stop to Pepsi Man once &amp;amp; for all.&lt;br /&gt;
&lt;br /&gt;
On Pepsi Man's defeat, everything appears to &amp;quot;freeze&amp;quot;, and starts &amp;quot;glitching&amp;quot; severely, until eventually Zero gets ejected. Coming to his senses, Zero finds that not only is he wearing his hood, but he is also back in Mega City. Specifically, he is inside a tent, with a teleporter in front of him &amp;amp; [[Sophie Hyde|Dr. Hyde]], worried immensely about Zero's condition. Inspecting the teleporter, Zero realizes that his return to Pepsi City, and everything that transpired there, was all a simulation. He remembers that he actually did return to Mega City, and had decided to meet Hyde. There, he discovered that she had developed a new [[Tier_1_(MaGMML2)|memory-based simulation]]. He tries it out for himself, only for the simulation to seemingly corrupt from him using it, causing it to simulate a twisted version of his encounter with Pepsi Man.&lt;br /&gt;
&lt;br /&gt;
As Zero recovers, both he &amp;amp; Hyde wonder what could have caused the simulation to go rogue. This ponder is short-lived, as Zero remembers [[Mega Man]]. He bids Sophie adieu, as he leaves to find the Blue Bomber.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Gameplay is near identical to that of ''Episode Zero''. Zero retains his increased mobility compared to Mega Man. This includes dashing, air-dashing, &amp;amp; stomping.&lt;br /&gt;
In place of Special Weapons, Zero has three basic weapons; the [[Z-Buster]], a slow shot that can be aimed slightly up or down with no energy cost, the [[Z-Saber]], a close-quarters energy slash, and the [[Z-Burst]], a wide burst of piercing shots.&lt;br /&gt;
Zero also has access to Chips, which will not only alter his movement speeds but also enhance his weapons. Chips do not use ammunition, instead draining over time while in use. They can only be refilled by passing a checkpoint or by dying.&lt;br /&gt;
Zero also has a unique &amp;quot;[[Blank Drive|Drive]]&amp;quot; weapon, whose function changes greatly depending on the Chip he uses.&lt;br /&gt;
&lt;br /&gt;
''Chapter Pepsi'' has a few minor gameplay differences to ''Episode Zero''. Zero can also double-jump, an unlockable move in EZ that is available from the start in this game. The game also fully restores weapon ammo, in addition to Chip ammo, whenever you die &amp;amp; respawn. Only E-Tanks appear in this game, and only a maximum of one can be held.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Zero has the same Weapons &amp;amp; Chips that he does in Episode Zero, all available from the start.&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZBusterIcon.png]]&lt;br /&gt;
|[[Z-Buster]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZSaberIcon.png]]&lt;br /&gt;
|[[Z-Saber]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZBurstIcon.png]]&lt;br /&gt;
|[[Z-Burst]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BlankDriveIcon.png]]&lt;br /&gt;
|[[Blank Drive]]&lt;br /&gt;
|-&lt;br /&gt;
|-style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CutterChipIcon.png]]&lt;br /&gt;
|[[Cutter Chip]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FlameChipIcon.png]]&lt;br /&gt;
|[[Flame Chip]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:IcicleChipIcon.png]]&lt;br /&gt;
|[[Icicle Chip]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZapChipIcon.png]]&lt;br /&gt;
|[[Zap Chip]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PsychoChipIcon.png]]&lt;br /&gt;
|[[Psycho Chip]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Weakness&lt;br /&gt;
|-&lt;br /&gt;
||[[File:TheSpill_Smoke.png|center]]&lt;br /&gt;
|[[The Spill]]&lt;br /&gt;
|[[Flame Chip]] ([[Blank Drive]])&lt;br /&gt;
|-&lt;br /&gt;
||[[File:PepsiMan.png|center]]&lt;br /&gt;
|[[Pepsi Man]]&lt;br /&gt;
|[[Flame Chip]] ([[Blank Drive]])&lt;br /&gt;
|-&lt;br /&gt;
||[[File:NightmareKingPepsiMan.png|center]]&lt;br /&gt;
|[[Pepsi Man|Nightmare King Pepsi Man]]&lt;br /&gt;
|[[Flame Chip]] ([[Z-Saber]], [[Blank Drive]])&lt;br /&gt;
|-&lt;br /&gt;
||[[File:NightmareKingPepsiMan.png|center]]&lt;br /&gt;
|[[Pepsi Man|Nightmare King Pepsi Man]] (as Zero Soul)&lt;br /&gt;
|[[Flame Chip]] ([[Z-Saber]], [[Z-Burst]], [[Blank Drive]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The game was originally called ''Episode Pepsi'', but was renamed to better reflect how short the game actually is.&lt;br /&gt;
* Unlike the official ''MaGMML'' games, ''Chapter Pepsi'' applies a palette shader across the whole screen in order to achieve a screen fade effect similar to those found on the NES games&lt;br /&gt;
** This is why the colours of various sprites (such as Zero himself) are not 100% identical to their EZ counterparts&lt;br /&gt;
** It is also the reason Zero's stomp trail is different, as the original trail would not have been compatible with the palette shader&lt;/div&gt;</summary>
		<author><name>Scatman's World</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:NightmareKingPepsiMan.png&amp;diff=23593</id>
		<title>File:NightmareKingPepsiMan.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:NightmareKingPepsiMan.png&amp;diff=23593"/>
				<updated>2024-07-18T12:06:06Z</updated>
		
		<summary type="html">&lt;p&gt;Scatman's World: Pepsi Man's powered up form in MaGMML: Chapter Pepsi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pepsi Man's powered up form in MaGMML: Chapter Pepsi&lt;/div&gt;</summary>
		<author><name>Scatman's World</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:TheSpill_Smoke.png&amp;diff=23592</id>
		<title>File:TheSpill Smoke.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:TheSpill_Smoke.png&amp;diff=23592"/>
				<updated>2024-07-18T12:04:52Z</updated>
		
		<summary type="html">&lt;p&gt;Scatman's World: The first boss of MaGMML: Chapter Pepsi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first boss of MaGMML: Chapter Pepsi&lt;/div&gt;</summary>
		<author><name>Scatman's World</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_Mega_Man_Level:_Chapter_Pepsi&amp;diff=23544</id>
		<title>Make a Good Mega Man Level: Chapter Pepsi</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_Mega_Man_Level:_Chapter_Pepsi&amp;diff=23544"/>
				<updated>2024-07-17T10:39:30Z</updated>
		
		<summary type="html">&lt;p&gt;Scatman's World: Tweaked the gameplay section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfo&lt;br /&gt;
|title=Make a Good Mega Man Level: Chapter Pepsi&lt;br /&gt;
|image=[[File:ChapterPepsiTitleScreen.png|Make a Good Mega Man Level: Chapter Pepsi|256px]]&lt;br /&gt;
|caption=&lt;br /&gt;
|developer=[[Scatman's World]]&lt;br /&gt;
|publisher=&lt;br /&gt;
|director=&lt;br /&gt;
|producer=&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=&lt;br /&gt;
|writer=&lt;br /&gt;
|composer=&lt;br /&gt;
|series=Mega Man Classic&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|releasedate=December 24, 2021&lt;br /&gt;
|rerelease=&lt;br /&gt;
|version=1.1&lt;br /&gt;
|genre=Action / Platform &lt;br /&gt;
|modes=&lt;br /&gt;
|media=[//onedrive.live.com/?authkey=%21AOVBjGN9bRlMKr0&amp;amp;id=D0CA72187D83C2DB%21767&amp;amp;cid=D0CA72187D83C2DB&amp;amp;parId=root&amp;amp;parQt=sharedby&amp;amp;o=OneUp Digital download]&lt;br /&gt;
|input=&lt;br /&gt;
|music=&lt;br /&gt;
}}&lt;br /&gt;
'''''Make a Good Mega Man Level: Chapter Pepsi''''' (also known as '''''MaGMML: Chapter Pepsi''''' for short) is an unofficial spinoff in the ''Make a Good Mega Man Level'' series, made by [[Scatman's World]].&lt;br /&gt;
The game takes place between the events of both ''[[Make a Good Mega Man Level: Episode Zero]]'' and ''[[Make a Good Mega Man Level 2]]'', and only features one level.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
Having dealt with [[SRARA]] and put a stop to their plans, [[Zero]] heads back to [[Mega City]]. However, his teleport back to the city does not go as planned, taking him to a city he doesn't immediately recognize. Discovering that he cannot complete the jump back to his intended destination, he opts to venture deeper into this city in hopes of finding someone who can fix his signal.&lt;br /&gt;
&lt;br /&gt;
Zero ends up finding a warehouse. Though reluctant at first, sudden rainfall causes Zero to search inside. His investigation leads him to a laboratory, where he becomes hopeful about finding a scientist to fix his signal. This hope get dashed as an experiment in the lab breaks free of its glass tube, and proceeds to attack Zero. Upon its defeat, the experiment explodes, engulfing the whole lab in flames.&lt;br /&gt;
&lt;br /&gt;
Recovering from the explosion, Zero takes note that the experiment appeared to take the form of a Pepsi logo. This is when he realizes where exactly he ended up: [[Pepsi Zero|Pepsi City]]. This dread is quickly replaced with a sense of gladness, as that means he's not that far from Mega City. This upbeat though is replaced with dread again when he discovers that the door he entered the lab through is locked, requiring him to delve deeper into the lab if he wants any chance of leaving. Finding more questions then he does answers, Zero eventually comes face-to-face with none other than [[Pepsi Man]].&lt;br /&gt;
&lt;br /&gt;
It is through this meeting that Zero discovers just what is going on: After their [[Pepsi Zero|first battle]], Pepsi Man looked into what the [[Energy Element]] they were fighting over actually was. Realizing he had squandered great power, he made it his mission to find another Energy Element, a goal he would eventually achieve. Initially intending to use its power to boost Pepsi production levels, Pepsi Man came up with another idea: Crush the Element to dust &amp;amp; use it as an ingredient. The result is a new flavor of Pepsi, potent enough that one can contains more energy than the Element that went towards making it. As a supposed act of generosity (or perhaps a power move), Pepsi Man offers Zero the first can of this new flavor, to which Zero pushes it away. Realizing that Pepsi Man has gone mad with power, Zero puts a stop to his plans before they cause serious damage.&lt;br /&gt;
&lt;br /&gt;
Just as Zero defeats him, Pepsi Man starts &amp;quot;glitching out&amp;quot; (as does the room they're in), and proceeds to absorb the Energy-Element-infused Pepsi, becoming more powerful than he was before. Zero tries fighting him, but just as he's about to deal the finishing blow, Pepsi Man overpowers Zero. Unable to move, Zero begins to wonder if this is it for him, until it dawns on him that perhaps the key to defeating Pepsi Man ''is'' to absorb the tainted Pepsi himself. Remembering that Pepsi can that he threw away, Zero exerts all his energy into finding that can. Drinking its contents, he is able to attain [[Zero#Zero Soul|a more powerful form]], and put a stop to Pepsi Man once &amp;amp; for all.&lt;br /&gt;
&lt;br /&gt;
On Pepsi Man's defeat, everything appears to &amp;quot;freeze&amp;quot;, and starts &amp;quot;glitching&amp;quot; severely, until eventually Zero gets ejected. Coming to his senses, Zero finds that not only is he wearing his hood, but he is also back in Mega City. Specifically, he is inside a tent, with a teleporter in front of him &amp;amp; [[Sophie Hyde|Dr. Hyde]], worried immensely about Zero's condition. Inspecting the teleporter, Zero realizes that his return to Pepsi City, and everything that transpired there, was all a simulation. He remembers that he actually did return to Mega City, and had decided to meet Hyde. There, he discovered that she had developed a new [[Tier_1_(MaGMML2)|memory-based simulation]]. He tries it out for himself, only for the simulation to seemingly corrupt from him using it, causing it to simulate a twisted version of his encounter with Pepsi Man.&lt;br /&gt;
&lt;br /&gt;
As Zero recovers, both he &amp;amp; Hyde wonder what could have caused the simulation to go rogue. This ponder is short-lived, as Zero remembers [[Mega Man]]. He bids Sophie adieu, as he leaves to find the Blue Bomber.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Gameplay is near identical to that of ''Episode Zero''. Zero retains his increased mobility compared to Mega Man. This includes dashing, air-dashing, &amp;amp; stomping.&lt;br /&gt;
In place of Special Weapons, Zero has three basic weapons; the [[Z-Buster]], a slow shot that can be aimed slightly up or down with no energy cost, the [[Z-Saber]], a close-quarters energy slash, and the [[Z-Burst]], a wide burst of piercing shots.&lt;br /&gt;
Zero also has access to Chips, which will not only alter his movement speeds but also enhance his weapons. Chips do not use ammunition, instead draining over time while in use. They can only be refilled by passing a checkpoint or by dying.&lt;br /&gt;
Zero also has a unique &amp;quot;[[Blank Drive|Drive]]&amp;quot; weapon, whose function changes greatly depending on the Chip he uses.&lt;br /&gt;
&lt;br /&gt;
''Chapter Pepsi'' has a few minor gameplay differences to ''Episode Zero''. Zero can also double-jump, an unlockable move in EZ that is available from the start in this game. The game also fully restores weapon ammo, in addition to Chip ammo, whenever you die &amp;amp; respawn. Only E-Tanks appear in this game, and only a maximum of one can be held.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Zero has the same Weapons &amp;amp; Chips that he does in Episode Zero, all available from the start.&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZBusterIcon.png]]&lt;br /&gt;
|[[Z-Buster]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZSaberIcon.png]]&lt;br /&gt;
|[[Z-Saber]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZBurstIcon.png]]&lt;br /&gt;
|[[Z-Burst]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BlankDriveIcon.png]]&lt;br /&gt;
|[[Blank Drive]]&lt;br /&gt;
|-&lt;br /&gt;
|-style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CutterChipIcon.png]]&lt;br /&gt;
|[[Cutter Chip]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FlameChipIcon.png]]&lt;br /&gt;
|[[Flame Chip]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:IcicleChipIcon.png]]&lt;br /&gt;
|[[Icicle Chip]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZapChipIcon.png]]&lt;br /&gt;
|[[Zap Chip]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PsychoChipIcon.png]]&lt;br /&gt;
|[[Psycho Chip]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The game was originally called ''Episode Pepsi'', but was renamed to better reflect how short the game actually is.&lt;br /&gt;
* Unlike the official ''MaGMML'' games, ''Chapter Pepsi'' applies a palette shader across the whole screen in order to achieve a screen fade effect similar to those found on the NES games&lt;br /&gt;
** This is why the colours of various sprites (such as Zero himself) are not 100% identical to their EZ counterparts&lt;br /&gt;
** It is also the reason Zero's stomp trail is different, as the original trail would not have been compatible with the palette shader&lt;/div&gt;</summary>
		<author><name>Scatman's World</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_Mega_Man_Level:_Chapter_Pepsi&amp;diff=23543</id>
		<title>Make a Good Mega Man Level: Chapter Pepsi</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_Mega_Man_Level:_Chapter_Pepsi&amp;diff=23543"/>
				<updated>2024-07-17T10:09:51Z</updated>
		
		<summary type="html">&lt;p&gt;Scatman's World: Added the story, and some Trivia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfo&lt;br /&gt;
|title=Make a Good Mega Man Level: Chapter Pepsi&lt;br /&gt;
|image=[[File:ChapterPepsiTitleScreen.png|Make a Good Mega Man Level: Chapter Pepsi|256px]]&lt;br /&gt;
|caption=&lt;br /&gt;
|developer=[[Scatman's World]]&lt;br /&gt;
|publisher=&lt;br /&gt;
|director=&lt;br /&gt;
|producer=&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=&lt;br /&gt;
|writer=&lt;br /&gt;
|composer=&lt;br /&gt;
|series=Mega Man Classic&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|releasedate=December 24, 2021&lt;br /&gt;
|rerelease=&lt;br /&gt;
|version=1.1&lt;br /&gt;
|genre=Action / Platform &lt;br /&gt;
|modes=&lt;br /&gt;
|media=[//onedrive.live.com/?authkey=%21AOVBjGN9bRlMKr0&amp;amp;id=D0CA72187D83C2DB%21767&amp;amp;cid=D0CA72187D83C2DB&amp;amp;parId=root&amp;amp;parQt=sharedby&amp;amp;o=OneUp Digital download]&lt;br /&gt;
|input=&lt;br /&gt;
|music=&lt;br /&gt;
}}&lt;br /&gt;
'''''Make a Good Mega Man Level: Chapter Pepsi''''' (also known as '''''MaGMML: Chapter Pepsi''''' for short) is an unofficial spinoff in the ''Make a Good Mega Man Level'' series, made by [[Scatman's World]].&lt;br /&gt;
The game takes place between the events of both ''[[Make a Good Mega Man Level: Episode Zero]]'' and ''[[Make a Good Mega Man Level 2]]'', and only features one level.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
Having dealt with [[SRARA]] and put a stop to their plans, [[Zero]] heads back to [[Mega City]]. However, his teleport back to the city does not go as planned, taking him to a city he doesn't immediately recognize. Discovering that he cannot complete the jump back to his intended destination, he opts to venture deeper into this city in hopes of finding someone who can fix his signal.&lt;br /&gt;
&lt;br /&gt;
Zero ends up finding a warehouse. Though reluctant at first, sudden rainfall causes Zero to search inside. His investigation leads him to a laboratory, where he becomes hopeful about finding a scientist to fix his signal. This hope get dashed as an experiment in the lab breaks free of its glass tube, and proceeds to attack Zero. Upon its defeat, the experiment explodes, engulfing the whole lab in flames.&lt;br /&gt;
&lt;br /&gt;
Recovering from the explosion, Zero takes note that the experiment appeared to take the form of a Pepsi logo. This is when he realizes where exactly he ended up: [[Pepsi Zero|Pepsi City]]. This dread is quickly replaced with a sense of gladness, as that means he's not that far from Mega City. This upbeat though is replaced with dread again when he discovers that the door he entered the lab through is locked, requiring him to delve deeper into the lab if he wants any chance of leaving. Finding more questions then he does answers, Zero eventually comes face-to-face with none other than [[Pepsi Man]].&lt;br /&gt;
&lt;br /&gt;
It is through this meeting that Zero discovers just what is going on: After their [[Pepsi Zero|first battle]], Pepsi Man looked into what the [[Energy Element]] they were fighting over actually was. Realizing he had squandered great power, he made it his mission to find another Energy Element, a goal he would eventually achieve. Initially intending to use its power to boost Pepsi production levels, Pepsi Man came up with another idea: Crush the Element to dust &amp;amp; use it as an ingredient. The result is a new flavor of Pepsi, potent enough that one can contains more energy than the Element that went towards making it. As a supposed act of generosity (or perhaps a power move), Pepsi Man offers Zero the first can of this new flavor, to which Zero pushes it away. Realizing that Pepsi Man has gone mad with power, Zero puts a stop to his plans before they cause serious damage.&lt;br /&gt;
&lt;br /&gt;
Just as Zero defeats him, Pepsi Man starts &amp;quot;glitching out&amp;quot; (as does the room they're in), and proceeds to absorb the Energy-Element-infused Pepsi, becoming more powerful than he was before. Zero tries fighting him, but just as he's about to deal the finishing blow, Pepsi Man overpowers Zero. Unable to move, Zero begins to wonder if this is it for him, until it dawns on him that perhaps the key to defeating Pepsi Man ''is'' to absorb the tainted Pepsi himself. Remembering that Pepsi can that he threw away, Zero exerts all his energy into finding that can. Drinking its contents, he is able to attain [[Zero#Zero Soul|a more powerful form]], and put a stop to Pepsi Man once &amp;amp; for all.&lt;br /&gt;
&lt;br /&gt;
On Pepsi Man's defeat, everything appears to &amp;quot;freeze&amp;quot;, and starts &amp;quot;glitching&amp;quot; severely, until eventually Zero gets ejected. Coming to his senses, Zero finds that not only is he wearing his hood, but he is also back in Mega City. Specifically, he is inside a tent, with a teleporter in front of him &amp;amp; [[Sophie Hyde|Dr. Hyde]], worried immensely about Zero's condition. Inspecting the teleporter, Zero realizes that his return to Pepsi City, and everything that transpired there, was all a simulation. He remembers that he actually did return to Mega City, and had decided to meet Hyde. There, he discovered that she had developed a new [[Tier_1_(MaGMML2)|memory-based simulation]]. He tries it out for himself, only for the simulation to seemingly corrupt from him using it, causing it to simulate a twisted version of his encounter with Pepsi Man.&lt;br /&gt;
&lt;br /&gt;
As Zero recovers, both he &amp;amp; Hyde wonder what could have caused the simulation to go rogue. This ponder is short-lived, as Zero remembers [[Mega Man]]. He bids Sophie adieu, as he leaves to find the Blue Bomber.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Gameplay is similar to ''Episode Zero''. Players control Zero in gameplay similar to that of the canon Zero's in the ''Mega Man X'' games. Zero has increased mobility compared to Mega Man, being able to dash, air-dash, double-jump, and stomp. While he lacks Special Weapons, he has three weapons; the [[Z-Buster]], a slow shot that can be aimed slightly up or down with no energy cost, the [[Z-Saber]], a close-quarters energy slash, and the [[Z-Burst]], a wide burst of piercing shots. Additionally, he has five chips he can equip to alter each weapon, as well as use a unique &amp;quot;[[Blank Drive|Drive]]&amp;quot; weapon. Unlike the weapons (sans the Z-Buster), an equipped chip doesn't use ammunition, but drains energy over time, and can only be refilled by passing a checkpoint or by dying.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Zero has the same Weapons &amp;amp; Chips that he does in Episode Zero, all available from the start.&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZBusterIcon.png]]&lt;br /&gt;
|[[Z-Buster]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZSaberIcon.png]]&lt;br /&gt;
|[[Z-Saber]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZBurstIcon.png]]&lt;br /&gt;
|[[Z-Burst]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BlankDriveIcon.png]]&lt;br /&gt;
|[[Blank Drive]]&lt;br /&gt;
|-&lt;br /&gt;
|-style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CutterChipIcon.png]]&lt;br /&gt;
|[[Cutter Chip]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FlameChipIcon.png]]&lt;br /&gt;
|[[Flame Chip]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:IcicleChipIcon.png]]&lt;br /&gt;
|[[Icicle Chip]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZapChipIcon.png]]&lt;br /&gt;
|[[Zap Chip]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PsychoChipIcon.png]]&lt;br /&gt;
|[[Psycho Chip]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The game was originally called ''Episode Pepsi'', but was renamed to better reflect how short the game actually is.&lt;br /&gt;
* Unlike the official ''MaGMML'' games, ''Chapter Pepsi'' applies a palette shader across the whole screen in order to achieve a screen fade effect similar to those found on the NES games&lt;br /&gt;
** This is why the colours of various sprites (such as Zero himself) are not 100% identical to their EZ counterparts&lt;br /&gt;
** It is also the reason Zero's stomp trail is different, as the original trail would not have been compatible with the palette shader&lt;/div&gt;</summary>
		<author><name>Scatman's World</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_Mega_Man_Level:_Chapter_Pepsi&amp;diff=23528</id>
		<title>Make a Good Mega Man Level: Chapter Pepsi</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_Mega_Man_Level:_Chapter_Pepsi&amp;diff=23528"/>
				<updated>2024-07-16T17:40:32Z</updated>
		
		<summary type="html">&lt;p&gt;Scatman's World: Brought over the Game Info side thing, and moved the download link over there&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfo&lt;br /&gt;
|title=Make a Good Mega Man Level: Chapter Pepsi&lt;br /&gt;
|image=[[File:ChapterPepsiTitleScreen.png|Make a Good Mega Man Level: Episode Zero|256px]]&lt;br /&gt;
|caption=&lt;br /&gt;
|developer=[[Scatman's World]]&lt;br /&gt;
|publisher=&lt;br /&gt;
|director=&lt;br /&gt;
|producer=&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=&lt;br /&gt;
|writer=&lt;br /&gt;
|composer=&lt;br /&gt;
|series=Mega Man Classic&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|releasedate=December 24, 2021&lt;br /&gt;
|rerelease=&lt;br /&gt;
|version=1.1&lt;br /&gt;
|genre=Action / Platform &lt;br /&gt;
|modes=&lt;br /&gt;
|media=[//onedrive.live.com/?authkey=%21AOVBjGN9bRlMKr0&amp;amp;id=D0CA72187D83C2DB%21767&amp;amp;cid=D0CA72187D83C2DB&amp;amp;parId=root&amp;amp;parQt=sharedby&amp;amp;o=OneUp Digital download]&lt;br /&gt;
|input=&lt;br /&gt;
|music=&lt;br /&gt;
}}&lt;br /&gt;
'''''Make a Good Mega Man Level: Chapter Pepsi''''' (also known as '''''MaGMML: Chapter Pepsi''''' for short) is an unofficial spinoff in the ''Make a Good Mega Man Level'' series, made by [[Scatman's World]].&lt;br /&gt;
The game takes place between the events of both ''[[Make a Good Mega Man Level: Episode Zero]]'' and ''[[Make a Good Mega Man Level 2]]'', and only features one level.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Gameplay is similiar to ''Episode Zero''. Players control Zero in gameplay similar to that of the canon Zero's in the ''Mega Man X'' games. Zero has increased mobility compared to Mega Man, being able to dash, air-dash, double-jump, and stomp. While he lacks Special Weapons, he has three weapons; the [[Z-Buster]], a slow shot that can be aimed slightly up or down with no energy cost, the [[Z-Saber]], a close-quarters energy slash, and the [[Z-Burst]], a wide burst of piercing shots. Additionally, he has five chips he can equip to alter each weapon, as well as use a unique &amp;quot;[[Blank Drive|Drive]]&amp;quot; weapon. Unlike the weapons (sans the Z-Buster), an equipped chip doesn't use ammunition, but drains energy over time, and can only be refilled by passing a checkpoint or by dying.&lt;br /&gt;
&lt;br /&gt;
=== 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;
!&lt;br /&gt;
!Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZBusterIcon.png]]&lt;br /&gt;
|[[Z-Buster]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZSaberIcon.png]]&lt;br /&gt;
|[[Z-Saber]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZBurstIcon.png]]&lt;br /&gt;
|[[Z-Burst]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BlankDriveIcon.png]]&lt;br /&gt;
|[[Blank Drive]]&lt;br /&gt;
|-&lt;br /&gt;
|-style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CutterChipIcon.png]]&lt;br /&gt;
|[[Cutter Chip]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FlameChipIcon.png]]&lt;br /&gt;
|[[Flame Chip]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:IcicleChipIcon.png]]&lt;br /&gt;
|[[Icicle Chip]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZapChipIcon.png]]&lt;br /&gt;
|[[Zap Chip]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PsychoChipIcon.png]]&lt;br /&gt;
|[[Psycho Chip]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Scatman's World</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:ChapterPepsiTitleScreen.png&amp;diff=23527</id>
		<title>File:ChapterPepsiTitleScreen.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:ChapterPepsiTitleScreen.png&amp;diff=23527"/>
				<updated>2024-07-16T17:36:27Z</updated>
		
		<summary type="html">&lt;p&gt;Scatman's World: The Title Screen of MaGMML: Chapter Pepsi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Title Screen of MaGMML: Chapter Pepsi&lt;/div&gt;</summary>
		<author><name>Scatman's World</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Scatman%27s_World&amp;diff=20221</id>
		<title>Scatman's World</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Scatman%27s_World&amp;diff=20221"/>
				<updated>2022-03-24T12:15:41Z</updated>
		
		<summary type="html">&lt;p&gt;Scatman's World: Added an 'Other Projects' section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Scatman's World''' (sometimes stylized as '''「SCATMAN'S WORLD」''', or shortened to '''Scatman''') is a frequent participant &amp;amp; playtester in the ''MaGMML'' series.  &lt;br /&gt;
&lt;br /&gt;
His first involvement was as a participant for ''[[Make a Good 48 Hour Mega Man Level]]'', and has been involved in each contest/project after that, in some shape &amp;amp; form.&lt;br /&gt;
&lt;br /&gt;
==Contributions==&lt;br /&gt;
===''[[Make a Good 48 Hour Mega Man Level]]''===&lt;br /&gt;
As mentioned above, Scatman was a participant in this contest. His entry, [[Crashing in the Dark]], got 37th place, putting it in [[Tier 8 (MaG48HMML)|Tier 8]].&lt;br /&gt;
&lt;br /&gt;
He would later on become a playtester for this game.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level: Episode Zero]]''===&lt;br /&gt;
Scatman created two levels for this collaborative game, [[Abandoned Lab]] &amp;amp; [[Pepsi Zero]], as well as a single [[Null and Void (Episode Zero)|Null and Void]] room.&lt;br /&gt;
&lt;br /&gt;
He also helped create the bosses for two other stages in the game: [[Scorched Factory]] &amp;amp; [[Construction of Constructions]].&lt;br /&gt;
&lt;br /&gt;
Similar to ''MaG48HMML'', he would become a playtester for this game as well.&lt;br /&gt;
&lt;br /&gt;
==Other Projects==&lt;br /&gt;
===Make a Good Mega Man Level: Chapter Pepsi===&lt;br /&gt;
''[https://1drv.ms/u/s!AtvCg30YcsrQhX_lQYxjfW0ZTCq9 Make a Good Mega Man Level: Chapter Pepsi]'' is an unofficial standalone expansion to Episode Zero, with a large focus on boss battles.&lt;br /&gt;
Seemingly taking place shortly after the events of EZ, Zero ends up back in Pepsi City, having to fight Pepsi Man one more time.&lt;br /&gt;
&lt;br /&gt;
Scatman is the sole developer for this game, which is not affiliated with the official MaGMML team.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Unsurprisingly, the username is based off of both the song ''Scatman's World'' by ''Scatman John'' and ''JoJo's Bizarre Adventure'' (specifically, the stand 「THE WORLD」)&lt;br /&gt;
* Ironically, Scatman doesn't even watch the anime or read the manga his name is based off of. His knowledge of ''JoJo'' mainly comes from the osmosis of memes.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{People}}&lt;br /&gt;
[[Category:Contest Participants]]&lt;/div&gt;</summary>
		<author><name>Scatman's World</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Scatman%27s_World&amp;diff=20043</id>
		<title>Scatman's World</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Scatman%27s_World&amp;diff=20043"/>
				<updated>2022-02-24T02:31:14Z</updated>
		
		<summary type="html">&lt;p&gt;Scatman's World: Created page with &amp;quot;'''Scatman's World''' (sometimes stylized as '''「SCATMAN'S WORLD」''', or shortened to '''Scatman''') is a frequent participant &amp;amp; playtester in the ''MaGMML'' series.    Hi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Scatman's World''' (sometimes stylized as '''「SCATMAN'S WORLD」''', or shortened to '''Scatman''') is a frequent participant &amp;amp; playtester in the ''MaGMML'' series.  &lt;br /&gt;
&lt;br /&gt;
His first involvement was as a participant for ''[[Make a Good 48 Hour Mega Man Level]]'', and has been involved in each contest/project after that, in some shape &amp;amp; form.&lt;br /&gt;
&lt;br /&gt;
==Contributions==&lt;br /&gt;
===''[[Make a Good 48 Hour Mega Man Level]]''===&lt;br /&gt;
As mentioned above, Scatman was a participant in this contest. His entry, [[Crashing In The Dark]], got 37th place, putting it in [[Tier 8 (MaG48HMML)|Tier 8]].&lt;br /&gt;
&lt;br /&gt;
He would later on become a playtester for this game.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level: Episode Zero]]''===&lt;br /&gt;
Scatman created two levels for this collaborative game, [[Abandoned Lab]] &amp;amp; [[Pepsi Zero]], as well as a single [[Null and Void (Episode Zero)|Null and Void]] room.&lt;br /&gt;
&lt;br /&gt;
He also helped create the bosses for two other stages in the game: [[Scorched Factory]] &amp;amp; [[Construction of Constructions]].&lt;br /&gt;
&lt;br /&gt;
Similar to 48H, he would become a playtester for this game as well.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 3]]''===&lt;br /&gt;
Scatman was also a participant in this contest.&lt;br /&gt;
&lt;br /&gt;
But we won't say more since the game isn't out yet.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Unsurprisingly, the username is based off of both the song ''Scatman's World'' by ''Scatman John'' and ''Jojo's Bizarre Adventure'' (specifically, the stand 「THE WORLD」)&lt;br /&gt;
* Ironically, Scatman doesn't even watch the anime or read the manga his name is based off of. His knowledge of JoJo mainly comes from the osmosis of memes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{People}}&lt;br /&gt;
[[Category:Contest Participants]]&lt;/div&gt;</summary>
		<author><name>Scatman's World</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Pepsi_Man&amp;diff=13363</id>
		<title>Pepsi Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Pepsi_Man&amp;diff=13363"/>
				<updated>2020-07-22T19:57:46Z</updated>
		
		<summary type="html">&lt;p&gt;Scatman's World: Filled in the Battle section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#366DA8&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name= Pepsi Man&lt;br /&gt;
|image=[[File:Pepsi Man.png|230px]]&lt;br /&gt;
|caption= Concept art of Pepsi Man.&lt;br /&gt;
|script=ペプシマン&lt;br /&gt;
|romaji=Pepushiman&lt;br /&gt;
|number= &lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=[[Scatman's World]]&lt;br /&gt;
|artist=Unconfirmed{{2}}&amp;lt;br&amp;gt;[[RandomMcSomethin]]{{EZ}}&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor=No eyes &lt;br /&gt;
|at= &lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28&lt;br /&gt;
|type=Water, Swift&lt;br /&gt;
|weak=[[Blank Drive]] ([[Flame Chip]])&lt;br /&gt;
|affiliations=PepsiCo, Inc.&lt;br /&gt;
|stage=[[Pepsi Zero]]&lt;br /&gt;
|location=[[Tier 7 (MaGMML2)|McWily's]]{{2}}&lt;br /&gt;
|occupation= Pepsi Mascot&lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&lt;br /&gt;
|appear2= Pepsiman&lt;br /&gt;
|sprite=[[File:Pepsi Man 8 Bit.png|MaGMML2]] [[File:PepsiMan.png|Episode Zero]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|PEPSI ONLY MY CHOICE (R)|Pepsi Man|[[Make a Good Mega Man Level: Episode Zero]]}}&lt;br /&gt;
&lt;br /&gt;
'''Pepsi Man''' (also spelled '''Pepsiman''') is a former Japanese mascot for Pepsi, who appeared in his own video game. In the year 20XX, the character was revived as a Robot Master and given his template's powers over Pepsi, as well as a strong grudge against Coca-Cola and rival soft drinks.&lt;br /&gt;
&lt;br /&gt;
Pepsi Man appears in ''[[Make a Good Mega Man Level 2]]'' in [[Tier 7 (MaGMML2)|Tier 7]], seemingly as the tier boss. However, he is never actually fought, instead being destroyed by a single scythe from the real tier boss, [[Future]].&lt;br /&gt;
&lt;br /&gt;
He reappears in ''[[Make a Good Mega Man Level: Episode Zero]]'' as a real boss, appearing in the stage [[Pepsi Zero]], where he attacks [[Zero]] under the assumption that he is working for the Coca-Cola Company. Later on, he is encountered again in [[Null and Void (Episode Zero)|Null and Void]], in [[Scatman's World]]'s room on the seventh and final floor, as [[Pepsi Man's Revenge]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Pepsi Man has a simple two-step pattern.&lt;br /&gt;
The first attack in his pattern is always to run towards Zero, making a turn once he has ran past Zero. This is similar in behaviour to a [[Cutting Wheel]] in chase mode. Once Pepsi Man has made enough turns, he will ignore Zero and keep running until he reaches either side of the arena, ending this attack.&lt;br /&gt;
&lt;br /&gt;
The second attack in his pattern will be one of three possibilities:&lt;br /&gt;
* A series of bullets fired in arcs. They will start off aimed at the other side of the arena, but each subsequent bullet will bring its arc closer to Pepsi Man. Just like the globs hurled by [[Croaker|Belchers]], these bullets leave soda puddles upon hitting the floor, which will slow Zero's movement. They will persist until Pepsi Man has finished his next attack.&lt;br /&gt;
* Two large Pepsi Bubbles fired in the air. Each bubble will release a spread of bullets once it bursts, one doing so upon reaching the peak of its arc, the other upon hitting the ground. The one that pops in the air always does so before the other bubble.&lt;br /&gt;
* A large laser of concentrated Pepsi. The most damaging of the three attacks, but it also has a fairly long windup.&lt;br /&gt;
&lt;br /&gt;
If at any point during the fight Pepsi Man's health is brought down to either 18 or 8 units, the next time he does the run attack, the turn he does afterwards will lead into a turbo charge. This is indicated by a different skid sound &amp;amp; Pepsi Man flashing colours.&lt;br /&gt;
This charge will make Pepsi Man slam into either wall of the arena. The resulting tremor will cause a pile of giant Pepsi cans to fall from the top of the screen. Once this ends, Pepsi Man will return to the beginning of his usual pattern.&lt;br /&gt;
&lt;br /&gt;
As his health gets lower, he will start to do two attacks after doing a run attack. In addition, his acceleration during the run attack will increase.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1&lt;br /&gt;
|saber=1&lt;br /&gt;
|burst=1&lt;br /&gt;
|drive=7&lt;br /&gt;
|cutbuster=1&lt;br /&gt;
|cutsaber=1&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=2&lt;br /&gt;
|flamebuster=2&lt;br /&gt;
|flamesaber=3&lt;br /&gt;
|flameburst=3&lt;br /&gt;
|flamedrive=4&lt;br /&gt;
|icebuster=0&lt;br /&gt;
|icesaber=0&lt;br /&gt;
|iceburst=0&lt;br /&gt;
|icedrive=0&lt;br /&gt;
|zapbuster=1&lt;br /&gt;
|zapsaber=2&lt;br /&gt;
|zapburst=1&lt;br /&gt;
|zapdrive=2&lt;br /&gt;
|psybuster=1&lt;br /&gt;
|psysaber=1*&lt;br /&gt;
|psyburst=1&lt;br /&gt;
|psydrive=1&lt;br /&gt;
|notes=*Reflected projectiles do 4 damage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* In the original version of ''Make a Good Mega Man Level 2'' sent to [[Flashman85]], the Pepsi Man that appeared was from an unreleased fangame called ''Mega Man FU'' (which has since been cancelled). This Pepsi Man was eventually replaced with the official Pepsi mascot after it was decided that characters from unreleased fangames shouldn't be allowed to appear in the MaGMML series.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 7}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Bosses]][[Category:Robot Masters]]&lt;/div&gt;</summary>
		<author><name>Scatman's World</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Pepsi_Man&amp;diff=13361</id>
		<title>Pepsi Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Pepsi_Man&amp;diff=13361"/>
				<updated>2020-07-22T16:17:39Z</updated>
		
		<summary type="html">&lt;p&gt;Scatman's World: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#366DA8&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name= Pepsi Man&lt;br /&gt;
|image=[[File:Pepsi Man.png|230px]]&lt;br /&gt;
|caption= Concept art of Pepsi Man.&lt;br /&gt;
|script=ペプシマン&lt;br /&gt;
|romaji=Pepushiman&lt;br /&gt;
|number= &lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=[[Scatman's World]]&lt;br /&gt;
|artist=Unconfirmed{{2}}&amp;lt;br&amp;gt;[[RandomMcSomethin]]{{EZ}}&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor=No eyes &lt;br /&gt;
|at= &lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28&lt;br /&gt;
|type=Water, Swift&lt;br /&gt;
|weak=[[Blank Drive]] ([[Flame Chip]])&lt;br /&gt;
|affiliations=PepsiCo, Inc.&lt;br /&gt;
|stage=[[Pepsi Zero]]&lt;br /&gt;
|location=[[Tier 7 (MaGMML2)|McWily's]]{{2}}&lt;br /&gt;
|occupation= Pepsi Mascot&lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&lt;br /&gt;
|appear2= Pepsiman&lt;br /&gt;
|sprite=[[File:Pepsi Man 8 Bit.png|MaGMML2]] [[File:PepsiMan.png|Episode Zero]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|PEPSI ONLY MY CHOICE (R)|Pepsi Man|[[Make a Good Mega Man Level: Episode Zero]]}}&lt;br /&gt;
&lt;br /&gt;
'''Pepsi Man''' (also spelled '''Pepsiman''') is a former Japanese mascot for Pepsi, who appeared in his own video game. In the year 20XX, the character was revived as a Robot Master and given his template's powers over Pepsi, as well as a strong grudge against Coca-Cola and rival soft drinks.&lt;br /&gt;
&lt;br /&gt;
Pepsi Man appears in ''[[Make a Good Mega Man Level 2]]'' in [[Tier 7 (MaGMML2)|Tier 7]], seemingly as the tier boss. However, he is never actually fought, instead being destroyed by a single scythe from the real tier boss, [[Future]].&lt;br /&gt;
&lt;br /&gt;
He reappears in ''[[Make a Good Mega Man Level: Episode Zero]]'' as a real boss, appearing in the stage [[Pepsi Zero]], where he attacks [[Zero]] under the assumption that he is working for the Coca-Cola Company. Later on, he is encountered again in [[Null and Void (Episode Zero)|Null and Void]], in [[Scatman's World]]'s room on the seventh and final floor, as [[Pepsi Man's Revenge]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
{{NeedsStrategy}}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1&lt;br /&gt;
|saber=1&lt;br /&gt;
|burst=1&lt;br /&gt;
|drive=7&lt;br /&gt;
|cutbuster=1&lt;br /&gt;
|cutsaber=1&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=2&lt;br /&gt;
|flamebuster=2&lt;br /&gt;
|flamesaber=3&lt;br /&gt;
|flameburst=3&lt;br /&gt;
|flamedrive=4&lt;br /&gt;
|icebuster=0&lt;br /&gt;
|icesaber=0&lt;br /&gt;
|iceburst=0&lt;br /&gt;
|icedrive=0&lt;br /&gt;
|zapbuster=1&lt;br /&gt;
|zapsaber=2&lt;br /&gt;
|zapburst=1&lt;br /&gt;
|zapdrive=2&lt;br /&gt;
|psybuster=1&lt;br /&gt;
|psysaber=1*&lt;br /&gt;
|psyburst=1&lt;br /&gt;
|psydrive=1&lt;br /&gt;
|notes=*Reflected projectiles do 4 damage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* In the original version of ''Make a Good Mega Man Level 2'' sent to [[Flashman85]], the Pepsi Man that appeared was from an unreleased fangame called ''Mega Man FU'' (which has since been cancelled). This Pepsi Man was eventually replaced with the official Pepsi mascot after it was decided that characters from unreleased fangames shouldn't be allowed to appear in the MaGMML series.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 7}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Bosses]][[Category:Robot Masters]]&lt;/div&gt;</summary>
		<author><name>Scatman's World</name></author>	</entry>

	</feed>