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		<id>http://magmmlcontest.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=UberCatSR</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=UberCatSR"/>
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		<updated>2026-07-14T04:30:23Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Holy_Crap,_Mega_Man_Can_Airslide%3F&amp;diff=3532</id>
		<title>Holy Crap, Mega Man Can Airslide?</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Holy_Crap,_Mega_Man_Can_Airslide%3F&amp;diff=3532"/>
				<updated>2018-03-21T03:00:56Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added scores for 4 judges and a navigation tab for Tier 5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Holy Crap, Mega Man Can Airslide?&lt;br /&gt;
|rank = 50th&lt;br /&gt;
|image= [[File:HCMMCAS.png]]&lt;br /&gt;
|caption= Jump? Slide? Why not BOTH?!&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= ParmaJon&lt;br /&gt;
|composer= Tskuikuro&lt;br /&gt;
|artist= ParmaJon&lt;br /&gt;
|programmer = Renhoek &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 36&lt;br /&gt;
|judge2 = 10&lt;br /&gt;
|judge3 = 24&lt;br /&gt;
|judge4 = 34&lt;br /&gt;
|judge5 = 28&lt;br /&gt;
|totalscore = 26.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 2 Nickels&lt;br /&gt;
|enemies =* Ring Ring&lt;br /&gt;
* Twin Cannon&lt;br /&gt;
* Tondeall &lt;br /&gt;
* New Shotman &lt;br /&gt;
* Junk Golem &lt;br /&gt;
* Gravitron &lt;br /&gt;
* Bolton and Nutton &lt;br /&gt;
* Jet Bomb  &lt;br /&gt;
|gimmicks =* Airslide&lt;br /&gt;
* Fire Wave&lt;br /&gt;
* Plant Man Platforms&lt;br /&gt;
* Block Train&lt;br /&gt;
* Yoku Blocks&lt;br /&gt;
* Spark Man Platform&lt;br /&gt;
* MM2 Falling Platform&lt;br /&gt;
* Plant Man Springs&lt;br /&gt;
* Knight Man Springs&lt;br /&gt;
* Drill Man Levers&lt;br /&gt;
|bosses = [[Romhack Top Man]]&lt;br /&gt;
|other = Jupi Hornet's Least Favourite&lt;br /&gt;
|music = Super Robot Wars - Silver Fallen Angel and Wagyan Land 2 - Final Boss&lt;br /&gt;
|location = Tier 5&lt;br /&gt;
|previous = [[Enchanced Moblility]]&lt;br /&gt;
|next = [[Maze of Significantly Less Death]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{quote|There are levels that have a lot of potential, but fail when it comes to execution. Then there are other levels that are just...bad. Then there are levels like this, which do both.|JupiHornet|saying the problem of the level.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Holy Crap, Mega Man Can Airslide or HCMMCAS for short is the 50th level in Make a Good Mega Man Level 2, the level revolves around the gimmick of being able to slide in the air, much like the ROM hack ''Rockman 5 Air Sliding''. The ability to air slide is explored using various sets of Plant Man platforms, levers, and Fire Waves, as well as a long Block Train section.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
There are screens that can be skipped, although they may not appear that, theres a break where with saku you can jump off the block train and land on some spikes then plantman platforms, also, you can get easily the first Noble Nickel with the Slash Claw, in the Block Train section, you can skip it with the Jewel Satellite when it goes up the first time and its about one block up airslide and jump and hold right and you will land on the plantman platform.&lt;br /&gt;
[[File:Pro strats.gif|thumb|center|god tier speedrun strats]]&lt;br /&gt;
You can also avoid a teleporter following the section, that teleporter leads to the Fire Wave and Key Doors section, also be patient with the fire waves and observe their patterns, they are all possible to do no hit, the rooms with the keys can be skipped, you can get a Noble Nickel passing this section.&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Way to spoil the gimmick in the title woooow!! This level is pretty neat! It's cool to see that someone brought air sliding into this game and there's some pretty great setups made with it. The 'air jump slide' is pretty neat and adds a new twist to the air slide gimmick, and some of the acrobatics involved in the level are super fun to pull off. I really like the rooms with the fire waves, they'e super tricky but fun to work around. The Noble Nickel rooms are pretty great too, though I kinda struggled with the first one ;p. I really liked the block train segment, it reminds me of a few levels in SMW romhacks (I'll be specific and say IMPETUOUS ATHLETIC and no one will know what that means :V). The boss fight is neat, too, it reminds me of something you would legit see in a romhack. I think it actually IS in a romhack, I just forget which. Two issues, tho, one, that quick time event room after the midpoint is dumb, and two, sometimes my jump just doesn't register while air sliding? Idk. But overall it's a super nice level! Tho I think the solid blue background could have at least been black because it kiinda looks ugly rn :p&lt;br /&gt;
|pyroscore = 36&lt;br /&gt;
|spdesign = 11&lt;br /&gt;
|spfun = 8&lt;br /&gt;
|spcreativity = 10&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 4&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = Look.&lt;br /&gt;
There are levels that have a lot of potential, but fail when it comes to execution. Then there are other levels that are just...bad. Then there are levels like this, which do both. This was BY FAR the most disappointing level in the contest for me, and for that reason it's my least favorite...seriously, you can do so many things with an air sliding gimmick! Rockman 5 Air Sliding and Rockman 4 Burst Chaser X Air Sliding are both amazing romhacks that utilize the gimmick very well. This level, on the other hand, doesn't use the gimmick very creatively at all. All you really did with it was have the player use it hit switches and jump on Plant Man platforms. Slide over to the switch, a platform appears under you. Shoot the Plant Man platform, slide over to it. It's just not fun, especially with enemies everywhere. There was a room where the player died if they didn't know to slide to the right when falling. The 'jump after an air slide' function was sometimes unresponsive, leading to a LOT of deaths, and it was even worse when you required the player to use it with fireballs everywhere. The aesthetics were very minimal, with nothing more than a blue background and some blocks, and the junk guys and springs appeared to be standing on nothing, which is just lazy. The only thing I can really say I liked about this level was the boss, which was like a spruced up Top Man. Overall, though, I was extremely disappointed in this level. It really did drop the ball. You can do so much better than this!&lt;br /&gt;
|jupiscore = 10&lt;br /&gt;
|jhdesign = 2&lt;br /&gt;
|jhfun = 1&lt;br /&gt;
|jhcreativity = 5&lt;br /&gt;
|jhaesthetics = 0&lt;br /&gt;
|jhfunction = 2&lt;br /&gt;
|enjl = Heh, interesting idea. I really like the platforming possibilities that this mechanic introduces. The pure platforming segments scattered mostly throughout the first half of the level are fun and tense, though I think they could do with less enemies, as they're sometimes placed in a way where they're ripping the player out of the flow of the level. I didn't enjoy the direction the level took with its fire and block snake sections. The fire sections felt like a ton of cheap hits and I fell into the pit in the 2nd nickel section far too many times. The block snake section replaces all the tense action of the level with slowly waiting for the snake to advance so the player can get to the boss. The boss itself was a really fun fight. I like how his attacks line up to allow for an easy dodging pattern that still made me feel like I was skillfully dodging a tough opponent (roleplaying woo!!!!). If this level toyed around more with its platforming segments, perhaps by introducing other types of platforms or having a section where, for instance guts lifts move in parallel and the player has to jump between them to avoid obstacles, I would have enjoyed this level a lot more. As it stands, though, neat concept.&lt;br /&gt;
|enjlscore = 24&lt;br /&gt;
|endesign = 7&lt;br /&gt;
|enfun = 5&lt;br /&gt;
|encreativity = 8&lt;br /&gt;
|enaesthetics = 0&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = Maybe&lt;br /&gt;
|garirry = &lt;br /&gt;
|garirryscore = 34&lt;br /&gt;
|gadesign = &lt;br /&gt;
|gafun = &lt;br /&gt;
|gacreativity = &lt;br /&gt;
|gaaesthetics = &lt;br /&gt;
|gafunction = &lt;br /&gt;
|gadesignnote = &lt;br /&gt;
|gafunnote = &lt;br /&gt;
|gacreativitynote = &lt;br /&gt;
|gaaestheticsnote = &lt;br /&gt;
|gafunctionnote = &lt;br /&gt;
|ace = This stage has a seriously cool concept and primary gimmick, and is in fact, really well designed. The challenges are interesting and unique, and we even defy dev-kit only expectations by having a boss at the end. A modified dev-kit boss, but still a new boss.&lt;br /&gt;
&lt;br /&gt;
So what went wrong? Well, this stage simply isn't very fun. This partially comes down to the presentation. It's hard to have fun in a space with zero context. There doesn't appear to be any progress being made, the player just gets a dull blue background. The player is visually bored to tears only 30 seconds into the stage, and somehow the graphics get worse as the stage goes on.&lt;br /&gt;
The lack of graphics also hurts the gimmick setups - there are many situations where a tiled background could've been used to give indicators as to where something is going to travel, to draw the player's eye to what they should be looking at, and overall just have the level plain make sense.&lt;br /&gt;
&lt;br /&gt;
One of the other issues comes down to sheer frustration. This is mostly focused at the Nickel, The second one. This might just be one of the worst Nickel placements in the game.&lt;br /&gt;
Bare in mind, your earlier screen with the Fire Waves on is already rather obnoxious, not helped by the fact that visually they are rather hard to track where they are supposed to travel.Yes, there are some arrows, but in a do or die situation, these arrows simply aren't enough.&lt;br /&gt;
&lt;br /&gt;
But the second Nickel - oh man. These screens are so finicky, require such precise timing, that it quickly becomes an chore, then a slog, and then you want to throw your controller/laptop/pc out the window as you are knocked into the pit for the 100th time. The real thing that kills these screens, is the fact the fireballs curl back on themselves. One would've been bad enough, both fireballs curving back? There was no reason for this, this renders the challenge into something that is too exact, mostly because the player themselves also has to curve backwards to land back onto safety. This is beyond frustrating.&lt;br /&gt;
But the thing that absolutely murders this section and kills the fun factor dead - is that you have a second screen of this. AAAAAAAAAAAAAAAaaaaa....&lt;br /&gt;
&lt;br /&gt;
Alright, so the Nickels are optional, sure, but they should never cross the line into absurdity, not like this. It just kills the goodwill of any player who is attempting to get these things is going to have.&lt;br /&gt;
&lt;br /&gt;
We are finally left with your boss fight. Hello, modified dev-kit boss! I'm not really sure what the point to this guy is, mostly because there is no need to actually use the air slide feature in the fight. Sure it makes it slightly easier, but its not required, and the boss rather feels like filler.&lt;br /&gt;
Clever stage, that is just too clever by half to be all that enjoyable. Really, really wish some effort had been expended into the tileset, as my memories of the level are awash with the colour blue, and only blue.&lt;br /&gt;
|acescore = 28&lt;br /&gt;
|asdesign = 11&lt;br /&gt;
|asfun = 2&lt;br /&gt;
|ascreativity = 12&lt;br /&gt;
|asaesthetics = 0&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Identity_Crisis&amp;diff=3419</id>
		<title>Identity Crisis</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Identity_Crisis&amp;diff=3419"/>
				<updated>2018-03-20T06:19:33Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added an image in the info tab&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= Identity Crisis&lt;br /&gt;
|rank = 1st&lt;br /&gt;
|image= [[File:Identity_Crisis.png|280px]]&lt;br /&gt;
|caption= &amp;quot;WHO?! WHAT!? WHEN?! WHERE?! HOW!?! WWHHHYYY!?&amp;quot;&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Shinryu]]&lt;br /&gt;
|composer= Capcom, Rushjet1&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 47&lt;br /&gt;
|judge2 = 49&lt;br /&gt;
|judge3 = 39&lt;br /&gt;
|judge4 = 49&lt;br /&gt;
|judge5 = 50&lt;br /&gt;
|totalscore = 46.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5&lt;br /&gt;
|enemies = &lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Colton&lt;br /&gt;
* Mets&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Walking Bombs&lt;br /&gt;
* Potton&lt;br /&gt;
* Ben K&lt;br /&gt;
* Octopus Battery&lt;br /&gt;
* Jumbig&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = [[Alter Man]]&lt;br /&gt;
|other = &lt;br /&gt;
* Jupi's Favorite&lt;br /&gt;
* Garriry's Favorite&lt;br /&gt;
|music = Hornet Man, Jewel Man, Nitro Man, Bright Man&lt;br /&gt;
|location = [[Tier 10 (MaGMML2)|Tier 10]]&lt;br /&gt;
|previous = [[The Stage Nobody Asked For]]&lt;br /&gt;
|next = &lt;br /&gt;
}}&lt;br /&gt;
{{quote|Congratulations to our winner! He may have won the level design contest, but I think it goes without saying that I'd win the best Robot Master contest, right?|Volt Man|&amp;quot;Judge Comment&amp;quot;}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Identity Crisis is the 1st place entry in '''Make a Good Mega Man Level 2.''' It's a level entirely revolving around the idea of forced weapon usage. However, it goes above and beyond by also giving the player a skin of the robot master based on half of the weapons for the contest. These include, in order of appearance: Hornet Man, Jewel Man, Nitro Man, and Bright Man. The level also goes out of its way to create various challenges that test the player on how well they use the weapons they're allowed, including hiding a noble nickel in each of the robot master review sections. In addition, in typical Mega Man fashion, there is a final section that combines all the presented challenges and mutating them for some very clever setups. This ends the stage on an optional, but mostly fun fight with Alter Man, a Mega Man look-alike with the remaining 4 weapons to use to fight against the player.&lt;br /&gt;
==Reception==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = It's reeally on the long side, but MAN IS THIS AMAZING!!!!!! The concept alone is really, really neat, and then it goes and just makes extremely creative setups using only HALF the weapons in the engine. It makes for an honestly fantastic level. There's so many setups in this level that I absolutely adore, like the Docron/Hornet Chaser barriers, the Ring Man platform/Wheel Cutter sections, and like, freaking all of the Jewel and Bright sections. Sooo much of the level is just super clever. And then after the four really cool sections you get an awesome final section that ties everything together and COMBINES the characters in really cool ways. I loooove the Hornet/Bright crusher setup, it's really creative. And there's a pretty neat extra boss fight at the end!! The level is just suuuper great and I love it. Honestly though, the length kinda brings it down - it takes really long to get through on your first playthrough, let alone any subsequent ones. But honestly, I didn't really mind playing it again because it's just such a blast to play through. It does kinda lose its luster so to speak on second playthroughs, though. I still really love it though aaahh &amp;lt;3&lt;br /&gt;
|pyroscore = 47&lt;br /&gt;
|spdesign = 12&lt;br /&gt;
|spfun = 10&lt;br /&gt;
|spcreativity = 15&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = I want you to know that you were very, very, VERY close to getting a perfect score from me, but...I somehow got the secret boss to disappear. I think it was my fault, though. Still, this is such an amazing level! All of the playables look so good and clearly had effort put into them (I can finally play as Hornet Man ;-;) and you showed that you really know how to use their weapons! The Bright Man sections were especially good, because you thought about how the Flash Stopper would freeze everything, so you made enemies that ONLY attack when you use Flash Stopper! Genius! Absolutely GENIUS! I won't be surprised in the slightest if this level wins.&lt;br /&gt;
|jupiscore = 49&lt;br /&gt;
|jhdesign = 15&lt;br /&gt;
|jhfun = 10&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = 4 great stages in one followed by a finale that... I found to be somewhat lackluster. This level does a great job at making use of the 4 weapons it is centered around and I'm a fan of the variety of challenges provided in the level's &amp;quot;first 4 halves&amp;quot;, buuut I feel like that's where it could've ended and nothing of value would've been lost. Alternatively, all those segments could have been shortened, compacted, and the final section could have incorporated the omitted aspects while putting them in the context of challenges that require multiple robot masters to solve, which is something I wish it did more. The final section has, in my eyes, so much wasted potential that it could have almost entirely been put into the previous 4 sections without big changes. The combined powers of robot masters are used once or twice in total while the rest of the challenges don't really expand upon what has been laid out in the robot master introduction segment. I ended up getting pretty bored during the final section of the level because of that, combined with the fact the level goes out of its way to interrupt its own flow between segments, making me painfully aware of its length during the first half and making the rest of the level just feel like a drag.&lt;br /&gt;
|enjlscore = 39&lt;br /&gt;
|endesign = 10&lt;br /&gt;
|enfun = 6&lt;br /&gt;
|encreativity = 13&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Wow. Just wow. This level is almost flawless. The level design contains virtually no cases of poor level design with a few exception of very minor annoyances. The ideas behind the level in general are really awesome and original, and overall the level looks and plays great. I'd say that maybe there are a few moments where the level gets a little boring, but that's not a huge issue. I'm seriously impressed by the effort put into this level.&lt;br /&gt;
|garirryscore = 49&lt;br /&gt;
|gadesign = 15&lt;br /&gt;
|gafun = 9&lt;br /&gt;
|gacreativity = 15&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Flawless. No issue with the level design whatsoever. It's fantastic and well-designed for each weapon.&lt;br /&gt;
|gafunnote = I think it's not as interesting as other pot-fav levels but it's still extremely fun!&lt;br /&gt;
|gacreativitynote = It's genius. I found the concepts and level theme extremely interesting.&lt;br /&gt;
|gaaestheticsnote = Excellent.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = Under normal circumstances, I'd be trying to come up with faults for the stage. Areas that bothered me.&lt;br /&gt;
And there is only one: The boss should not have been made optional, because nothing about him hints that he is too hard for the average player, because frankly he isn't, and it would've ended a traditional run of the stage on a much higher note.&lt;br /&gt;
&lt;br /&gt;
.... that is about it. I can't even nitpick. This was stunning.&lt;br /&gt;
&lt;br /&gt;
Not only were the dev-kit assets used well - they were used creatively. This is not just a solid stage, it's creative, and manages to create a very good balance between minor puzzle elements / precision platforming and timing.&lt;br /&gt;
&lt;br /&gt;
It would appear there is a right way to do forced weapon usage after all! You could've gone with just using Mega Man's graphics there.. but you didn't. You went above and beyond. Fantastic stage.&lt;br /&gt;
|acescore = 50&lt;br /&gt;
|asdesign = 15&lt;br /&gt;
|asfun = 10&lt;br /&gt;
|ascreativity = 15&lt;br /&gt;
|asaesthetics = 5&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* As suggested by the skins for each of the robot masters, the level had inspiration from the Day in the Limelight series of games.&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[Category:Favorites]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:Identity_Crisis.png&amp;diff=3418</id>
		<title>File:Identity Crisis.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:Identity_Crisis.png&amp;diff=3418"/>
				<updated>2018-03-20T06:18:22Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Mega Man: A Day in the Limelight 9 sneak peek... Just kidding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mega Man: A Day in the Limelight 9 sneak peek... Just kidding&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Spiky_Situation&amp;diff=3417</id>
		<title>Spiky Situation</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Spiky_Situation&amp;diff=3417"/>
				<updated>2018-03-20T06:10:09Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Minor edit in the trivia section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Spiky Situation&lt;br /&gt;
|rank = 28th&lt;br /&gt;
|image= [[File:Spiky_Situation.png|280px]]&lt;br /&gt;
|caption= Oh dear.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= 128-Up&lt;br /&gt;
|composer= Ryo Kawakami, Tsukikuro, ICE&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 35&lt;br /&gt;
|judge2 = 24&lt;br /&gt;
|judge3 = 34&lt;br /&gt;
|judge4 = 38&lt;br /&gt;
|judge5 = 28&lt;br /&gt;
|totalscore = 31.8&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 1&lt;br /&gt;
|enemies = &lt;br /&gt;
* Metall Dance&lt;br /&gt;
* Komasaburo&lt;br /&gt;
* Biree&lt;br /&gt;
* Shield Attacker&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = [[The Kid]], [[Avoidance Cherry]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Mega Man 4 - Wily Stage 2, Final Fantasy Mystic Quest - Boss, Cytus - Entrance&lt;br /&gt;
|location = [[Tier 7 (MaGMML2)|Tier 7]]&lt;br /&gt;
|previous = [[Fortified Lab]]&lt;br /&gt;
|next = [[Ruined Lab]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|&amp;quot;Welcome to Needle Castle! Enjoy your stay! We are not responsible for any casualties from impaling.&amp;quot;|The sign|before the Needle Castle segment.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Spiky Situation is the entry level in [[Make a Good Mega Man Level 2]], made by 128-Up and placed 28th. It is mostly known for I Wanna Be the Guy theme with its abundance of Needle Presses and instant death spikes, and for its bonus boss, [[Avoidance Cherry]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = GEE, I WONDER WHO MADE THIS LEVEL...I CAN'T TELL!!!!! I really like the setups in general here, and the usage of the needles and your custom platforms were pretty clever, but I think the level was just too instant death happy. I understand that that's the point of the stage, but it doesn't stop the latter half of the level from being frustrating. Once the more dangerous setups with the platforms came in it felt like I just kept dying to the spikes over and over just because I hadn't really learned the setup yet, and that lead to me redoing the previous setups over and over, and it was just bleh. The first half of the level is really good though, again, I really like your usage of the needles. The boss fight with The Kid is pretty fun, if a bit basic, and the extra challenge with the white fruit thing is really really neat. I haven't seen true bullet hell in Mega Man ever before. Overall I still like the level, I just really think the second half could have used some more room for error.&lt;br /&gt;
|pyroscore = 35&lt;br /&gt;
|spdesign = 12&lt;br /&gt;
|spfun = 4&lt;br /&gt;
|spcreativity = 11&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = Very inconsistent level. The first section was a fairly easy and fun stroll with some enemies and spikes, but the castle was a ridiculously hard platforming challenge that wasn't fun at all. I kind of enjoyed the first boss, but that secret boss was awesome! It was very creative for this contest and it felt like something straight out of Soundodger. However...that boss was pretty extreme without access to E-Tanks.&lt;br /&gt;
|jupiscore = 24&lt;br /&gt;
|jhdesign = 5&lt;br /&gt;
|jhfun = 4&lt;br /&gt;
|jhcreativity = 10&lt;br /&gt;
|jhaesthetics = 2&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = Pretty cool iwbtg aesthetic. While I'm... really not a fan of the spritework and think adhering to the source material solely through the needle theming and cherry references would've been enough, I enjoy the platforming this level has to offer. Having never played the source material myself I can hardly judge how closely the challenges presented here adhere to a proper curve from said source. However, what I can say is that the level provided fair and exciting platforming challenges throughout, until it got to the segment with Crash Man platfroms, which put a spike (ha) in the difficulty to the point where it's really easy to mistime a jump and be forced to redo the entire section over. Two sections, if you're not smart enough to actually activate the save station (a feature which I think wasn't a needed addition, since placing them in a way where they're unavoidable would've made idiots like me less likely to miss out on a checkpoint). The first boss of this stage is rather boring, but I found the optional touhou boss to be pretty fun to fight, probably due to the music. I wish it had less rng-based unavoidable sudden hits, though. Overall, fun stage for the most part! I just wish it had a more slope-y difficulty curve and stuck to its platforming roots.&lt;br /&gt;
|enjlscore = 34&lt;br /&gt;
|endesign = 7&lt;br /&gt;
|enfun = 5&lt;br /&gt;
|encreativity = 13&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = &lt;br /&gt;
|garirryscore = 38&lt;br /&gt;
|gadesign = &lt;br /&gt;
|gafun = &lt;br /&gt;
|gacreativity = &lt;br /&gt;
|gaaesthetics = &lt;br /&gt;
|gafunction = &lt;br /&gt;
|gadesignnote = &lt;br /&gt;
|gafunnote = &lt;br /&gt;
|gacreativitynote = &lt;br /&gt;
|gaaestheticsnote = &lt;br /&gt;
|gafunctionnote = &lt;br /&gt;
|ace = ... I was expecting to hate this, if only due to it's clear inspiration. I mean, it's not exactly GOOD, but the challenge is.. interesting to play. You actually introduce mechanics well, conveyance was good, there is some interesting setups, if a bit finicky, and your checkpoint placement is pretty good overall... (well I think one more in the final stretch would help lessen the frustration.)&lt;br /&gt;
I was expecting spikes to be flying everywhere, and am thankful they weren't - for the most part this level just requires timing and precision, and neither to overly fine degrees.&lt;br /&gt;
I only really take exception to a single room, actually: The second Crash Platform room. What-ever it's requirements are - they're insane. Either a pixel perfect jump or sliding underneath the spikes atop the moving platform, which is weird, because the rest of the segments give a very clear idea of what they expect from the player. I cannot under any circumstances get through the second Crash Platform room properly, because of either the glitchy nature of the platforms, being unable to time it, or my own loathing for pixel perfect jumps.&lt;br /&gt;
&lt;br /&gt;
The bosses were.. interesting? I get the reference, sure, but they are pretty odd, and very luck based. The first one does seem to get easier  the longer the fight lasts... and the second one throws maybe a few too many projectiles your way, which if the RNG gods decided to not be in your favour, will lead to deaths, more so than just a lack of skill. I beat it the first time I fought it, took a few attempts the second time.&lt;br /&gt;
As an aside... getting it to sync with the music? Brilliant.&lt;br /&gt;
&lt;br /&gt;
That room I mentioned bothered me a fair bit, but this stage wasn't as bad as first appearances suggest. I'm sure you're well aware of the ugly nature of the artwork, given what you're referencing, but even if it is a reference, it IS still ugly to look at.&lt;br /&gt;
|acescore = 28&lt;br /&gt;
|asdesign = 7&lt;br /&gt;
|asfun = 7&lt;br /&gt;
|ascreativity = 9&lt;br /&gt;
|asaesthetics = 2&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No idea&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* This is the only entry level that has checkpoints that function differently from other levels.&lt;br /&gt;
* The bonus boss is an easier, less insane version of its namesake from &amp;quot;I Wanna Touch The Entrance&amp;quot;, an avoidance fangame.&lt;br /&gt;
* When RoahmMythril uploaded [https://www.youtube.com/watch?v=ctVGArvHd_s his playthrough] of the stage, 128-Up provided his dev commentary of it, which can be viewed [https://pastebin.com/1JTaB3xP here.]&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 7}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 7 Stages]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Spiky_Situation&amp;diff=3416</id>
		<title>Spiky Situation</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Spiky_Situation&amp;diff=3416"/>
				<updated>2018-03-20T06:00:10Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added an image in the info tab.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Spiky Situation&lt;br /&gt;
|rank = 28th&lt;br /&gt;
|image= [[File:Spiky_Situation.png|280px]]&lt;br /&gt;
|caption= Oh dear.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= 128-Up&lt;br /&gt;
|composer= Ryo Kawakami, Tsukikuro, ICE&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 35&lt;br /&gt;
|judge2 = 24&lt;br /&gt;
|judge3 = 34&lt;br /&gt;
|judge4 = 38&lt;br /&gt;
|judge5 = 28&lt;br /&gt;
|totalscore = 31.8&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 1&lt;br /&gt;
|enemies = &lt;br /&gt;
* Metall Dance&lt;br /&gt;
* Komasaburo&lt;br /&gt;
* Biree&lt;br /&gt;
* Shield Attacker&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = [[The Kid]], [[Avoidance Cherry]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Mega Man 4 - Wily Stage 2, Final Fantasy Mystic Quest - Boss, Cytus - Entrance&lt;br /&gt;
|location = [[Tier 7 (MaGMML2)|Tier 7]]&lt;br /&gt;
|previous = [[Fortified Lab]]&lt;br /&gt;
|next = [[Ruined Lab]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|&amp;quot;Welcome to Needle Castle! Enjoy your stay! We are not responsible for any casualties from impaling.&amp;quot;|The sign|before the Needle Castle segment.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Spiky Situation is the entry level in [[Make a Good Mega Man Level 2]], made by 128-Up and placed 28th. It is mostly known for I Wanna Be the Guy theme with its abundance of Needle Presses and instant death spikes, and for its bonus boss, [[Avoidance Cherry]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = GEE, I WONDER WHO MADE THIS LEVEL...I CAN'T TELL!!!!! I really like the setups in general here, and the usage of the needles and your custom platforms were pretty clever, but I think the level was just too instant death happy. I understand that that's the point of the stage, but it doesn't stop the latter half of the level from being frustrating. Once the more dangerous setups with the platforms came in it felt like I just kept dying to the spikes over and over just because I hadn't really learned the setup yet, and that lead to me redoing the previous setups over and over, and it was just bleh. The first half of the level is really good though, again, I really like your usage of the needles. The boss fight with The Kid is pretty fun, if a bit basic, and the extra challenge with the white fruit thing is really really neat. I haven't seen true bullet hell in Mega Man ever before. Overall I still like the level, I just really think the second half could have used some more room for error.&lt;br /&gt;
|pyroscore = 35&lt;br /&gt;
|spdesign = 12&lt;br /&gt;
|spfun = 4&lt;br /&gt;
|spcreativity = 11&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = Very inconsistent level. The first section was a fairly easy and fun stroll with some enemies and spikes, but the castle was a ridiculously hard platforming challenge that wasn't fun at all. I kind of enjoyed the first boss, but that secret boss was awesome! It was very creative for this contest and it felt like something straight out of Soundodger. However...that boss was pretty extreme without access to E-Tanks.&lt;br /&gt;
|jupiscore = 24&lt;br /&gt;
|jhdesign = 5&lt;br /&gt;
|jhfun = 4&lt;br /&gt;
|jhcreativity = 10&lt;br /&gt;
|jhaesthetics = 2&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = Pretty cool iwbtg aesthetic. While I'm... really not a fan of the spritework and think adhering to the source material solely through the needle theming and cherry references would've been enough, I enjoy the platforming this level has to offer. Having never played the source material myself I can hardly judge how closely the challenges presented here adhere to a proper curve from said source. However, what I can say is that the level provided fair and exciting platforming challenges throughout, until it got to the segment with Crash Man platfroms, which put a spike (ha) in the difficulty to the point where it's really easy to mistime a jump and be forced to redo the entire section over. Two sections, if you're not smart enough to actually activate the save station (a feature which I think wasn't a needed addition, since placing them in a way where they're unavoidable would've made idiots like me less likely to miss out on a checkpoint). The first boss of this stage is rather boring, but I found the optional touhou boss to be pretty fun to fight, probably due to the music. I wish it had less rng-based unavoidable sudden hits, though. Overall, fun stage for the most part! I just wish it had a more slope-y difficulty curve and stuck to its platforming roots.&lt;br /&gt;
|enjlscore = 34&lt;br /&gt;
|endesign = 7&lt;br /&gt;
|enfun = 5&lt;br /&gt;
|encreativity = 13&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = &lt;br /&gt;
|garirryscore = 38&lt;br /&gt;
|gadesign = &lt;br /&gt;
|gafun = &lt;br /&gt;
|gacreativity = &lt;br /&gt;
|gaaesthetics = &lt;br /&gt;
|gafunction = &lt;br /&gt;
|gadesignnote = &lt;br /&gt;
|gafunnote = &lt;br /&gt;
|gacreativitynote = &lt;br /&gt;
|gaaestheticsnote = &lt;br /&gt;
|gafunctionnote = &lt;br /&gt;
|ace = ... I was expecting to hate this, if only due to it's clear inspiration. I mean, it's not exactly GOOD, but the challenge is.. interesting to play. You actually introduce mechanics well, conveyance was good, there is some interesting setups, if a bit finicky, and your checkpoint placement is pretty good overall... (well I think one more in the final stretch would help lessen the frustration.)&lt;br /&gt;
I was expecting spikes to be flying everywhere, and am thankful they weren't - for the most part this level just requires timing and precision, and neither to overly fine degrees.&lt;br /&gt;
I only really take exception to a single room, actually: The second Crash Platform room. What-ever it's requirements are - they're insane. Either a pixel perfect jump or sliding underneath the spikes atop the moving platform, which is weird, because the rest of the segments give a very clear idea of what they expect from the player. I cannot under any circumstances get through the second Crash Platform room properly, because of either the glitchy nature of the platforms, being unable to time it, or my own loathing for pixel perfect jumps.&lt;br /&gt;
&lt;br /&gt;
The bosses were.. interesting? I get the reference, sure, but they are pretty odd, and very luck based. The first one does seem to get easier  the longer the fight lasts... and the second one throws maybe a few too many projectiles your way, which if the RNG gods decided to not be in your favour, will lead to deaths, more so than just a lack of skill. I beat it the first time I fought it, took a few attempts the second time.&lt;br /&gt;
As an aside... getting it to sync with the music? Brilliant.&lt;br /&gt;
&lt;br /&gt;
That room I mentioned bothered me a fair bit, but this stage wasn't as bad as first appearances suggest. I'm sure you're well aware of the ugly nature of the artwork, given what you're referencing, but even if it is a reference, it IS still ugly to look at.&lt;br /&gt;
|acescore = 28&lt;br /&gt;
|asdesign = 7&lt;br /&gt;
|asfun = 7&lt;br /&gt;
|ascreativity = 9&lt;br /&gt;
|asaesthetics = 2&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No idea&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* This is the only entry level that has checkpoints that function differently.&lt;br /&gt;
* The bonus boss is an easier, less insane version of its namesake from &amp;quot;I Wanna Touch The Entrance&amp;quot;, an avoidance fangame.&lt;br /&gt;
* When RoahmMythril uploaded [https://www.youtube.com/watch?v=ctVGArvHd_s his playthrough] of the stage, 128-Up provided his dev commentary of it, which can be viewed [https://pastebin.com/1JTaB3xP here.]&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 7}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 7 Stages]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:Spiky_Situation.png&amp;diff=3415</id>
		<title>File:Spiky Situation.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:Spiky_Situation.png&amp;diff=3415"/>
				<updated>2018-03-20T05:58:34Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Welcome to Needle Castle!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Needle Castle!&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Spiky_Situation&amp;diff=3414</id>
		<title>Spiky Situation</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Spiky_Situation&amp;diff=3414"/>
				<updated>2018-03-20T05:56:58Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Welcome to Needle Castle!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Spiky Situation&lt;br /&gt;
|rank = 28th&lt;br /&gt;
|image= &lt;br /&gt;
|caption= Oh dear.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= 128-Up&lt;br /&gt;
|composer= Ryo Kawakami, Tsukikuro, ICE&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 35&lt;br /&gt;
|judge2 = 24&lt;br /&gt;
|judge3 = 34&lt;br /&gt;
|judge4 = 38&lt;br /&gt;
|judge5 = 28&lt;br /&gt;
|totalscore = 31.8&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 1&lt;br /&gt;
|enemies = &lt;br /&gt;
* Metall Dance&lt;br /&gt;
* Komasaburo&lt;br /&gt;
* Biree&lt;br /&gt;
* Shield Attacker&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = [[The Kid]], [[Avoidance Cherry]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Mega Man 4 - Wily Stage 2, Final Fantasy Mystic Quest - Boss, Cytus - Entrance&lt;br /&gt;
|location = [[Tier 7 (MaGMML2)|Tier 7]]&lt;br /&gt;
|previous = [[Fortified Lab]]&lt;br /&gt;
|next = [[Ruined Lab]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|&amp;quot;Welcome to Needle Castle! Enjoy your stay! We are not responsible for any casualties from impaling.&amp;quot;|The sign|before the Needle Castle segment.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Spiky Situation is the entry level in [[Make a Good Mega Man Level 2]], made by 128-Up and placed 28th. It is mostly known for I Wanna Be the Guy theme with its abundance of Needle Presses and instant death spikes, and for its bonus boss, [[Avoidance Cherry]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = GEE, I WONDER WHO MADE THIS LEVEL...I CAN'T TELL!!!!! I really like the setups in general here, and the usage of the needles and your custom platforms were pretty clever, but I think the level was just too instant death happy. I understand that that's the point of the stage, but it doesn't stop the latter half of the level from being frustrating. Once the more dangerous setups with the platforms came in it felt like I just kept dying to the spikes over and over just because I hadn't really learned the setup yet, and that lead to me redoing the previous setups over and over, and it was just bleh. The first half of the level is really good though, again, I really like your usage of the needles. The boss fight with The Kid is pretty fun, if a bit basic, and the extra challenge with the white fruit thing is really really neat. I haven't seen true bullet hell in Mega Man ever before. Overall I still like the level, I just really think the second half could have used some more room for error.&lt;br /&gt;
|pyroscore = 35&lt;br /&gt;
|spdesign = 12&lt;br /&gt;
|spfun = 4&lt;br /&gt;
|spcreativity = 11&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = Very inconsistent level. The first section was a fairly easy and fun stroll with some enemies and spikes, but the castle was a ridiculously hard platforming challenge that wasn't fun at all. I kind of enjoyed the first boss, but that secret boss was awesome! It was very creative for this contest and it felt like something straight out of Soundodger. However...that boss was pretty extreme without access to E-Tanks.&lt;br /&gt;
|jupiscore = 24&lt;br /&gt;
|jhdesign = 5&lt;br /&gt;
|jhfun = 4&lt;br /&gt;
|jhcreativity = 10&lt;br /&gt;
|jhaesthetics = 2&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = Pretty cool iwbtg aesthetic. While I'm... really not a fan of the spritework and think adhering to the source material solely through the needle theming and cherry references would've been enough, I enjoy the platforming this level has to offer. Having never played the source material myself I can hardly judge how closely the challenges presented here adhere to a proper curve from said source. However, what I can say is that the level provided fair and exciting platforming challenges throughout, until it got to the segment with Crash Man platfroms, which put a spike (ha) in the difficulty to the point where it's really easy to mistime a jump and be forced to redo the entire section over. Two sections, if you're not smart enough to actually activate the save station (a feature which I think wasn't a needed addition, since placing them in a way where they're unavoidable would've made idiots like me less likely to miss out on a checkpoint). The first boss of this stage is rather boring, but I found the optional touhou boss to be pretty fun to fight, probably due to the music. I wish it had less rng-based unavoidable sudden hits, though. Overall, fun stage for the most part! I just wish it had a more slope-y difficulty curve and stuck to its platforming roots.&lt;br /&gt;
|enjlscore = 34&lt;br /&gt;
|endesign = 7&lt;br /&gt;
|enfun = 5&lt;br /&gt;
|encreativity = 13&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = &lt;br /&gt;
|garirryscore = 38&lt;br /&gt;
|gadesign = &lt;br /&gt;
|gafun = &lt;br /&gt;
|gacreativity = &lt;br /&gt;
|gaaesthetics = &lt;br /&gt;
|gafunction = &lt;br /&gt;
|gadesignnote = &lt;br /&gt;
|gafunnote = &lt;br /&gt;
|gacreativitynote = &lt;br /&gt;
|gaaestheticsnote = &lt;br /&gt;
|gafunctionnote = &lt;br /&gt;
|ace = ... I was expecting to hate this, if only due to it's clear inspiration. I mean, it's not exactly GOOD, but the challenge is.. interesting to play. You actually introduce mechanics well, conveyance was good, there is some interesting setups, if a bit finicky, and your checkpoint placement is pretty good overall... (well I think one more in the final stretch would help lessen the frustration.)&lt;br /&gt;
I was expecting spikes to be flying everywhere, and am thankful they weren't - for the most part this level just requires timing and precision, and neither to overly fine degrees.&lt;br /&gt;
I only really take exception to a single room, actually: The second Crash Platform room. What-ever it's requirements are - they're insane. Either a pixel perfect jump or sliding underneath the spikes atop the moving platform, which is weird, because the rest of the segments give a very clear idea of what they expect from the player. I cannot under any circumstances get through the second Crash Platform room properly, because of either the glitchy nature of the platforms, being unable to time it, or my own loathing for pixel perfect jumps.&lt;br /&gt;
&lt;br /&gt;
The bosses were.. interesting? I get the reference, sure, but they are pretty odd, and very luck based. The first one does seem to get easier  the longer the fight lasts... and the second one throws maybe a few too many projectiles your way, which if the RNG gods decided to not be in your favour, will lead to deaths, more so than just a lack of skill. I beat it the first time I fought it, took a few attempts the second time.&lt;br /&gt;
As an aside... getting it to sync with the music? Brilliant.&lt;br /&gt;
&lt;br /&gt;
That room I mentioned bothered me a fair bit, but this stage wasn't as bad as first appearances suggest. I'm sure you're well aware of the ugly nature of the artwork, given what you're referencing, but even if it is a reference, it IS still ugly to look at.&lt;br /&gt;
|acescore = 28&lt;br /&gt;
|asdesign = 7&lt;br /&gt;
|asfun = 7&lt;br /&gt;
|ascreativity = 9&lt;br /&gt;
|asaesthetics = 2&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No idea&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* This is the only entry level that has checkpoints that function differently.&lt;br /&gt;
* The bonus boss is an easier, less insane version of its namesake from &amp;quot;I Wanna Touch The Entrance&amp;quot;, an avoidance fangame.&lt;br /&gt;
* When RoahmMythril uploaded [https://www.youtube.com/watch?v=ctVGArvHd_s his playthrough] of the stage, 128-Up provided his dev commentary of it, which can be viewed [https://pastebin.com/1JTaB3xP here.]&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 7}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 7 Stages]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Tier_7_(MaGMML2)&amp;diff=3411</id>
		<title>Tier 7 (MaGMML2)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Tier_7_(MaGMML2)&amp;diff=3411"/>
				<updated>2018-03-20T04:06:46Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Fixed 128-Up's name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|Normally I would question why a Wily-themed establishment is here, but the [[Wily Combo]] is so good that I don't care|Tornado Man|}}&lt;br /&gt;
{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= McWily's&lt;br /&gt;
|image= [[File:t7.PNG|256px]]&lt;br /&gt;
|caption= I'm lovin' it...though not as much as Tier 10.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2|MaGMML2]]''&lt;br /&gt;
|creator= ACESpark&lt;br /&gt;
|composer= CosmicGem&lt;br /&gt;
|artist= ACESpark&lt;br /&gt;
|programmer =&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 10&lt;br /&gt;
|collectables = 4&lt;br /&gt;
|bosses = [[Future]]&lt;br /&gt;
|previous = [[Tier 6 (MaGMML2)]]&lt;br /&gt;
|next = [[Tier 8 (MaGMML2)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''McWily's'' is the seventh tier of Make A Good Mega Man Level 2, hosting levels 34 through 27, as well as a secret level. It is a Wily-themed, though apparently not Wily-owned, fast food restaurant. The NPCs here are either customers or employees, with the employees having their own costume, pictured above.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Score&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Noble Nickels&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Skippable?&lt;br /&gt;
|-&lt;br /&gt;
|[[Biplane Bay]]&lt;br /&gt;
|tobyjoey&lt;br /&gt;
|30.4&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaze Man]]&lt;br /&gt;
|WanNyan&lt;br /&gt;
|30.8&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Gunpowder Cellar]]&lt;br /&gt;
|Mysterion-svin&lt;br /&gt;
|31.0&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:Nickel.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
||[[Cursor Curse]]&lt;br /&gt;
|TheRetroDude&lt;br /&gt;
|31.2&lt;br /&gt;
|[[File:Element.png]] &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Cossack's Other Citadel]]&lt;br /&gt;
|Big Fish&lt;br /&gt;
|31.4&lt;br /&gt;
|[[File:Element.png]] &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Fortified Lab]]&lt;br /&gt;
|GransveldHakase&lt;br /&gt;
|31.6&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Spiky Situation]]&lt;br /&gt;
|128-Up&lt;br /&gt;
|31.8&lt;br /&gt;
|[[File:Element.png]] &lt;br /&gt;
|[[File:Nickel.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ruined Lab]]&lt;br /&gt;
|betasword&lt;br /&gt;
|32.0&lt;br /&gt;
|[[File:Element.png]] &lt;br /&gt;
|[[File:Nickel.png]] [[File:Nickel.png]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* Burger Joe&lt;br /&gt;
* Flame Man&lt;br /&gt;
* Junk Man&lt;br /&gt;
* Mercury&lt;br /&gt;
* Napalm Man&lt;br /&gt;
* Past&lt;br /&gt;
* Pluto&lt;br /&gt;
* Scorch Man (Zook Hero Z) (after beating him)&lt;br /&gt;
* Shark Man&lt;br /&gt;
* Solar Man&lt;br /&gt;
* Tiny Tim and Bob Cratchit &lt;br /&gt;
* Toast Man&lt;br /&gt;
* Tornado Man&lt;br /&gt;
* Uranus&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* This tier's setting is based off of Duvi0's review for [[Wily Combo]].&lt;br /&gt;
* Bizarrely, Solar Man appears both in this tier and in the main hub. He is one of four NPCs to appear in multiple places in the hub at the same time. The other three are Gemini Man (justifiably), [[Toad Man]] and [[Volt Man]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tiers]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=The_Stage_Nobody_Asked_For&amp;diff=3409</id>
		<title>The Stage Nobody Asked For</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=The_Stage_Nobody_Asked_For&amp;diff=3409"/>
				<updated>2018-03-20T03:31:35Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 10 in the info tab, also fixed a link to Haunt Man's stage, which doesn't exist here as of yet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= The Stage Nobody Asked For&lt;br /&gt;
|rank = 2nd&lt;br /&gt;
|image= [[File:The_Stage_Nobody_Asked_For_Spiked_Wall_Man_Intro.png|256px]]&lt;br /&gt;
|caption= &amp;quot;Wait, what was the NAME of this boss?!&amp;quot;&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Entity1037]]&lt;br /&gt;
|composer= Capcom, 8BitDanooct1, Deadteam&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 50&lt;br /&gt;
|judge2 = 39&lt;br /&gt;
|judge3 = 49&lt;br /&gt;
|judge4 = 46&lt;br /&gt;
|judge5 = 47&lt;br /&gt;
|totalscore = 46.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 2&lt;br /&gt;
|collectables = 2&lt;br /&gt;
|enemies = &lt;br /&gt;
* Telly&lt;br /&gt;
* Up N' Down&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Bolton &amp;amp; Nutton&lt;br /&gt;
* Cannon Joe&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Returning Sniper Joe&lt;br /&gt;
* Guided Foot Holder&lt;br /&gt;
* Giree&lt;br /&gt;
* Flea&lt;br /&gt;
* Big Eye&lt;br /&gt;
* Apache Joe&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
* SnoruntPyro's Favorite&lt;br /&gt;
* Enjl's Favorite&lt;br /&gt;
|music = Against The Pressure VRC6 Remix, The Strongest 8Bit Remix In The Galaxy, Metal Showdown&lt;br /&gt;
|location = [[Tier 10 (MaGMML2)|Tier 10]]&lt;br /&gt;
|previous = [[Haunt Man (stage)|Haunt Man]]&lt;br /&gt;
|next = [[Identity Crisis]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|You are the worst and I hate you. This is the worst stage ever made in the history of life and I absolutely love it.|SnoruntPyro|Judge Comment}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Stage Nobody Asked For is the second place entry in '''Make a Good Mega Man Level 2.''' It's a level entirely revolving around the most hated gimmicks and enemies throughout all of Classic Mega Man (and some more general things like enemy spam and incorrect collision) in an attempt to use them well, and prove they are not inherently bad. It's a level that goes out of its way to try to be as ridiculous as possible. The level is on the longer side, and is fairly difficult. It has two Energy Elements and two Noble Nickels, with a custom programmed boss guarding both exits.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Upon entering the level, head to the left. You will get a warm greeting and an E-tank. There's a Nobel Nickel after the first pit, activate Jewel Satellite before jumping over it to avoid the Up n' Down.&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = You are the worst and I hate you. This is the worst stage ever made in the history of life and I absolutely love it. The stage goes out of its way to pick the absolute worst of the worst gimmicks that everyone hates in Mega Man games and does absolutely ridiculous and insane things with them. Like...honestly, this level speaks for itself. The absolute insanity that goes on in this level, what with the enemy spam, yoku blocks, quick lasers, giant stretches of footholders, suicidial superbosses, etc just makes the level overflow with charm and be extremely fun to play due to the excellent design gone into each and every gimmick. And there's probably one of the best, most dynamic and clever bosses I've ever seen in a videogame period to top it all off. I'm trying to find a flaw in this stage and I just can't. This stage literally has an Up n' Down ambush and a forced death and it's amazing because they're actually used cleverly to introduce gimmicks and basically troll the player. It's a hilarious and smart stage and I just really, really love it. The only extremely small issue I have is that it's a bit too similar to Entity's Mega Man Endless stages, but I'm not going to judge it based on what other levels did.&lt;br /&gt;
|pyroscore = 50&lt;br /&gt;
|spdesign = 15&lt;br /&gt;
|spfun = 10&lt;br /&gt;
|spcreativity = 15&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This was easily the most creative level in the entire contest. It was crazy! However...I honestly didn't really enjoy a lot of parts. The Yoku block puzzles were annoying and tedious, and the second one forced me through the wall a lot until I figured out what to do. It even killed me once. The part with the red, white, and blue tilesets was clever, but aesthetically it was probably the most disorienting thing I've ever seen. The Foot Holder segment was pretty clever, but it took me a few deaths to get used to it. The boss was CRAZY, though. Normally I would complain about the boss having 3 health bars, but I can see why you put so many this time because of the sheer amount of attacks it has. Overall, I think it's pretty clear that you put a ton of effort into this level, but...I personally didn't enjoy a lot of it.&lt;br /&gt;
|jupiscore = 39&lt;br /&gt;
|jhdesign = 12&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 4&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = This level plays with the player's expectations in such a beautiful, calculated and unpredictable way that I can't help but love it. The only issue I've had with it is that it was sometimes hard to look at, but aside from that, this stage is excellent. Even when going back to it I caught myself laughing at its surprised and smiling throughout my playthrough, even when fucking up in a section or two. This is easily my favourite level from this contest just due to its sheer unpredictability and how little it takes itself seriously while still being really well-designed.&lt;br /&gt;
|enjlscore = 49&lt;br /&gt;
|endesign = 15&lt;br /&gt;
|enfun = 10&lt;br /&gt;
|encreativity = 15&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I really liked this level! I admit that the very precise jumps in some areas, the tedious Foot Holder section, and the confusing visuals at some places add up to the annoyances I had with this level, but otherwise it's very creative, fun to play through, and well designed, and all of these especially apply for the boss. Ultimately, it was an enjoyable experience.&lt;br /&gt;
|garirryscore = 46&lt;br /&gt;
|gadesign = 14&lt;br /&gt;
|gafun = 9&lt;br /&gt;
|gacreativity = 14&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's really, really good. All the segments are well-made, but I feel like there are some sections that can be pretty shitty or have some precise jumps.&lt;br /&gt;
|gafunnote = Very fun stage. I think the footholder part was a bit tedious and you die a lot from confusion, but it's not a huge deal.&lt;br /&gt;
|gacreativitynote = Well I can obviously see that some parts of this level were taken straight from the author's MME levels but other than that it's really interesting.&lt;br /&gt;
|gaaestheticsnote = Looks good, but I'd argue that some parts of the red-white-blue sections can be confusing to look at.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = Yoku Blocks, Quick Man Lasers, Foot Holders, Big Eyes, Tellies, Spikes or Instant Death everywhere, and a couple of bosses that are basically memes.&lt;br /&gt;
&lt;br /&gt;
This level is amazing. I'll say right now, the single reason why this stage is as good as it is: Checkpoints. You basically take a stage where Mega Man's health bar is almost entirely irrelevant and make the cost of dying barely a blip on the radar, a speed bump rather than a road block. Yes!&lt;br /&gt;
&lt;br /&gt;
The result is a seriously unique stage, every challenge, be they dev-kit asset, or something cooked up, is new, deadly, but.. fair.&lt;br /&gt;
It is also the only stage where I can go 'An unavoidable death? In my Mega Man!?'... and frankly, that was the only way to introduce your stage's new gimmick. This moment is greeted by a 'Huh. Cool!' instead of a 'WHAT, WHY?!'.&lt;br /&gt;
&lt;br /&gt;
The biggest drag on the stage is somewhat drawn out, vertical Yoku Block segment. There were several 'gotcha' moments when you reached the top which grated by the third time you encountered one. And frankly, the rest of the stage makes up for it big time, and by the time you reach the Foot Holders, you will have forgotten this segment had even existed.&lt;br /&gt;
&lt;br /&gt;
Can we talk footholders? Outside of the signature Robot Master, thinking back, this is downright my favourite segment of the level. It's clever, it's dangerous, it makes sense. And you made them assholes.&lt;br /&gt;
&lt;br /&gt;
The final thing to note about this stage is the boss fights. Memelords they may be, they're pretty great, although I am not sold on memelord the second having death spikes in the battle.. but it also makes perfect sense given a few aspects of the fight, so I'll let you off.&lt;br /&gt;
&lt;br /&gt;
Your signature Robot Master is one of the most unique boss fights I have encountered in a Mega Man game. He justifies his multiple health bars with several phases, and is nearly always open to damage. Smart.&lt;br /&gt;
Your other memelord... he's good too, if a bit too healthy. The ends in the best way ever though!&lt;br /&gt;
|acescore = 47&lt;br /&gt;
|asdesign = 14&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 15&lt;br /&gt;
|asaesthetics = 4&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Stage Nobody Asked For is impossible to perfect run on either of its exits. The first exit requires you to die to progress, invalidating no-death and no-hit runs, and the second exit requires use of a special weapon.&lt;br /&gt;
* Along with [[Volcanic Furnace]], it's the only level with Foot Holders featured in the contest.&lt;br /&gt;
* Along with [[Identity Crisis]], this is the only level to get a Perfect Score from one of the judges.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 10 Stages]][[Category:Favorites]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Quarantine_Woman_(stage)&amp;diff=3408</id>
		<title>Quarantine Woman (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Quarantine_Woman_(stage)&amp;diff=3408"/>
				<updated>2018-03-20T03:30:24Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 10 in the info tab&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= Quarantine Woman&lt;br /&gt;
|rank = 5th&lt;br /&gt;
|image= [[File:Quarantine_Woman_Stage.gif]]&lt;br /&gt;
|caption=&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[NaOH]]&lt;br /&gt;
|composer= [[NaOH]], [[CosmicGem]]&lt;br /&gt;
|artist= [[NaOH]], Karakato&lt;br /&gt;
|programmer = [[NaOH]]&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 34&lt;br /&gt;
|judge2 = 47&lt;br /&gt;
|judge3 = 43&lt;br /&gt;
|judge4 = 47&lt;br /&gt;
|judge5 = 47&lt;br /&gt;
|totalscore = 43.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3&lt;br /&gt;
|enemies = &lt;br /&gt;
* Batton&lt;br /&gt;
* Blocky&lt;br /&gt;
* Crawler Joe&lt;br /&gt;
* Telly&lt;br /&gt;
* Hazmat Joe&lt;br /&gt;
* Jumbig&lt;br /&gt;
* Specimen A&lt;br /&gt;
* Specimen B&lt;br /&gt;
|subbosses = Hall Master&lt;br /&gt;
|bosses = Quarantine Woman&lt;br /&gt;
|other = &lt;br /&gt;
|music = Quarantine Woman (exterior), Quarantine Woman (interior), Quarantine Woman (miniboss)&lt;br /&gt;
|location = [[Tier 10 (MaGMML2)|Tier 10]]&lt;br /&gt;
|previous = [[Beneath Sand and Rock]]&lt;br /&gt;
|next = [[Neapolitan Man (stage)|Neapolitan Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|the hazmat guys are on your track all the time forever|SnoruntPyro|judge comment}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Quarantine Woman is a level focusing primarily on chase scenes and atmospherics. What mysteries lie within the inner workings of this foreboding facility?&lt;br /&gt;
==Reception==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = It felt like it focused on cinematics more than actually making a level. The first half is completely unassuming and doesn't do much, but I'm pretty sure that was intentional. The transition to the second half definitely scared the heck out of me; and this is where I begin to have issues with the level. I appreciate the effort that went into the AI of the hazmat suit guys (they like go and attack other enemies before attacking you?!?!?) but they are really introduced pretty badly. Your first encounters with them are in extremely cramped areas and they can very quickly gang up on you and kill you, and then later on in the level they just spawn in completely nonthreatening places. The end with the mutants is neat, but it also really feels like enemy spam because the bugs just seem to be randomly pasted everywhere. Also the bugs are kind of nightmare inducing and made me very uncomfortable. The hall hand thing is really creepy and scared the hell out me but poses no threat at all. There's some acid drops that just seem to be placed randomly and will never hit you. Sensing a pattern here? Style over substance. Not a fan of the boss, either, because she does a hell of a lot of damage with everything so it becomes more of a trial and error learning thing than an actual engaging boss. The Noble Nickels are really weird, too. The second one is incredibly frustrating to get since the hazmat guys are on your track all the time forever, and I don't think it's possible to escape the pit the third one is in without dying. I appreciate and respect the huge amount of effort put into the level, but I don't think it turns out to be a fun experience.&lt;br /&gt;
|pyroscore = 34&lt;br /&gt;
|spdesign = 6&lt;br /&gt;
|spfun = 3&lt;br /&gt;
|spcreativity = 15&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = I don't know what I was expecting from a Robot Master called Quarantine Woman, but it wasn't that! That was FANTASTIC, and it really seemed like it was made by professional Mega Man fangame developer. The random music switch, the Hazmat enemies that come from ropes, the mosquitoes, the giant hand miniboss...everything about that was just awesome. My issues with this level were few and far between. First, you forgot to place a ladder collision tile near the beginning of the level. Second, a Jumbig was right next to a screen transition, giving me almost no time to react. Lastly, Quarantine Woman's attacks do a LOT of damage considering how fast they are. The biggest issue is the Noble Nickels, some of them are ridiculously hard to get. Still, this level is great. Awesome job!&lt;br /&gt;
|jupiscore = 47&lt;br /&gt;
|jhdesign = 13&lt;br /&gt;
|jhfun = 10&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = I absolutely love the way this level tells its story and how it transitions every time it throws in a new element. The atmosphere and pacing in this level are amazing and I had a lot of fun playing through it. I feel like this level would've been better off without any Nobel Nickels, though, as they were usually low points in my enjoyment and fairly tricky to get. I still don't know how to get to the second Nickel reliably. After 15 minutes I managed to do a Sakugarne hop on the scientist below, but that feels too precise to be the solution. Aside from that the level frequently suffers from unfair enemy placement, forcing the player to take hits. One example for this is the first time you see the bugs: One of them flies directly where the player will go next. Oh, by the way - GREAT detail how the security guards shoot at the bugs and not just focus down the player. It really helps in making them feel believable. My favourite section of this level was when the huge mutated hand surprises the player in the boss corridor. Overall, fantastic atmosphere, but the gameplay sometimes gets influenced by it to the point where tanking a hit is often a better option compared to using skill in order to get through the level. Definitely my favourite aesthetic and story execution in the contest, though.&lt;br /&gt;
|enjlscore = 43&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 10&lt;br /&gt;
|encreativity = 15&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I've gotta say, this level is absolutely amazing! Pretty much everything in it is perfect or close to being perfect. The ideas behind it and the bosses are awesome, the graphics and music are great, and the level design is very solid. I'd say that there are a few times where there is excessive enemy respawning or Noble Nickels that are hard or confusing to get. Regardless, this level is certainly very enjoyable and extremely well-built.&lt;br /&gt;
|garirryscore = 47&lt;br /&gt;
|gadesign = 14&lt;br /&gt;
|gafun = 9&lt;br /&gt;
|gacreativity = 14&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Excellent level design. Although there are some cases where I'm not even sure how to get the NN and sometimes there's too many enemies on screen or to spawn, it still reamins solid.&lt;br /&gt;
|gafunnote = It was very extremely fun. I don't think there is anything that is particularly annoying, except maybe getting those Noble Nickels.&lt;br /&gt;
|gacreativitynote = I really, really appreciate the ideas behind this level. It's simply outstanding.&lt;br /&gt;
|gaaestheticsnote = Looks beautiful and music is fantastic!&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = I can't say I was expecting anyone to make a stage that would fit in with the Aliens franchise, but there it is. This is another stage I am so thankful there is a Robot Master for.&lt;br /&gt;
This level takes what is basically an enemy only stage - and makes it work. The custom assets in this stage are incredible, and I can't remember playing a Mega Man stage that gives its enemy set honest to goodness AI. The Hazmat Joes are brillant!&lt;br /&gt;
The flair and details in this stage make up for the fact the sprite-work can get a little wonky, but there is so much attention to detail though, I can't help but award a full Aesthetics score. &lt;br /&gt;
&lt;br /&gt;
The final stretch is a little crowded but it isn't too bad, and some of the Nickels were kind of hard to figure out, the second one having a constant stream of enemies was a little much.&lt;br /&gt;
&lt;br /&gt;
As for your Robot Master - it's a really cool fight, and gives me the same feeling as playing a Shoot em Up with the precision required. My biggest issue with the stage is her though. Don't get me wrong, she's great. unique and pretty difficult. But... she's a bit too difficult for her own good. The main cause of this is, with one exception, an almost complete lack of tells during the fight to let you know what shot pattern she's going to use, which leads the player to be unprepared. It took me a while to beat her, and even when I sort of got used to how she worked, the lack of tells means it's very hard to know what exact actions you need to pull off to dodge her next barrage, especially considering the sheer precision required.&lt;br /&gt;
&lt;br /&gt;
Overall this stage was brilliant though, and is one of the more unique experiences I've had playing a Mega Man game.&lt;br /&gt;
|acescore = 47&lt;br /&gt;
|asdesign = 13&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 15&lt;br /&gt;
|asaesthetics = 5&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 10 Stages]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Beneath_Sand_and_Rock&amp;diff=3407</id>
		<title>Beneath Sand and Rock</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Beneath_Sand_and_Rock&amp;diff=3407"/>
				<updated>2018-03-20T03:29:36Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 10 in the info tab&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= Beneath Sand and Rock &lt;br /&gt;
|rank = 6th&lt;br /&gt;
|image= [[File:Beneath.PNG|250px]]&lt;br /&gt;
|caption= &lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Stove Guy]]&lt;br /&gt;
|composer= Bulby&lt;br /&gt;
|artist= [[Stove Guy]]&lt;br /&gt;
|programmer = [[Stove Guy]]&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 46&lt;br /&gt;
|judge2 = 38&lt;br /&gt;
|judge3 = 40&lt;br /&gt;
|judge4 = 46&lt;br /&gt;
|judge5 = 47&lt;br /&gt;
|totalscore = 43.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 2&lt;br /&gt;
|enemies = &lt;br /&gt;
* Jet Buton&lt;br /&gt;
* Jumbig&lt;br /&gt;
* Pickelman Bull&lt;br /&gt;
* Ratton &lt;br /&gt;
* Sasoreena&lt;br /&gt;
* Skull Walker&lt;br /&gt;
* Tatebo&lt;br /&gt;
* Totem Pole&lt;br /&gt;
* Up n' Down&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = [[Centipede Tower]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Donkey Kong Country - Fear Factory, Go K.K. Rider&lt;br /&gt;
|location = [[Tier 10 (MaGMML2)|Tier 10]]&lt;br /&gt;
|previous = [[Cyber Man (stage)]]&lt;br /&gt;
|next = [[Quarantine Woman (stage)]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|These ruins have slept for thousands of years under sand and rock. However, one day, they were reawakened by a man named Dr. Wily. Remodified into a super secret hideout, these ruins have lost their original purpose, which will remain a mystery for eternity. But there are still a lot of questions surrounding this place: Who built them? Why were they built here? Why were they abandoned? And what emits those screams that can be heard in the distance? |Hidden sign|giving this level the deepest lore}}&lt;br /&gt;
&lt;br /&gt;
== Overview==&lt;br /&gt;
&lt;br /&gt;
This level has Mega Man explore an ancient temple. Like most ancient temples, it is filled with puzzles involving keys, deadly spikes and pests. It also has a Wave Bike section at the end, which is rather unique for an ancient temple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The first Noble Nickel requires collecting all the keys. After unlocking the doors containing the Tatebo, make sure you have one extra key before jumping down the pit. A door containing the Noble Nickel appears shortly after that pit, which the final key will be needed to unlock. &lt;br /&gt;
&lt;br /&gt;
To get the last Noble Nickel, go to the top right in the room with the Tatebo, Up N' Down, and Skull Walker. It will take you to the room with the Noble Nickel. &lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = I really love the whole design of the stage here - the placement of enemies is really good, and probably the only enemies I don't really like how they were used are the Jet Butons, just solely because they just tend to surprise you. The rest is really, really good, and the scorpion generators provide for a serious challenge. The Jumbig generator is really cute, too. And oh my GOD. THE UP N DOWNS. THEY'RE ACTUALLY USED WELL I LOVE HOW THEY'RE USED?????? I also really like the design of the middle section, too - the rooms with the Cossack spike blocks use them really well, and I like how you can just collect what keys you want and the extra can go towards a Noble Nickel. My fav part of the level, tho, is the Wave Bike section. It's just so perfect just romping through the whole level backwards and it's reeally clever how the whole level is built to still be threatening in the section. The boss is really fun, too - it feels like a real Mega Man fortress boss. Atmosphere of the level is really good, too. The level is overall just excellent. I love it &amp;lt;3&lt;br /&gt;
|pyroscore = 46&lt;br /&gt;
|spdesign = 15&lt;br /&gt;
|spfun = 9&lt;br /&gt;
|spcreativity = 12&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = I really liked the graphics here, and you used the keys really well and gave a clear sense of where the player should go, but there were some issues. Aesthetically, it was a bit difficult to tell the spikes apart from the background, and the music doesn't loop properly. The wave bike section towards the end felt out of place and it was hard to react to the enemies popping out of the sand. The Up N Downs were really annoying as well.&lt;br /&gt;
|jupiscore = 38&lt;br /&gt;
|jhdesign = 11&lt;br /&gt;
|jhfun = 6&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 3&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = Oh man, I really like how you move back through the level at the end (though it makes little sense since why did Mega Man not just go left to begin with?)! Really cool level with a well-executed underground desert theme. I like the little key challenges that let the player advance through the stage. The enemy placement is mostly fine, though I think the level could've done without Up n' Downs surprising the player while he's moving up and down (ha) the structure near the end. The boss fight is also a lot of fun and a great conclusion to this level.&lt;br /&gt;
|enjlscore = 40&lt;br /&gt;
|endesign = 10&lt;br /&gt;
|enfun = 8&lt;br /&gt;
|encreativity = 12&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I'm impressed by the effort put into this level. It is extremely well done, the level design is very solid, the atmosphere of this stage was fantastic. My only real complaints are the Wave Bike section, which is tedious and frustrating, and some parts of the level where enemies are frustrating to deal with. However, the positive aspects of this stage make up for the problems it has, and that is something I appreciate.&lt;br /&gt;
|garirryscore = 46&lt;br /&gt;
|gadesign = 14&lt;br /&gt;
|gafun = 9&lt;br /&gt;
|gacreativity = 13&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's really, really well done. The way the stage layout was constructed was nearly perfect, and although in some cases the enemies are too hard to predict (especially the wave bike section), the level design is great.&lt;br /&gt;
|gafunnote = I loved it! The atmosphere was good. The level felt so &amp;quot;adventurous&amp;quot;. Some sections are a bit tedious though.&lt;br /&gt;
|gacreativitynote = Nothing too special, but it's amazing! The design is really interesting and I loved how this stage was done. &lt;br /&gt;
|gaaestheticsnote = Excellent.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = The opening made me smile. &lt;br /&gt;
And then I entered the temple, and I knew I was in for something good. &lt;br /&gt;
I'm almost wondering if this stage was made by two people. Mostly due to how the stage ends, which seems to be very different in programming to the first half. But I digress. &lt;br /&gt;
This both does and doesn't feel like a Mega Man stage. &lt;br /&gt;
It's clearly set up in a fashion that's alien to Mega Man, but at the same time you get the feeling this could actually fit in an Capcom title. You managed to take Devkit assets and turn them on their head. The maze-like system in this level really makes you feel like you're exploring the depths of an ancient ruin, finding the secrets within. &lt;br /&gt;
A particular aspect I really liked, and I'm not sure how intentional this was, the fact that the player's primary cause of death is their own incompetence and damage. &lt;br /&gt;
Sure, you put in Instant-Death, but it's not usually the cause of the player's demise. (Barring the Noble Nickel route jump. You know which one.) &lt;br /&gt;
Of course, the coolest bit of the level has to be the ending. Both bits. I'm not spoiling this, but it was sooo fun, and really made me go &amp;quot;&amp;quot;Ok, wow. That is awesome&amp;quot;&amp;quot;. &lt;br /&gt;
Also you threw in a boss. That blindsided me. I found the secret that implies there was going to be a boss, but considering most of the stage is devkit assets, colour me surprised. It's.... pretty unique. It's one of the coolest looking bosses in the contest, I'll say that much, and he is as creative as the level: Really solid use of devkit assets involved. &lt;br /&gt;
There are issues with the stage, but they are very minor: I feel the enemies could do with modified graphics, they seem to clash with each other (a simple recolouring would have been in order), but that is a serious nitpick, and obviously, I'm not penalising for that minor thing. The boss itself has one attack that gave me pause: I feel he fires entirely too many missiles, and they're awkward to deal with. &lt;br /&gt;
Other than that, this stage was brilliant. Stunning tileset too.&lt;br /&gt;
|acescore = 47&lt;br /&gt;
|asdesign = 14&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 14&lt;br /&gt;
|asaesthetics = 5&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Easter Eggs==&lt;br /&gt;
[[File:Torment.PNG|thumb|That answers one question|200px]]&lt;br /&gt;
After the room with the first Noble Nickel, there is a quicksand pit with two spikes. There is a small area between the spikes. Fall in between the two spikes to access a secret room which answers what's emitting those screams.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Beneath Sand and Rock is the only Tier 10 level to not have a boss whose name ends in &amp;quot;man&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 10 Stages]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Komuso_Temple&amp;diff=3406</id>
		<title>Komuso Temple</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Komuso_Temple&amp;diff=3406"/>
				<updated>2018-03-20T03:28:51Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 10 in the info tab&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= Komuso Temple&lt;br /&gt;
|rank = 9th&lt;br /&gt;
|image= [[File:KomusoTemple.gif|250px]]&lt;br /&gt;
|caption= Like Cave Story, but without the story. Or the Cave.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Savordez]]&lt;br /&gt;
|composer= Yuko Takehara&lt;br /&gt;
|artist= [[Savordez]]&lt;br /&gt;
|programmer = [[Savordez]]&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 45&lt;br /&gt;
|judge2 = 41&lt;br /&gt;
|judge3 = 46&lt;br /&gt;
|judge4 = 34&lt;br /&gt;
|judge5 = 40&lt;br /&gt;
|totalscore = 41.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3&lt;br /&gt;
|enemies = &lt;br /&gt;
* Ben K&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Lady Blader&lt;br /&gt;
* Mummira&lt;br /&gt;
&lt;br /&gt;
|subbosses = Dachone&lt;br /&gt;
|bosses = [[Komuso Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Mega Man 6 - Knight Man&lt;br /&gt;
|location = [[Tier 10 (MaGMML2)|Tier 10]]&lt;br /&gt;
|previous = [[Boil Man (stage)]]&lt;br /&gt;
|next = [[Launch Man &amp;amp; Shuttle Man (stage)]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|For a stage that's almost solely dev-kit, there's some really good stuff here.|[[ACESpark]]|judge comment}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Komuso Temple is a foreboding structure hovering in the night sky, in which [[Komuso Man]] lies in wait for his chance for vengeance. Standing between you and him is a bunch of Tomahawk Man platforms, being often regarded as one of the highlights of the stage. &lt;br /&gt;
&lt;br /&gt;
Notably, with the exception of some minor aesthetic effects, this level uses no custom assets whatsoever, making it comparable to [[Citadel Basement]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = 6/5 aesthetics tho?? OMG this level is amazing. It picks like 4 enemies and a single gimmick and makes a really great and creative level around them. The difficulty curve is excellent and makes sense, and the usage of the Tomahawk Man platforms is really great. The Noble Nickel rooms are hard but fair, and I really like the final stretch with the bajillion platforms, it's a reeally neat usage of them. Also this is gonna be like the one level I fangirl over the aesthetics because seriously this level looks amazing? It sets up a great atmosphere and having the moon and the parallax clouds and mountains during the boss fight is such a great touch. Seriously tho this level is awesome, it plays great, it's designed really well and it's overall just really nice. And all of it without any major custom assets! &lt;br /&gt;
''(Editors Note: Komuso Temple did not receive 6/5 Aesthetics)''&lt;br /&gt;
|pyroscore = 45&lt;br /&gt;
|spdesign = 15&lt;br /&gt;
|spfun = 9&lt;br /&gt;
|spcreativity = 11&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = That was a fun level! I really liked the Cave Story background and recolored Pharaoh Man tileset you used, it gave the level a sort of mystic feel to it. The boss room looked especially good! The Noble Nickels were fairly easy to find, but INCREDIBLY hard to actually get. The last room with all the platforms was a bit extreme compared to the rest of the level. It really could have done without the laser shooting enemy.&lt;br /&gt;
|jupiscore = 41&lt;br /&gt;
|jhdesign = 11&lt;br /&gt;
|jhfun = 8&lt;br /&gt;
|jhcreativity = 13&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = I looove this level! It's really scary, but ultimately not too bad to traverse, making the end of each room all the more rewarding. It also limits itself to a small toolkit which works with the theme and supports it. I find it kinda sad how most of this level's challenges, especially later on, can be pretty much trivialised with Sakugarne, but that's kinda missing out on the point. This stage, in my opinion, also works beautifully for Komuso Man himself. Dunno, to me he just seems like the kinda guy who'd put traps everywhere in his house. I feel like the level could've done a tiny bit more in terms of small optional areas for pickups or more with its platforming challenges, but regardless it feels super great to play and I like it a lot.&lt;br /&gt;
|enjlscore = 46&lt;br /&gt;
|endesign = 14&lt;br /&gt;
|enfun = 9&lt;br /&gt;
|encreativity = 13&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = For a level filled with plenty of deadly traps that can only be avoided with precise movement, it's surprisingly not as bad as you'd expect. It doesn't give the level a pass though, as you would still end up constantly dying to the mediocre level design, especially when trying to get the Noble Nickels.  Despite that, the stage looks beautiful and inspired, the boss fight is quite decent, and I still found myself enjoying parts of this level.&lt;br /&gt;
|garirryscore = 34&lt;br /&gt;
|gadesign = 7&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 10&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Suffers from a lot of bad design. Often you have areas with overly precise movement, and enemies that don't help. Noble Nickels are hard to get. Other than that it still remains pretty reasonable.&lt;br /&gt;
|gafunnote = You die a lot here. It doesn't ruin the experience completely, but it does make it less fun. Other than that I think it's alright.&lt;br /&gt;
|gacreativitynote = I really like the design the author went with here. The theme is really interesting, and the boss is pretty cool. But in terms of level elements, it's not that interesting.&lt;br /&gt;
|gaaestheticsnote = Beautiful visuals, and pretty decent music choice.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = This is instant death done right folks. Also: How to take a single gimmick, and SQUEEZE it for all its worth. &lt;br /&gt;
For a stage that's almost solely dev-kit, there's some really good stuff here: Absolutely perfect checkpoint placement, nice and challenging Noble Nickels, surprisingly varied platforming challenges considering the gimmick, a few really clever almost comical moments (the walker at the end there made me laugh due to sheer bizarreness.)&lt;br /&gt;
Design wise, I cannot fault this stage very much. Your biggest hurdle is theming. Not enough was done to make this stage fit Komuso Man, the tileset, (Look up, say, a tileset for a dojo?) the enemy set and music did nothing to help, as they are all just very generic and not really thematic. This feeling of being generic applies to the stage also, as you could've put any robot master at the end. Still, you see the scores. This is almost a minor issue.&lt;br /&gt;
&lt;br /&gt;
And, obviously, going by the name.. hello dev-kit boss!&lt;br /&gt;
If this is how you pull off instant death, I'd love to see future stuff by you!&lt;br /&gt;
|acescore = 40&lt;br /&gt;
|asdesign = 14&lt;br /&gt;
|asfun = 8&lt;br /&gt;
|ascreativity = 9&lt;br /&gt;
|asaesthetics = 4&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 10 Stages]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Sheriff_Man_(stage)&amp;diff=3405</id>
		<title>Sheriff Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Sheriff_Man_(stage)&amp;diff=3405"/>
				<updated>2018-03-20T03:28:00Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 9 in the info tab&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=Sheriff Man&lt;br /&gt;
|rank = 11th&lt;br /&gt;
|image= [[File:Sheriff_Feelings.png]]&lt;br /&gt;
|caption= Circling Vultures and Saloons, yeehaw!&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Cruise Elroy&lt;br /&gt;
|composer= Spriter Gors, Xavier Dang&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 45&lt;br /&gt;
|judge2 = 47&lt;br /&gt;
|judge3 = 40&lt;br /&gt;
|judge4 = 39&lt;br /&gt;
|judge5 = 32&lt;br /&gt;
|totalscore = 40.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3 Nickels&lt;br /&gt;
|enemies = &lt;br /&gt;
* Caricarry&lt;br /&gt;
* Colton&lt;br /&gt;
* Docron&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Metall K1000&lt;br /&gt;
* Rock Thrown&lt;br /&gt;
* Shieldattacker&lt;br /&gt;
* Vultive&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = &lt;br /&gt;
* Sheriff Man&lt;br /&gt;
|music = Western Wilderness of Calamity Jane&lt;br /&gt;
|location = [[Tier 9 (MaGMML2)|Tier 9]]&lt;br /&gt;
|previous = [[Guts Man's Asteroid]]&lt;br /&gt;
|next = [[Boil Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|What Tomahawk Man's stage should have been tbh.|SnoruntPyro|Judge Comment}}&lt;br /&gt;
&lt;br /&gt;
'''Sheriff Man''' is the 11th place entry in [[Make a Good Mega Man Level 2]] and features a &amp;quot;Wild West&amp;quot; theme. It was submitted by Cruise Elroy.&lt;br /&gt;
==Overview== &lt;br /&gt;
The level, while lacking any gimmicks, made up for it in a very polished and professional look. Among them being new custom vulture enemies, various custom  foreground, background, and animated sprites, a Proto Man cameo, and a custom boss at the end.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
There isn't much in terms of strategy. The level is very linear, with the occasional spike or bottomless pit. The only difficulty from the stage comes from the boss. While the boss is fair to fight against, he possesses a shield weapon to protect himself, which can be hard to work around at times.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = What Tomahawk Man's stage should have been tbh. &amp;lt;br&amp;gt;&lt;br /&gt;
There's a lot of inspiration drawn from the stage, really, with the Coltons and the wavy sun and Proto Man showing up. The whole level just gives me serious MM6 vibes, it might just be the enemy choices. &amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of enemies, those vultures are amazing and I want to see them used more, lol. The level itself is really great and fun to play, and I reeeally love the tiny little details present, like how you had the saloons in the background and the Wanted posters of Mega Man and Proto Man. The whole western vide in the level is just really awesome. And the boss fight with Sheriff Man is very fun and fast paced too, which is surprising because the boss is a shield user :V. &amp;lt;br&amp;gt; &lt;br /&gt;
The whole level is really just pure fun, and I love it. It's a great level overall - it looks and plays fantastically and it feels very professional.&lt;br /&gt;
|pyroscore = 45&lt;br /&gt;
|spdesign = 13&lt;br /&gt;
|spfun = 10&lt;br /&gt;
|spcreativity = 12&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = THAT. WAS. AWESOME. &amp;lt;br&amp;gt; Seriously, I won't be surprised if this level makes the Top 10. It really felt like something straight out of a Mega Man game. The backgrounds were awesome, especially the sunset with that heat wave effect. The gameplay was fun, and the enemies were fitting to the stage's theme (those birds got annoying, though). I really liked the secret Proto Man encounter, you were the only person in the contest to do that. &amp;lt;br&amp;gt; And of course, the boss! Sheriff Man was a lot of fun to fight, it was a battle with fast-paced attacks that kept you on your toes without being too hard to learn. &amp;lt;br&amp;gt;&lt;br /&gt;
Fantastic job!&lt;br /&gt;
|jupiscore = 47&lt;br /&gt;
|jhdesign = 14&lt;br /&gt;
|jhfun = 9&lt;br /&gt;
|jhcreativity = 14&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 5&lt;br /&gt;
|enjl = Man, I absolutely love the frequent changes in the environment and how the level changes accordingly. I feel like the design, while cleverly built around the aesthetic still somewhat suffers from it, though. The level re-uses a similar progression of hopping over pits and shooting different enemies throughout, which can get rather boring after a while. Some enemies near the end were placed in tricky positions which made them hard to predict if the player doesn't know they're there, but aside from that the level is fair and fun to play, and the boss is also a lot of fun to fight.&lt;br /&gt;
|enjlscore = 40&lt;br /&gt;
|endesign = 12&lt;br /&gt;
|enfun = 8&lt;br /&gt;
|encreativity = 15&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I really liked this one. The Western theme was awesome and the level was well built. I think there's a few moments that are slightly annoying or boring, but it's still very fun. Also, I really liked the graphics and music in this stage. Nothing else to say here.&lt;br /&gt;
|garirryscore = 39&lt;br /&gt;
|gadesign = 12&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 10&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's pretty good. As usual there are a few rough areas but it's very solid regardless. Boss is also fair.&lt;br /&gt;
|gafunnote = It's a little boring at times, but very fun regardless.&lt;br /&gt;
|gacreativitynote = I really liked the western theme here, the enemies and boss were pretty good also.&lt;br /&gt;
|gaaestheticsnote = Great.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = Man. So much effort put into what is ultimately, quite the forgettable stage as far as design goes. &amp;lt;br&amp;gt;&lt;br /&gt;
There is so much right though, and to not praise you for what you did do right would be a sin: The boss was awesome, (if far too easy - even with about half my hitpoints left, I creamed him the first time I fought him.), and your sole other new asset, the Buzzard, was brilliant. The tileset, music, and graphical flair of the stage...wow. STUNNING. This was reaaaallly pretty, and your two new assets hit the Mega Man style completely. But..then there is the, er, rest. &amp;lt;br&amp;gt;&lt;br /&gt;
To put it simply: This is one long stage of nothing but enemies. Mega Man is more than that, and requires actual platforming challenges to maintain your interest. You need gimmicks! And then you need to combine those gimmicks! &amp;lt;br&amp;gt;&lt;br /&gt;
Aw. This was a shame, and had you paid more attention to some of the other aspects of this level, we'd have a contender for one of the best stages in the game. I did have fun, and the level is solid, don't get me wrong, but objectively from a design standpoint, this was average, if a bit below average. I'll look forward to seeing the boss in the arena!&lt;br /&gt;
|acescore = 32&lt;br /&gt;
|asdesign = 6&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 7&lt;br /&gt;
|asaesthetics = 5&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This stage is generally said to be one of the best entry stages the second contest has to offer, often leaving people to wonder why it was not placed in Tier 10. ACESpark, having given this stage the lowest score, replied to these questions stating that &amp;quot;It wasn't particularly interesting because of its lack of gimmicks&amp;quot;, often referring to it as a &amp;quot;Spruced-up Wood Man&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Template:MaGMML2 Tier 9}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 9 Stages]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Guts_Man%27s_Asteroid&amp;diff=3404</id>
		<title>Guts Man's Asteroid</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Guts_Man%27s_Asteroid&amp;diff=3404"/>
				<updated>2018-03-20T03:27:28Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 9 in the info tab&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=Guts Man's Asteroid&lt;br /&gt;
|rank = 12th&lt;br /&gt;
|image= [[File:guts-mans-asteroid.png]]&lt;br /&gt;
|caption= No, really; it's totally normal for a warp core to do that.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Flashman85&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 44&lt;br /&gt;
|judge2 = 35&lt;br /&gt;
|judge3 = 42&lt;br /&gt;
|judge4 = 37&lt;br /&gt;
|judge5 = 42&lt;br /&gt;
|totalscore = 40.0&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 2&lt;br /&gt;
|collectables = 5 Nickels&lt;br /&gt;
|enemies = &lt;br /&gt;
* X&lt;br /&gt;
|subbosses = &lt;br /&gt;
* X&lt;br /&gt;
|bosses = &lt;br /&gt;
* Fake Guts Duo&lt;br /&gt;
|music = Mega Man 9 &amp;quot;We're the Robots&amp;quot; (Wily 2) and Boss&lt;br /&gt;
|location = [[Tier 9 (MaGMML2)|Tier 9]]&lt;br /&gt;
|previous = [[Mount Sabre]]&lt;br /&gt;
|next = [[Sheriff Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|My soap opera should be over before you get incinerated, so keep exploring until I'm ready to teleport you out.|Dr. Light|World's Best Dad}}&lt;br /&gt;
&lt;br /&gt;
==Overview== &lt;br /&gt;
'''Guts Man's Asteroid''' is the 12th place entry in ''Make a Good Mega Man Level 2''. The name of the level is a play on the ancient [https://www.youtube.com/watch?v=B5TBeX405bc Gutsman's Ass meme], which also resurfaces in a secret room in the level. Flashman85 would normally change &amp;quot;ass&amp;quot; to &amp;quot;butt,&amp;quot; but &amp;quot;Guts Man's Buttsteroid&amp;quot; is a terrible name for a level.&lt;br /&gt;
==Development==&lt;br /&gt;
The design of Guts Man's Asteroid was heavily influenced by feedback about Flashman85's ''MaGMML1'' submission, [[Maze of Death]], and (to a lesser extent) his level contributions to ''[http://blyka.legends-station.com/?page=game_megamanendless Mega Man Endless]''. Before any of the specifics fell into place, the plan was to create a straightforward, normal-length level accessible to players of all ability levels, featuring a coherent theme and clear learning curve.&lt;br /&gt;
&lt;br /&gt;
The first step was selecting a theme; the combination of ground and space was chosen for its relative novelty and for the wealth of thematically appropriate enemies and gimmicks. The next step was mapping out a general challenge progression. Originally, the entire first half of the level was to take place on the cargo ship, with the ship falling out of the sky and crash-landing on an asteroid following a destructive miniboss battle. The second half of the level would have involved low gravity, gravity flipping, crumbling towers (as in the final Dark Man stage of ''Mega Man 5''), and a series of small battles against Prototype Guts Men before facing off against the real Guts Man.&lt;br /&gt;
&lt;br /&gt;
However, it was deemed that too much was being packed into the second half of the level, and that splitting the level into two fundamentally different halves could make the level feel unfocused. Additionally, there was a concern that gravity flipping would be overused in the contest due to its underuse in ''Mega Man 5'' and the popularity of ''VVVVVV''; and technical issues with the devkit made it a liability to combine gravity flipping and crumbling towers. The cargo ship section was shortened to only a few screens, and the level was reworked into something resembling the final product.&lt;br /&gt;
&lt;br /&gt;
One major difference is that, initially, the transition from the Rolling Drill section to the boulder dispenser section did not include Eddie. Instead, there was a puzzle-oriented challenge involving luring a Rolling Drill from the left side of the room to the right side of the room, where it would destroy a wall. This would lead to the boulder dispenser section, which began with a modified version of what is now the fourth room in that section (the one with the Caricarry). These screens were overhauled in large part to keep the gameplay more straightforward.&lt;br /&gt;
&lt;br /&gt;
The final text box with a message from Dr. Light was added toward the end of development, in response to playtester feedback about the boulder dispensers being too unpredictable (and in response to watching playtesters rush through this section without ever slowing down to strategize).&lt;br /&gt;
&lt;br /&gt;
In an earlier draft of the level, Eddie was meant to appear to deliver the Energy Element after the Fake Guts Duo is defeated. This was scrapped due to programming challenges.&lt;br /&gt;
==Strategy==&lt;br /&gt;
Don't die.&lt;br /&gt;
==Reception==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Really nice level! The whole plot of the level and the dialogue is really funny, and there were many moments that caught me by surprise, like the spaceship blowing up and...Eddie. The mining theme of the level is pulled off really well, and there's a bunch of mining-themed gimmicks that are introduced well and in a safe environment and the difficulty is properly ramped up. I love the usage of the Drill Man lights - it's a complete subversion of their intended use, and it's really neat. I was also very pleasently surprised to see the napalm drills get usage, too, considering their function in this game. Probably the only part I don't really like is the part with the Drill Man rocks, but I feel like that's less just it being not as good and more just me being terrible at dealing with them. The boss was neat and funny but I feel like the arena got a bit too cramped at times due to it having lots of Drill Man rock spawners in it. But they're just some tiny complaints in an otherwise pretty great level, and it's overall super fun to play! Also I found that hidden yasichi &amp;lt;3&lt;br /&gt;
|pyroscore = 44&lt;br /&gt;
|spdesign = 13&lt;br /&gt;
|spfun = 9&lt;br /&gt;
|spcreativity = 12&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = Man, who knew Dr. Light was so good at dry humor? :P Anyway, this was a pretty fun level! I really enjoyed the space challenge it provided. My main issue was the room where Eddie is just sitting there until he shoves an instant death drill in your face. That's not fair to the player because they won't see it coming. It's not TERRIBLE because there's a checkpoint in the same room, but it's still pretty annoying. A few sections towards the end went a bit crazy with the falling rocks, too. The boss, on the other hand, was a super fun and unexpected fight against 2 Guts Mans. Or is it Guts Men?&lt;br /&gt;
|jupiscore = 35&lt;br /&gt;
|jhdesign = 7&lt;br /&gt;
|jhfun = 7&lt;br /&gt;
|jhcreativity = 14&lt;br /&gt;
|jhaesthetics = 4&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = Really cool journey! I like the progression in this level, going deeper and deeper into the asteroid. This level's use of the drills was pretty creative and tbh I kinda wish it put more focus on them throughout &amp;gt;_&amp;gt;. Eddie's secret weapon is the best thing ever, though. Sometimes I found the enemies to be pretty tricky to get to or the rocks to be slightly too frequent to make it past safely, but aside from that I really liked their placements. I also like the little secrets hidden in this level and the secret exit. Really cool level overall!&lt;br /&gt;
|enjlscore = 42&lt;br /&gt;
|endesign = 12&lt;br /&gt;
|enfun = 8&lt;br /&gt;
|encreativity = 12&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I found the concept of this level interesting and executed fairly well. Despite that, it just doesn't feel that interesting. However, I think I liked the easter eggs hidden throughout the level and I like how you can just skip the entire level if you wish so. Other than that, it's enjoyable, but that's about it.&lt;br /&gt;
|garirryscore = 37&lt;br /&gt;
|gadesign = 10&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 11&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Very solid. I think sometimes the placement of the falling rocks can be bad, and same with some enemies, but ultimately it's quite good.&lt;br /&gt;
|gafunnote = It's pretty fun. Though it is tame at times. Nothing else to say.&lt;br /&gt;
|gacreativitynote = I really liked the idea of the stage, but I also found some of the easter eggs and mini-plot quite funny and creative.&lt;br /&gt;
|gaaestheticsnote = A little tame, but nothing too bad.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = To the creator: You dickhead. You absolute dickhead. &amp;gt;:CCC &lt;br /&gt;
If you're reading this before you've played the stage, you'll know exactly what I'm on about as soon as you see it. &lt;br /&gt;
Actually all told, you made me laugh. A lot. This, was fun, for that reason alone, but you thankfully backed it up with some very solid level design and really nifty usage of dev kit assets. &lt;br /&gt;
You turned what sounded like the most boring level and theme possible and put as much pizazz as the dev kit assets let you. Your best feature, next to the humour, is you playing with player expectations. You subvert it several times, and always left me wondering what you could possibly pull off next. &lt;br /&gt;
You also did a pretty good job with gimmick conveyance (although not so much with one or two enemies, but they weren't bad!) so even new players should understand what game mechanics they should expect out of you. &lt;br /&gt;
I wasn't a big fan of the falling rocks (there's a few too many of them in spots, which kills the pace), nor the Noble Nickel associated with the gimmick, but everything else was pretty damn spiffy. &lt;br /&gt;
There was one or two iffy jumps, and the aforementioned dick move that let you down a bit, but I think a lot of people are going to like this one. &lt;br /&gt;
Also, hi dev kit boss! You were used well! And that's great! &lt;br /&gt;
To anyone playing this: Find the second Energy Element. That shows this guy's commitment to the comedic arts.&lt;br /&gt;
|acescore = 42&lt;br /&gt;
|asdesign = 9&lt;br /&gt;
|asfun = 10&lt;br /&gt;
|ascreativity = 14&lt;br /&gt;
|asaesthetics = 4&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
==Easter Eggs==&lt;br /&gt;
They're everywhere. Look around.&lt;br /&gt;
&lt;br /&gt;
{{Template:MaGMML2 Tier 9}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 9 Stages]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Sector_Upsilon_6&amp;diff=3403</id>
		<title>Sector Upsilon 6</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Sector_Upsilon_6&amp;diff=3403"/>
				<updated>2018-03-20T03:26:17Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 9 in the info tab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Sector Upsilon 6&lt;br /&gt;
|rank = 15th&lt;br /&gt;
|image= [[File:SU-1.PNG|250px]]&lt;br /&gt;
|caption= Now this is the story, all about how...&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[M-Jacq]]&lt;br /&gt;
|composer= Tim Follin, Magnus &amp;quot;SoulEye&amp;quot; Palsson&lt;br /&gt;
|artist= [[M-Jacq]]&lt;br /&gt;
|programmer = [[M-Jacq]]&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 43&lt;br /&gt;
|judge2 = 36&lt;br /&gt;
|judge3 = 45&lt;br /&gt;
|judge4 = 42&lt;br /&gt;
|judge5 = 24&lt;br /&gt;
|totalscore = 38.0&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 3&lt;br /&gt;
|collectables = 5&lt;br /&gt;
|enemies = &lt;br /&gt;
* Big Eye&lt;br /&gt;
* Octopus Battery&lt;br /&gt;
* Petit Devils&lt;br /&gt;
* V&lt;br /&gt;
|subbosses = Octoper OA&lt;br /&gt;
|bosses = [[Captain Viridian]], [[Mecha Dragon]], [[Gravity Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Title Theme - Silver Surfer (NES), Predestined Fate - VVVVVV, Potential for Anything - VVVVVV&lt;br /&gt;
|location = [[Tier 9 (MaGMML2)|Tier 9]]&lt;br /&gt;
|previous = [[Rad Gravity]]&lt;br /&gt;
|next = [[Truffle Man]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{quote|Submitting a level like this to a contest is a REALLY risky move if you ask me, since what this is more closely resembles a full game than it does a standard level.|Enjl|in the judge comments.|}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
'''Sector Upsilon 6''' is an entry level by M. Jacquelinae in [[Make a Good Mega Man Level 2]]. Inspired by [[Maze of Death]] and the video game ''VVVVVV'', Sector Upsilon 6 is a sprawling Metroidvania level built around gravity switching. The level has three exits, each with a different boss—[[Gravity Man]] (exit 1), [[Mecha Dragon]] (exit 2), and [[Captain Viridian]] (exit 3). It is a bit of a marmite level: some people love it for its challenge and explorational aspects, while some people despise it for its difficulty and extreme length.&lt;br /&gt;
&lt;br /&gt;
It is notable for being the only level in MAGMML2 to use the maximum number of collectibles (three Energy Elements and five Noble Nickels, and six additional shiny trinkets). It is also notable for being the highest-ranked level with a skip teleporter (the next-highest ranked being [[Poorly Named Level]] in Tier 4).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
In the room immediately to the left of the level's midway checkpoint, there is a color-coded map listing the locations of all the level's collectibles. In order to reach the third and final exit, all six shiny trinkets must be collected: there is an obvious one in the purple sector, but there are also two in the orange sector, two in the green sector, and one in Captain Viridian's teleporter matrix. Notably (and controversially), the player will need to die at least twice to access all the trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Purple Sector (Octoper) - 1 Trinket ===&lt;br /&gt;
&lt;br /&gt;
The level begins in the purple sector. Players aiming for the first or third exits should go right; players aiming for the second exit or the Noble Nickels should use the gravity flipper slightly to the right of the opening screen to walk on the ceiling and slide to the left, where the Periwinkle Sector lies. This path is filled with Petit Devils; in most cases, is a better choice to slide under or avoid them than it is to shoot. At the end of the section is an Octoper OA miniboss, fought with constantly flipping gravity; after this lies the &amp;quot;Crossroads&amp;quot; (the level's checkpoint), which connects to the Viridian Base (right), Orange Sector (up) and Green Sector (down)&lt;br /&gt;
&lt;br /&gt;
This path's trinket is clearly visible to the left of a trio of moving platforms; to obtain it, simply flip your gravity to land on the underside of the platforms, then head backwards to pick up the trinket.&lt;br /&gt;
&lt;br /&gt;
=== Periwinkle Sector (Spike Drop) - 1 Nickel ===&lt;br /&gt;
&lt;br /&gt;
This part of the level is modeled after the infamous &amp;quot;Veni Vidi Vici&amp;quot; challenge in VVVVVV: it's a spike drop which must be done both forwards and backwards to obtain the trinket. Players can stop at the top of the spike drop to obtain an E-tank and several bolts; from there, using a utility weapon, the player can skip over the spikes to their right to access the Indigo and Grey Sectors and attempt the level's second exit. Alternately, the player can equip Sakugarne and bounce off the spike drop's spikes to access the Cyan Sector.&lt;br /&gt;
&lt;br /&gt;
=== Indigo Sector (Autoscroll 1) ===&lt;br /&gt;
&lt;br /&gt;
=== Grey Sector (Autoscroll 2/Dust Blocks) - 1 Nickel ===&lt;br /&gt;
&lt;br /&gt;
=== Cyan Sector (Chill Blocks) - 1 Nickel ===&lt;br /&gt;
&lt;br /&gt;
=== Orange Sector (Yoku Blocks) - 2 Trinkets, 1 Nickel ===&lt;br /&gt;
&lt;br /&gt;
=== Green Sector (Count Bombs) - 2 Trinkets, 1 Nickel ===&lt;br /&gt;
&lt;br /&gt;
=== Viridian Base (Teleport System) - 1 Trinket ===&lt;br /&gt;
&lt;br /&gt;
Head to the right to access the teleporter system; at the end of the teleporter system there is a shiny trinket. If you don't have all six shiny trinkets, head to the Orange or Green Sectors to find what you missed. Otherwise, unlock the six locked doors at the bottom of the screen and head to the final teleporter, which will send you to the VVVVVV World.&lt;br /&gt;
&lt;br /&gt;
=== VVVVVV World ===&lt;br /&gt;
&lt;br /&gt;
The player will instantly teleport This is the most straightforward part of the level platforming-wise-- just make sure not to overshoot on the &amp;quot;Let the Bodies Hit The Floor&amp;quot; room. At the end of the level is a fight with Captain Viridian, who is piloting a souped-up version of the Octoper OA you fought earlier in the level. At half health, Viridian will temporarily withdraw and fire off a volley of projectiles. After beating Viridian, head right and pick up the third and final Energy Element.&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = VERY interesting and creative level, but some design issues prevent me from liking it as much as I'd like to. The first three Noble Nickels are the biggest offenders, really. The Veni Vidi Vici one isn't terrible but I feel like some of the spike manouvers are a tiny bit too tight. The Chill Block route is fine to actually get on to, but I'm not a fan of the Big Eye room because if you get bad RNG then it can force you to either use a utility or die. I reeeally don't like the autoscroll route tho. The first part has some reeally precise spike dodging and it just is NOT fun. Second part with the dust blocks it's sometimes really unclear on what you have to do and I died a lot trying to figure it out. Also, it feels like whenever you get a trinket or nickel, a lot of the time there's no way out other than dying, especially trinkets, since they don't save on level completion. There's not many one-way screen transitions so it's hard to return to the main hub with your trinkets without dying. However, past the complaints there, this level is FANTASTIC. THANK YOU for providing a map - it was a bit hard to understand at first because of the lack of a 'YOU ARE HERE' marker, but once I figured it out it was EXTREMELY helpful and eliminated loads of guesswork. The reverse gravity is used very, very well here, and I love the interactions with the Count Bombs. The Yoku Block sections are really cool and varied, too. And as an exploration level it's pulled off incredibly well because no one path takes very long to play, but the actual playtime comes from trying to 100% it. The VVVVVV references are really funny and clever and the bonus VVVVVV area is really fun, and I adore the little touches with the room name. The boss fight with Captain Viridian is really fun, and the fights with engine default bosses aren't too shabby either - I love how you pulled off the Mecha Dragon fight. Overall the level is really, really good, and incredibly well-built, but there's just a few flaws that bring it down and prevent it from being truly amazing.&lt;br /&gt;
|pyroscore = 43&lt;br /&gt;
|spdesign = 10&lt;br /&gt;
|spfun = 8&lt;br /&gt;
|spcreativity = 15&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = Wow. This level is absolutely HUGE. There are 3 energy elements, and several different paths to go with collectibles along the way. However...I think this level is a bit TOO excessive, and it can be annoying having to backtrack all over the place to find everything. It takes an hour or two to explore the entire place and get every single item, it felt kind of like a smaller version of Super Smash Bros. Brawl's Great Maze. However, I took as many routes as I could find. The Yoku block puzzles were nice, but one of them requires the player to make some REALLY wide jumps. The difficulty isn't very consistent, those autoscrolling sections on the top route were INSANELY hard. My biggest issue was this stage was the amount of teleporters...I wouldn't mind those by themselves, but this stage is so big that it takes about 10 seconds to load, so it can be annoying having to wait for that several times in a row. Overall though, I think this was a good level! It just felt like a bit too much at parts, that's all.&lt;br /&gt;
|jupiscore = 36&lt;br /&gt;
|jhdesign = 9&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 14&lt;br /&gt;
|jhaesthetics = 4&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = Submitting a level like this to a contest is a REALLY risky move if you ask me, since what this is more closely resembles a full game than it does a standard level. I think it's a level that needs time and dedication put into a playthrough in order to be truly appreciated. This level is massive, as evident by the map and endless collectibles that can be found if you're up for an extra challenge. The map was a really helpful inclusion in the level and while I think it's silly that you need to take a screenshot of it, it makes traversing the sector much less painful to traverse. As far as difficulty is concerned, this level does a good job at introducing several gimmicks in their own secluded areas and ramping up their difficulty as you go along. In a sense this level can be described as a variety of interwoven levels. I really enjoyed this level as a whole, and the secret exit for getting all the trinkets is easily my favourite section, being a huge VVVVVV nerd myself. That said, the level does have its issues: For example, many sections in the level are unfortunately completely trivialised by the player's utility items. Another point of criticism is that I found the autoscroll sections to be rather precise at times and the noble nickel in the section can easily lead to an unfair death. I collected it while upside down and found myself stuck in that little box. In addition to this, accessing and proceeding in that area can quickly use up the player's weapon energy for various utility items. I also wish it would save trinkets across playthroughs (not just death). So yeah. Overall I gotta stress that this level/game really needs a few hours of dedication in order to be truly appreciated.&lt;br /&gt;
|enjlscore = 45&lt;br /&gt;
|endesign = 12&lt;br /&gt;
|enfun = 8&lt;br /&gt;
|encreativity = 15&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I gotta say, I'm more than impressed. I don't think there's a single level in this game that is more creative than this one. I really liked how well the stage layout was used with the different creative gimmicks. I also had a lot of fun exploring this stage and finding new secret paths. I also appreciate the inclusion of a map, but it's honestly not done that well. [] However, I unfortunately can't call this a perfect level. The level design isn't top-notch, with many sections requiring trial and error, extremely precise movement, or a combination of the two. Additionally, I think there's one Noble Nickel that you can't get without dying. Also, I'm slightly upset over the fact that if you wish to collect all trinkets, there are various points of no return scattered across the stage, meaning you'll have to restart the whole level to get them. Finally, there's a lot of sections that can easily be broken through using special weapons. But seriously, even though this stage has so many problems, the concept behind it is absolutely fantastic and I really appreciate the effort put into it. Would it not have the problems I mentioned, it would easily be a perfect stage in my eyes.&lt;br /&gt;
|garirryscore = 42&lt;br /&gt;
|gadesign = 10&lt;br /&gt;
|gafun = 8&lt;br /&gt;
|gacreativity = 15&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|gadesignnote = Well, it honestly could be better. Most of the level was okay but the autoscroller section was absolute shit. Other than that it was decent.&lt;br /&gt;
|gafunnote = It was pretty enjoyable, but certain sections are irritating as shit.&lt;br /&gt;
|gacreativitynote = Okay, nothing to say here. It's flawless.&lt;br /&gt;
|gaaestheticsnote = Great.&lt;br /&gt;
|gafunctionnote = Well, I can see that there are many sections that are way too easy to break but... yeah.&lt;br /&gt;
|ace = Interesting concept. It's basically a mini-exploration title in a single level. The use of Gravity Flippers in a novel way is great, and individually most areas of this level are by themselves - good, if sometimes great. Hell, the stage is so convoluted, it comes with a map... which unfortunately is not an MiniMap ala Metroid, but for a single level, that would be hard to program, so I'll give it a pass. Would've been nice though.&lt;br /&gt;
&lt;br /&gt;
This stage is also incredibly frustrating, does not take the fact it relies on instant-death into account with it's checkpoints, defies basic player logic at times and asks for far too many finicky moments in succession that any fun with the level, concept and music is killed stone dead.&lt;br /&gt;
&lt;br /&gt;
I had to quit this stage and do something else, four times. Four. Every time I reached some sort of stopping point, I'd take it. This is one of the few stages where I did not want to keep playing, but felt like I had to to get a full experience.&lt;br /&gt;
&lt;br /&gt;
First major drawback - the lack of background - the entire stage is almost entirely black - and this is a major detriment to the player's enjoyment and actively hinders the stage a lot - there is no way whatsoever to tell what is and isn't a pit in this level. It'd be nice to know that in advance before the player throws themselves down into the abyss. It's also rather dull to look at. The map provided colour codes sections - these sections are the same basic tileset the rest of the stage uses so the player can be left rather confused as to what sector they are in. More background details were definitely needed, if only to help lessen some of the confusion. I should not be sitting around for minutes at a time trying to figure out where exactly I am, this is Mega Man after all!&lt;br /&gt;
&lt;br /&gt;
The second major problem with this level - the instant-death. It's not handled well. This really boils down to how finicky some of the maneuvers you have to pull off are, how little room for error there is here, and that the player is usually sent back several screens once they die. This would be a minor issue, if it weren't for the how exacting the requirements are every so often. What kills your stage dead in my eyes is the Mecha Dragon route. The spike drop is harsh. The auto scrolling segment is worse. The final few maneuvers - all of which must be done on a strict time limit thanks to the scroller, are extremely tight, and use a mechanic that is not entirely natural to a player's timing. Not only is there no checkpoint between the spike drop and the auto-scroller, there is no break at all in this section at all. Sometimes it is not a matter of how long a segment is, but how difficult the challenge in question is. The spike drop is not organic like most spike drops in the series. It doesn't flow naturally. Any of these segments, although hard, would've been fine by themselves.Together, these are seriously unfair.&lt;br /&gt;
To give credit where it is due, the second auto-scrolling segment is rather fun, very well designed... and actually has a checkpoint! The Mecha Dragon itself was rather anti-climactic though.&lt;br /&gt;
&lt;br /&gt;
The Gravity Man route... with multiple options, is a tad weird. The Yoku Block route, surprisingly, is fine. A little hard, but not too bad. The Count Bomb route has a jump in the stage, which up until this point has not required weapons - seemingly requiring a weapon to bypass. Or if it doesn't, that jump must be pixel perfect or something, because Mega Man saw the bottom of that pit many, many times. Either way, it either comes out of nowhere, or is too difficult for the average player to do.&lt;br /&gt;
&lt;br /&gt;
Finally, there are the collectables - the Nickels, naturally, and the Trinkets. Here is the final nail in this stage's coffin - getting these often require the player to die after collecting them. This is really counter-intuitive, and goes against any instinct the player would have. In fact, to complete the Trinket route, the player outright has to die at last twice to see the additional boss. Why?! Teleporters are an option here.&lt;br /&gt;
&lt;br /&gt;
The end-game after the Trinkets is rather good, but by this point the player has played the stage for an awful long time, and probably wants to leave, so it comes off as irritating. (The fact these are not saved between attempts at the level don't help, but I'm not sure much could've been done about that without Pyro's permission. Still an annoyance.)&lt;br /&gt;
&lt;br /&gt;
The new boss is... er.. it exists. Yep. The alternative attack pattern it uses exactly once is rather fun... if lasting for a bit too long, and spends the rest of the battle doing absolutely nothing threatening what-so-ever. If you'd mixed these up a bit, this fight would've been entertaining.&lt;br /&gt;
Overall, great concept for a level - but man, this level annoyed the life out of me.&lt;br /&gt;
|acescore = 24&lt;br /&gt;
|asdesign = 6&lt;br /&gt;
|asfun = 1&lt;br /&gt;
|ascreativity = 12&lt;br /&gt;
|asaesthetics = 2&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 9}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 9 Stages]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Bouncy_Castle&amp;diff=3402</id>
		<title>Bouncy Castle</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Bouncy_Castle&amp;diff=3402"/>
				<updated>2018-03-20T03:24:31Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 8 in the info tab&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= Bouncy Castle&lt;br /&gt;
|rank = Disqualified&lt;br /&gt;
|image= [[File:MaGMML2-81-BouncyCastle.png]]&lt;br /&gt;
|caption= It's a bouncy world out there...&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator= Beed28&lt;br /&gt;
|composer= Takashi Tateishi / Jun Funahashi&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 40&lt;br /&gt;
|judge2 = 29&lt;br /&gt;
|judge3 = 34&lt;br /&gt;
|judge4 = 33&lt;br /&gt;
|judge5 = -&lt;br /&gt;
|totalscore = 34.0 (score divided by 4)&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 2&lt;br /&gt;
|enemies = *&lt;br /&gt;
|subbosses = *&lt;br /&gt;
|bosses = &lt;br /&gt;
* [[Boundin' Crash Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Cocoron - Stage Theme 1 / Teenage Mutant Ninja Turtles - Boss&lt;br /&gt;
|location = [[Tier 8 (MaGMML2)|Tier 8]]&lt;br /&gt;
|previous = [[Conveyor Mayhem]]&lt;br /&gt;
|next = [[Aurora Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Whee! I don't know what's making the world bounce up and down so much, but standing here riding it out is so much fun!|[http://megaman.wikia.com/wiki/Mega_Man_Volnutt Mega Man Volnutt]|In-level NPC.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Bouncy Castle is a level in ''Make a Good Mega Man Level 2''. The core feature of the stage involves the whole level bouncing up and down at set intervals, throwing the player, items, and enemies into the air.&amp;lt;br&amp;gt;&lt;br /&gt;
Notably, it is the only entry in the contest to be disqualified, due to the screen bouncing causing severe motion sickness to [[ACESpark]], preventing it from being judged properly. [[Motion Sickness Man]] is present outside the level's entrance to warn players about the nausea inducing gimmick, along with an ON/OFF switch that shuts off the gimmick altogether instead of merely placing a [[Skip Teleporter]] inside.&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Oh my god this level is the most unfocused thing in the universe and I love it for that. It just takes its gimmick and RUNS with it. There's like half the enemies in the game used and they're just bouncing up and down everywhere and it's the dumbest thing ever. My experience with playing the level was basically just 'oh my god it's this enemy' 'oh no how is it gonna use this' it just keeps you on your toes it's just so great. I do have some issues with the design though, namely the first section and the boss. The first section is by far the weakest part of the level, mostly because of the sniper joe setup which just takes a literal eternity to get through and it's really difficult to actually take care of? The level really picks up after it, though, because it really just RUNS with the gimmick. There's alternate paths and tons of stuff and even with how wacky the level gets with its theme jumping all over the place and it using like half the devkit enemies it still manages to create coherent gameplay with it, mostly because the rooms themselves have specific ideas and it isn't just a free for all for the whole level. Fav is definitely the Knight Man room, it's just ridiculously fun to just have SO MUCH BOUNCING. Boss tho, I'm not a huge fan of? The raining bomb attack is fine, but the shield attack seems very inconsistent to actually dodge because you can't guarentee that the attack and the bouncy castle gimmick will line up with its timing. The good definitely outweighs the bad tho and it's a really fun level.&lt;br /&gt;
|pyroscore = 40&lt;br /&gt;
|spdesign = 11&lt;br /&gt;
|spfun = 9&lt;br /&gt;
|spcreativity = 10&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = Yes&lt;br /&gt;
|jupi = I'm sorry but I don't think this gimmick was thought through enough. The bounciness often sends you flying straight into enemy attacks, and vice versa. There also didn't seem to be a pattern between the 'times' of bounciness, making it even harder to get around. It felt like the stage was made normally and then the bounce effect was added later.&lt;br /&gt;
|jupiscore = 29&lt;br /&gt;
|jhdesign = 5&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 14&lt;br /&gt;
|jhaesthetics = 4&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|enjl = Unfortunately, most of my enjoyment in this level got quickly overshadowed by the unpredictable nature of the bouncy castle, which lies both at the core of the level but is also what makes it hard for me to enjoy the level to its fullest. While I love the bouncing effects and really like the setups you provide that are built around this mechanic, such as in the opening room or the fan area of the castle section, big chunks of the level didn't seem to be particularily bult around the mechanic. Aside from that, if I were able to predict the timing and height of my jumps more accurately, planning around the enemies' bounces would've been a lot easier and more consistent, making the level overall fairer and more strategically oriented. All this needs is a bit more telegraphing as to when a bounce happens. Taking away the initial bounce's effect and having it be purely visual might be enough. As it stands, though, while I like the concept of the level and had some silly fun by just bouncing all over the place, my method for actually advancing in this level is staying away from the ground as much as possible and otherwise playing the level like any other.&lt;br /&gt;
|enjlscore = 34&lt;br /&gt;
|endesign = 6&lt;br /&gt;
|enfun = 6&lt;br /&gt;
|encreativity = 12&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Although the idea behind this level is really interesting, it ironically ruins it for me. There's generally little wrong with the level itself, it looks pretty, the level design is fair, it's fun overall, but having Mega Man constantly bounce around makes it hard to make jumps over pits or hit enemies, and shortly after, you find yourself tired from all of this. Honestly I feel like removing the main gimmick altogether would just improve the level overall.&lt;br /&gt;
|garirryscore = 33&lt;br /&gt;
|gadesign = 8&lt;br /&gt;
|gafun = 4&lt;br /&gt;
|gacreativity = 12&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|gadesignnote = I'm not sure how great it is. With the bouncing mechanic, it feels like everything is hard to control, dealing with enemies can be a nuisance and ultimately it's not that great.&lt;br /&gt;
|gafunnote = It was fun bouncing around for a bit, but it became very quickly annoying. &lt;br /&gt;
|gacreativitynote = Brilliant idea. Not executed as well, but the idea itself is marvelous.&lt;br /&gt;
|gaaestheticsnote = Excellent (not counting the bouncing here)&lt;br /&gt;
|gafunctionnote = It feels weird at time, but ultimately works fine.&lt;br /&gt;
|ace = This level made me physically ill about a minute into it. &lt;br /&gt;
Therefore I am unable to give it a fair review, as I am unable to play it. It was a very clever idea, but somehow in execution it's... unbearable. &lt;br /&gt;
You have too much motion going on I think is the problem, and vertical motion is not something certain people suffering with motion sickness can deal with. &lt;br /&gt;
I'm kind of glad we caught this early, we don’t want to make the playbase unwell.&lt;br /&gt;
|acescore = -&lt;br /&gt;
|asdesign = -&lt;br /&gt;
|asfun = -&lt;br /&gt;
|ascreativity = -&lt;br /&gt;
|asaesthetics = -&lt;br /&gt;
|asfunction = -&lt;br /&gt;
|asskip = Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* When the level was in development, the bouncing effect used to be constant and more intense instead of occurring in set periods, this was changed as several people became nauseous when an initial beta of the level was offered for testing.&lt;br /&gt;
* The original level name was meant to be '''Bouncy Calamity''' during submission, but it was misnamed after the level was inserted.&lt;br /&gt;
* Spring Man's dialogue in the [[Main Hub]] alludes to Bouncy Castle.&lt;br /&gt;
* This is one of two levels to be flat-out unrated by one of the judges, the other being [[Objective: Vain Space]].&lt;br /&gt;
** Unlike Vain Space, this level's total did not count the rating as a zero, instead leaving the rating untouched and taking the average of the four judges who did rate the level.&lt;br /&gt;
* [[:File:BouncyCastle.gif|Click here to view the bouncing in action. (Motion Sickness Warning)]]&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 8}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 8 Stages]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=City_Under_Siege&amp;diff=3401</id>
		<title>City Under Siege</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=City_Under_Siege&amp;diff=3401"/>
				<updated>2018-03-20T03:23:21Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 8 in the info tab&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= City Under Siege&lt;br /&gt;
|rank = 21st&lt;br /&gt;
|image= [[File:CityUnderSiege1.png|250px]]&lt;br /&gt;
|caption= The first screen of the level.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[gone-sovereign]]&lt;br /&gt;
|composer= gouje0864&lt;br /&gt;
|artist= [[gone-sovereign]]&lt;br /&gt;
|programmer = [[Zieldak]]&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 36&lt;br /&gt;
|judge2 = 36&lt;br /&gt;
|judge3 = 27&lt;br /&gt;
|judge4 = 38&lt;br /&gt;
|judge5 = 36&lt;br /&gt;
|totalscore = 34.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 2&lt;br /&gt;
|enemies = &lt;br /&gt;
* Big Eye&lt;br /&gt;
* Camon&lt;br /&gt;
* Camouflametall&lt;br /&gt;
* Flying Shell&lt;br /&gt;
* Gachappon&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Jamacy&lt;br /&gt;
* Jet Bomb&lt;br /&gt;
* Kouker Q &lt;br /&gt;
* Met&lt;br /&gt;
* New Shotman&lt;br /&gt;
* Peng&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Swallown&lt;br /&gt;
* Telly&lt;br /&gt;
* Tondeall&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = &lt;br /&gt;
* Mecha Dragon&lt;br /&gt;
|music = Silverstein - Massachusetts 8-Bit Cover&lt;br /&gt;
|location = [[Tier 8 (MaGMML2)|Tier 8]]&lt;br /&gt;
|previous = [[Aurora Man]]&lt;br /&gt;
|next = [[Escape Sequence]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|*bzzt* Attention, citizens of New Harbor: This is the brilliant scientist, and soon-to-be ruler of the world, Dr. Albert Wily. My robots and I currently have the city under siege. All highways connecting to the city have been destroyed. Make no attempt to escape, if you value your life. Mr. Mayor, you have 48 hours to surrender the city to me, or else I will command my robot army to slaughter all humans until you change your mind! And if that blue brat Mega Man is watching this, good luck getting past my robot minions! If you do survive, my fortress is located at 721 5th Avenue. There's an old friend waiting to see you! BWAHAHAHAHAHA! *bzzt*|Dr. Wily|In-level comment box.}}&lt;br /&gt;
&lt;br /&gt;
'''City Under Siege''' is the 21st place level in ''Make a Good Mega Man Level 2.'' Submitted by gone-sovereign, the level is known for its stunning graphics, strong aesthetics, a Rush Jet section in the middle of the level, and a hard difficulty spike near the end of the level. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The level is one of the few levels in the contest to have its own narrative. The stage begins with a broadcast by Dr. Wily, who has captured the city of New Harbor and will not hesitate to slaughter all humans if the city is not surrendered in 48 hours. He then addressed Mega Man, whom he bids good luck, and warns of an &amp;quot;old friend&amp;quot; awaiting him at Dr. Wily's headquarters, at 721 5th Avenue.&lt;br /&gt;
&lt;br /&gt;
It is divided into four distinct sections: The opening highway segment that begins the stage, the Rush Jet segment across the river, a short street section, and a vertical section that scales Dr. Wily's headquarters. The level ends with a boss fight against the Mecha Dragon, whose platforms have been replaced with conveyor belts. &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The highway segment at the beginning of the stage is itself inspired by the intro stage of ''Mega Man X''. This section combines basic platforming and enemy challenges. Four enemies are encountered in this section: Camon, Sniper Joe, Kouker Q, and Gachappon. It also introduces two primary gimmicks: Concrete Man's pitfall blocks, and Spark Man's rising platforms. Just like in Concrete Man's stage, that pitfalls on the platforms are telegraphed by a different pattern on the blocks, as demonstrated by a Camon early in the level. The Spark Man platforms are used to reach higher platforms that Mega Man could not reach normally. A Large Energy Capsule can be obtained with the Hornet Chaser near the end of the segment.&lt;br /&gt;
&lt;br /&gt;
Followed by this is a Rush Jet segment. The mechanics of this segment function almost identically to ''Mega Man 8'''s Rush Jet segments -- the player can move freely around the screen on Rush, while the screen scrolls with them. This segment purely consists of enemy challenges. Five more enemy types are encountered here: Peng (who has had its sine wave attack pattern removed and now flies straight at Mega Man in groups of three), Swallown, Telly, Jet Bomb, and Flying Shell. All of Mega Man's weapons, sans Sakugarne, are available, though using Flash Stopper on Rush will also cause Rush as well as all enemies on screen to freeze, locking the player's movement. The first of two Noble Nickels in the stage can be found after the third Swallown, near the top of the screen.&lt;br /&gt;
&lt;br /&gt;
Rush Jet drops the player off at a [[City War]]-inspired street section, which chiefly consists of enemy-based challenges. In addition to the return of Camon and Gachappon, two new enemies are encountered here: Hammer Joe and New Shotman. Eddie will also appear at the start of the segment to offer the player power-ups. If the player uses Rush Coil to jump up to a single block suspended in mid-air to the right of a streetlight at the start of the segment, they can jump into the building itself and collect an E-tank. If they continue left and drop down behind the first tree, they can also collect an M-Tank. Hornet Chaser or Rush Coil can be used to obtain another Large Energy Capsule sitting in a window of the last building at the end of the block. A single Camouflametall disguised as a 1-up guards a Large Bolt at the end of the segment.   &lt;br /&gt;
&lt;br /&gt;
The final segment is a vertical segment which scales Wily's base. This segment once again combines platforming and enemy challenges, but also introduces the risk of spikes. In addition to both Hammer Joes and Sniper Joes, two more new enemies are introduced in this segment: Tondeall and Jamacy. Most of the enemies in this segment can be destroyed from the ladders. A Hammer Joe guards the second Noble Nickel on the first screen of this segment, which can be obtained by using Rush Coil. Spark Man platforms are reintroduced in this segment, and will often try to impale the player onto spikes. Likewise, the Concrete Man blocks return briefly in hopes of deceiving the player to their death. A single Big Eye is stationed on the last screen before the boss gate. To the right, a single Met guards a Large Energy Capsule and a Large Weapon Energy Capsule. An E-tank can be found in a small hole concealed by Concrete Man's pitfall blocks within the boss chamber.&lt;br /&gt;
&lt;br /&gt;
Only the boss remains standing in between the player and the Energy Element -- the Mecha Dragon. In this instance, the Dragon's platforms have been replaced with conveyor belts, which are wider than the Dragon's original platforms, but due to knockback, they are also easier to fall off of if the player gets hit. The strategy here is to alternate between the top and middle platforms, and lure the Dragon's fireballs. Charged Buster shots work effectively here, but Hornet Chaser, Super Arrow and Sakugarne are also effective. Once the Dragon is destroyed, the Energy Element can be obtained to leave the stage. If the Element gets caught beneath the conveyor belt platforms after the Dragon's defeat, the Element can still be reached if the player stands off to the extreme edge of the platform. If the player should die by falling into the pit after the Dragon is defeated, the Element will still count as having been collected.&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro =  Okay what the heck you somehow took City War and Sunset Siege and combined them and made a pretty good level out of them??? Seriously, this level is really good. I like the whole setup of the level, and the intro part is pretty interesting with setups like Sparkman platforms + Gachappons, I think it plays really well. Also wooo slopes. Then there's a freakin MM8 Rush Jet part??? Even though it's not like the most creative use of it ever it's still really fun, and I like that a lot too. Then you have the City War section which I really like too?? I really love your usage of New Shotmans here with them above ground? Also I totally got fooled by that Camoflametall ;-;. Most of this level I just really love how it plays and I find it super fun. I think there are two things that bring it down for me, though. I don't like the usage of sniper joes here, they just seem to be placed to waste your time, and also it seems that for this level only their weakness to slash claw was drastically toned down for some ungodly reason. Also, the Mecha Dragon fight. Mecha Dragon just really isn't that fun to fight in general, really. Also it's really easy to get instantly dropped into a pit when entering the boss room because there's no way to tell where the platforms are gonna be, so first time I got there I veered to the left for whatever reason and got dunked into a pit. But it's just two flaws in an otherwise pretty good level, great job here!&lt;br /&gt;
|pyroscore = 36&lt;br /&gt;
|spdesign = 11&lt;br /&gt;
|spfun = 7&lt;br /&gt;
|spcreativity = 8&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = I was expecting a City War sequel when I saw this level's name, and that's...kind of what I got? It's like City War but with better graphics and without all the holes. I really liked some parts, like the Rush Jet section. However, this level has a pretty ridiculous difficulty spike towards the end (literally, you spammed spikes in that vertical section) and that Mecha Dragon boss really ruined the level. Mecha Dragon on conveyor belts just isn't fun.&lt;br /&gt;
|jupiscore = 36&lt;br /&gt;
|jhdesign = 7&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = This level's city area is very beautiful! I really like how it looks, very authentic. However... it doesn't really feel good to play. I get the feeling the level's design was influenced by its aesthetic, which ended up making it feel rather dull, having to rely on a quantitfy of hazards in order to ramp up the challenge, rather than a clever combination of them and mutation of setups. There could've been more done with the illusion blocks, which I found to be an interesting gimmick that got introduced but unfortunately went largely unused until the end of the stage. The boss is not a lot of fun to play, since standing on either of the left platforms sees the player tumbling to their death as soon as they get hit. The shmup-segment would've been a lot better if you didn't let the player face left, too.&lt;br /&gt;
|enjlscore = 27&lt;br /&gt;
|endesign = 4&lt;br /&gt;
|enfun = 5&lt;br /&gt;
|encreativity = 9&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Very good level. The level design is creative and solid, and there are no cheap spots, with the only problem maybe being the large amount of Sniper Joes. I also liked the mini-plot and how the level looks, although the latter could be a bit better. While the Rush Jet section is quite annoying, for me the biggest experience ruiner is the boss and how hard it is to not fall off the moving platforms. Besides that, it remains a very enjoyable level.&lt;br /&gt;
|garirryscore = 38&lt;br /&gt;
|gadesign = 11&lt;br /&gt;
|gafun = 8&lt;br /&gt;
|gacreativity = 10&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Not bad, aside from a few occasional issues with enemy choice (such as having many sniper joes) and the cheapness of the boss, it's pretty good.&lt;br /&gt;
|gafunnote = It was very enjoyable. It was a little boring at times (early on I think) but it's still very fun. Boss was annoying though.&lt;br /&gt;
|gacreativitynote = It's an interesting level. I liked the mini-plot and city theme and design. Nothing too special, but very good nonetheless.&lt;br /&gt;
|gaaestheticsnote = I'd say that it kinda doesn't look perfect, but I'd give it a 4.&lt;br /&gt;
|gafunctionnote = Works just fine, but energy element is kinda glitchy. No big deal though.&lt;br /&gt;
|ace = Oh no. War has returned to the City! But at least this time workmen have patched in the holes, (I mean, there might have been some lawsuits involving that.)&lt;br /&gt;
Pleasant enough stage really. It's clear a fair old whack of effort was taken to make this place look like an actual city, even if the tileset doesn't really suit Mega Man at all. &lt;br /&gt;
The stage didn't do much in the way of anything original, but I have to admit, the Concrete Man blocks were pretty well handled, and you usually had me going &amp;quot;huh, neat!&amp;quot; every so often. I also loved how these were introduced... probably better than how Capcom themselves introduced the gimmick if I'm honest!&lt;br /&gt;
The Spark Man platforms got some good usage here, and you slowly increased the difficulty in logical ways. Cool.&lt;br /&gt;
The Rush Jet segment was a little.. weird. The lack of obstacles in that area, and just enemies, made it rather dull, things the player is required to outright dodge rather than shoot, could've made this interesting. Not bad though, just an observation.&lt;br /&gt;
Enemy selection worked, the stage was mostly a nice pleasant stroll, and nothing of note stands out. That might just be the level's issue. It's very generic and just sort of there. But it is a nice &amp;quot;sort of there&amp;quot;, after all.&lt;br /&gt;
&lt;br /&gt;
Also, hi dev-kit boss! He also managed to be the hardest portion of the stage, mostly due to how easy it is to be knocked into a pit by his fireballs.&lt;br /&gt;
&lt;br /&gt;
Stage was fine overall, even if it isn't the most impressive thing in the world. Definitely can see the effort that went into it though.&amp;quot;&lt;br /&gt;
|acescore = 36&lt;br /&gt;
|asdesign = 13&lt;br /&gt;
|asfun = 8&lt;br /&gt;
|ascreativity = 5&lt;br /&gt;
|asaesthetics = 5&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
The stage saw mixed-to-positive reviews. The level was praised for being an improved version of City War and having a narrative to go along with it. A major point of criticism, as highlighted by the judges, was the Mecha Dragon fight, made more difficult by the addition of conveyor belts and knock-back. The Rush Jet segment was commended, though it was a point of contention among the judges for having somewhat floundered in its execution. Two lesser points of criticism were the abundance of Joe enemies in the stage, and the use of GXSCC music, though the latter was omitted in the judge comments.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The address that Dr. Wily gives, 721 5th Avenue, points to the address of Trump Tower in real life.&lt;br /&gt;
* Aesthetically, the level is modeled after New York City. Each segment is based on certain parts of the Metropolitan Area -- the opening segment is based on the New Jersey Turnpike, the river that the player crosses on Rush Jet is based on the Hudson River, the street section is heavily modeled after Atlantic Avenue, and the architecture of building the player scales at the level's end is based on various buildings in Manhattan.&lt;br /&gt;
* The Met positioned to the right of the boss gate is a subtle reference to ''Mega Man vs. Met''.&lt;br /&gt;
* This level infamously spit out error messages twice during Flashman85's results stream.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 8}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 8 Stages]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Aurora_Man&amp;diff=3400</id>
		<title>Aurora Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Aurora_Man&amp;diff=3400"/>
				<updated>2018-03-20T03:20:25Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 8 in the info tab&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= Aurora Man&lt;br /&gt;
|rank = 22nd&lt;br /&gt;
|image=[[File:screenshot119.png]]&lt;br /&gt;
|caption= No doctor, it's just the northern lights.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[SpoonyBardOL]]&lt;br /&gt;
|composer= RushJet1&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 39&lt;br /&gt;
|judge2 = 33&lt;br /&gt;
|judge3 = 35&lt;br /&gt;
|judge4 = 40&lt;br /&gt;
|judge5 = 23&lt;br /&gt;
|totalscore = 34&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 1 &lt;br /&gt;
|enemies =&lt;br /&gt;
* Twin Roader&lt;br /&gt;
* Twin Cannon&lt;br /&gt;
* Pukapelly&lt;br /&gt;
* Crystal Joe&lt;br /&gt;
* Neo Metall&lt;br /&gt;
* Wall Blaster II&lt;br /&gt;
* Bounder&lt;br /&gt;
* New Shield Attacker&lt;br /&gt;
* Metall Cannon&lt;br /&gt;
* Yudon&lt;br /&gt;
* Power Muscler&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
|music= Mega Man 9.5- Aurora Man&lt;br /&gt;
|location = [[Tier 8 (MaGMML2)|Tier 8]]&lt;br /&gt;
|previous = [[Bouncy Castle]]&lt;br /&gt;
|next = [[City Under Siege]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Aurora Man is the 22nd place level in Make A Good Mega Man Level 2. The level consists mostly of Shadow Man Platforms and clever enemy placement. One of its strongest points was its custom tileset, while its lack of gimmicks brought down its score with certain judges.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Really nice level! The level has a very good difficulty curve and there's some very interesting and surprisingly difficult setups dealing with the Shadowman platforms. I love how they were used in tandem with the Crystal Joes - they present nice, rhythm...y...challenges. I think the one issue I really would have with the level is the two rooms where you drop down onto Shadowman platforms - I didn't get killed by the rooms, but I feel like I got lucky. It seems very easy for a player to be dropped down into spikes if they're not positioned exactly right, and it requires very quick reaction time to react to the fact that you're falling onto spikes as well as to immediately jump off the Shadowman platform. Other than that, the level is pretty good, and I love the aesthetics. Very solid level overall.&lt;br /&gt;
|pyroscore = 39&lt;br /&gt;
|spdesign = 12&lt;br /&gt;
|spfun = 8&lt;br /&gt;
|spcreativity = 9&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This level was...meh. The graphics were nice (aurora effect could use some work though) but there were some design flaws. A few sections dropped you into a room on top of platforms that open up underneath you while having to dodge enemy attacks. There wasn't really enough time to react without using the Flash Stopper. The rest of the level was pretty uneventful, although there were some nice platforming challenges with the red platforms.&lt;br /&gt;
|jupiscore = 33&lt;br /&gt;
|jhdesign = 9&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 11&lt;br /&gt;
|jhaesthetics = 4&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = Pretty nice and simple level! It does a fairly good job at introducing all of its elements and looks really nice. I feel like the enemy placement in this stage occasionally gets rather wacky, with areas near the middle of the level being more challenging than setups towards the end, but the challenges themselves are nice and fun to play through! I feel like the level was in its design somewhat limited by its city theme and that shaping the surrounding area based on the design would've allowed for some more creative segments overall. Still, fun level!&lt;br /&gt;
|enjlscore = 35&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 7&lt;br /&gt;
|encreativity = 10&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Absolutely fantastic stage! The level design is rock solid and it was ultimately a very enjoyable experience. Not to mention the visuals look absolutely marvelous. I would have liked if the level had a boss like the title suggests, but that's certainly no big deal, especially when we have a stage as good as this.&lt;br /&gt;
|garirryscore = 40&lt;br /&gt;
|gadesign = 10&lt;br /&gt;
|gafun = 9&lt;br /&gt;
|gacreativity = 11&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Really good! Enemy placement is good, the level is well built, and the amount of bad design is really, really small.&lt;br /&gt;
|gafunnote = Really fun level. Really liked going through it. A little empty I think, but not a serious issue.&lt;br /&gt;
|gacreativitynote = Generally the physical design of the level is really creative, an aurora-themed level is cool. If only there was a boss though.&lt;br /&gt;
|gaaestheticsnote = Absolutely fantastic. Choice of music is also great.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = Another boss corridor, another lack of robot master. &lt;br /&gt;
This was disappointing, especially with the level name, you really needed a boss! &lt;br /&gt;
The main issue with this level is: It looked great, it sounded great... and that was it. There was so little interesting going on that it is overall quite forgettable. The fact that only one gimmick was used is also a real blow to the stage and didn't show much creativity there. &lt;br /&gt;
There is a lot there in the devkit, use it! The only real highlight of the stage was the Noble Nickel. &lt;br /&gt;
But one creative spot does not a creative stage make. The enemy selection was also all over the place with little cohesion, as if they were chosen at random at times. It got better as the stage went on, but it started off pretty meh. &lt;br /&gt;
Very forgettable, not that fun, so I'm not terribly impressed, sorry. But still, the level wasn't BAD, just not terribly interesting.&lt;br /&gt;
|acescore = 23&lt;br /&gt;
|asdesign = 5&lt;br /&gt;
|asfun = 5&lt;br /&gt;
|ascreativity = 3&lt;br /&gt;
|asaesthetics = 5&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Obligatory 'Steamed Hams' reference ==&lt;br /&gt;
'''ACESpark''': Good lord, what is happening in there!?&amp;lt;br&amp;gt;&lt;br /&gt;
'''SpoonyBardOL''': Aurora Man?&amp;lt;br&amp;gt;&lt;br /&gt;
'''ACESpark''': A...?&amp;lt;br&amp;gt;&lt;br /&gt;
'''ACESpark''': Aurora Man? In ''22nd place'', with ''34 points'', in ''this'' part of Tier 8, localized '''''entirely''''' between [[Bouncy Castle]] and [[City Under Siege]]!?!&amp;lt;br&amp;gt;&lt;br /&gt;
'''SpoonyBardOL''': Yes!&amp;lt;br&amp;gt;&lt;br /&gt;
'''ACESpark''': ...&amp;lt;br&amp;gt;&lt;br /&gt;
'''ACESpark''': May I fight him?&amp;lt;br&amp;gt;&lt;br /&gt;
'''SpoonyBardOL''': ...No.&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Template:MaGMML2 Tier 8}}&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=But_It_Lacked_the_Depth_to_Convince_Me_That_This_is_Really_Hell&amp;diff=3399</id>
		<title>But It Lacked the Depth to Convince Me That This is Really Hell</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=But_It_Lacked_the_Depth_to_Convince_Me_That_This_is_Really_Hell&amp;diff=3399"/>
				<updated>2018-03-20T03:18:45Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added scores for 4 judges and a link to Tier 8 in the info tab&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= But It Lacked the Depth To Convince Me That This is Really Hell&lt;br /&gt;
|rank = 26th&lt;br /&gt;
|image= [[File:ButItLacked.PNG|250px]]&lt;br /&gt;
|caption= &lt;br /&gt;
|game=&lt;br /&gt;
|creator= [[Phoba555]]&lt;br /&gt;
|composer= SiIvaGunner&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 30&lt;br /&gt;
|judge2 = 44&lt;br /&gt;
|judge3 = 27&lt;br /&gt;
|judge4 = 34&lt;br /&gt;
|judge5 = 26&lt;br /&gt;
|totalscore = 32.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5&lt;br /&gt;
|enemies = &lt;br /&gt;
* Kemumakin&lt;br /&gt;
* Rabbiton&lt;br /&gt;
* Shield Attacker&lt;br /&gt;
* Big Tellie&lt;br /&gt;
* Tencrow&lt;br /&gt;
* Crazy Cannon&lt;br /&gt;
* Bombombomb&lt;br /&gt;
* Saturn Seeker&lt;br /&gt;
* Petit Devil&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = Mecha Dragon&lt;br /&gt;
|other = &lt;br /&gt;
|music = Corpse Party - Ray Of Hope &lt;br /&gt;
|location = [[Tier 8 (MaGMML2)|Tier 8]]&lt;br /&gt;
|previous = [[Ruined Lab]]&lt;br /&gt;
|next = [[Force Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|This really is Hell|Mega Man|Upon facing the boss}}&lt;br /&gt;
&lt;br /&gt;
==Overview== &lt;br /&gt;
&lt;br /&gt;
But It Lacked the Depth To Convince Me That This is Really Hell is the 26th place level in ''Make a Good Mega Man Level Contest 2'', created by Phoba555. It contains lots of sledding, as well as a few sections using Bright Man platforms and the elevator from Wily 3 from Mega Man 10. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy== &lt;br /&gt;
&lt;br /&gt;
The key to this level is instruction following. When instructed to Jump, Jump or Slide, Slide, you should do just that. If you're not trying to go for buster only, make liberal use of Hornet Chaser and Jewel Satellite.&lt;br /&gt;
&lt;br /&gt;
All Nobel Nickels are in the first sledding section. &lt;br /&gt;
The first Nobel Nickel is located right after the first jump. Jump immediately after landing to get it. The second one is located in the Hologarn section, and will be obtained so long as you are following instructions. Jump immediately after obtaining the second one to get the third one. While upside down, jump over the gravity flip to obtain the fourth one, and the fifth one is on the way to the exit just after the fourth one.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Given the level name, I think you're well aware of the problems in this level, but I'm gonna state them anyways :V. First off, I'm not really sure if I can judge this level completely fairly, because I used this stage for testing due to it being one of the first submitted so I basically knew the first sled section ahead of time. But during that testing I have....vivid memories of just getting dunked into pits and getting overwhelmed every five seconds. And that's basically the issue here. The level is very intent on overwhelming you, even at some points giving you multiple sled direction sign things at the SAME time, giving you a bajillion enemies to dodge, having extremely fast autoscroll, surprising you with random Bombombs out of pits, etc. It just ends up as trial and error. And while it is satisfying to finally pull off, it's not fun to 'learn'. It's even more of a trainwreck to get the Noble Nickels. It's also really bizarre because the second sled section ends up EASIER than the first one. Honestly besides the sled sections the level is okay, I really like the downwards elevator section, but there's still a bunch of surprise attacks with stuff like Cannopellers you can't see ahead of time. It's just...not fun. I respect making the decision TO make a sled level tho :V.&lt;br /&gt;
|pyroscore = 30&lt;br /&gt;
|spdesign = 7&lt;br /&gt;
|spfun = 5&lt;br /&gt;
|spcreativity = 8&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = That was such a fun level! It was challenging, but it was also completely doable with some practice, especially because you placed so many checkpoints. Very important in a game with infinite lives! Those sled sections were a LITTLE bit too fast, though. Also, the Spark Man platforms during the boss didn't really have a use because you can hit the Mecha Dragon's body instead of just its head.&lt;br /&gt;
|jupiscore = 44&lt;br /&gt;
|jhdesign = 12&lt;br /&gt;
|jhfun = 9&lt;br /&gt;
|jhcreativity = 14&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = Somehow I get the feeling this stage was built to be annoying, and while I was a bit annoyed in some parts I found most of the stage to be rather enjoyable. The stage overall is more a showcase of various gimmicks than anything coherent and most of the sections are executed pretty well... aside from the part where the screen goes dark which has caused me more frustration than I'd like to admit. The boss fight is one of the less hellish mecha dragons I've fought.&lt;br /&gt;
|enjlscore = 27&lt;br /&gt;
|endesign = 6&lt;br /&gt;
|enfun = 5&lt;br /&gt;
|encreativity = 7&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = &lt;br /&gt;
|garirryscore = 34&lt;br /&gt;
|gadesign = &lt;br /&gt;
|gafun = &lt;br /&gt;
|gacreativity = &lt;br /&gt;
|gaaesthetics = &lt;br /&gt;
|gafunction = &lt;br /&gt;
|gadesignnote = &lt;br /&gt;
|gafunnote = &lt;br /&gt;
|gacreativitynote = &lt;br /&gt;
|gaaestheticsnote = &lt;br /&gt;
|gafunctionnote = &lt;br /&gt;
|ace = I can sum up this level's issues very quickly actually: You made the Frost Man / Wily rocket sled segments even worse. Somehow.&lt;br /&gt;
Here are the specifics: Too many beefy enemies, followed by jumps with too little warning, (the warning signs seem a bit desynced from the challenge they're associated with for me). Like, every time you used the Giant Tellies... there was just one too many for its segment. They have too much health for the situations you use them in. Not even a charged shot kills them outright!&lt;br /&gt;
And seriously... why would you include Holograns... in a rocket sled segment. What was that!? Why would you use that enemy there, you practically require clavocance to obtain the Nickels in this stage! And sometimes to even survive areas.&lt;br /&gt;
&lt;br /&gt;
The rest of the stage... simply isn't focused, or poorly implemented. The pixel perfect jump towards the end of the stage was also irritating,&lt;br /&gt;
&lt;br /&gt;
Honestly, I think had the sled segments been toned down by only a few enemies (and no darkness gimmick, please), this level would be a lot more fun than it is currently. I even played through it a few times to see if I simply didn't &amp;quot;&amp;quot;get&amp;quot;&amp;quot; it.. and I was still irritated by the third time through.&lt;br /&gt;
&lt;br /&gt;
Also, hi dev-kit boss! Erm. Yes that appeared to be even easier than it was in the original game. Good job!&lt;br /&gt;
|acescore = 26&lt;br /&gt;
|asdesign = 5&lt;br /&gt;
|asfun = 4&lt;br /&gt;
|ascreativity = 8&lt;br /&gt;
|asaesthetics = 4&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 8}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 8 Stages]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Gunpowder_Cellar&amp;diff=3398</id>
		<title>Gunpowder Cellar</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Gunpowder_Cellar&amp;diff=3398"/>
				<updated>2018-03-20T03:13:06Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 7 in the info tab&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= Gunpowder Cellar&lt;br /&gt;
|rank = 32nd&lt;br /&gt;
|image= [[File:Gunpowder-Cellar.png]]&lt;br /&gt;
|caption= The smell of gunpowder in the morning...or is it night? &lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Mysterion-svin]]&lt;br /&gt;
|composer= &lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 32&lt;br /&gt;
|judge2 = 33&lt;br /&gt;
|judge3 = 23&lt;br /&gt;
|judge4 = 32&lt;br /&gt;
|judge5 = 35&lt;br /&gt;
|totalscore = 31.0&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 1&lt;br /&gt;
|enemies = &lt;br /&gt;
* MM1 Met&lt;br /&gt;
* Screw Bomber&lt;br /&gt;
* Beak&lt;br /&gt;
* Telly&lt;br /&gt;
* Pickelman Bull&lt;br /&gt;
* Mousubeil&lt;br /&gt;
* Caricarry&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = [[Match Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = The Binding of Isaac - Penance (Cellar Theme) 8-bit&lt;br /&gt;
|location = [[Tier 7 (MaGMML2)|Tier 7]]&lt;br /&gt;
|previous = [[Blaze Man]]&lt;br /&gt;
|next = [[Cursor Curse]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|...this is a stage that could have been good, but ultimately ends up being a frustrating mess.|Garirry|Judge Comment}}&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Gunpowder Cellar''' is the 32nd place entry in ''Make a Good Mega Man Level 2''. It's known for exploding barrels and rocks falling from the ceiling. &lt;br /&gt;
==Strategy==&lt;br /&gt;
Good luck. Also, the barrels can be destroyed by charged shots, Wheel Cutter, and Triple Blade.&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Good level overall, though I do have a few issues with it. I'm not really sure if just having a ! sign was the best way to convey that rocks were going to fall at that spot, because it WILL catch you the first time you go through and it kept catching me because I kept thinking that the signs were decoration in my head. It doesn't help that they just seem to come out of the ceiling and there isn't really any logical hole or noticeable tube they'd come through. Other than that, the level was pretty good, though I kinda wish the barrels were used a bit more, like have them contain enemies or something. Some parts of the level felt a bit cluttered at times, namely the part where you have to grab the key, but most of it is pretty good. I like the boss fight, and it's learnable and fair, though I do think that the damage that the match oes to you is a bit much. Overall a solid level. ALSO I SAW THAT SMOL ISAAC&lt;br /&gt;
|pyroscore = 32&lt;br /&gt;
|spdesign = 9&lt;br /&gt;
|spfun = 6&lt;br /&gt;
|spcreativity = 8&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = You nailed down the 'abandoned basement' vibe pretty well, but this level was kinda lacking in terms of design. The bottom area was really cramped, same with the vertical section. It wasn't really clear that the key was INSIDE a barrel, which confused me and made me backtrack when I didn't need to. The boss was unfair because it was nearly impossible to telegraph its attacks, and its weakness (Grab Buster) is a very slow weapon that usually fails to hit the boss in time because of its many, MANY periods of invincibility. Overall, this level had some potential, but it just...kind of missed the mark :/&lt;br /&gt;
|jupiscore = 33&lt;br /&gt;
|jhdesign = 6&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 13&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = I feel like this level got a bit carried away with its cellar theme there. The way this level is laid out makes the enemy positions not at all comfortable to deal with and the environment is overall claustrophobically cramped on many occasions. The matchstick boss is a neat idea considering the gunpowder theme and I like its pattern, though the final attack is something that the player can't predict unless they know it's coming. Overall I wish this level tried less to feel like a building and got more creative with its layout to compliment its enemy positions and not its general aesthetic.&lt;br /&gt;
|enjlscore = 23&lt;br /&gt;
|endesign = 5&lt;br /&gt;
|enfun = 3&lt;br /&gt;
|encreativity = 5&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = This level had potential to be good considering the fairly interesting idea for this stage, but there are so many issues that make it very mediocre. This stage fails at the basics of level design; every section is filled with too many enemies and obstacles that are nearly impossible to avoid. The fact that you need to stop to recharge your buster to destroy the barrels just makes this level more frustrating. The boss also has inconsistent attacks. So in short, this is a stage that could have been good, but ultimately ends up being a frustrating mess.&lt;br /&gt;
|garirryscore = 32&lt;br /&gt;
|gadesign = 6&lt;br /&gt;
|gafun = 6&lt;br /&gt;
|gacreativity = 11&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Man, this level fails at the basics of level design. Many sections are filled with an overabundance of enemies that are hard to avoid, etc. It's also very bad at teaching the level itself.&lt;br /&gt;
|gafunnote = It was okay. I did have some fun but the stage is frustrating.&lt;br /&gt;
|gacreativitynote = Admitedly, it shines here. The idea is very good and I liked how it was done.&lt;br /&gt;
|gaaestheticsnote = Meh.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = This was fun enough, if not spectacular.&lt;br /&gt;
&lt;br /&gt;
I guess my primary issues are a few 'this is irritating' moments. For example, this stage has an awful lot of areas where it isn't... actually obvious where to go. So many areas look like they should scroll to the next screen, but don't. It's rather annoying to travel up somewhere without say, a path, or even a reward for doing so.&lt;br /&gt;
There are also quite a few areas where you could've benefited from, say, sticking in another Nickel rather than... bolts. It's a bit of a bummer to work to get somewhere only for there to be almost nothing waiting for you. I appreciate the one you stuck in there though.&lt;br /&gt;
Final issue - this stage lets you spend the entire thing doing it buster only - up until the end which suddenly requires weapon usage. Erm.. why? Especially since it's on the main route. [POST JUDGING COMMENT: This was a glitch, and fixed post judging.]&lt;br /&gt;
&lt;br /&gt;
There is one really major missed opportunity here - A lack of cartoon gunpowder line? This stage could've benefited with a gimmick somewhat like that if only to boost this from 'just solid' to 'great'. Your new asset wasn't really pushed far enough to be memorable, but at least the stage was designed around the fact they don't respawn, so kudos to that.&lt;br /&gt;
&lt;br /&gt;
I liked most aspects of your Robot Master (I.. guess he's a Robot Master?), except for the fact he's randomly invincible whilst jumping. He doesn't look like he should be whilst doing that, and it's enough to throw the player off completely.&lt;br /&gt;
|acescore = 35&lt;br /&gt;
|asdesign = 10&lt;br /&gt;
|asfun = 8&lt;br /&gt;
|ascreativity = 7&lt;br /&gt;
|asaesthetics = 5&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 7}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 7 Stages]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Lava_Factory&amp;diff=3397</id>
		<title>Lava Factory</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Lava_Factory&amp;diff=3397"/>
				<updated>2018-03-20T03:12:09Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 6 in the info tab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|rank = 36th&lt;br /&gt;
|image= [[file:LavaFactory01.png|250px]]&lt;br /&gt;
|caption= Don't &amp;quot;wine&amp;quot; about it being a water level.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= DuckSalmon&lt;br /&gt;
|composer= Konami Kukeiha Club, Wally Chantek&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer= &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 32&lt;br /&gt;
|judge2 = 32&lt;br /&gt;
|judge3 = 25&lt;br /&gt;
|judge4 = 34&lt;br /&gt;
|judge5 = 27&lt;br /&gt;
|totalscore = 30.0&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3 Nickels&lt;br /&gt;
|enemies = &lt;br /&gt;
* Komasaburo&lt;br /&gt;
* Metall&lt;br /&gt;
* Metall Swim&lt;br /&gt;
* Pickelman Bull&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Telly&lt;br /&gt;
* Yudon&lt;br /&gt;
|subbosses =&lt;br /&gt;
* Gamarn and Gamadayu&lt;br /&gt;
* Metall Potton&lt;br /&gt;
|music = Gradius 3 (SNES) - Lucky Zone&lt;br /&gt;
|location = [[Tier 6 (MaGMML2)|Tier 6]]&lt;br /&gt;
|previous = [[Duwang]]&lt;br /&gt;
|next = [[Just An Ice Level]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Thanks for playing! A special thanks to the creators of this engine that makes true my childhood dream. This is my very first game level I hope you enjoy it. now... Good Luck!! Remember... This is LAVA Factory!|DuckSalmon|hidden room at the start of the level}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Lava Factory is the 36th place entry in ''Make A Good Mega Man Level 2''. There is no lava to be found in this level.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
In the starting room, using Wheel Cutter on the left wall will destroy a part of it and open a path to a room containing a message from DuckSalmon and the first Noble Nickel. After that, continue to the right for a few screens, dodging jumping Metalls and a lone Pickelman Bull. In the room with the Komasaburo, there's a block that can be destroyed with Slash Claw; sliding through will drop you into a small underwater area with an E Tank and the second Noble Nickel. Heading back up, you're forced to use Slash Claw a little bit more, both on a block behind the Yudon, as well as on some Metalls with unique sprites that can only be hurt with Slash Claw. After this is a straightforward fight against a Metall Potton, and then the Energy Element!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
... Just kidding, there's an invisible wall blocking it. Head left through the following underwater section full of Metall Swims (as well as one screen with a lot of Dive Man mines), and you'll eventually come to a ladder up out of it. At the top is a Sniper Joe that's best dealt with using Flash Stopper, as you have no room to maneuver fighting it (unless you shoot the Plant Man platforms, but even then you risk falling back into the water). Following this is a room of ascending Plant Man platforms with Tellies spawning; the final Noble Nickel is on a ledge at the top of this room. The final challenge of the level is Gamarn and Gamadayu guarding a boss hallway. In the boss room, an angry Shadow Man explains that you just destroyed his ''wine'' factory (because &amp;quot;Why do You think Capcom's level designers put lava in a ninja's stage?&amp;quot;) and tells you to just take the Energy Element and get out.&lt;br /&gt;
&lt;br /&gt;
== Judge Comments ==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Pretty nice level! It's not spectacular or anything but it's fun and has some clever design moments. I like how you used the jumping mets at the beginning, and I liked how the underwater Noble Nickel was hidden. In the end, though, it doesn't really do much, but it's fun either way so it's not like a crime or anything. It's just overall a nicely designed and fun level, the fake energy element totally fooled me, and the wine joke at the end was funny. Probably the only issue I would have is that secret dev room, not sure if I'd hide a Noble Nickel behind something that obscure, especially since the Wheel Cutter blocks are used nowhere else. Still a nice level though.&lt;br /&gt;
|pyroscore = 32&lt;br /&gt;
|spdesign = 8&lt;br /&gt;
|spfun = 8&lt;br /&gt;
|spcreativity = 7&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = You got me with that Energy Element troll! Anyway, this level may not have been that long or had a lot of custom assets, but I enjoyed it anyway. It felt like something straight out of one of the classic Mega Man games, and at the end of the day, this is the Make a Good MEGA MAN Level Contest. Thing is, some parts use the tileset in really strange ways (beginning of the water section) and the vertical rooms with the Tellies got a bit annoying. The lack of a boss was disappointing, and the ending dialogue didn't make a ton of sense. All in all though, good effort.&lt;br /&gt;
|jupiscore = 32&lt;br /&gt;
|jhdesign = 10&lt;br /&gt;
|jhfun = 9&lt;br /&gt;
|jhcreativity = 5&lt;br /&gt;
|jhaesthetics = 3&lt;br /&gt;
|jhfunction = 5&lt;br /&gt;
|enjl = Pretty cool first level! While playing it rather safe and not being very innovative it has a nice difficulty curve and does a decent job at introducing various mechanics it uses. The slash claw indication on the breakables isn't obvious and the mine section is pretty bland and unnecessary, but aside from that I enjoyed it.&lt;br /&gt;
|enjlscore = 25&lt;br /&gt;
|endesign = 9&lt;br /&gt;
|enfun = 7&lt;br /&gt;
|encreativity = 3&lt;br /&gt;
|enaesthetics = 2&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Not a bad level. The level design is well done, with the exception of a few sections, such as the ones with the Sea Mines and the ones which just feel empty. Other than that, there's not much to say about this one. I had fun playing it, but it wasn't anything too amazing and the stage concept is a little generic.&lt;br /&gt;
|garirryscore = 34&lt;br /&gt;
|gadesign = 10&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 8&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|gadesignnote = It's pretty decent. I think the way the stage was designed was very solid, most sections were fair. Some parts are bad like the spikeball section, and a few are just boring and empty.&lt;br /&gt;
|gafunnote = I liked this stage. It was actually really fun despite the design problem. Nothing too special though.&lt;br /&gt;
|gacreativitynote = It's okay. It's not that creative, but I did enjoy the concepts used.&lt;br /&gt;
|gaaestheticsnote = Looks good.&lt;br /&gt;
|gafunctionnote = Well, there's one section where you can screw up the camera, but other than that it's okay.&lt;br /&gt;
|ace = If this is actually your first attempt at a level, I'd say you did pretty good!&lt;br /&gt;
For a contest though... it's not terribly interesting?&lt;br /&gt;
&lt;br /&gt;
I am kind of liking the destructible walls being built into the terrain as they are, and the first Nobel Nickel was very, very sneaky, I approve. I'm almost thinking that the level probably should've stuck to its guns and, in a strange thought, actually kept up the weapon usage. I mean they're there, and by introducing the destructible blocks on the main path, you clearly indicate what sort of level we're doing, except it just sort of stops and becomes really generic.&lt;br /&gt;
&lt;br /&gt;
I thought the fake Energy Element was... kind of daft, especially since there doesn't appear to be any justification for it whatsoever. It's just bizarre, and very confusing. Many people will get annoyed by this I think.&lt;br /&gt;
There are a few too many empty screens every so often, and that screen with nothing but Mines seems... pointless and a huge time waster, since there is no challenge to these things what-so-ever.&lt;br /&gt;
It is also possible to go over the level terrain quite a bit, since they aren't blocked off, so nothing is stopping you from exiting the ceiling. Fortunately there aren't exactly any areas where you get stuck. It's just unpolished.&lt;br /&gt;
Your use of ceilings was also very inconsistent, so when attempting to jump off the top of the screen, the player never knows if they'll bump their head off an invisible ceiling or not.&lt;br /&gt;
&lt;br /&gt;
It certainly is not a awful stage by any stretch of the imagination, but it did sort of lose any identity it could've had part way through, and that is a shame, and very disappointing.&lt;br /&gt;
&lt;br /&gt;
Oh, and for once I approve of the lack of boss following a boss corridor. While it's not a boss fight, there is still a climax to the stage of sorts, so it works, just.&lt;br /&gt;
&lt;br /&gt;
|acescore = 27&lt;br /&gt;
|asdesign = 7&lt;br /&gt;
|asfun = 7&lt;br /&gt;
|ascreativity = 6&lt;br /&gt;
|asaesthetics = 4&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Lava Factory is one of a handful of stages that are impossible to perfect run, as it requires the use of special weapons.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 6}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 6 Stages]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Duwang&amp;diff=3396</id>
		<title>Duwang</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Duwang&amp;diff=3396"/>
				<updated>2018-03-20T03:11:21Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 6 in the info tab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|rank = 37th&lt;br /&gt;
|image= [[file:Duwang4.PNG|250px]]&lt;br /&gt;
|caption= Got a feeling so complicated&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[QuestMark]]&lt;br /&gt;
|composer= Maurizio Dejorio, K. Aoki + D Hisegawa&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer= &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 34&lt;br /&gt;
|judge2 = 29&lt;br /&gt;
|judge3 = 27&lt;br /&gt;
|judge4 = 40&lt;br /&gt;
|judge5 = 19&lt;br /&gt;
|totalscore = 29.8&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3 Nickels&lt;br /&gt;
|enemies = &lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Skeleton Joe&lt;br /&gt;
* Cannopeller&lt;br /&gt;
* Batabattan&lt;br /&gt;
* Crazy Cannon&lt;br /&gt;
* Walking Bomb&lt;br /&gt;
* Curlinger&lt;br /&gt;
* Brain Break&lt;br /&gt;
* Pandeeta&lt;br /&gt;
* Metall Swim&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Tatepakkan&lt;br /&gt;
* Bombombomb&lt;br /&gt;
* Gabyoll&lt;br /&gt;
* Bomb Flier&lt;br /&gt;
|subbosses =&lt;br /&gt;
|bosses = Crash Man&lt;br /&gt;
|music = *Diamond Is Unbreakable - Great Days (Level)&lt;br /&gt;
* Initial D - Running in the '90's (Boss)&lt;br /&gt;
|location = [[Tier 6 (MaGMML2)|Tier 6]]&lt;br /&gt;
|previous = [[Nitrogen Man]]&lt;br /&gt;
|next =[[Lava Factory]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|What a beautiful Duwang! chew|Yoshikage Kira|hidden room.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
Duwang is the 37th placed level in ''Make A Good Mega Man Level 2''. The stage is one giant reference to Jojo's Bizarre Adventure Part 4: Diamond Is Unbreakable. &lt;br /&gt;
&lt;br /&gt;
The stage can be accurately divided into three sections: the streets, the sky, and the alley.  The streets are populated with enemies, especially Gabyoalls. It also contains a few pits with Bombombombs. The sky section is full of Plant Man platforms, as well as Cannopellers and Bomb Fliers. The final stage in this is the alley, where you will die if you look to the left.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy == &lt;br /&gt;
&lt;br /&gt;
The first part of this stage, the streets, can be almost entirely passed through with the use of the Jewel Satellite. The only thing you'll need to watch out for is the Tatepakkans. However, before you reach the first Tatepakkan, the level goes up a bit, and there is a drop to the area with the Tatepakkans. Instead of jumping down and completing this part of the level normally, you can use a super arrow to pass over the rest of the street segment.&lt;br /&gt;
&lt;br /&gt;
In the sky, you have to get across large pits using plant man platforms whilst avoiding enemies. The level requires you at points to shoot multiple platforms from one platform, and also requires you to backtrack a bit to shoot some other platforms.&lt;br /&gt;
&lt;br /&gt;
[[File:Duwang2.PNG|thumb|none|alt=|Make sure to jump down this gap for the Nobel Nickels.]]&lt;br /&gt;
&lt;br /&gt;
Once you finish that, you enter the alleyway. As the sign warns, you are not to face left at any point while going through this section. If you look left, you will hear a sound, then you will be instantly killed. This can make certain enemies hard or impossible to kill if you aren't using certain special weapons. &lt;br /&gt;
&lt;br /&gt;
The boss is not mandatory, and you receive no reward for beating him. There is no reason to fight the boss anyway, as the energy element is right in front of the boss, and the boss does absolutely nothing apart from look left and right on the spot.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = is this memes. Pretty good level! The aesthetics are pretty weird and definitely not something I've seen in Mega Man before :V. The design isn't THE BEST EVER but I like some of the ideas present. I like how Spines are used in the first section, and there are some kinda neat setups with the Plantman platforms in the second section. I don't like some of the enemy placement in the second section tho, there's enemies like Crazy Cannons that just seem placed to waste your time rather than actually provide a challenge. The third section is interesting (and REALLY stressful) but I think the gimmick is badly introduced. I didn't get what the sign meant until my second playthrough, so on the first playthrough I was just trying to get through the section as fast as possible and getting extremely paranoid of the death wall coming out of nowhere. It's an interesting stipulation when you get it, though, and it affected my playstyle personally quite a lot. So, while it's not perfect, the level has some interesting ideas, and it's a good level overall. Also that meme room, smh&lt;br /&gt;
|pyroscore = 34&lt;br /&gt;
|spdesign = 9&lt;br /&gt;
|spfun = 7&lt;br /&gt;
|spcreativity = 9&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = Picture this: you're just strolling through a city, shooting a bunch of enemies, admiring the cool graphics, and minding your own business, and then OH MAN A GIANT WALL OF HANDS COMES OUT OF NOWHERE AND KILLS YOU INSTANTLY AAAAAAAAA. That's what happened to me in the second half of the stage. The first time I played this I had no clue what caused that to happen, but the second time I noticed the picture on the wall and realized that it happens whenever you press the left arrow. A text sign saying &amp;quot;don't look back&amp;quot; or something similar would have been nice. Also, some of the Plant Man platforms in the aerial secton despawned, so I had to use Rush Jet. Maybe add a few &amp;quot;safe&amp;quot; platforms in case that happens, like count bombs.&lt;br /&gt;
|jupiscore = 29&lt;br /&gt;
|jhdesign = 5&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 3&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|enjl = Probably the most memorable thing about this level is the section of death hands. Only for the hands. Loving those. My favourite section to play through, however, was the platforming section. While it doesn't do anything particularly innovative I like how it makes you shoot a long distance to activate a platform or take down a foe. The first section suffers a lot from the background and the no-left-section has some spam issues near the end and ends up getting rather repetitive. I'm not a big fan of this level's visuals.&lt;br /&gt;
|enjlscore = 27&lt;br /&gt;
|endesign = 7&lt;br /&gt;
|enfun = 5&lt;br /&gt;
|encreativity = 9&lt;br /&gt;
|enaesthetics = 1&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I really enjoyed playing this stage. The level design is very solid, and the ideas behind it are very interesting. I also like the aesthetics and music used in this stage. However, there are quite a bit of problems. The section with the creepy grey hands thing is confusing and I have no idea what causes them to trigger. Aside from that, the visuals, although as mentioned previously, look good, it still feels a bit nauseating just looking at all this blend of colours. And finally, the Noble Nickels didn't need to be where they are. To conclude, this is definitely one great level, but it has some issues.&lt;br /&gt;
|garirryscore = 40&lt;br /&gt;
|gadesign = 11&lt;br /&gt;
|gafun = 8&lt;br /&gt;
|gacreativity = 12&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's pretty okay. Nothing too spectacular, some sections are a bit rough, but the design is fairly solid. Really liked some sections there.&lt;br /&gt;
|gafunnote = I really enjoyed this one. Nothing too spectacular, but it's good. The weird grey hands section thingy was horrifying though.&lt;br /&gt;
|gacreativitynote = I really liked the concept here. Not sure if there's a reference there but I liked how it was done.&lt;br /&gt;
|gaaestheticsnote = Ouch, the visuals are a bit nauseating. Music is good, but I gotta have to penalise for that.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = I.. what. The hell. I don't... even... if I could leave the review there, I would. I have no idea what was going on and at this point I'm afraid to ask. &lt;br /&gt;
This was... creative? I guess? The idea here was actually fine. But your implementation killed it. &lt;br /&gt;
That is single handedly the WORST gimmick introduction to an instant-death mechanic I've come across. Yikes. It took me so many attempts to even figure out what was going on. What was looking like a decent, if unoriginal level, was just killed stone dead by that gimmick, my word, you need to find a way to explain it better. I don't mind dying to figure out a gimmick... but when your playthrough comes to a complete dead stop because it's bungled so badly, it's a big problem. I was stuck here for a significant level of time. &lt;br /&gt;
And, no, I do not think the background details are enough to understand it, because there are arrows EVERYWHERE ELSE in the level. What is one more background arrow supposed to mean? The new element was also fairly glitchy too. &lt;br /&gt;
Yeesh. &lt;br /&gt;
As for the new tileset, it was, in a word, hideous, from the colour palette, to the shading, to the new elements to... what-ever that scary thing was at the end of the stage was. And even then you have tiles that clearly should be animated that weren't.. and the cloud's just appear without any indication you're going to a cloudy area... and... yes, it's all very ugly. &lt;br /&gt;
Oh, and those Nickels?... and why the heck did you put them all in the same room? What was the point?&lt;br /&gt;
There is one highlight to this stage - the bit in the clouds. I there was some really good implementation of the Plant Man platforms. But... the rest? &lt;br /&gt;
I'll say it again: Yeesh.&lt;br /&gt;
|acescore = 19&lt;br /&gt;
|asdesign = 4&lt;br /&gt;
|asfun = 3&lt;br /&gt;
|ascreativity = 8&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia == &lt;br /&gt;
* This level is a reference to the 4th part of the manga/anime ''Jojo's Bizarre Adventure''. &lt;br /&gt;
** The level's name comes from the 'Duwang' scanlation of Part 4, infamous among the Jojo fandom for its poor English and low-quality scans. 'Duwang' is the mistranslated name of the town the series takes place in in those scanlations.&lt;br /&gt;
** The level's theme is an 8-bit remix of the third opening theme for the anime adaption of Jojo's Bizzare Adventure: Diamond is Unbreakable&lt;br /&gt;
** The lighthouse is a reference to the ending credits of the season. &lt;br /&gt;
** The tower that one has to jump down in order to get to the Noble Nickel room is a reference to &amp;quot;Superfly&amp;quot;, an enemy stand in that part which is also a telephone tower.&lt;br /&gt;
*** The Noble Nickel room contains a picture of the main antagonist of this part of JJBA, Yoshikage Kira, from the previously mentioned scanlation. &lt;br /&gt;
***The Walking Bomb is a reference to Sheer Heart Attack, one of Kira's bombs (essentially a heatseeking indestructable bomb).&lt;br /&gt;
** The Pepsi sign is a reference to the Pepsi sign that gets struck by lightning at the beginning of the penultimate arc.&lt;br /&gt;
** The alley section is a reference to the Ghost Alley, a location in that part. It loops infinitely until you proceed a certain way. If one looks back while leaving, many ghost hands will appear from the alley and drag them away. &lt;br /&gt;
** The boss room is a reference to the villain of that part, Yoshikage Kira (pictured in the Noble Nickel room). Crash Man has similar powers to Kira, creating bombs. &lt;br /&gt;
***The ambulance at the end reflects Kira's ultimate fate, being run over by an ambulance.&lt;br /&gt;
***The location of the boss room, at the end of the ghost alley, also references Kira's fate.&lt;br /&gt;
***The 'dancefloor' in the boss room and the boss music (an 8-bit remix of 'Running in the 90s') are not references to Yoshikage Kira.&lt;br /&gt;
***The 'To Be Continued...' arrow under the floor in the boss room is a reference to when a chapter or episode ends in a cliffhanger for the next episode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
[[File:Duwang5.png|thumb|none|alt=|This is what happens if you face left.]]&lt;br /&gt;
[[File:Duwang6.png|thumb|none|alt=|The boss room]]&lt;br /&gt;
[[File:Duwang3.PNG|thumb|none|alt=|The Noble Nickel room]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 6}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 6 Stages]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Starman_Recreation&amp;diff=3395</id>
		<title>Starman Recreation</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Starman_Recreation&amp;diff=3395"/>
				<updated>2018-03-20T03:09:30Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Fixed another one of my mistakes &amp;gt;_&amp;gt;&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= [[Star_Man|Starman]] Recreation&lt;br /&gt;
|rank = 43rd&lt;br /&gt;
|image= [[File:Star Man.PNG|250px]]&lt;br /&gt;
|caption= He'd like to come and meet us, but he thinks he'd blow our minds. &lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= &lt;br /&gt;
|composer= &lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 26&lt;br /&gt;
|judge2 = 22&lt;br /&gt;
|judge3 = 32&lt;br /&gt;
|judge4 = 32&lt;br /&gt;
|judge5 = 31&lt;br /&gt;
|totalscore = 28.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5&lt;br /&gt;
|enemies =&lt;br /&gt;
* B Bitter &lt;br /&gt;
* Crystal&lt;br /&gt;
* Crystal Joe&lt;br /&gt;
* Dachone&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Giree&lt;br /&gt;
* Metall Cannon&lt;br /&gt;
* Space Metall&lt;br /&gt;
* Tatepakkan&lt;br /&gt;
* Tondeall&lt;br /&gt;
* Toss Machine&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = None&lt;br /&gt;
|other = &lt;br /&gt;
|music = Mega Man 5 - [[Star_Man|Starman]]&lt;br /&gt;
|location = [[Tier 5 (MaGMML2)|Tier 5]]&lt;br /&gt;
|previous = [[AD 2101]]&lt;br /&gt;
|next = [[Wily Coaster]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|If MaGMML2 levels were states, this level would be Wyoming. It's relevant because it's irrelevant. People know it because it's so boring.|[[JupiHornet]]|in his Let's Play of this level}}&lt;br /&gt;
==Overview== &lt;br /&gt;
&lt;br /&gt;
Starman Recreation is the 43rd placed level in the second Make A Good Mega Man Level Contest, and the final level of [[Tier 5 (MaGMML2)|the fifth tier]]. The stage, as its name implies, is a recreation of [[Star Man]]'s level. It has a level layout largely different from Star Man's original stage, unlike [[Ancient Tomb]] with Pharaoh Man's stage. It also hosts numerous enemies and features not in [[Star Man]]'s level, such as Galaxy Man portals and gravity flips.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Most of the Noble Nickels will be obtained along the way with little chance to miss them. The one exception to this is the one situated underneath a Galaxy Man portal in reversed gravity. This one is obtained easily with the [[Wheel Cutter]].&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Extremely inoffensive, and that's probably all it has going for it. The level just...exists. There's nothing I hate about it, but there isn't anything I really like about it either. The Galaxy Man portal section is probably the best part about it, but that's really only because it's the closest to really...doing something? The way to get the 3rd noble nickel is kinda clever. Other than that, uhhh. It just...exists. There's MM5 enemies, the occasional fan fiend, the occasional crystal spawner, and that's really....IT.&lt;br /&gt;
|pyroscore = 26&lt;br /&gt;
|spdesign = 7&lt;br /&gt;
|spfun = 5&lt;br /&gt;
|spcreativity = 5&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This is one of those levels that didn't do much of anything apart from existing. There's nothing else to really say about it :/&lt;br /&gt;
|jupiscore = 22&lt;br /&gt;
|jhdesign = 9&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 1&lt;br /&gt;
|jhaesthetics = 3&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = Some interesting ideas here, but I feel like their execution could use some work... I found myself having a lot of trouble with the enemy placements, in some places taking hits across the screen and in other places walking through somewhat empty areas. The way the falling crystals are introduced is something I don't like, since many players will take a hit from the first one if they don't know what's coming. I like your use of teleporters. Inverting the gravity is a clever idea and I wish you would've done more with it! Overall I found this level to be rather engaging, though it lacks balance and needed some more direction in order to truly stand out.&lt;br /&gt;
|enjlscore = 32&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 7&lt;br /&gt;
|encreativity = 8&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I'll be honest, for a &amp;quot;Star Man Recreation&amp;quot;, I was expecting a total rip-off of Star Man's stage, but I was fairly impressed by the original stage layout. Putting that aside, there is nothing particularly amazing about this level. The level design is okay, with some parts of the level requiring waiting for an  enemy to lower its defence and a few places where the Noble Nickel is placed in an inconvenient spot. Other than that, I found one serious collision screw-up where the M-Tank is, but other than that... there's just nothing to say to be honest.&lt;br /&gt;
|garirryscore = 32&lt;br /&gt;
|gadesign = 8&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 8&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|gadesignnote = It's alright. Some sections are bullshit though, with an exaggerated amount of enemies, bad NN placement, or two enemies placed poorly together.&lt;br /&gt;
|gafunnote = It was pretty fun. Nothing too special though.&lt;br /&gt;
|gacreativitynote = Well, it was obviously based on Star Man's stage which is an immediate demerit in my opinion, but at least the stage was executed in a mostly creative manner.&lt;br /&gt;
|gaaestheticsnote = It looks good.&lt;br /&gt;
|gafunctionnote = I can recall one collision fuck-up but that's nothing too bad.&lt;br /&gt;
|ace = I was a bit confused by the first few rooms and their lack of scrolling. I was expecting a repeat of Midnight Snow from MaGMML1... thankfully this level was not that.&lt;br /&gt;
Pretty decent level overall, and good use of the Galaxy Man teleporters for the most part. The use of Crystal Man's gimmicks and enemies are a little.. odd? But it wasn't bad. I have two real issues with the stage: &lt;br /&gt;
1) It looks and sounds boring, and not helped by the tiling being a more generic version of Star Man's original level, leaving most screens dull to look at, and a remix of Star Man's theme would've served you better than straight up using the original. (There's no need for these tunes to be 8bit!)&lt;br /&gt;
2) Some of the later screens have really stupid enemy placement. There is one jump in particular that is infuriating, involving a Crystal Man Crystal (... that's a redundant name if I've ever heard one) and a Toss Machine. This jump is ridiculous, and is a significant sore spot! There are other random difficulty spikes throughout the stage (mostly involving spikes, funnily enough.) but nothing else is as bad as that one jump.&lt;br /&gt;
&lt;br /&gt;
The Noble Nickel placement was pretty well handled, although the second one is a little on the hard side to survive, but not exactly bad.&lt;br /&gt;
&lt;br /&gt;
As good as the Galaxy Man teleporters were used every so often, I feel more could've been done to gel everything together and give a nice final climactic room to the level, with the gimmicks mixed together.&lt;br /&gt;
&lt;br /&gt;
This level ends of a bit of a low note really, which is a shame because the rest is pretty alright. The boss corridor and no proper boss/climax doesn't help. It's a shame when signature Robot Masters don't show up to their own levels.&lt;br /&gt;
|acescore = 31&lt;br /&gt;
|asdesign = 7&lt;br /&gt;
|asfun = 7&lt;br /&gt;
|ascreativity = 9&lt;br /&gt;
|asaesthetics = 3&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 5 Stages]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Starman_Recreation&amp;diff=3394</id>
		<title>Starman Recreation</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Starman_Recreation&amp;diff=3394"/>
				<updated>2018-03-20T03:08:58Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 5 in the info tab&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= [[Star_Man|Starman]] Recreation&lt;br /&gt;
|rank = 43rd&lt;br /&gt;
|image= [[File:Star Man.PNG|250px]]&lt;br /&gt;
|caption= He'd like to come and meet us, but he thinks he'd blow our minds. &lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= &lt;br /&gt;
|composer= &lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 26&lt;br /&gt;
|judge2 = 22&lt;br /&gt;
|judge3 = 32&lt;br /&gt;
|judge4 = 32&lt;br /&gt;
|judge5 = 31&lt;br /&gt;
|totalscore = 28.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5&lt;br /&gt;
|enemies =&lt;br /&gt;
* B Bitter &lt;br /&gt;
* Crystal&lt;br /&gt;
* Crystal Joe&lt;br /&gt;
* Dachone&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Giree&lt;br /&gt;
* Metall Cannon&lt;br /&gt;
* Space Metall&lt;br /&gt;
* Tatepakkan&lt;br /&gt;
* Tondeall&lt;br /&gt;
* Toss Machine&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = None&lt;br /&gt;
|other = &lt;br /&gt;
|music = Mega Man 5 - [[Star_Man|Starman]]&lt;br /&gt;
|location = [Tier 5 (MaGMML2)|Tier 5]]&lt;br /&gt;
|previous = [[AD 2101]]&lt;br /&gt;
|next = [[Wily Coaster]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|If MaGMML2 levels were states, this level would be Wyoming. It's relevant because it's irrelevant. People know it because it's so boring.|[[JupiHornet]]|in his Let's Play of this level}}&lt;br /&gt;
==Overview== &lt;br /&gt;
&lt;br /&gt;
Starman Recreation is the 43rd placed level in the second Make A Good Mega Man Level Contest, and the final level of [[Tier 5 (MaGMML2)|the fifth tier]]. The stage, as its name implies, is a recreation of [[Star Man]]'s level. It has a level layout largely different from Star Man's original stage, unlike [[Ancient Tomb]] with Pharaoh Man's stage. It also hosts numerous enemies and features not in [[Star Man]]'s level, such as Galaxy Man portals and gravity flips.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Most of the Noble Nickels will be obtained along the way with little chance to miss them. The one exception to this is the one situated underneath a Galaxy Man portal in reversed gravity. This one is obtained easily with the [[Wheel Cutter]].&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Extremely inoffensive, and that's probably all it has going for it. The level just...exists. There's nothing I hate about it, but there isn't anything I really like about it either. The Galaxy Man portal section is probably the best part about it, but that's really only because it's the closest to really...doing something? The way to get the 3rd noble nickel is kinda clever. Other than that, uhhh. It just...exists. There's MM5 enemies, the occasional fan fiend, the occasional crystal spawner, and that's really....IT.&lt;br /&gt;
|pyroscore = 26&lt;br /&gt;
|spdesign = 7&lt;br /&gt;
|spfun = 5&lt;br /&gt;
|spcreativity = 5&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This is one of those levels that didn't do much of anything apart from existing. There's nothing else to really say about it :/&lt;br /&gt;
|jupiscore = 22&lt;br /&gt;
|jhdesign = 9&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 1&lt;br /&gt;
|jhaesthetics = 3&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = Some interesting ideas here, but I feel like their execution could use some work... I found myself having a lot of trouble with the enemy placements, in some places taking hits across the screen and in other places walking through somewhat empty areas. The way the falling crystals are introduced is something I don't like, since many players will take a hit from the first one if they don't know what's coming. I like your use of teleporters. Inverting the gravity is a clever idea and I wish you would've done more with it! Overall I found this level to be rather engaging, though it lacks balance and needed some more direction in order to truly stand out.&lt;br /&gt;
|enjlscore = 32&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 7&lt;br /&gt;
|encreativity = 8&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I'll be honest, for a &amp;quot;Star Man Recreation&amp;quot;, I was expecting a total rip-off of Star Man's stage, but I was fairly impressed by the original stage layout. Putting that aside, there is nothing particularly amazing about this level. The level design is okay, with some parts of the level requiring waiting for an  enemy to lower its defence and a few places where the Noble Nickel is placed in an inconvenient spot. Other than that, I found one serious collision screw-up where the M-Tank is, but other than that... there's just nothing to say to be honest.&lt;br /&gt;
|garirryscore = 32&lt;br /&gt;
|gadesign = 8&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 8&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|gadesignnote = It's alright. Some sections are bullshit though, with an exaggerated amount of enemies, bad NN placement, or two enemies placed poorly together.&lt;br /&gt;
|gafunnote = It was pretty fun. Nothing too special though.&lt;br /&gt;
|gacreativitynote = Well, it was obviously based on Star Man's stage which is an immediate demerit in my opinion, but at least the stage was executed in a mostly creative manner.&lt;br /&gt;
|gaaestheticsnote = It looks good.&lt;br /&gt;
|gafunctionnote = I can recall one collision fuck-up but that's nothing too bad.&lt;br /&gt;
|ace = I was a bit confused by the first few rooms and their lack of scrolling. I was expecting a repeat of Midnight Snow from MaGMML1... thankfully this level was not that.&lt;br /&gt;
Pretty decent level overall, and good use of the Galaxy Man teleporters for the most part. The use of Crystal Man's gimmicks and enemies are a little.. odd? But it wasn't bad. I have two real issues with the stage: &lt;br /&gt;
1) It looks and sounds boring, and not helped by the tiling being a more generic version of Star Man's original level, leaving most screens dull to look at, and a remix of Star Man's theme would've served you better than straight up using the original. (There's no need for these tunes to be 8bit!)&lt;br /&gt;
2) Some of the later screens have really stupid enemy placement. There is one jump in particular that is infuriating, involving a Crystal Man Crystal (... that's a redundant name if I've ever heard one) and a Toss Machine. This jump is ridiculous, and is a significant sore spot! There are other random difficulty spikes throughout the stage (mostly involving spikes, funnily enough.) but nothing else is as bad as that one jump.&lt;br /&gt;
&lt;br /&gt;
The Noble Nickel placement was pretty well handled, although the second one is a little on the hard side to survive, but not exactly bad.&lt;br /&gt;
&lt;br /&gt;
As good as the Galaxy Man teleporters were used every so often, I feel more could've been done to gel everything together and give a nice final climactic room to the level, with the gimmicks mixed together.&lt;br /&gt;
&lt;br /&gt;
This level ends of a bit of a low note really, which is a shame because the rest is pretty alright. The boss corridor and no proper boss/climax doesn't help. It's a shame when signature Robot Masters don't show up to their own levels.&lt;br /&gt;
|acescore = 31&lt;br /&gt;
|asdesign = 7&lt;br /&gt;
|asfun = 7&lt;br /&gt;
|ascreativity = 9&lt;br /&gt;
|asaesthetics = 3&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 5 Stages]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Volcanic_Furnace&amp;diff=3393</id>
		<title>Volcanic Furnace</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Volcanic_Furnace&amp;diff=3393"/>
				<updated>2018-03-20T03:08:25Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a Tier 5 navigation tab&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= Volcanic Furnace&lt;br /&gt;
|rank = 48th&lt;br /&gt;
|image= [[File:mylvl.png|250px]]&lt;br /&gt;
|caption= It's getting hot in here...&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[User:Game_Trooper|Game Trooper]]&lt;br /&gt;
|composer= ASAGEN&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 30&lt;br /&gt;
|judge2 = 28&lt;br /&gt;
|judge3 = 28&lt;br /&gt;
|judge4 = 25&lt;br /&gt;
|judge5 = 24&lt;br /&gt;
|totalscore = 27&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3&lt;br /&gt;
|enemies = &lt;br /&gt;
* Big Eye&lt;br /&gt;
* Sonic Bill&lt;br /&gt;
* Killer Bullet&lt;br /&gt;
* Tackle Fire&lt;br /&gt;
* Hologran&lt;br /&gt;
* Big Telly&lt;br /&gt;
* Hot Head&lt;br /&gt;
* Cyber Gabyoall&lt;br /&gt;
* Gabyoall&lt;br /&gt;
* Pop Cannon&lt;br /&gt;
* Bomb Flyers&lt;br /&gt;
* Nobita&lt;br /&gt;
* Pirapire Joe&lt;br /&gt;
* Picket Man&lt;br /&gt;
* Rembakun&lt;br /&gt;
* Screw Bomber&lt;br /&gt;
* Subeil&lt;br /&gt;
|subbosses = Big Eye&lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
|music = Rokko Chan - Volcano Man Theme&lt;br /&gt;
|location = [[Tier 5 (MaGMML2)|Tier 5]]&lt;br /&gt;
|previous = [[City War]]&lt;br /&gt;
|next = [[Elec Dam]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I can't call this bad, but it's not really good.|ACESpark|Comment post judging.}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Volcanic Furnace is the 48th place entry in Make a Good Mega Man Level 2, created by [[User:Game_Trooper|GameTrooper]]. Its core features included a mix of Fire Man traps in the first half of the stage, while using Guts Man lifts mostly throughout the second half. One of it's major issues happened to be a poor mix-matching of tilesets from various games in the series, with most of it's positives being mostly solid gameplay and mostly good level design.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The level is rather straight-forward in terms of design, as most of it's Noble Nickels could be acquired with mostly no effort. The only exception being the 3rd, having a Hologran hiding pits and few other enemies to slow progress.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Good level overall. The level really picks up in the second half, I think, once Guts lifts come in - the first half isn't necessarily BAD, it's just less focused than the second and there's some enemies there that are used like literally once (the Subeils, Nobitas, etc). Once the Guts Lifts come in, though, I feel like the level plays a lot better, especially because it combines the lifts with stuff like fire pillars and killer bullets. I'm not sure if I like the killer bullet stretch tho, because it feels like the bullets can screw you over too often. Most of the level still plays really well, though. There's not much beyond that, really. It just plays well, it sticks to a few gimmicks, it's just plain good.&lt;br /&gt;
|pyroscore = 30&lt;br /&gt;
|spdesign = 9&lt;br /&gt;
|spfun = 6&lt;br /&gt;
|spcreativity = 6&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This level wasn't bad design-wise, but it was a mess aesthetically. There are features from like 6 different tilesets, which is fine if you do it right, but in this level it was clashy and didn't look good. The first half of the level was really fun, but the second half was a bit extreme with the Guts Lift + Fire Bar section.&lt;br /&gt;
|jupiscore = 28&lt;br /&gt;
|jhdesign = 7&lt;br /&gt;
|jhfun = 7&lt;br /&gt;
|jhcreativity = 10&lt;br /&gt;
|jhaesthetics = 2&lt;br /&gt;
|jhfunction = 2&lt;br /&gt;
|enjl = I always find it rather sad when one particular section of a level overshadows everything else that goes on in the level. In this case, it's the guts lifts that are introduced halfway through since it's very easy to die there. The level as a whole is pretty nice and has a good flow to it. It, sadly, introduces elements it later forgets about, but is still fair and enjoyable. The guts lift sections, while not bad, can be very difficult to traverse because the platforms don't always line up well. In the first section it can be especially difficult to make one's way across these platforms because of the missiles constantly getting in the way. Aside from that, fun stage! I also got out of bounds once :3&lt;br /&gt;
|enjlscore = 28&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 5&lt;br /&gt;
|encreativity = 8&lt;br /&gt;
|enaesthetics = 3&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = There's... not a lot to talk about here. I don't think this is a bad level, but it's certainly nothing awesome. The level design is flawed, with quite a bit of bugs present, not to mention the sections with multiple instances of Lifts, which are desynced. Other than that... there's just nothing. It's an okay stage but there's just nothing interesting here.&lt;br /&gt;
|garirryscore = 25&lt;br /&gt;
|gadesign = 7&lt;br /&gt;
|gafun = 6&lt;br /&gt;
|gacreativity = 4&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|gadesignnote = It's okay. It's nothing particularly bad or frustrating, but some sections are either unnecessary, and the guts lift is often poorly placed.&lt;br /&gt;
|gafunnote = Eh. It was okay I guess.&lt;br /&gt;
|gacreativitynote = Hmm. I think it's alright, but nothing interesting here honestly.&lt;br /&gt;
|gaaestheticsnote = Could be better.&lt;br /&gt;
|gafunctionnote = Has a few bugs.&lt;br /&gt;
|ace = I can't call this bad... but it's not good. It's perfectly playable for the most part but you do drop the ball significantly in several spots and that seriously impacted your score. The least of your issues is the art - this stage is beyond ugly. Misused tiles, wonky animation, and tiles that are completely at odds at each other. Some segments even look unfinished!! &lt;br /&gt;
There were some good ideas here and there - you're combinations of firebar types were neat, as were two of the latter Noble Nickels, but your Guts Platform segment was seriously awkward at times, mostly thanks to desync, and really stupidly difficult for its own good elsewhere. &lt;br /&gt;
Why would you combine sinewave enemies, that explode, respawn, alongside tiny platforms AND jumping to other tiny platforms? I mean, yikes. I suspect you played this level once or twice, convinced it was possible to do it, and then didn't bother seeing what other players of other skill levels thought. If you do not do that segment exactly right, you are waiting ages on a platform with high risk of death. &lt;br /&gt;
That being said, the last Gutsman Platform segment did what any good Mega Man stage should do, and combine gimmicks with other gimmicks, so, that is good, and that one feels a lot closer to real proper difficulty than the nutball Killer Bullet segment. &lt;br /&gt;
It's a shame you just have badly implemented elements all over the place, as if these worked better, and.. probably as intended, you'd have the makings of a fun, if pretty average stage. (What was the point of that Big Eye &amp;quot;&amp;quot;mini boss&amp;quot;&amp;quot; that you can just skip?!) Oh.. and.. I fell out of bounds once when playing as a result of a misplaced screen scroller. Whoops. Thankfully I fell into another level segment, but still.. awkward. &lt;br /&gt;
Oh. Your use of a boss corridor without a climax... please don't.&lt;br /&gt;
|acescore = 24&lt;br /&gt;
|asdesign = 8&lt;br /&gt;
|asfun = 6&lt;br /&gt;
|ascreativity = 6&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
A more through documentation of Game Trooper's thoughts on the design process can be found [[User:Game_Trooper|here]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* This is the only level in the contest to use Foot Holders unaltered. The only other level use Foot Holders in any sense is [[The Stage Nobody Asked For]].&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Elec_Dam&amp;diff=3392</id>
		<title>Elec Dam</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Elec_Dam&amp;diff=3392"/>
				<updated>2018-03-20T03:07:26Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Fixed my own mistake with the link &amp;gt;_&amp;gt;&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= Elec Dam&lt;br /&gt;
|rank = 47th&lt;br /&gt;
|image= [[File:ElecDam (2).PNG|250px]]&lt;br /&gt;
|caption= Shocking, isn't it?&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= m9m&lt;br /&gt;
|composer= &lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 27&lt;br /&gt;
|judge2 = 29&lt;br /&gt;
|judge3 = 28&lt;br /&gt;
|judge4 = 26&lt;br /&gt;
|judge5 = 27&lt;br /&gt;
|totalscore = 27.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 0&lt;br /&gt;
|enemies = *Elec'n&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Komasaburo&lt;br /&gt;
* Metall Swim&lt;br /&gt;
* Spine&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = &lt;br /&gt;
|other = &lt;br /&gt;
|music = Stage 12 (Free Song)&lt;br /&gt;
|location = [[Tier 5 (MaGMML2)|Tier 5]]&lt;br /&gt;
|previous = [[Volcanic Furnace]]&lt;br /&gt;
|next = [[Quint Stage]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{quote|There was a running joke among us judges that this level was agreeably the most average in the contest. This is because all of our scores for this level were within 3 points of each other.|JupiHornet|during his playthrough of this entry.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Elec Dam is the 47th place level in ''Make A Good Mega Man Level 2''. Borrowing from Shock Man's stage in the fan game ''Mega Man Rock Force'' or Volteel Biblio's stage from ''Mega Man Zero 3'', the main gimmick of this stage is the water which is periodically electrified, damaging Mega Man if he happens to be standing in it. &lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Oh hey it's that one gimmick from Rock Force. Unfortunately, it doesn't really...do anything with it. The enemy types it chooses to use are some of the beefy, annoying ones (Hammer Joes, Komasuboros, and Fan Fiends), and the timer for the electric water is really slow, so the level just kinda amounts to button mashing against tanky enemies and doing the occasional jump to avoid getting shocked. It's not really the best, and there really isn't any creative setups with the electric water at all. It just kind of exists there as a mild hindrance. There's really not much else to this level, really - just button mashing against enemies. The music is nice, though.&lt;br /&gt;
|pyroscore = 27&lt;br /&gt;
|spdesign = 8&lt;br /&gt;
|spfun = 6&lt;br /&gt;
|spcreativity = 5&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 4&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = Not a very interesting level. The &amp;quot;shock&amp;quot; gimmick in the water was kinda cool, but it wasn't introduced well or used in an interesting way, like the one in Shock Man's stage in Rock Force. I didn't realize it was there until I got hit by it.&lt;br /&gt;
|jupiscore = 29&lt;br /&gt;
|jhdesign = 7&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 10&lt;br /&gt;
|jhaesthetics = 4&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = A fairly decent level centered around the flashing water mechanic it introduces early on. I think it was pretty fun, but could convey its ideas to the player better and use its resources in a more organised manner. Basically what I mean is how the level makes a few assumptions about the player which cannot always be guaranteed. On my first playthrough I completely missed the flash of water in the safe room in which it is introduced, only to then be surprised by it on the next screen while I was fending off a Hammer Joe in the water. In addition to this I feel like the level consistently drops a few too many enemies on the player at a time, with the first screens already using two tanky ones in synergy with each other and later screens almost ambushing the player with four at once. It can be quite overwhelming. As a result, I often found myself sticking to the edge of a room while taking care of the enemies currently on screen, but in some areas this became a problem, as I got hit by the water from the adjacent screen which I was already past, but which had a hitbox extending into the screen I was on. Overall, nice idea, but it needed more ideas mixed with the core concept to mix its challenges up.&lt;br /&gt;
|enjlscore = 28&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 6&lt;br /&gt;
|encreativity = 6&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = There's not a lot of bad things about this level, but there's even less good things. I just feel that it offers absolutely nothing new or interesting and it just gets boring most of the time. The one fairly original gimmick isn't interesting, and the level design is mostly just empty and boring, and occasionally has too many enemies in one area. I don't know what else to say here. It's okay at best, honestly.&lt;br /&gt;
|garirryscore = 26&lt;br /&gt;
|gadesign = 7&lt;br /&gt;
|gafun = 6&lt;br /&gt;
|gacreativity = 4&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Nothing interesting here. Most of the stage is designed decently, but some sections can have an excess of enemies, or enemies placed in bad spots.&lt;br /&gt;
|gafunnote = Eh. It was boring. Nothing too bad, but it's not interesting at all.&lt;br /&gt;
|gacreativitynote = I… don't know. Nothing here stood out at all.&lt;br /&gt;
|gaaestheticsnote = Could be better.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = That stage was certainly there. It existed. Ok, so, reusing Rock Force's Shock Man gimmick was absolutely fine - but you really didn't use it to any degree of quality. &lt;br /&gt;
One stretch was interesting towards the end of the level - leaving me with nowhere to go but time a jump out of the water - this was good. Wanted to see more clever sections like that! I think in this case, implementing another devkit gimmick might've been good for you. Then combo the bunch of them a bit better. &lt;br /&gt;
This wasn't bad, but very very average across the board. In other nitpicks, the colour scheme was bizarre and somewhat clashing, although the tileset looked great otherwise, and there were several missing collision tiles in the middle of the stage, and it is possible to get stuck. The enemy selection was also pretty mixed, and several screens were very crowded. &lt;br /&gt;
Overall, it's not bad, but very average, and I doubt many will remember this stage at all.&lt;br /&gt;
|acescore = 27&lt;br /&gt;
|asdesign = 8&lt;br /&gt;
|asfun = 6&lt;br /&gt;
|ascreativity = 7&lt;br /&gt;
|asaesthetics = 4&lt;br /&gt;
|asfunction = 2&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This stage is often regarded as the 'most average stage' in the contest by the judges, suggesting that it is the unofficial midpoint in the entries.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tier 5 Stages]] [[Category:Make a Good Mega Man Level 2 Stages]][[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Elec_Dam&amp;diff=3391</id>
		<title>Elec Dam</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Elec_Dam&amp;diff=3391"/>
				<updated>2018-03-20T03:06:46Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 5 in the info tab&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= Elec Dam&lt;br /&gt;
|rank = 47th&lt;br /&gt;
|image= [[File:ElecDam (2).PNG|250px]]&lt;br /&gt;
|caption= Shocking, isn't it?&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= m9m&lt;br /&gt;
|composer= &lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 27&lt;br /&gt;
|judge2 = 29&lt;br /&gt;
|judge3 = 28&lt;br /&gt;
|judge4 = 26&lt;br /&gt;
|judge5 = 27&lt;br /&gt;
|totalscore = 27.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 0&lt;br /&gt;
|enemies = *Elec'n&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Komasaburo&lt;br /&gt;
* Metall Swim&lt;br /&gt;
* Spine&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = &lt;br /&gt;
|other = &lt;br /&gt;
|music = Stage 12 (Free Song)&lt;br /&gt;
|location = [[Tier 3 (MaGMML2)|Tier 3]]&lt;br /&gt;
|previous = [[Volcanic Furnace]]&lt;br /&gt;
|next = [[Quint Stage]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{quote|There was a running joke among us judges that this level was agreeably the most average in the contest. This is because all of our scores for this level were within 3 points of each other.|JupiHornet|during his playthrough of this entry.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Elec Dam is the 47th place level in ''Make A Good Mega Man Level 2''. Borrowing from Shock Man's stage in the fan game ''Mega Man Rock Force'' or Volteel Biblio's stage from ''Mega Man Zero 3'', the main gimmick of this stage is the water which is periodically electrified, damaging Mega Man if he happens to be standing in it. &lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Oh hey it's that one gimmick from Rock Force. Unfortunately, it doesn't really...do anything with it. The enemy types it chooses to use are some of the beefy, annoying ones (Hammer Joes, Komasuboros, and Fan Fiends), and the timer for the electric water is really slow, so the level just kinda amounts to button mashing against tanky enemies and doing the occasional jump to avoid getting shocked. It's not really the best, and there really isn't any creative setups with the electric water at all. It just kind of exists there as a mild hindrance. There's really not much else to this level, really - just button mashing against enemies. The music is nice, though.&lt;br /&gt;
|pyroscore = 27&lt;br /&gt;
|spdesign = 8&lt;br /&gt;
|spfun = 6&lt;br /&gt;
|spcreativity = 5&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 4&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = Not a very interesting level. The &amp;quot;shock&amp;quot; gimmick in the water was kinda cool, but it wasn't introduced well or used in an interesting way, like the one in Shock Man's stage in Rock Force. I didn't realize it was there until I got hit by it.&lt;br /&gt;
|jupiscore = 29&lt;br /&gt;
|jhdesign = 7&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 10&lt;br /&gt;
|jhaesthetics = 4&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = A fairly decent level centered around the flashing water mechanic it introduces early on. I think it was pretty fun, but could convey its ideas to the player better and use its resources in a more organised manner. Basically what I mean is how the level makes a few assumptions about the player which cannot always be guaranteed. On my first playthrough I completely missed the flash of water in the safe room in which it is introduced, only to then be surprised by it on the next screen while I was fending off a Hammer Joe in the water. In addition to this I feel like the level consistently drops a few too many enemies on the player at a time, with the first screens already using two tanky ones in synergy with each other and later screens almost ambushing the player with four at once. It can be quite overwhelming. As a result, I often found myself sticking to the edge of a room while taking care of the enemies currently on screen, but in some areas this became a problem, as I got hit by the water from the adjacent screen which I was already past, but which had a hitbox extending into the screen I was on. Overall, nice idea, but it needed more ideas mixed with the core concept to mix its challenges up.&lt;br /&gt;
|enjlscore = 28&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 6&lt;br /&gt;
|encreativity = 6&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = There's not a lot of bad things about this level, but there's even less good things. I just feel that it offers absolutely nothing new or interesting and it just gets boring most of the time. The one fairly original gimmick isn't interesting, and the level design is mostly just empty and boring, and occasionally has too many enemies in one area. I don't know what else to say here. It's okay at best, honestly.&lt;br /&gt;
|garirryscore = 26&lt;br /&gt;
|gadesign = 7&lt;br /&gt;
|gafun = 6&lt;br /&gt;
|gacreativity = 4&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Nothing interesting here. Most of the stage is designed decently, but some sections can have an excess of enemies, or enemies placed in bad spots.&lt;br /&gt;
|gafunnote = Eh. It was boring. Nothing too bad, but it's not interesting at all.&lt;br /&gt;
|gacreativitynote = I… don't know. Nothing here stood out at all.&lt;br /&gt;
|gaaestheticsnote = Could be better.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = That stage was certainly there. It existed. Ok, so, reusing Rock Force's Shock Man gimmick was absolutely fine - but you really didn't use it to any degree of quality. &lt;br /&gt;
One stretch was interesting towards the end of the level - leaving me with nowhere to go but time a jump out of the water - this was good. Wanted to see more clever sections like that! I think in this case, implementing another devkit gimmick might've been good for you. Then combo the bunch of them a bit better. &lt;br /&gt;
This wasn't bad, but very very average across the board. In other nitpicks, the colour scheme was bizarre and somewhat clashing, although the tileset looked great otherwise, and there were several missing collision tiles in the middle of the stage, and it is possible to get stuck. The enemy selection was also pretty mixed, and several screens were very crowded. &lt;br /&gt;
Overall, it's not bad, but very average, and I doubt many will remember this stage at all.&lt;br /&gt;
|acescore = 27&lt;br /&gt;
|asdesign = 8&lt;br /&gt;
|asfun = 6&lt;br /&gt;
|ascreativity = 7&lt;br /&gt;
|asaesthetics = 4&lt;br /&gt;
|asfunction = 2&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This stage is often regarded as the 'most average stage' in the contest by the judges, suggesting that it is the unofficial midpoint in the entries.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tier 5 Stages]] [[Category:Make a Good Mega Man Level 2 Stages]][[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Volcanic_Furnace&amp;diff=3390</id>
		<title>Volcanic Furnace</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Volcanic_Furnace&amp;diff=3390"/>
				<updated>2018-03-20T03:05:33Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 5 in the info tab&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= Volcanic Furnace&lt;br /&gt;
|rank = 48th&lt;br /&gt;
|image= [[File:mylvl.png|250px]]&lt;br /&gt;
|caption= It's getting hot in here...&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[User:Game_Trooper|Game Trooper]]&lt;br /&gt;
|composer= ASAGEN&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 30&lt;br /&gt;
|judge2 = 28&lt;br /&gt;
|judge3 = 28&lt;br /&gt;
|judge4 = 25&lt;br /&gt;
|judge5 = 24&lt;br /&gt;
|totalscore = 27&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3&lt;br /&gt;
|enemies = &lt;br /&gt;
* Big Eye&lt;br /&gt;
* Sonic Bill&lt;br /&gt;
* Killer Bullet&lt;br /&gt;
* Tackle Fire&lt;br /&gt;
* Hologran&lt;br /&gt;
* Big Telly&lt;br /&gt;
* Hot Head&lt;br /&gt;
* Cyber Gabyoall&lt;br /&gt;
* Gabyoall&lt;br /&gt;
* Pop Cannon&lt;br /&gt;
* Bomb Flyers&lt;br /&gt;
* Nobita&lt;br /&gt;
* Pirapire Joe&lt;br /&gt;
* Picket Man&lt;br /&gt;
* Rembakun&lt;br /&gt;
* Screw Bomber&lt;br /&gt;
* Subeil&lt;br /&gt;
|subbosses = Big Eye&lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
|music = Rokko Chan - Volcano Man Theme&lt;br /&gt;
|location = [[Tier 5 (MaGMML2)|Tier 5]]&lt;br /&gt;
|previous = [[City War]]&lt;br /&gt;
|next = [[Elec Dam]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I can't call this bad, but it's not really good.|ACESpark|Comment post judging.}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Volcanic Furnace is the 48th place entry in Make a Good Mega Man Level 2, created by [[User:Game_Trooper|GameTrooper]]. Its core features included a mix of Fire Man traps in the first half of the stage, while using Guts Man lifts mostly throughout the second half. One of it's major issues happened to be a poor mix-matching of tilesets from various games in the series, with most of it's positives being mostly solid gameplay and mostly good level design.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The level is rather straight-forward in terms of design, as most of it's Noble Nickels could be acquired with mostly no effort. The only exception being the 3rd, having a Hologran hiding pits and few other enemies to slow progress.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Good level overall. The level really picks up in the second half, I think, once Guts lifts come in - the first half isn't necessarily BAD, it's just less focused than the second and there's some enemies there that are used like literally once (the Subeils, Nobitas, etc). Once the Guts Lifts come in, though, I feel like the level plays a lot better, especially because it combines the lifts with stuff like fire pillars and killer bullets. I'm not sure if I like the killer bullet stretch tho, because it feels like the bullets can screw you over too often. Most of the level still plays really well, though. There's not much beyond that, really. It just plays well, it sticks to a few gimmicks, it's just plain good.&lt;br /&gt;
|pyroscore = 30&lt;br /&gt;
|spdesign = 9&lt;br /&gt;
|spfun = 6&lt;br /&gt;
|spcreativity = 6&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This level wasn't bad design-wise, but it was a mess aesthetically. There are features from like 6 different tilesets, which is fine if you do it right, but in this level it was clashy and didn't look good. The first half of the level was really fun, but the second half was a bit extreme with the Guts Lift + Fire Bar section.&lt;br /&gt;
|jupiscore = 28&lt;br /&gt;
|jhdesign = 7&lt;br /&gt;
|jhfun = 7&lt;br /&gt;
|jhcreativity = 10&lt;br /&gt;
|jhaesthetics = 2&lt;br /&gt;
|jhfunction = 2&lt;br /&gt;
|enjl = I always find it rather sad when one particular section of a level overshadows everything else that goes on in the level. In this case, it's the guts lifts that are introduced halfway through since it's very easy to die there. The level as a whole is pretty nice and has a good flow to it. It, sadly, introduces elements it later forgets about, but is still fair and enjoyable. The guts lift sections, while not bad, can be very difficult to traverse because the platforms don't always line up well. In the first section it can be especially difficult to make one's way across these platforms because of the missiles constantly getting in the way. Aside from that, fun stage! I also got out of bounds once :3&lt;br /&gt;
|enjlscore = 28&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 5&lt;br /&gt;
|encreativity = 8&lt;br /&gt;
|enaesthetics = 3&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = There's... not a lot to talk about here. I don't think this is a bad level, but it's certainly nothing awesome. The level design is flawed, with quite a bit of bugs present, not to mention the sections with multiple instances of Lifts, which are desynced. Other than that... there's just nothing. It's an okay stage but there's just nothing interesting here.&lt;br /&gt;
|garirryscore = 25&lt;br /&gt;
|gadesign = 7&lt;br /&gt;
|gafun = 6&lt;br /&gt;
|gacreativity = 4&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|gadesignnote = It's okay. It's nothing particularly bad or frustrating, but some sections are either unnecessary, and the guts lift is often poorly placed.&lt;br /&gt;
|gafunnote = Eh. It was okay I guess.&lt;br /&gt;
|gacreativitynote = Hmm. I think it's alright, but nothing interesting here honestly.&lt;br /&gt;
|gaaestheticsnote = Could be better.&lt;br /&gt;
|gafunctionnote = Has a few bugs.&lt;br /&gt;
|ace = I can't call this bad... but it's not good. It's perfectly playable for the most part but you do drop the ball significantly in several spots and that seriously impacted your score. The least of your issues is the art - this stage is beyond ugly. Misused tiles, wonky animation, and tiles that are completely at odds at each other. Some segments even look unfinished!! &lt;br /&gt;
There were some good ideas here and there - you're combinations of firebar types were neat, as were two of the latter Noble Nickels, but your Guts Platform segment was seriously awkward at times, mostly thanks to desync, and really stupidly difficult for its own good elsewhere. &lt;br /&gt;
Why would you combine sinewave enemies, that explode, respawn, alongside tiny platforms AND jumping to other tiny platforms? I mean, yikes. I suspect you played this level once or twice, convinced it was possible to do it, and then didn't bother seeing what other players of other skill levels thought. If you do not do that segment exactly right, you are waiting ages on a platform with high risk of death. &lt;br /&gt;
That being said, the last Gutsman Platform segment did what any good Mega Man stage should do, and combine gimmicks with other gimmicks, so, that is good, and that one feels a lot closer to real proper difficulty than the nutball Killer Bullet segment. &lt;br /&gt;
It's a shame you just have badly implemented elements all over the place, as if these worked better, and.. probably as intended, you'd have the makings of a fun, if pretty average stage. (What was the point of that Big Eye &amp;quot;&amp;quot;mini boss&amp;quot;&amp;quot; that you can just skip?!) Oh.. and.. I fell out of bounds once when playing as a result of a misplaced screen scroller. Whoops. Thankfully I fell into another level segment, but still.. awkward. &lt;br /&gt;
Oh. Your use of a boss corridor without a climax... please don't.&lt;br /&gt;
|acescore = 24&lt;br /&gt;
|asdesign = 8&lt;br /&gt;
|asfun = 6&lt;br /&gt;
|ascreativity = 6&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
A more through documentation of Game Trooper's thoughts on the design process can be found [[User:Game_Trooper|here]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* This is the only level in the contest to use Foot Holders unaltered. The only other level use Foot Holders in any sense is [[The Stage Nobody Asked For]].&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Poorly_Named_Level&amp;diff=3389</id>
		<title>Poorly Named Level</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Poorly_Named_Level&amp;diff=3389"/>
				<updated>2018-03-20T03:02:23Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 4 in the info tab&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= Poorly Named Level&lt;br /&gt;
|rank = 52nd&lt;br /&gt;
|image= [[File:MaGMML2-52-PoorlyNamedLevel.png]]&lt;br /&gt;
|caption= Arguably the most infamous room of the level&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Yoshiatom]]&lt;br /&gt;
|composer= Iku Mizutani / Koichi Yamanishi&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 31&lt;br /&gt;
|judge2 = 23&lt;br /&gt;
|judge3 = 24&lt;br /&gt;
|judge4 = 20&lt;br /&gt;
|judge5 = 30&lt;br /&gt;
|totalscore = 25.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3&lt;br /&gt;
|enemies = &lt;br /&gt;
* Beak&lt;br /&gt;
* Biree&lt;br /&gt;
* Fatool&lt;br /&gt;
* Piribaree Joe&lt;br /&gt;
* Shield Attacker&lt;br /&gt;
* Garyoby&lt;br /&gt;
* Cannon&lt;br /&gt;
* Tellie&lt;br /&gt;
* Mizzle&lt;br /&gt;
* Jumbig&lt;br /&gt;
|subbosses =&lt;br /&gt;
* Escaroo&lt;br /&gt;
* Yudon&lt;br /&gt;
|bosses = * [[Volt Man]]&lt;br /&gt;
|other = &lt;br /&gt;
* Skippable&lt;br /&gt;
|music = Stage 5 (Shadow of the Ninja)&lt;br /&gt;
|location = [[Tier 4 (MaGMML2)|Tier 4]]&lt;br /&gt;
|previous = [[Shovel Knight]]&lt;br /&gt;
|next = [[Enhanced Mobility]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I appreciate that you built a pretty good level out of the Tornado Man platforms (that I hate with a passion btw), but oh my god. Some of these rooms are. So. Much. Garbage.|SnoruntPyro|saying words i guess}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Poorly Named Level is the 52nd level in '''Make a Good Mega Man Level 2.''' It mainly revolves around the magnet platforms from Tornado Man's stage in Mega Man 9.&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
This level was deemed skippable by the judges, due to level's high difficulty and the finicky nature of the Tornado Man platforms.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = I appreciate that you built a pretty good level out of the Tornado Man platforms (that I hate with a passion btw), but oh my god. Some of these rooms are. So. Much. Garbage. I HATE the room with the cannon and the two magnet platforms. It's incredibly finicky and almost luck-based (??) to time yourself so that you'll get the right frame of animation to jump to make those ridiculous jumps. And there's spikes everywhere so it's really hard to reposition yourself. I really wanted to beat this level without special weapons but that room just killed me so much and the checkpoint is so far back it's just bkfoipero[wwrp. The other issue I have is the one room with the Piriparee Joes, Biree, and stationary magnet platform. The last jump before the ladder is ridiculously precise and it's really dumb. Other than that, the level was fine, though I was a bit disappointed that the final stretch of the level just kinda dropped the gimmick in favor of enemy challenges. It kinda took a few playthroughs to really 'enjoy' it though, my initial experience with the stage was mainly just getting killed on the first few screens because they're preetty difficult to deal with on a blind playthrough. Overall, the stage has good design ideas, but I don't think it turns out to be very fun mainly because of that one room, that one jump, and some rooms being very overwhelming for first playthroughs.&lt;br /&gt;
|pyroscore = 31&lt;br /&gt;
|spdesign = 9&lt;br /&gt;
|spfun = 3&lt;br /&gt;
|spcreativity = 10&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = Yes&lt;br /&gt;
|jupi = Thanks for reminding me why I hated Tornado Man's stage. You went ham with those platforms ;-;&lt;br /&gt;
This level has a very inconsistent difficulty curve. Some sections were cake walks, while others took me several attempts to beat legitimately, and were just insane (Rain + Tornado Man platform section). Not only that, but this level was...annoying. The Tornado Man platforms are very finnicky in this engine, making a lot of jumps come up short (the room with the shield attacker near the beginning is a good example). Also, there should have been more checkpoints.&lt;br /&gt;
|jupiscore = 23&lt;br /&gt;
|jhdesign = 5&lt;br /&gt;
|jhfun = 0&lt;br /&gt;
|jhcreativity = 11&lt;br /&gt;
|jhaesthetics = 4&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = Sorry, I read your message on what your goals with this level were and I think these platforms are at the core of most of its problems. It's not so much about your usage of them but rather the platforms themselves, as they make every scenario more stressful than it needs to be. I really appreciate the effort, though, and while I didn't have much fun getting shot into spikes or pits from a mistimed button press, pulling the long platforming section across the pit off properly felt pretty great. This level also somewhat suffers from a tendency to put a bit too many enemies on screen at once, especially near the start, and there is a really silly jump near the end which got me jumping into a ceiling spike more often than I want to admit. It's kinda sad how I feel like this stage would've been more fun if only it used the more standard guts lifts or a variety of different platforms as its main focus.&lt;br /&gt;
|enjlscore = 24&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 2&lt;br /&gt;
|encreativity = 6&lt;br /&gt;
|enaesthetics = 3&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Seriously? Why does this level have such awful level design? I can't even count the amount of times extreme precision and timing was needed in order to get through the obstacles and enemies without taking damage, or even without dying. Not to mention the absolutely intolerable mini-boss and serious lack of checkpoints. It's a darn shame that good ideas and beautiful graphics are greatly overshadowed by the pitiful level design and endless frustration caused by trying to get through the stage.&lt;br /&gt;
|garirryscore = 20&lt;br /&gt;
|gadesign = 1&lt;br /&gt;
|gafun = 2&lt;br /&gt;
|gacreativity = 7&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Man this sucks. All movement has to be super-precise and the enemy placement is bottom-tier. Also there's a serious lack of checkpoints, and the mini-boss is hell.&lt;br /&gt;
|gafunnote = This is a frustrating level as all hell. Can't even describe it.&lt;br /&gt;
|gacreativitynote = It's a shame really, this level has some good ideas. Nothing spectacular, but it's alright.&lt;br /&gt;
|gaaestheticsnote = Looks good.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = I wonder how many people will actually attempt to take on the challenges you set them, or just use the weapons to bypass everything. &lt;br /&gt;
People are going to either love this stage or despise it. I'm leaning more to the latter, but that, admittedly, might be my personal distaste for the gimmick in question.&lt;br /&gt;
&lt;br /&gt;
It is mentioned during the stage whether or not you could make the Tornado Man Platforms fun... well they're certainly competently executed, I'll give you that. Some of the situations they're stuck in though... not so much. Strangely enough, your biggest problem might just be the enemies used and the sheer number of them. The earliest screens of the stage are a bit crazy with the amount of Beaks placed, and you're on Platforms where very little control is given to the player to safely dodge stuff. It's all rather infuriating.&lt;br /&gt;
&lt;br /&gt;
Simply toning down the enemies could've made this more enjoyable. I think the early screens are amongst the worst of the stage, as the later segments start becoming much more tolerable, and better in design. (I even liked the spike crazy segment just past the checkpoint for what it's worth.) It's a crazy backwards difficulty curve. I have to admit, the first time through this I got rather annoyed, and shut off the game for a bit. The second time was a bit better. The opening areas really are rather rubbish compared to the later areas, and start the level on a bit of a sour note. Luckily the rest of the stage and general competence of everything makes up for it.&lt;br /&gt;
&lt;br /&gt;
The Noble Nickels were... sneaky as sin. I think the 2nd one probably should've had an altered or redrawn graphic to make it not so unlikely that it is hidden where it is, because even the 1st one will likely be bypassed the first time you go through the screen, and that one does have a recoloured graphic!&lt;br /&gt;
&lt;br /&gt;
Finally, hi dev-kit boss!&lt;br /&gt;
|acescore = 30&lt;br /&gt;
|asdesign = 8&lt;br /&gt;
|asfun = 3&lt;br /&gt;
|ascreativity = 10&lt;br /&gt;
|asaesthetics = 4&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
==Improved Version==&lt;br /&gt;
Yoshiatom (the level's author) has announced that he is working on an improved version of the level, making the difficulty more balanced, reworking the more poorly designed rooms and making the enemy choices more focused. Because Yoshiatom is a self-admitted procrastinator, it could be a while before the improved version get released.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 4}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 4 Stages]][[Category:Skippable Levels]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Forgotten_Fortress&amp;diff=3388</id>
		<title>Forgotten Fortress</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Forgotten_Fortress&amp;diff=3388"/>
				<updated>2018-03-20T02:59:15Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 3 in the info tab&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= Forgotten Fortress&lt;br /&gt;
|rank = 59th&lt;br /&gt;
|image= &lt;br /&gt;
[[File:ForgottenFortressIcon.png]]&lt;br /&gt;
|caption= That skip teleporter is here for a reason...&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[BBLIR]]&lt;br /&gt;
|composer= Deathro&lt;br /&gt;
|artist= BBLIR&lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 14&lt;br /&gt;
|judge2 = 35&lt;br /&gt;
|judge3 = 14&lt;br /&gt;
|judge4 = 36&lt;br /&gt;
|judge5 = 19&lt;br /&gt;
|totalscore = 23.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 4&lt;br /&gt;
|enemies = &lt;br /&gt;
* Spine&lt;br /&gt;
* Picket Man&lt;br /&gt;
* Flying Shell&lt;br /&gt;
* Big Eye&lt;br /&gt;
* MM2 Sniper Joe&lt;br /&gt;
* Tellie&lt;br /&gt;
* Metall (MM1, MM2, spin, run and gun)&lt;br /&gt;
* Crazy Cannon&lt;br /&gt;
* Sniper Armor&lt;br /&gt;
* New Shotman&lt;br /&gt;
* Bolton &amp;amp; Nutton&lt;br /&gt;
* Ring Ring&lt;br /&gt;
* Up 'n down&lt;br /&gt;
* Bomb Thrown&lt;br /&gt;
* Jumbig&lt;br /&gt;
* Metall Mommy&lt;br /&gt;
* Metall Baby (separately)&lt;br /&gt;
* New Shield Attacker&lt;br /&gt;
* Curlinger&lt;br /&gt;
* Petit Devil (both)&lt;br /&gt;
* Drillun&lt;br /&gt;
* Fatool&lt;br /&gt;
* Tellie XL&lt;br /&gt;
* Mega Met&lt;br /&gt;
* Metall Spawner&lt;br /&gt;
|subbosses =&lt;br /&gt;
|bosses = * [[Gangly Crash Man]]&lt;br /&gt;
|other = &lt;br /&gt;
* Skippable&lt;br /&gt;
* SnoruntPyro's least favorite&lt;br /&gt;
|music = Mega Man: Infamous Intent - Fort Famous Stage 4&lt;br /&gt;
|location = [[Tier 3 (MaGMML2)|Tier 3]]&lt;br /&gt;
|previous = [[Candy Panic]]&lt;br /&gt;
|next = [[Door Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|There is one absolutely massive flaw in this level in that it has literally no idea what it's doing.|SnoruntPyro|summing it up perfectly.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Forgotten Fortress is the 59th level in '''Make a Good Mega Man Level 2.''' It is the second largest submitted level in the Game, clocking in at 114 screens, 4 screens shorter than [[Escape Sequence]] (all paths included). It contains a secret room to get the Beck [[Costumes|costume]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
[http://magmmlcontest.com/wiki/images/f/fc/Iregreteverythingnow.png Click here for the map.]&lt;br /&gt;
[https://www.youtube.com/watch?v=QETsnRV4_3w And here for a playthrough.]&lt;br /&gt;
The stage has a total of five paths. First off, the '''Purple Path''', which is accesed by going one screen right and going down in the first path split, more specifically, in the room with the two MM1 Mets and Dust platforms. This path does not split up further and does not connect to the other paths until the very end (the room below the Wily statues). There lies a Noble Nickel at the end of this path.&lt;br /&gt;
Then the '''Blue Path''', which is accesed by going right in the first path split, above the two Mets and Dust platforms.&lt;br /&gt;
[[File:Screenshot7.png|thumb|center|Choose here.]]&lt;br /&gt;
This path splits up into the ''Primary'' and ''Secondary'' Blue Path. The split is right after the pit with Up 'n Downs and Dust platforms. The player can go down, to the Primary Blue path or right, to the Secondary Blue path. The Primary Blue path can also be accesed through the Purple Path, if you slide right instead of jumping down. The Secondary Blue Path contains a Noble Nickel (can also be accesed via the Orange Path, more on that later) and the Primary Blue Path contains a hidden Yashichi.&lt;br /&gt;
[[File:Screenshot10.png|thumb|center|Hm...]]&lt;br /&gt;
The third possible path is the '''Orange Path'''. This path also splits into a primary and secondary path. It is accesed by going left where going right would take you to the Blue Path. The path splits after the Up 'n Downs and M tank. Going right takes you to the ''Primary Orange Path'' and going down to the ''Secondary Orange Path''. The Secondary Orange Path ends with a hidden Yashichi and a chance to get the Noble Nickel at the end of the Secondary Blue Path.&lt;br /&gt;
The Blue and Orange paths connect and take you to a Force Beam section, where the [[Gangly Crash Man]] fight and '''The Lab''' can be found. Both contain Noble Nickels, where the Lab Nickel is hidden under a Jewel Sattelite Block.&lt;br /&gt;
The stage ends with a set of Wily statues, the giant one in the center holding a ?-Tank in each hand.  The one to the right contains Mega Met, the &amp;quot;boss&amp;quot; of the level, and the one to the left contains the level's Energy Element.&lt;br /&gt;
[[File:Screenshot14.png|thumb|center|Let's take this to the start...]]&lt;br /&gt;
If you ignore it, you can go right to get a key and go left to a teleporter that takes you to the beginning of the stage, where going left takes you to the teleporter that takes you to the teleporter room. This room has teleporters that take you to the paths. This allows for a run where one can get all the items in one run.&lt;br /&gt;
[[File:Screenshot4.png|thumb|center|Go left and you go to infinity.]]&lt;br /&gt;
If you're a speedrunner, you're in luck too. There is a shortcut. The Lab has a teleporter that, like sliding left in the room with the Crash platform + 2.0 gravity combo, takes you to the Dev room, containing all but one NPCs. The last NPC is a Wily Statue at the end.&lt;br /&gt;
[[File:Screenshot5.png|thumb|center|I wonder what will happen if I slide left...]]&lt;br /&gt;
A speedrunner can go to the devroom, teleport to the Lab and finish the level from that.&lt;br /&gt;
The 'Gangly Crash Man' fight is the same fight as regular ol' Crash Man, just with a bigger hitbox and a 2-screen wide room.&lt;br /&gt;
It should also be noted that the Primary Blue Path has an exelent grinding spot for Bolts.&lt;br /&gt;
[[File:Screenshot9.png|thumb|center|BOLT YOU SHOP!]]&lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
This level was deemed skippable by the judges, due to the level's absurd length, amount of alternate paths and secrets.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Oh wow. Um. Wow. This is pretty awful. There is one absolutely massive flaw in this level in that it has literally no idea what it's doing. Virtually every gimmick in the engine appears at some point (or at least it feels like it), and the level is so insanely unfocused that I don't even know what to think of it besides 'it's really messy'. None of the gimmicks are ever focused on or used well, and they constantly just fly in and out of existence. Nonsensical design is everywhere, like an excruciatingly long autoscroll with a black background and almost no enemies (but plenty of Knight Man bouncers), a random section where there's a block train that seems to want to crush you but you can blow past it before it gets close to you, and asinine amounts of split paths. The latter is what utterly kills the level for me. Everything sprawl everywhere in every direction you can think of and it makes it completely impossible to have a sense of where you are at all, and this is amplified by the utter lack of focus. It took me over an hour to slog through the entire thing and get the energy element and all four noble nickels, and it was an incredibly unpleasent and absolutely boring experience. And on top of that there's a bajillion weird secrets too, like some room with a ton of NPCs and a bonus fight with a strangely drawn Crash Man with actually a kind of creative arena but not really. This level is just a giant mess and I did not enjoy it in the slightest.&lt;br /&gt;
|pyroscore = 14&lt;br /&gt;
|spdesign = 3&lt;br /&gt;
|spfun = 1&lt;br /&gt;
|spcreativity = 5&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 2&lt;br /&gt;
|spskip = Yes&lt;br /&gt;
|jupi = I really enjoyed the nice platforming challenges this level provided. There were so many different gimmicks used in this stage, and they were all used so well! The best part for me was the Force Beam section, because there were clear outlines showing where the force beams were. THIS is how you make a challenging level without having it be exceedingly difficult. My main issue was that the level lagged. A lot. It wasn't game-breaking, but it did make some parts the stage pretty annoying. Also, the Crash Man fight...what even was that?&lt;br /&gt;
|jupiscore = 35&lt;br /&gt;
|jhdesign = 10&lt;br /&gt;
|jhfun = 7&lt;br /&gt;
|jhcreativity = 14&lt;br /&gt;
|jhaesthetics = 3&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|enjl = I tried my best to like this level, but unfortunately, the heavy lag I had when playing through it made this pretty much impossible. Couple that with the maze-like structure of the level and playing it felt more like a chore than a fun experience. Which is a shame. This level has ideas that it proposes and it has a lot to offer. Maybe even to the point where it becomes too much. The confusing layout of the level made me lose all sense of direction and even after several playthroughs I wasn't able to build a cognitive map of the level. When I got to the ending room the first time I picked up the key and completely missed the exit. Heading back to the door I thought the level only just now got started, and while somewhat scared I was also excited to look through the level in order to find Crash Man, who I assumed would hold the Energy Element. Sadly, Crash Man's room is a mess and getting to him didn't feel very rewarding. I eventually found the energy element on my third visit to the end room. On a more general note, the level doesn't do a very good job at ramping up its difficulty or maintaining any kind of consistency. This level has everything, but doesn't really play around with anything, which is a shame.&lt;br /&gt;
|enjlscore = 14&lt;br /&gt;
|endesign = 6&lt;br /&gt;
|enfun = 0&lt;br /&gt;
|encreativity = 6&lt;br /&gt;
|enaesthetics = 1&lt;br /&gt;
|enfunction = 1&lt;br /&gt;
|enskip = Yes&lt;br /&gt;
|garirry = This is a complicated one to review. Generally, it's good; the level design is mostly solid and it's pretty fun to play through the first time. However, this level splits into so many paths it becomes hard to even replay the stage without feeling annoyed at repeating the same section again. This is especially a problem if you're trying to get the Noble Nickels, which are scattered around the whole level, so getting them is a pain. Otherwise, it's a good stage. Ideas are interesting and the level's graphics and music are good.&lt;br /&gt;
|garirryscore = 36&lt;br /&gt;
|gadesign = 10&lt;br /&gt;
|gafun = 6&lt;br /&gt;
|gacreativity = 11&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|gadesignnote = Not excellent. The problem isn't really the level design itself, it's that the multiple paths concept was executed pretty badly and getting the Noble Nickels is really annoying&lt;br /&gt;
|gafunnote = The stage itself is fun. But it gets annoying when you play it over and over again in order to find all the paths and get the NN.&lt;br /&gt;
|gacreativitynote = I liked the concepts here. Nothing too interesting but it's good.&lt;br /&gt;
|gaaestheticsnote = Great.&lt;br /&gt;
|gafunctionnote = Works well, but has a few deadly bugs.&lt;br /&gt;
|ace = There comes a point... where you need to stop.&lt;br /&gt;
This was a slog. I had so little fun playing this stage I wanted to quit part way through.&lt;br /&gt;
&lt;br /&gt;
So, I'm going to get the positive out of the way first: Your original assets are well drawn (although the colour scheme is absolutely garish), and your opening area was great! Good conveyance, good design, really well thought out. And then I got to the second area. And the third. And the fourth and then... Why. &lt;br /&gt;
I know there is a lot in the dev kit but you didn't need to use... Every. Single. Sodding. Gimmick. &lt;br /&gt;
Later on in the stage, you seemed to stop thinking and did the bare minimum required to implement a segment. In all fairness, there is nothing wrong with any of these rooms aside from how easy they are (this is actually to your stage's benefit believe me.), and a lot of these areas, introduce themselves well.&lt;br /&gt;
&lt;br /&gt;
Pick a gimmick, pick a second gimmick, maybe a third, and stick to them. &lt;br /&gt;
Start doing clever stuff with them and maybe this would work. Everything in the dev kit though? Blerugh.&lt;br /&gt;
You have the makings of a good designer - just scale back next time! This, wasn't fun. &lt;br /&gt;
Finally: Poor Crash Man. I'm not sure what good making him so gangly was, but it didn't help matters.&lt;br /&gt;
|acescore = 19&lt;br /&gt;
|asdesign = 8&lt;br /&gt;
|asfun = 0&lt;br /&gt;
|ascreativity = 4&lt;br /&gt;
|asaesthetics = 3&lt;br /&gt;
|asfunction = 4&lt;br /&gt;
|asskip = Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Older Versions==&lt;br /&gt;
'''Version 1 (december 19th devkit)''': The stage used to be even longer, at 87 screens. The screencount is smaller, but the shortest route is much longer, the paths don't split up further, there are fewer checkpoints and the devroom is nonexistent, exept for two NPCs (Bass and Proto Man) at the end of the secret ˝Purple Path˝ (wasn't actually purple). Bass sighs and Proto Man says the following: ''I'm suprised you found this part of the level. Here's a message from the stage's creator: Moo.'' Other changes include an orange Background for the Blue Path and a cut Snowboarding section and a smaller ammount of enemies and gimmicks.&lt;br /&gt;
&lt;br /&gt;
'''Version 2 (dec. 22th devkit)''': The stage is closer to the final version, with the Purple Path not being a secret anymore, and, along with the Blue Path, having a purple background. It contains a Rush Jet section, after only one Block Train. The path doesn't actually connect to the main path, it goes around and ends you up above the right-most screen of the Wily statues. Also adds the Lab and features the dev room and fake Wily statue NPC. Also, this is the version where it's called by it's name and not just 'BBLIR'.&lt;br /&gt;
&lt;br /&gt;
'''Version 3 (dec. 29 devkit)''': Appears to only be smaller changes.&lt;br /&gt;
&lt;br /&gt;
'''Version 4 (january 3rd devkit)''': This version dumps the Rush Jet section and instead replaces it with the autoscrolling. Also, this is the update that adds the path splits inside the paths.&lt;br /&gt;
&lt;br /&gt;
'''Version 5 (jan. 8th devkit)''': This version starts the beginning of the compression to reduce the screen count.&lt;br /&gt;
&lt;br /&gt;
'''Version 6 (jan. 9th devkit)''': The final version. Adds Crash Man, the Teleporters, graphical additions and general touch ups. Also adds custom enemies, the Noble Nickels and lenghtens the paths.&lt;br /&gt;
&lt;br /&gt;
==Improved Version==&lt;br /&gt;
The level's creator, BBLIR, has created an overhaul of the level, in response to the judge comments.&lt;br /&gt;
Get it here: http://www.mediafire.com/file/vybrq51419ju1jl/ForgottenFortressNew.rar (was made before any updated engine was released, it is based on the most recent version of the devkit as of november 11th 2017).&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=pRI-g5IxG-A If you can't/don't want to play it, here is some footage.]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* There is an unaccesible room near the beginning containing a Proto Man NPC.&lt;br /&gt;
[[File:Lolwut.png|thumb|right|(P.S., he says HOW DID YOU GET HERE!?!?!?!?!?)]]&lt;br /&gt;
* The Flashman statue in the dev room is there because of [[Flashman85]]'s playtesting of the level.&lt;br /&gt;
* Mr. Bleh originates from an unfinished RM7 FC character swap.&lt;br /&gt;
* The Zap Met originates from the cancelled Mega Man X: Y.&lt;br /&gt;
* The teleporter idea was suggested by Flashman85&lt;br /&gt;
* The Energy Element is inside the ? Tanks because of a devkit bug of the element flying into oblivion at the speed of Sanik.&lt;br /&gt;
{{MaGMML2 Tier 3}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 3 Stages]][[Category:Skippable Levels]] [[Category:Least Favorites]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Taco_Man_(stage)&amp;diff=3387</id>
		<title>Taco Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Taco_Man_(stage)&amp;diff=3387"/>
				<updated>2018-03-20T02:57:31Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 3 in the info tab&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= Taco Man&lt;br /&gt;
|rank = 61st&lt;br /&gt;
|image= [[File:Taco1.PNG|250px]]&lt;br /&gt;
|caption= What does this have to do with tacos?&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[SchuSlime64]]&lt;br /&gt;
|composer= Unknown (credited to &amp;quot;Satan&amp;quot; in the sound test)&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 18&lt;br /&gt;
|judge2 = 31&lt;br /&gt;
|judge3 = 24&lt;br /&gt;
|judge4 = 13&lt;br /&gt;
|judge5 = 29&lt;br /&gt;
|totalscore = 23&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* Butterdroid&lt;br /&gt;
* Needle Harry&lt;br /&gt;
* Neo Metall&lt;br /&gt;
* Telly&lt;br /&gt;
* Petit Devil (Green)&lt;br /&gt;
* M-445&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
* Taco Man&lt;br /&gt;
|other = &lt;br /&gt;
|music = Unknown (Credited to AAAAAAAAAAAAAAAAAAAAAAAAAAA in the sound test)&lt;br /&gt;
|location = [[Tier 3 (MaGMML2)|Tier 3]]&lt;br /&gt;
|previous = [[The Dampening]]&lt;br /&gt;
|next = [[Candy Panic]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Oh my god the music is awful make it stop.|SnoruntPyro|in her judge comment.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Taco Man is the 61st place entry in [[Make a Good Mega Man Level 2]]. It is a short level with many platforming sections over pits and spikes, finished by a boss fight with [[Taco Man]] himself. It is notable for its music, said to be unbearable by many.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
First off, mute the sound if it bothers you. Then inch your way across the stage carefully, crossing spikes with Sakugarne and Pits with Rush Jet or Super Arrow. There is lots of instant death involved in this level, so do your best to work around it with Special Weapons, though it's recommended to save up a bit of Triple Blade for [[Taco Man]] himself, as that's his weakness.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = oh my god the music it's awful make it stop. Besides the horrendous music, the level design...exists. There's like, 8 screens total. Most of the difficulty, really, just comes from really annoying jumps with the shadow man platforms rather than legitimate challenges. Though I do kinda like the room with the cannon and two pottons. But other than that, it just 'exists'. It's over incredibly quickly and doesn't do much. The boss fight also leaves much to be desired - the jumping and mega taco attacks are fine, but the lobbing taco attack comes out far too fast to react to properly. There really isn't much else to say about the level. It has like 8 screens, it sure exists, it's bleh. &lt;br /&gt;
|pyroscore = 18&lt;br /&gt;
|spdesign = 5&lt;br /&gt;
|spfun = 2&lt;br /&gt;
|spcreativity = 5&lt;br /&gt;
|spaesthetics = 1&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = I'm sorry but that music is just terrible. I almost had to mute this level. Anyway, the level itself posed a decent challenge, but it was a bit too short. Taco Man himself was kind of unfair, because his primary attack (throwing a giant taco at you) was way too fast and gave the player next to no time to react since it wasn't telegraphed well.&lt;br /&gt;
|jupiscore = 31&lt;br /&gt;
|jhdesign = 7&lt;br /&gt;
|jhfun = 7&lt;br /&gt;
|jhcreativity = 12&lt;br /&gt;
|jhaesthetics = 2&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = This stage completely omits the concept of teaching its mechanics to the player. As a result, it's pretty fun and rewarding if you know the stage and know what you're doing, but it's pretty inaccessible to players who don't. A more streamlined design would have helped the level in building up a difficulty curve and would have prevented it from doing unpredictable things such as the drop into spikes. Our ugly Taco Boy isn't the most exciting boss to fight, but he's a fair one and pretty delicious.&lt;br /&gt;
|enjlscore = 24&lt;br /&gt;
|endesign = 4&lt;br /&gt;
|enfun = 6&lt;br /&gt;
|encreativity = 6&lt;br /&gt;
|enaesthetics = 3&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = There is nothing remotely likeable about this level. The level design is horrible - obstacles and enemies are seemingly placed randomly and often make certain parts of the level unfair. Also, the music is absolutely awful, and the boss' sprites look disgusting. Other than that the level just feels generic and uninteresting.&lt;br /&gt;
|garirryscore = 13&lt;br /&gt;
|gadesign = 3&lt;br /&gt;
|gafun = 2&lt;br /&gt;
|gacreativity = 3&lt;br /&gt;
|gaaesthetics = 0&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's shit. Enemies and obstacles are placed at random, and the level design itself is really basic. Some parts are downright annoying. At least it has checkpoints.&lt;br /&gt;
|gafunnote = I guess there was a bit of enjoyment in jumping on a few platforms, but ultimately this was short-ended. It's not a particularly fun level.&lt;br /&gt;
|gacreativitynote = Well I gotta give points for having a new robot master. Everything else is really not that interesting and not creative, really.&lt;br /&gt;
|gaaestheticsnote = What the fucking hell? Music is intolerable, graphics are not impressive, and Taco Man's sprites are horseshit.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = That... was short.&lt;br /&gt;
There are some decent platforming challenges here, one or two rather clever mixes of enemies and gimmicks. It's not bad overall but there doesn't seem to be much to say?&lt;br /&gt;
&lt;br /&gt;
I guess my main beef with this stage was the room with the Spark Man platforms and the Met on the blue platform was a bit of a weird one, that blue platform looks like you should be able to jump through it, but it's a solid object, which confused me the first time I died there, and on the second time, only then did I realise what had happened.&lt;br /&gt;
&lt;br /&gt;
Actually, no, my main beef with this stage is the Aesthetics or lack thereof. There is no theming in the level, the tilesets don't quite match each other... and the music...&lt;br /&gt;
My poor ears. I actually turned the music off whilst playing the stage.&lt;br /&gt;
&lt;br /&gt;
This... is a little too short for it's own good I think, but it's certain one of the better &amp;quot;average&amp;quot; levels.&lt;br /&gt;
&lt;br /&gt;
I was very surprised by having an actual Robot Master! As hideous as he is, he's a decent boss.&lt;br /&gt;
|acescore = 29&lt;br /&gt;
|asdesign = 10&lt;br /&gt;
|asfun = 7&lt;br /&gt;
|ascreativity = 7&lt;br /&gt;
|asaesthetics = 0&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 3}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 3 Stages]][[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=MegaLondo&amp;diff=3386</id>
		<title>MegaLondo</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=MegaLondo&amp;diff=3386"/>
				<updated>2018-03-20T02:56:51Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 3 in the info tab. Wondering why I keep repeating the same thing here over and over like a robot? Yeah, I don't know either&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
Memes preserved for posterity:&lt;br /&gt;
git gud ya casuls&lt;br /&gt;
[[File:Welcome.jpg|frame|right|players who have beaten the level welcome a newcomer]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= MegaLondo&lt;br /&gt;
|rank = 64th&lt;br /&gt;
|image= [[File:MaGMML2-64-MegaLondo.png]]&lt;br /&gt;
|caption= The beginning of pain.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Lamda&lt;br /&gt;
|composer= &lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 27&lt;br /&gt;
|judge2 = 26&lt;br /&gt;
|judge3 = 18&lt;br /&gt;
|judge4 = 20&lt;br /&gt;
|judge5 = 21&lt;br /&gt;
|totalscore = 22.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* Some of them&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
* None&lt;br /&gt;
|other = &lt;br /&gt;
* Skippable&lt;br /&gt;
|music = Dark Souls - Ornstein and Smough&lt;br /&gt;
|location = [[Tier 3 (MaGMML2)|Tier 3]]&lt;br /&gt;
|previous = [[SMB3]]&lt;br /&gt;
|next = [[Combust Man (stage)|Combust Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|YOU DIED|In-game level popup|which you will be seeing often.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
MegaLondo is the third Tier 3 level in '''Make a Good Mega Man Level 2''', which makes heavy use of Dark Souls references, and is also very difficult.&lt;br /&gt;
==Strategy==&lt;br /&gt;
Learning the stage seems to be the only way to do this.&lt;br /&gt;
==Skip Status==&lt;br /&gt;
This level was deemed skippable by the judges, likely due to the extreme difficulty of the stage and multiple &amp;quot;gotcha&amp;quot; moments, as well as the drought of checkpoints.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = YOU DIED. also more lag issues reeeeeeee. I feel like there's some reference I'm missing in this level, with like, the level title, and how for some reason the level rates you with meme numbers as you're going through it? Idk. I'm not really sure about this level - there's parts about it that I like and parts about it that I reeeeallly don't like. I hate all of the times where you have to squeeze in between spikes, they are like the most stressful obstacles ever and I haaaatte them. The spike drop is pretty bullshit too, you barely have enough time to react to get alll the way to the left before you die. And of course, lag issues. On the other hand, I like how Crazy Cannons are used as obstacles rather than enemies, I like how the time bombs are used, and the gemini egg sections are surprisingly not that bad, mostly because charge shots in this game can pierce through them. It's kind of a mixed bag overall; there's some good in it, but the bad is just...really bad :T&lt;br /&gt;
|pyroscore = 27&lt;br /&gt;
|spdesign = 10&lt;br /&gt;
|spfun = 4&lt;br /&gt;
|spcreativity = 6&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 3&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = Didn't really like this level. I got the whole Dark Souls theme, and I know Dark Souls is meant to be hard, but that shouldn't come at the expense of good level design. My main issue was the annoying enemy placements. The best example is this one room where you had to climb a ladder to enter, and if you didn't stay at the VERY bottom you were sniped by a Crazy Cannon. There's no indication of that happening, and new players won't see it coming. Another room killed you if you didn't know to hold right when you were falling. I don't think this level was designed with other players in mind. Thankfully it wasn't very long, but it still took me a while to beat.&lt;br /&gt;
|jupiscore = 26&lt;br /&gt;
|jhdesign = 5&lt;br /&gt;
|jhfun = 1&lt;br /&gt;
|jhcreativity = 14&lt;br /&gt;
|jhaesthetics = 3&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = Honestly with so much instakill around I have to wonder how only having one midpoint is even remotely resembling fairness. This level as a whole isn't too bad to traverse, and while it goes out of its way to be unfair to the player and tries to shove them into spikes, the thing that makes the level frustrating is its stinginess with checkpoints. Spreading them out slightly differently and having 2 total would get rid of much of the pretty dangerous backtracking that has to be done if, for example, the player (me) dies in the spike drop like 5 times in a row. The level playing at only 40fps doesn't help the situation, since it merely lengthens the time required to get back where the player died even further.&lt;br /&gt;
|enjlscore = 18&lt;br /&gt;
|endesign = 4&lt;br /&gt;
|enfun = 1&lt;br /&gt;
|encreativity = 6&lt;br /&gt;
|enaesthetics = 3&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = Yes&lt;br /&gt;
|garirry = I don't even know how you can screw up the level design this badly. Every movement has to be super precise, and all the areas are filled with unavoidable or barely avoidable enemies. Obstacles are placed very poorly too. Unless you do everything perfectly, you will get frustrated way too easily. Other than that, there's nothing particularly redeeming about this level.&lt;br /&gt;
|garirryscore = 20&lt;br /&gt;
|gadesign = 2&lt;br /&gt;
|gafun = 4&lt;br /&gt;
|gacreativity = 6&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|gadesignnote = What the shit? This is so awful. Super precise movement everywhere. Unavoidable or barely avoidable enemies everywhere. This level is so cheap!&lt;br /&gt;
|gafunnote = Admitedly, I did have some fun even though the ldesign is fucking shit. It's still very, very frustrating.&lt;br /&gt;
|gacreativitynote = Yeah, it could have been good. As usual, it fucked up.&lt;br /&gt;
|gaaestheticsnote = It's alright.&lt;br /&gt;
|gafunctionnote = Has some bugs.&lt;br /&gt;
|ace = Y tho. I don't mind instant-death as a mechanic. I do mind instant-death sending me back through several other rooms of very beefy enemies, or lots more other instant death. &lt;br /&gt;
Your lack of checkpoints not only ratcheted up the tension... it made things very tedious. That last screen, the drop onto spikes right after the Crystal Joes and the pit after THAT were utter bullshit too. Just saying. &lt;br /&gt;
To give credit where it was due - the room with the Pole Eggs and dropping enemies from above by taking down their ground, that was cool. &lt;br /&gt;
And I think the fun factor here would've been greatly improved by actually sticking checkpoints in areas where, logically, there should be checkpoints. (The room with the statue comes to mind.) &lt;br /&gt;
The enemy selection was also... utterly pointless, nonsensical, and nothing fit in. Oh.. and.. why the Castlevania theme if you aren't going to do anything remotely Castlevania'y? &lt;br /&gt;
There is a right way, and a wrong way to do instant-death. This was the wrong way.&lt;br /&gt;
|acescore = 21&lt;br /&gt;
|asdesign = 6&lt;br /&gt;
|asfun = 2&lt;br /&gt;
|ascreativity = 5&lt;br /&gt;
|asaesthetics = 3&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 3}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 3 Stages]][[Category:Skippable Levels]][[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=SMB3&amp;diff=3385</id>
		<title>SMB3</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=SMB3&amp;diff=3385"/>
				<updated>2018-03-20T02:55:27Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 3 in the info tab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin-left: auto; margin-right: 0px; float:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= SMB3&lt;br /&gt;
|rank = 65th&lt;br /&gt;
|image= [[File:Smb3-intro01.png]]&lt;br /&gt;
|caption= {{quote|Enemy Spam is fun right, guys?|ACESpark|Part of the judge review.}}&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Lizardcommando&lt;br /&gt;
|composer=&lt;br /&gt;
|artist= Lizardcommando, Nintendo, Capcom&lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 24&lt;br /&gt;
|judge2 = 24&lt;br /&gt;
|judge3 = 16&lt;br /&gt;
|judge4 = 25&lt;br /&gt;
|judge5 = 18&lt;br /&gt;
|totalscore = 21.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* Koopa Troopa&lt;br /&gt;
* War Goomba&lt;br /&gt;
* Hammer Bros.&lt;br /&gt;
* Koopa Hopper&lt;br /&gt;
* Koopa Joe&lt;br /&gt;
* Parazooka Troopa&lt;br /&gt;
* Rifle Troopa&lt;br /&gt;
* Lakitu&lt;br /&gt;
* Fat Hammer Bros.&lt;br /&gt;
* Batton&lt;br /&gt;
* Jet Buton&lt;br /&gt;
* Parasyu&lt;br /&gt;
* Killer Bullet&lt;br /&gt;
* Walking Bomb&lt;br /&gt;
* Cocco&lt;br /&gt;
* Apache Joe&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = Bowser&lt;br /&gt;
|other = &lt;br /&gt;
* Skippable&lt;br /&gt;
|music = Athletic, Airship, Final Bowser Fight (all from Super Mario Bros. 3)&lt;br /&gt;
|location = [[Tier 3 (MaGMML2)|Tier 3]]&lt;br /&gt;
|previous = [[Chomp Man]] &lt;br /&gt;
|next = [[MegaLondo]]&lt;br /&gt;
}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{quote|It felt like you made all these graphic replacements and tried to show them all at once instead of making an actual level.|JupiHornet| Part of the judge review.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
'''SMB3''' is the 65th place entry in ''Make a Good Mega Man Level 2.'' It was created by Lizardcommando. The level is based off of Super Mario Bros 3. There are three main sections to the level: the intro area, the airship/tank battalion section (this level lets you choose between the two sections), and the boss area. It has new enemies (which are just sprite replacements with very slight health adjustments) and a new boss (which is basically just an edited Guts Man AI). The Koopa Troopa, Hammer Bros, Rifle Troopa, War Goomba and Parazooka Troopa are brand new sprites mode from scratch while the Fat Hammer Bros, Lakitu, Hopper Koopa, and Koopa Joe have been edited from existing sprites.&lt;br /&gt;
&lt;br /&gt;
==Basic Strategy==&lt;br /&gt;
This level is enemy spam heavy. Think Metal Slug or Contra but with unfair enemy placement and enemies that don't die in one shot. Use Triple Blade or your Mega Buster if you have an itchy trigger finger. Take on the first part of the level slowly to avoid running into enemy fire. For the scrolling sections, just stick to the back of the screen, spam Hornet Chaser or Triple Blade or charge your Mega Buster. If you want a challenge, play the airship section. If you want to test your itchy trigger finger, play the tank battalion section. General consensus seems to be that the Tank Battalion section is the least frustrating section to play through.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Intro Area===&lt;br /&gt;
The first part of the level is basically supposed to be your average Mario level, except it has tons of bad guys. After travelling across the field dodging enemy fire, you go down a pipe, travel across a pit with Concrete Man platforms and you end up at a split path that will take you to two auto-scrolling levels: The Tank Battalion section and the Airship Fleet section. The difficulty in this section of the level isn't as frustrating as the auto-scrolling section.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Smb3-intro02.png|frame|none|alt=SMB3 Screenshot A|'''A''': Hammer Bro and the Koopa Hopper (replaces Picket-Man and Hopper Mech). Looks different, but they practically function the same as their original Mega Man counterparts.]]&lt;br /&gt;
| [[File:Smb3-intro03.png|frame|none|alt=SMB3 Screenshot B|'''B''': An abandoned tank. These bad guys must have left it behind. Too bad you can't steal it.]]&lt;br /&gt;
| [[File:Smb3-intro04.png ‎|frame|none|alt=SMB3 Screenshot C|'''C''': The underground section that eventually leads you to the split path.]]&lt;br /&gt;
|}&lt;br /&gt;
===Tank Battalion Section===&lt;br /&gt;
The first scrolling section you can select. It takes place on the ground in the outskirts of the Mushroom Kingdom. This tank battalion is on their way to smash through Princess Peach's castle and Mega Man (or whoever you use as your player skin) is the only one who can stop the tank battalion from entering the Mushroom Kingdom! Cheesy side-story aside, this scrolling section has players facing off against waves of Koopa Troopas, Rifle Troopas, War Goombas, Hammer Bros., Parazooka Troopas and even some unchanged Mega Man enemies (Walking Bomb from Mega Man 3 and Killer Bullet from Mega Man 1). This section also has the fragmenting missiles from Mega Man 5 occasionally flying towards the player's path. The end of the stage has a teleporter that takes you to the boss room.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Smb3-tank01.png |frame|none|alt=SMB3 Screenshot D|'''D''': There are a ton of these Hammer Bros. and Fat Hammer Bros. littered throughout this section. Use Slash Claw to cut through them!]]&lt;br /&gt;
| [[File:Smb3-tank02.png |frame|none|alt=SMB3 Screenshot E|'''E''': Not pictured: Lakitus floating above dropping bombs on top of your head.]]&lt;br /&gt;
| [[File:Smb3-tank03.png |frame|none|alt=SMB3 Screenshot F|'''F''': Also not pictured: Waves of fragmenting missiles, Killer Bullets from Mega Man 1 and those Walking Bomb from Mega Man 3 littered throughout this section]]&lt;br /&gt;
|}&lt;br /&gt;
===Airship Fleet Section===&lt;br /&gt;
The other scrolling section you can select. Also the more frustrating section due to having to make precise jumps onto the Tomahawk Man stage platforms while avoiding flying bad guys. This level has the most default Mega Man enemies placed in the entire stage. Some of those unchanged Mega Man enemies include the Apache Joe, Jet Buton, Parasyu and a Cocco. The end of the stage has a teleporter that takes you to the boss room.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Smb3-airship01.png |frame|none|alt=SMB3 Screenshot G|'''G''': The beginning of the section, AKA, the calm before the storm.]]&lt;br /&gt;
| [[File:Smb3-airship02.png |frame|none|alt=SMB3 Screenshot H|'''H''': These Tomahawk Man stage platforms are pretty buggy. Sometimes you can fall through if you get hit.]]&lt;br /&gt;
| [[File:Smb3-airship03.png |frame|none|alt=SMB3 Screenshot I|'''I''': Previous screen had a randomly placed Cocco. I guess Koopa Troopas like chickens?]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Boss Area===&lt;br /&gt;
After going through the scrolling section, you end up in the boss room. [[Bowser]] faces off against you in a not-so-epic showdown. He only has two attacks: He will either shoot three fireballs at the player in rapid succession, or he will occasionally jump around the boss room. The former attack gets harder to dodge as he gets closer to you, and the latter will have a short-lasting earthquake effect. It is advised to use Super Arrow for maximum damage, although Wheel Cutter works well too, and it can protect you from all of his attacks if you climb the wall.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Smb3boss.png |frame|none|alt=SMB3 Screenshot J|'''J''': You fight Bowser. He likes jumping around and shooting fireballs.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
This level was deemed skippable by the judges, due to the insane enemy spam and unfair difficulty, especially in the scrolling sections.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Holy geez please calm down with the enemy placement in the first half, like wow. My experience with it was basically &amp;quot;oh hey! cute smb3 lev-OH GOD ENEMIES EVERYWHERE HELP&amp;quot;. The resprites are really cute, but I feel like the level spams like, the literal worst enemies to spam. Sniper Joes, Hammer Joes, Sniper Mechs. There's a lot of them, there's a lot of button mashing as a result, and for some unholy reason the Sniper Joes in this level lose their weakness to Slash Claw. Once the path splits, though, the level gets more tolerable, mainly because both paths are autoscroll and that allows you to slow down and take care of the enemies more easily. I still don't think that the level is very well-designed, though; there are a looot of Sniper and Hammer Joes just pasted around and it really doesn't make for a fun level experience. The Bowser boss fight is fine though, and the level does have a lot of charm going for it, so that's that. But it just...isn't well designed. It's just kinda unfun.&lt;br /&gt;
|pyroscore = 24&lt;br /&gt;
|spdesign = 6&lt;br /&gt;
|spfun = 3&lt;br /&gt;
|spcreativity = 6&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = I'm gonna be honest, I really, REALLY didn't like this level. I couldn't even come close to enjoying the nice graphic replacements because there was SO. MUCH. ENEMY. SPAM. The first part was fine because you could get through it easily if you went slowly. The second part was slightly worse with the falling platforms, but it was still manageable. The tank and airship parts were the worst offenders, because they were autoscrollers, so you can't really go slowly or quickly, and there were a lot of enemies on the screen at once. You'd think after all of that, the boss would be really hard, but nope! It's just Bowser with only 2 attacks (fireballs and earthquakes) that are both insanely easy to dodge. It's really unfortunate, too, because this level had the potential to be fantastic, but it was ruined by sloppy level design. It felt like you made all these graphic replacements and tried to show them all at once instead of making an actual level. That kind of thing CAN work, but at a certain point you need to ask yourself &amp;quot;am I doing too much?&amp;quot;&lt;br /&gt;
|jupiscore = 24&lt;br /&gt;
|jhdesign = 5&lt;br /&gt;
|jhfun = 2&lt;br /&gt;
|jhcreativity = 10&lt;br /&gt;
|jhaesthetics = 3&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = The way this level presents itself makes me feel like it tried to get a majority of its points by emulating the graphical wow-factor from MaGMML1's SMW level. I can tell that a lot off work went into the sprites, even though they're not perfect, but I an also tell that this level would've been much more enjoyable if the work went into actually designing it instead, as the level pretty much falls short in every factor of design, aside from the boss. The level's main flaw is the abundance of enemies in every section which are placed seemingly randomly and in much larger numbers than necessary. Couple this with a lack of health refill pickups and you've got a stage that'll make people frustrated very quickly.&lt;br /&gt;
|enjlscore = 16&lt;br /&gt;
|endesign = 2&lt;br /&gt;
|enfun = 0&lt;br /&gt;
|encreativity = 5&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = Yes&lt;br /&gt;
|garirry = What a disappointment. I would have liked the Mario theme here but the level itself is just so bad. Not only are most enemies simply recolours of existing Mega Man enemies, but they are placed in excessive quantity, and in the worst places possible. It's almost impossible to beat this level without taking damage. Also, the boss requires extreme precision to dodge his attacks, and when he isn't attacking, the fight is as dull as ever. So much more could have been done to the stage.&lt;br /&gt;
|garirryscore = 25&lt;br /&gt;
|gadesign = 5&lt;br /&gt;
|gafun = 4&lt;br /&gt;
|gacreativity = 7&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = I don't like it. There is a serious excess of enemies and they are often poorly placed, so you have to know their placement in advance, and often even that's not enough.&lt;br /&gt;
|gafunnote = It was... Okay. The stage was pretty fun for a bit but it got frustrating very quickly.&lt;br /&gt;
|gacreativitynote = I actually liked some of the ideas here. Mario stage was kinda cool. But there's nothing that interesting.&lt;br /&gt;
|gaaestheticsnote = I think it could be a bit better.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = To quote the last contest: &amp;quot;&amp;quot;Enemy spam is fun, right, guys?&amp;quot;&amp;quot;. &lt;br /&gt;
That is everything wrong with this stage. Every screen is packed with enemies, and the enemy placement itself is baffling. The most infuriating one was on the Airship Area - trying to get on those Tomahawk Man platforms was insane. Often, you picked the worst possible enemy to place in the auto-scrolling segment, and there are so many projectiles everywhere it's too hard to keep track of. &lt;br /&gt;
Also - there is a distinct lack of gimmicks here... with the exception of the Tomahawk platform, and they basically do nothing. This entire stage is just enemies basically, and that's not really too fun. Just because the last contest had a Mario level... doesn't mean you're going to place as high as that one because you used Mario. &lt;br /&gt;
Because what the last contest entry had was actual thought put behind it. This was just everything plonked down without much creativity or testing. &lt;br /&gt;
Don't get me wrong, some of these Mario reskins were pretty interesting, even if the lineart was a bit shoddy, but... then you just sort of stopped trying, and plonked regular Mega Man enemies into the Mario arena. This felt very half assed. &lt;br /&gt;
Bowser was unexpected, and a neat addition, but he was too easy really... granted that is par the course for Bowser. Bare in mind some of your positive score here is due to including him. I'm not joking. &lt;br /&gt;
This was pretty awful overall. (Oh.. and most of your new assets are busted when you use certain weapons. Playtesting is a good thing.)&lt;br /&gt;
|acescore = 18&lt;br /&gt;
|asdesign = 5&lt;br /&gt;
|asfun = 3&lt;br /&gt;
|ascreativity = 5&lt;br /&gt;
|asaesthetics = 3&lt;br /&gt;
|asfunction = 2&lt;br /&gt;
|asskip = Yes&lt;br /&gt;
}}&lt;br /&gt;
==Revised Version==&lt;br /&gt;
The author released a revised version of SMB3 about a month after MaGMML2's release. Not only is there a significant reduction in the enemy count and enemy health has been reduced, unchanged Mega Man enemies were removed from the level, two brand new enemies were added into the level that are exclusive to the airship fleet section and tank battalion section and the music has been changed due to gameplay videos being flagged for using copyrighted music. You can also play the unfinished sequel to SMB3, the two Pit of Pit levels featured in MaGMML2, the author's very first map created for MaGMML2 and the original version of SMB3 (with the enemies' changed stats). http://www.mediafire.com/file/ofy56g0dpd6udn3/Lizardcommando+MAGMML2.zip&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
* SMB3 was actually a placeholder name. The level originally would have been called Super Mario Warzone or Super Mario Battlefield.&lt;br /&gt;
&lt;br /&gt;
* The main inspirations for this level were from Super Mario Bros. 3, Metal Slug, and the Megaman 7 opening stage orchestra remix from the MegaRock Carnival album. There was inspiration from Battlefield 1 for one of the enemies and a really old unreleased Game Maker game that involved a gun toting Koopa Troopa. The author of SMB3 had never played that Super Mario World themed level from the first Make A Good Mega Man Level contest. He had no idea a Super Mario Bros. themed level had been created in the previous contest.&lt;br /&gt;
&lt;br /&gt;
* The two auto-scrolling sections were originally supposed to be played back-to-back, but the level designer deemed it too long and frustrating to have to go through two scrolling levels in a row. That's why it was split up into two different sections, giving players a choice between the two auto-scrolling sections.&lt;br /&gt;
&lt;br /&gt;
* All of the enemies used in the level were supposed to be replaced, either with brand new Mario enemies or Mega Man enemies with a more Mario-Esque design (Like the Koopa Joe). Due to time constraints, that was never fully implemented.&lt;br /&gt;
&lt;br /&gt;
* There were two enemies that were originally supposed to be in SMB3 in the auto-scrolling sections, a Para-Goomba that was supposed to replace the Parasyu and a Zaku Troopa (A mech resembling a Zaku 1 with a Zaku-esque Bowser head.) that was supposed to replace the Power Muscler. The Para-Goomba would have been exclusive to the Airship Fleet section and the Zaku Troopa would have been exclusive to the Tank Battalion section. These enemies have been added into the revised version of SMB3.&lt;br /&gt;
&lt;br /&gt;
* The second Tomahawk platform section in the Airship Fleet part of the level originally had the cloud platforms from Megaman 2. It almost worked, but the scrolling screen made it a little too hectic and you had to jump on the cloud at the right time, otherwise you'd fall off and die due to the screen scrolling.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 3}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 3 Stages]][[Category:Skippable Levels]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Dragon_Lab_Lair&amp;diff=3384</id>
		<title>Dragon Lab Lair</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Dragon_Lab_Lair&amp;diff=3384"/>
				<updated>2018-03-20T02:53:24Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added scores for 4 judges and a link to Tier 2 in the info tab&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= Dragon Lab Lair&lt;br /&gt;
|rank = 69th&lt;br /&gt;
|image= [[File:Dragon_Lab_Lair.png]]&lt;br /&gt;
|caption= Durgon beware...&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[NatnatGaming101]]&lt;br /&gt;
|composer= IntiCreates&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 19&lt;br /&gt;
|judge2 = 18&lt;br /&gt;
|judge3 = 17&lt;br /&gt;
|judge4 = 25&lt;br /&gt;
|judge5 = 14&lt;br /&gt;
|totalscore = 18.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|enemies = &lt;br /&gt;
* Spring Head&lt;br /&gt;
* Met&lt;br /&gt;
* Top Fiend &lt;br /&gt;
* Pakatto 24&lt;br /&gt;
* Mecha Kero&lt;br /&gt;
* Returning Sniper Joe&lt;br /&gt;
* Cannon&lt;br /&gt;
* Big Fish&lt;br /&gt;
* New Shot Man&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = [[Mecha Dragon]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Galaxy Man (Mega Man 9)&lt;br /&gt;
|location = [[Tier 2 (MaGMML2)|Tier 2]]&lt;br /&gt;
|previous = [[Gigavolt Man]]&lt;br /&gt;
|next = [[Colorful Hall]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|There's no real coherent theme, it's just... rooms. Of stuff.|SnoruntPyro|Judge comment.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Dragon Lab Lair''' is the 69th place entry in Make a Good Mega Man Level 2. It is a Tier 2 level that reuses the Elec Man shock beams, and uses the Wily 4 tileset from Mega Man 2. &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
While a simple stage to complete, most of its difficulty comes from the obstacles that are used, sometimes resulting in nearly unavoidable damage. The fight with the Mecha Dragon at the end is notable for being easier than its original appearance, by completely removing the pit.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = It feels incredibly empty, and the ideas just seem randomly thrown down. There's no real coherent theme, it's just...rooms. Of stuff. Sometimes there's just like one, easily-dodged enemy for a whole screen with absolutely nothing else happening. Then the level just catches you offguard sometimes by actual forced hits (elec man block room) and one really annoying part I just cheesed with Jewel Satellite (two new shotmans + sniper joes). Other than that there's...not much going on. A lot of the setups are extremely basic and don't really do anything new. The Mecha Dragon fight at the end doesn't even have a pit, which kinda destroys the whole point of the boss. It's a really weird level.&lt;br /&gt;
|pyroscore = 19&lt;br /&gt;
|spdesign = 4&lt;br /&gt;
|spfun = 4&lt;br /&gt;
|spcreativity = 3&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = First of all, YOU DIDN'T CHANGE THE MUSIC! WHY?!?!? ;A; *ahem* Anyway, this was a...weird level. The tileset wasn't used very well, and the whole thing just felt strange and without a real theme. At least there appeared to be some effort put in it.&lt;br /&gt;
|jupiscore = 18&lt;br /&gt;
|jhdesign = 5&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 5&lt;br /&gt;
|jhaesthetics = 0&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = This level starts out decently, but quickly loses its focus and starts throwing the player into unfair scenarios which force them to take a hit. As the level goes on, it starts using elements without proper introduction and in tricky scenarios. The level's boss fight was, from my experience, less difficult than getting through the section after the player exits the water. Overall, this level's main issue is its lack of general theme that could've been used to create setups and situations and create mutations of those to keep the player excited.&lt;br /&gt;
|enjlscore = 17&lt;br /&gt;
|endesign = 3&lt;br /&gt;
|enfun = 4&lt;br /&gt;
|encreativity = 3&lt;br /&gt;
|enaesthetics = 2&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = &lt;br /&gt;
|garirryscore = 25&lt;br /&gt;
|gadesign = &lt;br /&gt;
|gafun = &lt;br /&gt;
|gacreativity = &lt;br /&gt;
|gaaesthetics = &lt;br /&gt;
|gafunction = &lt;br /&gt;
|gadesignnote = &lt;br /&gt;
|gafunnote = &lt;br /&gt;
|gacreativitynote = &lt;br /&gt;
|gaaestheticsnote = &lt;br /&gt;
|gafunctionnote = &lt;br /&gt;
|ace = That might have been the worst tileset selection possible for a full on level. Wily 5 is a boss rush stage, it wasn't built for an entire platforming level!&lt;br /&gt;
&lt;br /&gt;
Ok - so there is nothing special about this. What few gimmicks are there are used to the bare minimum of implementation - with like one exception - the final Elec Man barrier is actually rather cleverly placed.&lt;br /&gt;
&lt;br /&gt;
There are some major, major flaws in this stage though that knock its score down - far too much forced damage. It is fairly clear this is a first draft of a level, and wasn't tested. I mean, at least the level isn't out and out broken, but it's still pretty horrible.&lt;br /&gt;
Early in the level, pits are also not designated as pits, yet later on they are. I don't get it.&lt;br /&gt;
&lt;br /&gt;
Also, hi dev-kit boss! You know, making a dev-kit boss easier than its original counterpart sort of defeats the point.&lt;br /&gt;
&lt;br /&gt;
Oh.. and the music. WHY.&lt;br /&gt;
|acescore = 14&lt;br /&gt;
|asdesign = 3&lt;br /&gt;
|asfun = 3&lt;br /&gt;
|ascreativity = 2&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 2 Stages]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Gigavolt_Man&amp;diff=3383</id>
		<title>Gigavolt Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Gigavolt_Man&amp;diff=3383"/>
				<updated>2018-03-20T02:42:46Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 2 in the info tab&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= Gigavolt Man&lt;br /&gt;
|rank = 70th&lt;br /&gt;
|image= [[File:MaGMML2 - Gigavolt Man.png|256px]]&lt;br /&gt;
|caption= Gigavolt Man himself, with Volt Man, in all of his glory.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[ThatOneEnder]]&lt;br /&gt;
|composer= Rushjet1/TheLegendOfRenegade&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 19&lt;br /&gt;
|judge2 = 11&lt;br /&gt;
|judge3 = 18&lt;br /&gt;
|judge4 = 24&lt;br /&gt;
|judge5 = 14&lt;br /&gt;
|totalscore = 17.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3&lt;br /&gt;
|enemies = &lt;br /&gt;
* Crazy Cannon&lt;br /&gt;
* Spine&lt;br /&gt;
* Shield Attacker &lt;br /&gt;
* Pakatto 24&lt;br /&gt;
* Bombomb&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Docron&lt;br /&gt;
|subbosses = Big Snakey&lt;br /&gt;
|bosses = [[Volt Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Elec Man/Mega Man 1 Boss Theme&lt;br /&gt;
|location = [[Tier 2 (MaGMML2)|Tier 2]]&lt;br /&gt;
|previous = [[Rush City]]&lt;br /&gt;
|next = [[Dragon Lab Lair]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I dunno man, this level just feels so...broken.|JupiHornent|Judge comment.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Gigavolt Man''' is the 70th place entry in Make a Good Mega Man Level 2. It is a tier 2 level that reuses a lot of Elec Man assets, as well as a bit of Sheep Man blocks. At its core, it is a very straightforward stage, with most of its difficulty coming from bugs that are found in the stage. One example being the the mini-boss (Big Snakey) is able to snipe you from the previous screen, should you die at a later part of the stage, at a checkpoint. Another bug being that in a previous build of the game, the crusher could cause the game to crash.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = This level is designed extremely bizarrely. It goes ALL over the place with what it actually wants to use in the level; the only things that seem to stay consistent are the Sheep Man and Elec Man blocks. I don't think there is more than two of any enemy in the whole level (spawners dont count you dip). Some of the enemy placement honestly baffles me - there's a Crazy Cannon near the beginning that you can just snipe from afar with no danger, there are literally shield attackers that just are out of your reach and just hit a wall you'll never get to and turn around and despawn, the list goes on. Really the only threatening enemy challenge was the one with the Sniper Joe and Docrons and that just felt more unfair and dumb than actually challenging. There's some okay challenges with the Sheep Man platforms, but the setups are far from interesting. It's just a really confusing and weird level overall. It also reeks of lack of testing, because there's a MM10 crusher that crashes the game somehow right after you encounter it and I had to move it myself to make the level beatable.&lt;br /&gt;
|pyroscore = 19&lt;br /&gt;
|spdesign = 4&lt;br /&gt;
|spfun = 5&lt;br /&gt;
|spcreativity = 4&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 3&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = I dunno man, this level is just so...broken. The biggest example is the checkpoint in the Snakey room. The Snakey will still be on the screen when you respawn and it will be able to shoot the player, making it harder to get to the ladder. The whole level really felt like it was tested with the weapons, as a lot of rooms were hard to get through without using Super Arrow or Wire Adaptor to get to certain areas.&lt;br /&gt;
|jupiscore = 11&lt;br /&gt;
|jhdesign = 3&lt;br /&gt;
|jhfun = 4&lt;br /&gt;
|jhcreativity = 1&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 2&lt;br /&gt;
|enjl = This stage confuses me the longer I stay in it, to be honest. The theme of using the disappearing blocks is hinted at, but they often take a back seat to random enemy encounters, often with an amount of enemies too large to be healthy in any capacity. There's a part at the start of the level where it looks like going left is the way to go, but it only leads to a wall, rendering all enemies in that room useless. The final corridor is completely empty, leading me to believe it was left unfinished. There's a broken ladder near the end of the stage and the boss room expects the player to read the message before Volt Man is defeated, but any sane player will take care of the boss first. This level is all over the place and I didn't find it to be all that enjoyable, sorry.&lt;br /&gt;
|enjlscore = 18&lt;br /&gt;
|endesign = 3&lt;br /&gt;
|enfun = 2&lt;br /&gt;
|encreativity = 6&lt;br /&gt;
|enaesthetics = 3&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I just don't see anything that could potentially be interesting about this stage. The concept in general is pretty flawed as it's just a generic level painted in Elec Man's stage. The biggest issue in my opinion is the level design, which, depending on the section, is either filled with poorly-placed obstacles, empty and absolutely boring, or happens to be that one area where there are so many spawning enemies and obstacles that it's practically impossible to avoid them without taking damage. At least the music choice was fine, but I can't think of anything else that's positive&lt;br /&gt;
|garirryscore = 24&lt;br /&gt;
|gadesign = 5&lt;br /&gt;
|gafun = 6&lt;br /&gt;
|gacreativity = 4&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's pretty bad. Most of the sections suffer from awful obstacle placement or one room in particular is literally impossible to avoid without taking damage.&lt;br /&gt;
|gafunnote = It's pretty meh. Nothing too special here.&lt;br /&gt;
|gacreativitynote = I'm not seeing anything interesting here... seems like a generic stage with Elec Man painted over it.&lt;br /&gt;
|gaaestheticsnote = I actually liked the music used here. So at least there's that. Graphics are... meh.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = &amp;quot;This is, at it's heart, an incredibly average stage. You could've scored very average here, because nothing about the ideas and layout here is necessarily bad in any way. Some things are used ok, weird enemy selection (... the Snake, why the Snake?), every so often a there's a good idea, most of it is very forgettable. This is let down, by its horrifically lazy execution. So, you're taking an already average stage... and making it worse. &lt;br /&gt;
&lt;br /&gt;
I'm going to ask this: Was there any playtesting? I came across a load of errors that even a first playthrough of the stage would catch. There's misplaced and missing collision blocks, (one of which got me killed, in spite of the auto-tiler, you somehow made a ladder non-functional), you've got overlapping Sheep Man blocks, so two colours at once get deleted... I'm not entire sure the one Nobel Nickel is even possible without Rush/Super Arrow, despite the fact it clearly LOOKS like it should be doable with a bit of skill. There is a screen where an invisible block stops you from proceeding, unless you slide underneath said invisible block.. and hell, one of the jumps would be borderline impossible without the fact there is in fact a glitchy layout that makes it so!&lt;br /&gt;
Your checkpoint placement is bizarre (... the player spawns NEXT to a mini boss. The hell?!), there aren't any walls to block off where you should and shouldn't travel, you managed to forget to place stoppers so enemies go off screen, gimmicks show up once and are never used again, and for some weird reason you stuck the barriers from Frost Man's level in the most inappropriate place you could put them. You even put down a text box without any text in!?&lt;br /&gt;
The ball is also dropped with the aesthetics, seeing how there are missing tiles, misplaced tiles, and, bizarrely, Knight Man tiles show up within what is clearly Elec Man's stage, and they clash. Even the MUSIC is lazy. 8bit song followed by a 16bit song? From the same game?! Wha? &lt;br /&gt;
Final point: Hello Dev Kit boss! That has got to be the worst possible way you could implement a fan Robot Master. And the laziest. I know you don't have to know how to code to enter this, but surely it's possible to at least replace Volt Man's graphics? Or anything?&lt;br /&gt;
If you wanted a cameo that badly, just put Gigavolt in as an NPC and lampshade the fact you're fighting Volt Man instead. Anything more creative than what you did.&lt;br /&gt;
This isn't the worst level ever, but it might very well be the laziest. It's a contest, put some effort in!&amp;quot;&lt;br /&gt;
|acescore = 14&lt;br /&gt;
|asdesign = 5&lt;br /&gt;
|asfun = 3&lt;br /&gt;
|ascreativity = 4&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 1&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 2 Stages]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Rush_City&amp;diff=3382</id>
		<title>Rush City</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Rush_City&amp;diff=3382"/>
				<updated>2018-03-20T02:41:56Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 2 in the info tab&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= Rush City&lt;br /&gt;
|rank = 71st&lt;br /&gt;
|image= [[File:screenshot135.png]]&lt;br /&gt;
|caption= Huah!&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[qazcake]]&lt;br /&gt;
|composer= Tommy Tallarico&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 21&lt;br /&gt;
|judge2 = 9&lt;br /&gt;
|judge3 = 13&lt;br /&gt;
|judge4 = 21&lt;br /&gt;
|judge5 = 15&lt;br /&gt;
|totalscore = 15.8&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 2&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* Crazy Cannon&lt;br /&gt;
* Killer Bullet&lt;br /&gt;
* Crystal Joe&lt;br /&gt;
* Apache Joe&lt;br /&gt;
* Beak&lt;br /&gt;
* Metall&lt;br /&gt;
* Rider Joe&lt;br /&gt;
* Blader&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Dachone&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
|music = Earthworm Jim - Snot a Problem&lt;br /&gt;
|location = [[Tier 2 (MaGMML2)|Tier 2]]&lt;br /&gt;
|previous = [[Yggdrasil]]&lt;br /&gt;
|next = [[Gigavolt Man]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{quote|Drako and I were just saying, it takes a special kind of talent to make a stage that's both boring AND frustrating.|HatredElemental|during the Wave Bike segment}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Rush City is the 71st place entry in ''[[Make a Good Mega Man Level 2]]''. It's a rather short stage mostly built of monotonous red bricks from a Duke Nukem tileset.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = The level just feels very...empty. Like, there's some ideas here, but there's just not much going on in general. The only real difficult part is the part with Bladers, and that's really only because Bladers are hell to deal with. The wave bike section is sometimes unfair because Rider Joes can surprise you out of nowhere and knock you into pits. Other than that, there's...not much happening. I guess there's a tiny bit of a difficulty curve but the level seems so sparse that I feel like I'm just grasping at straws. I wish there was just more in general here!&lt;br /&gt;
|pyroscore = 21&lt;br /&gt;
|spdesign = 5&lt;br /&gt;
|spfun = 4&lt;br /&gt;
|spcreativity = 3&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This level didn't feel like much effort was put into it. I basically flew over an empty section with Rush Jet (you're actually meant to jump down but it looks like a pit so I flew over it, it was mostly flat with some Crystal Joes) fell down two screens, fought some enemies and that was it. In the optional Wave Bike section, there's no indication whatsoever that those gray blocks actually kill you.&lt;br /&gt;
|jupiscore = 9&lt;br /&gt;
|jhdesign = 1&lt;br /&gt;
|jhfun = 2&lt;br /&gt;
|jhcreativity = 3&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 2&lt;br /&gt;
|enjl = This level was kinda over before it started, and sadly it didn't really have any clear direction. The challenges presented are janky and seem unfinished, and the &amp;quot;optional&amp;quot; bonus section that ends in a not-so-optional exit is something that could've been easily made the main gimmick of the level. This level needed both more focus and more testing to be substantial in any way, unfortunately.&lt;br /&gt;
|enjlscore = 13&lt;br /&gt;
|endesign = 2&lt;br /&gt;
|enfun = 2&lt;br /&gt;
|encreativity = 3&lt;br /&gt;
|enaesthetics = 1&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = It could have been better... the level design is pretty bad with all the enemies being extermely unpredictable, one jump being overly precise, and the Wave Bike section being highly unfair with ridiculous enemy placement. Also, the visuals are pretty bad. Other than that... there's just nothing interesting to say here? It's a pretty bland level.&lt;br /&gt;
|garirryscore = 21&lt;br /&gt;
|gadesign = 5&lt;br /&gt;
|gafun = 4&lt;br /&gt;
|gacreativity = 4&lt;br /&gt;
|gaaesthetics = 3&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's honestly pretty bad. Nothing too shocking but most sections have enemies come out of nowhere to attack you, I remember one very specific jump, and the bike section is unfair. &lt;br /&gt;
|gafunnote = It was okay I guess. Nothing spectacular here, and it was boring.&lt;br /&gt;
|gacreativitynote = I don't see anything interesting here. I think there's some ideas here, but that's a stretch&lt;br /&gt;
|gaaestheticsnote = Eyestraining, visuals aren't even that good to begin with.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = It comes to something when the bare minimum is applied to enemy layouts. This is done here.&lt;br /&gt;
&lt;br /&gt;
For a generic level... that might just be the worst tileset selection I have ever seen. As in, it looks like a placeholder. I'm sure not even the game this is taken from looked this boring. (Duke Nukem right?)&lt;br /&gt;
Nothing really happens in this stage. There is a wave bike section at the end.Which was alright, and a decent enough challenge, just enough to wake the player up, it's the sole reason you are getting any &amp;quot;&amp;quot;fun&amp;quot;&amp;quot; score whatsoever, Even this is bungled a bit. Specifically - why place spikes without actually using a spike tile? Why? I don't get it, why make the block graphically indistinguishable from a regular block?! Especially one you've already encountered! This is just.. confusing.&lt;br /&gt;
&lt;br /&gt;
That is also the most laughably poor attempt at a boss fight I have ever seen, period. Worst enemy to select for your endgame. There were actual bosses in the dev-kit. And even much better mid-bosses.&lt;br /&gt;
I really think you should've just made the wave-bike segment the actual endgame, and not tried to make it optional. Because now players will have to go through your stage twice, just to pick up both elements, with nothing changing in-between.&lt;br /&gt;
&lt;br /&gt;
Yeah, no, this was fairly poor. And dull mostly. Very dull.&lt;br /&gt;
|acescore = 15&lt;br /&gt;
|asdesign = 5&lt;br /&gt;
|asfun = 4&lt;br /&gt;
|ascreativity = 2&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This Level originally tied with [[Yggdrasil]] and had to have its score adjusted. Four of the five Judges voted in favor of Rush City to win the tie, the only Judge to vote for [[Yggdrasil]] was [[JupiHornet]] as &amp;quot;While Yggdrasil was a level with awesome and unique concepts, but unbelievably terrible execution, this level doesn't seem like much effort was put into it at all&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 2 Stages]][[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Yggdrasil&amp;diff=3381</id>
		<title>Yggdrasil</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Yggdrasil&amp;diff=3381"/>
				<updated>2018-03-20T02:38:38Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 2 in the info tab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin-left: auto; margin-right: 0px; float:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Yggdrasil&lt;br /&gt;
|rank = 72nd&lt;br /&gt;
|image= [[File:ygg2.png]]&lt;br /&gt;
|caption= An Eldritch Location.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Zatsupachi&lt;br /&gt;
|composer= Motoi Sakuraba(Stage theme), Michiru Yamane, Yasuhiro Ichihashi(Boss themes)&lt;br /&gt;
|artist= Zatsupachi&lt;br /&gt;
|programmer = Zatsupachi&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 25&lt;br /&gt;
|judge2 = 24&lt;br /&gt;
|judge3 = 5&lt;br /&gt;
|judge4 = 18&lt;br /&gt;
|judge5 = 4&lt;br /&gt;
|totalscore = 15.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 3&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* Bombomb&lt;br /&gt;
* Rabbit&lt;br /&gt;
* Sear&lt;br /&gt;
* Super Joe&lt;br /&gt;
* Wild Gunner&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
* [[Crator]]&lt;br /&gt;
* [[Cream]]&lt;br /&gt;
* [[Kichona]]&lt;br /&gt;
|other = &lt;br /&gt;
* Skippable&lt;br /&gt;
* ACE_Spark's Least Favourite&lt;br /&gt;
* Enjl's Least Favourite&lt;br /&gt;
|music = Mission to Deep Space(Valkyrie Profile version), Sorrow's Distortion(Crator), Dissonant Courage(Cream), Prediction of Insanity(Kichona)&lt;br /&gt;
|location = [[Tier 2 (MaGMML2)|Tier 2]]&lt;br /&gt;
|previous = [[Airflow Hubble]] &lt;br /&gt;
|next = [[Rush City]]&lt;br /&gt;
}}&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{quote|Yggdrasil, the world tree! As a robot with woodland heritage, I really appreciate this level, even if the judges didn't!|Wood Man|commenting on Yggdrasil}}&lt;br /&gt;
'''Yggdrasil''' is the 72nd place entry of ''[[Make a Good Mega Man Level 2]]''. The level was poorly received (a score of 15.2/50) and got a least favorite from [[Enjl|2 ]][[ACESpark|judges]], mainly because of its poorly-introduced and inconsistent &amp;quot;non-Euclid&amp;quot; screen-warping gimmick. It was also infamous for its unforgiving difficulty, overpowered enemies and, the super bosses in the end. It is one of the larger levels in the contest running at 92(?) screens.&lt;br /&gt;
&lt;br /&gt;
A location-based Norse Cosmology that connects the nine worlds, it is also called the Tree of Life in some interpretations. Being an Eldritch locale, there is only a vague interpretation what is up there. The three characters encountered in this level are from Zatsupachi's 'Cutezome Mythos' works, [[Crator]], [[Cream]], and [[Kichona]], visit this area (and it is made apparent that it's not their first time) to study it. Kichona's intentions were to make stable transdimensional travel in space-time to ease their travels. Once confirmed stable, she will open this project up with her superiors to make traveling to different parts the universe easier for their race. According to her research, this stability is achieved if a constant frequency matrix can be transmitted in this border world of sorts. The nature of Yggdrasil, as with the myth, is that it provides a sort-of shortcut to different parts of the universe (and time), similar to a wormhole. The property noted with this location was that it was safer to travel across (despite its potentially hostile inhabitants).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
'''BLUE'''&lt;br /&gt;
&lt;br /&gt;
Section 0: Lasers are harmless as they are blocked by a wall. Unless you go over it, they are not the Insta-kill variety though. There is an E-tank in this screen.&lt;br /&gt;
&lt;br /&gt;
Section 1: Climb up quickly, shoot the Super Joe (3 hp) with a charge shot or three normal shots. Keep pressing on to the left.&lt;br /&gt;
&lt;br /&gt;
Section 2: Jump down the hole. It will wrap you to the top. Proceed left.&lt;br /&gt;
&lt;br /&gt;
Section 3: If you're quick enough you can dodge the laser. But if you're not, can loop from the left and pop-out to the right.&lt;br /&gt;
&lt;br /&gt;
Section 4: Climb up quickly, slide to the left, climb up, jump to the right, climb up.&lt;br /&gt;
&lt;br /&gt;
Section 5: Checkpoint.&lt;br /&gt;
&lt;br /&gt;
Section 6: Climb up the middle ladder, walk left, jump down, slide to the left, fall, slide to the right, jump over the pit.&lt;br /&gt;
&lt;br /&gt;
Section 7: Take one engagement at a time, kill the Sear if you can. You will come across 2 Wild Gunners.&lt;br /&gt;
Wait for their patterns to synchronize and take out the lower one by taking the ladder up quickly.&lt;br /&gt;
Take out the second Sear.&lt;br /&gt;
&lt;br /&gt;
Section 8: You can take the pink path from here, but if you haven't defeated Crator and Cream then don't. Shoot the Super Joe, and proceed upwards.&lt;br /&gt;
&lt;br /&gt;
Section 9: Quickly leap from the platforms then climb up to the ladder once you can reach it.&lt;br /&gt;
&lt;br /&gt;
Section 10: Checkpoint.&lt;br /&gt;
&lt;br /&gt;
Section 11: Run left, Fall, Run right, Fall, Run Left, Jump over the pit.&lt;br /&gt;
&lt;br /&gt;
Section 12: Either slide under the block the Super Joe is in for a secret, or drop down and jump towards(but not into) the spike pit.&lt;br /&gt;
Get Past the Super Joe, and climb the ladder.&lt;br /&gt;
&lt;br /&gt;
Section 12(secret 1): There is a Yashichi guarded by respawning Bombombs. Otherwise, proceed top left.&lt;br /&gt;
&lt;br /&gt;
Section 12(secret 2): Go up.&lt;br /&gt;
&lt;br /&gt;
Section 12(secret 3): Go right.&lt;br /&gt;
&lt;br /&gt;
Section 13: Jump down to the left, take out the Wild Gunner, jump onto where the Wild Gunner was, jump high towards the wall to the right, then press up. You will wrap unto the ladder below. Continue heading upwards.&lt;br /&gt;
&lt;br /&gt;
Section 14: Slide into the hole to the left. Jump down(but not into the laser), Jump to the left side of the screen carefully.(There is an unfortunate glitch here that kills you as you get clipped into the floor.). As you are wrapped to the other side, go right.&lt;br /&gt;
&lt;br /&gt;
Section 15: Don't stop moving. Keep moving right, and jumping from island to island.&lt;br /&gt;
You will soon encounter 2 Rabbits, either skip or kill them(13 hp) at your own leisure.&lt;br /&gt;
Here is a split path, go up to instantly go to the bottom of the level(green) or go down to go to pink. Otherwise, keep moving right.&lt;br /&gt;
&lt;br /&gt;
Section 16: Boss corridor.&lt;br /&gt;
&lt;br /&gt;
'''GREEN'''&lt;br /&gt;
&lt;br /&gt;
Section 0: Drop, avoid the spikes.&lt;br /&gt;
&lt;br /&gt;
Section 1: Jump on the first block, Jump in the second, then just leap to the ladder. Move left.&lt;br /&gt;
&lt;br /&gt;
Section 2: Jump on the first block, Jump in the second, then jump to align yourself with the platform above.&lt;br /&gt;
Jump on the third, jump left.&lt;br /&gt;
&lt;br /&gt;
Section 3: Jump on the first block, wait, Jump on the third block, wait, Quickly leap across the next 2 blocks.&lt;br /&gt;
Jump towards the spike wall(it seems the collision isn't working.) Or jump to align yourself with a ladder below then press up.&lt;br /&gt;
Proceed downwards, but not on the ladder.&lt;br /&gt;
&lt;br /&gt;
Section 4: Jump across the platforms, and jump through the gap in-between the spikes.&lt;br /&gt;
&lt;br /&gt;
Section 5: Checkpoint.&lt;br /&gt;
&lt;br /&gt;
Section 6: Jump over the Yoku column, wrap to the top, stay on the right side until the blocks will lead out to the left.&lt;br /&gt;
&lt;br /&gt;
Section 7: Climb the ladder, jump over the spikes, you can take the pink path here too. Otherwise, go down.&lt;br /&gt;
&lt;br /&gt;
Section 8: Just wait for the blocks to appear and slide to the left, get wrapped to the right, wait till the next set, then slide to the left, then fall.&lt;br /&gt;
&lt;br /&gt;
Section 9: Use the Yokus to jump onto the middle platform.&lt;br /&gt;
&lt;br /&gt;
Section 10: Follow the maze, be sure to stick to the upper path, the middle has a large column of Yokus you can try and clip yourself to the top of the maze. Proceed left.&lt;br /&gt;
&lt;br /&gt;
Section 11: Just quickly jump to the left, do not stop, drop down to the pit.&lt;br /&gt;
&lt;br /&gt;
Section 12: Checkpoint. Drop from left for safety and easier access to the secret. Drop from the middle to be caught by a Yoku. Drop the rightmost(with super arrow) if you want to take the top route of the Yoku section.&lt;br /&gt;
&lt;br /&gt;
Section 13: Go to the left for a secret, Go right to proceed on with the last stretch.&lt;br /&gt;
&lt;br /&gt;
Section 13(secret 1): Time yourself with the enemies and climb the ladder.&lt;br /&gt;
&lt;br /&gt;
Section 13(secret 2): There is a Yashichi guarded by spikes and enemies. Go right to exit, loop back to Screen 11.&lt;br /&gt;
&lt;br /&gt;
Section 14: The top route is mostly straight-forward, the only concern is the low ceiling from time to time, there is an E-tank here.&lt;br /&gt;
The bottom route though follows this rule: do not take a Yoku spawning to the left. You can use the rhythm of Yoku blocks spawning to know the timing to when the next block appears.&lt;br /&gt;
You eventually finish this section but will have to deal with 2 Rabbits. Again deal with them at your leisure.&lt;br /&gt;
Here is a split path, go down to get to the top of the level(Blue), up if you want to go pink. Sadly though, the author forgot to put ladder collisions on the first segment of this alt-path to pink, so it's only possible with very strictly timed super arrows.&lt;br /&gt;
Otherwise, go right.&lt;br /&gt;
&lt;br /&gt;
Section 15: Boss corridor. Be Careful of spikes.&lt;br /&gt;
&lt;br /&gt;
'''PINK'''&lt;br /&gt;
&lt;br /&gt;
TOP PATH&lt;br /&gt;
&lt;br /&gt;
Section 0: Wrap to the left, jump down.&lt;br /&gt;
&lt;br /&gt;
Section 1: Jump across the platforms, try Slash Claw-ing/Triple Blade some of the enemies.&lt;br /&gt;
There is a ladder on the third spike for a secret.&lt;br /&gt;
&lt;br /&gt;
TOP PATH (LATE, BLUE)&lt;br /&gt;
&lt;br /&gt;
Section 0: Drop, stir left, slide right.&lt;br /&gt;
&lt;br /&gt;
Section 1: Drop, navigate the layers of platforms quickly before the beams fill the screen.\&lt;br /&gt;
&lt;br /&gt;
BOTTOM PATH&lt;br /&gt;
&lt;br /&gt;
Section 0: Wrap to the right, climb up.&lt;br /&gt;
&lt;br /&gt;
Section 1: Jump across the platforms, try Jewel Satellite to deflect projectiles.&lt;br /&gt;
There is a transparent ladder in the sky if you want to take the secret.&lt;br /&gt;
&lt;br /&gt;
BOTTOM PATH (LATE, GREEN, IF IT WAS FIXED)&lt;br /&gt;
&lt;br /&gt;
Section 0: Time yourself into clipping inside the Yoku blocks. You will end up at the top of the Yoku column.&lt;br /&gt;
Repeat this for 3? times. Then grab on the ladder once you're high enough(sadly this ladder doesn't have a collision so this section is impossible without some skillful super arrow-ing.)&lt;br /&gt;
&lt;br /&gt;
Section 1: Navigate the vertical shaft with the Yoku snake. Where to jump is in the rule of whether if the Yoku is progressing up.&lt;br /&gt;
&lt;br /&gt;
PINK SECRET&lt;br /&gt;
&lt;br /&gt;
Section 0: In either entrance, it takes a couple of super arrows to get past the spikes. Once you get to the middle,&lt;br /&gt;
do not head right unless you want to move forward with the level. Go left for an M-Tank.&lt;br /&gt;
&lt;br /&gt;
Section 1: Do not go into the portal if you don't want to re-do a section. The reason why this exists is because the paths to get here are meant to be one-way. If you ended up here without defeating both Cream and Crator, then take this portal. If else, you can try and brave the vertical shaft leading to the Green path by doing the Yoku snake in reverse. There are 4 mystery cans here.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = WHY&lt;br /&gt;
|pyroscore = 25&lt;br /&gt;
|spdesign = 2&lt;br /&gt;
|spfun = 3&lt;br /&gt;
|spcreativity = 15&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 1&lt;br /&gt;
|spskip = Yes&lt;br /&gt;
|jupi = I'm gonna be honest, what did I just play? No one is gonna be able to beat this without dying several times unless they've already memorized the stage. The Force Beam sections were cheap and there was nothing showing were the lasers would come from. Some of the Yoku block sections were cool, but there was a jump in one of them that REQUIRED Rush Jet or Super Arrow to get across. The enemies flood the screen with projectiles and you're almost guaranteed to get hit by them unless you know where they all are. In some sections, there are instant warps and pits next to each other with no distinction between the two. This is all very unfortunate, because the stage is creative and looks really cool! You have to design your levels with other players in mind!&lt;br /&gt;
|jupiscore = 24&lt;br /&gt;
|jhdesign = 1&lt;br /&gt;
|jhfun = 2&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 4&lt;br /&gt;
|jhfunction = 2&lt;br /&gt;
|enjl = Usually in my reviews, if a level fails at something I try to isolate this point of failure and give feedback and ideas on how to iron it out to make the level better. In this review, I will omit the latter part, because if all of the level's issues were ironed out, the level would be a completely different level. This level's issues basically boil down to fundamental principles of game design and it manages to fail in terms of clarity, fairness, difficulty curve, guidance, boss design and consistency alike. This level basically asks the player to fully understand how the level is laid out, where every trap lies, how to deal with the incredibly powerful and spammy enemies, and how to fight each of the 3 bosses and in which order to fight them before they even start playing. I'm trying hard to find a redeemable aspect of this level, and I'm sorry, but I can't find one.&lt;br /&gt;
|enjlscore = 5&lt;br /&gt;
|endesign = 0&lt;br /&gt;
|enfun = 1&lt;br /&gt;
|encreativity = 2&lt;br /&gt;
|enaesthetics = 1&lt;br /&gt;
|enfunction = 1&lt;br /&gt;
|enskip = Yes&lt;br /&gt;
|garirry = Okay, there's just so much wrong with this level. Let's start with the basics, the boss sprites are bad, and their designs remind me of very bad OCs. Also, their dialogue is hard to read and scrolls way too fast. Then, the level itself isn't even that good, in fact, far from it. The Yoku Blocks and Quick Lasers are often unpredictable and hard to get through. The placement of overpowered enemies is absolutely awful. Not to mention the boss fights are cheap and random. Then comes the main problem: this level is extremely buggy. I'm often not even sure where the collisions are, the whole warp to the other side of the screen thing is hardly working, and there are plenty of graphical bugs. I honestly can't say anything else. I liked the music choices but it's just so bad!&lt;br /&gt;
|garirryscore = 18&lt;br /&gt;
|gadesign = 3&lt;br /&gt;
|gafun = 3&lt;br /&gt;
|gacreativity = 7&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 1&lt;br /&gt;
|gadesignnote = Uhhhhhhhhh... what? The level design is honestly pretty shit. Most enemies are unavoidable, lasers are unexpected, and there's more. It's bad.&lt;br /&gt;
|gafunnote = It was irritating. A little fun, but it gets old really, really fast.&lt;br /&gt;
|gacreativitynote = I kinda liked the ideas here... but it just doesn't really seem to work right.&lt;br /&gt;
|gaaestheticsnote = Music is good, graphics are ok.&lt;br /&gt;
|gafunctionnote = Okay no, I can't forgive this. You don't know where the collisions are, the dialogue is fucked, and everything else is just so glitchy.&lt;br /&gt;
|ace = That was the least enjoyable Mega Man experience I have ever had. Worse than the constant cancellations, worse than half the nonsense zero effort rom hacks of Rock Man 2, more unplayable than those garbage mobile phone ports, more annoying than the Upon a Star OVA, and yes, worse than X7 and its stupid face. I will gladly fight Flame Hyenard again and again, with full sound, rather than play this stage again. Hell I'd happily go through X7 with all the sound replaced with Flame Hyenard vocal cues. My friends, any Let's Players - if you are going to skip any level in this contest - make it this one. I cannot understate how un-fun this stage was. I was stuck in this level for over an hour on my first passes, and I hated every minute of it.&lt;br /&gt;
&lt;br /&gt;
This level does not start off well. We get walls of text (I know, sorry, I'm doing it here), from 3 random characters, that speed by so quickly the player does not have a chance to even read them. Thankfully I do not have to sit through it every time I die, although it is still really annoying, because for some reason there is not a checkpoint past this screen, and I have to wait through an overly long pause as the game figures out what it's doing with the cutscene it is supposed to skip. And the average player will be seeing this. A lot.&lt;br /&gt;
&lt;br /&gt;
Anyway, let's get to the meat of the matter. Are ya'll ready kids? Settle in, this is the long one.&lt;br /&gt;
&lt;br /&gt;
I started off going up. The blue segment. We have Quick Man Lasers. Ok... so this will be a quick paced segment, not too bad. The fact they're introduced safely seems like a positive. I then wait a few seconds on the room above - and suddenly lasers. With no indication at all that this room is going to be dangerous, especially since there is a newly introduced enemy in this room which takes time to get used to. And somehow it gets worse from there.&lt;br /&gt;
&lt;br /&gt;
Home to this stage is a very original, warping gimmick - and at first the rules seem obvious - go off the edge of the screen and you'll warp to the other side. This is a lovely idea and so much good could come out of this gimmick.&lt;br /&gt;
Except... it turns out there are no rules to this gimmick. At all. The rules to this thing change between rooms. Sometimes you can walk into somewhere complete innocuous and you'll warp elsewhere. Sometimes logical spots for warps don't have them. Outside of trial and error, there is no way to tell where you'll end up with this gimmick, and whether or not you'll be led to a pit.&lt;br /&gt;
&lt;br /&gt;
It is also impossible to tell what is and isn't a pit without falling headlong into them. Which is required in several segments of the level, so get used to it.&lt;br /&gt;
This route is.. mostly doable without weapons. Except when it suddenly, without warning, requires you to pause the lasers using Flash Stopper. What!? You can even get STUCK in this area, being forced to throw yourself at the lasers to reset.&lt;br /&gt;
&lt;br /&gt;
I eventually reached the first of the three bosses. All three of which have very ugly sprites, but that is minor compared to their actual problem - their attack patterns. Wow. Bullet spam much? There does not seem to be any rhyme or reason behind this boss, it was rather dreadful, and this point one of the worst submitted boss fights in the contest.&lt;br /&gt;
&lt;br /&gt;
I haven't even mentioned the enemy set yet. They're bad. They're so bad. We are not playing Touhou, Mega Man actually has a HUGE hitbox, and more to the point  bullet hell shoot em up games actually have PATTERNS and THOUGHT to the masses of projectiles... not just total RNG like this.&lt;br /&gt;
&lt;br /&gt;
That was one route. Of three. Oh no.&lt;br /&gt;
&lt;br /&gt;
The green route, uses Yoku blocks. They're also trash. The main issue with this route is the sheer number of traps and &amp;quot;&amp;quot;gotcha&amp;quot;&amp;quot; moments placed along the screens, usually on long horizontal corridors. Outside of trial and error, it is impossible to gauge where you are supposed to jump to next, since the platform you are on vanishes just as the one you are supposed to jump to appears. Once, would've been annoying. But the amount of times you pulled it off, was just abysmal. Also, this route introduces you to the screen wrapping gimmick in a manner that is completely at odds with sensible gimmick introduction. As in, you are in the middle of crossing a Yoku blocks, and have to just hope something saves you from falling into a pit or spikes.&lt;br /&gt;
&lt;br /&gt;
This might be a good to state this: It is so nearly impossible to tell what is and isn't a spike in this level. And as nifty as the level looks at first - most of the tiling is lazy, and it is incredibly hard to tell what isn't solid.&lt;br /&gt;
&lt;br /&gt;
So, green route. Also complete garbage. And then we reach the boss with the sword. Somehow this boss manages to be worse than the previous one. Its damage output is nuts, it can and will pull off attacks when it feels like it with little to no warning, and is completely invincible whilst making these attacks. It's bad.&lt;br /&gt;
&lt;br /&gt;
Finally there is the pink route. Which might as well not exist - it has no gimmick other than awful enemy placement and bullets flying everywhere. The boss to this section is the only tolerable one - but only just. She has two health bars, and is invincible for far too much of the battle. And heals herself. But she's doable and at least the player is giving some warning before her attacks, even if it isn't much.&lt;br /&gt;
&lt;br /&gt;
So your stage is going to be memorable.&lt;br /&gt;
For the wrong reasons, but hey, at least people can say &amp;quot;&amp;quot;Oh yes, MaGMML2, that had that Yggdrasil stage? Man, I never want to see that level again.&amp;quot;&amp;quot;&lt;br /&gt;
|acescore = 4&lt;br /&gt;
|asdesign = 0&lt;br /&gt;
|asfun = 0&lt;br /&gt;
|ascreativity = 4&lt;br /&gt;
|asaesthetics = 0&lt;br /&gt;
|asfunction = 0&lt;br /&gt;
|asskip = Yes&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* As of a video later in 2017, ACESpark remarked that this was no longer his least favorite level, but didn't mention which one took its place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 2 Stages]][[Category:Skippable Levels]] [[Category:Least Favorites]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Wily_Tower&amp;diff=3380</id>
		<title>Wily Tower</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Wily_Tower&amp;diff=3380"/>
				<updated>2018-03-20T02:36:33Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 2 in the info tab&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= Wily Tower&lt;br /&gt;
|rank = 74th&lt;br /&gt;
|image= [[File:WTower.PNG|250px]]&lt;br /&gt;
|caption= Press &amp;quot;2&amp;quot; to win!&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Shidy]]&lt;br /&gt;
|composer= Inti Creates&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 13&lt;br /&gt;
|judge2 = 8&lt;br /&gt;
|judge3 = 6&lt;br /&gt;
|judge4 = 19&lt;br /&gt;
|judge5 = 12&lt;br /&gt;
|totalscore = 11.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* Ben K&lt;br /&gt;
* Molier&lt;br /&gt;
* Pakatto 24&lt;br /&gt;
|subbosses =&lt;br /&gt;
|bosses =&lt;br /&gt;
* [[Volt Man]]&lt;br /&gt;
* [[Komuso Man]]&lt;br /&gt;
* [[Quint]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Mega Man 10 - Abandoned Memory&lt;br /&gt;
|location = [[Tier 2 (MaGMML2)|Tier 2]]&lt;br /&gt;
|previous = [[Ancient Tomb]]&lt;br /&gt;
|next = [[Airflow Hubble]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|&amp;quot;What about the level?&amp;quot; &amp;quot;...level?&amp;quot;|ACESpark|ACESpark's Judge Comic for this level}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Besides small sections in between, this level is mostly bosses. Hilariously, the creator of the level chose [[Volt Man]], [[Komuso Man]], and [[Quint]], the three most commonly used bosses in the development kit.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
In the first room, the player can either choose to go down a room and deal with a few Moliers or take out a Ben K and a Pakkato 24 to reach the boss door below immediately. The boss corridor is a fake lead-up, however, as there is a short spike drop awaiting the player that can be trivialized with Sakugarne. The first boss of this stage, Volt Man, has his weakness in the Slash Claw. It defeats him in merely five hits, dealing a whopping six damage per strike and even piercing his shield. For more daring players, he does have the same weakness in the Super Arrow, but you can hardly hit through his shield with it.&lt;br /&gt;
&lt;br /&gt;
A few rooms further, the player is presented a 1-Up to refill their Life Energy in preparation for the next boss. Be careful grabbing it, however, as the lava immediately behind it is an instant death. Behind the second door lies a Komuso Man fight, also taken straight out of the development kit. Komuso Man's Weakness is the Grab Buster, which can also conveniently heal the player while fighting him. If his clones are hit with a shot though, it's rendered ineffective, so it's advised to only shoot him while he is preparing an attack.&lt;br /&gt;
&lt;br /&gt;
The final section heavily revolves around ladders used in conjunction with the platforms found in Plant Man's Stage. These can easily be opened by any weapon to open your path upward, to the final boss of the level. After one tricky spike jump, it is time to fight Quint. Quint, quite ironically, has his biggest weakness in Sakugarne, dealing four damage per hit.  Due to the nature of the invincibility frames of bosses in this stage, it is advised to always make a big hop on him when using this strategy. If you opt to go for a safer way, however, Quint also takes two damage from Triple Blade, Wheel Cutter and Super Arrow and can thus be fought on long range as well. Upon his defeat, he drops the stage's Energy Element.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 3/3/5&amp;lt;br&amp;gt;1/1/3&amp;lt;br&amp;gt;1/2/3&lt;br /&gt;
| hornet = 0&amp;lt;br&amp;gt;0&amp;lt;br&amp;gt;1&lt;br /&gt;
| jewel = 0&amp;lt;br&amp;gt;0&amp;lt;br&amp;gt;1&lt;br /&gt;
| grab = 1&amp;lt;br&amp;gt;4&amp;lt;br&amp;gt;1&lt;br /&gt;
| triple = 1&amp;lt;br&amp;gt;1&amp;lt;br&amp;gt;2&lt;br /&gt;
| slash = 6&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;1&lt;br /&gt;
| wheel = 1&amp;lt;br&amp;gt;4&amp;lt;br&amp;gt;2&lt;br /&gt;
| sakugarne = 3&amp;lt;br&amp;gt;3&amp;lt;br&amp;gt;4&lt;br /&gt;
| wire = 1&amp;lt;br&amp;gt;6&amp;lt;br&amp;gt;1&lt;br /&gt;
| arrow = 6&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;2&lt;br /&gt;
| flash = N&amp;lt;br&amp;gt;N&amp;lt;br&amp;gt;N&lt;br /&gt;
| notes = Damage Table is Volt Man, Komuso Man and Quint in order.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = I'm pretty sure there are about as many bosses in this level as there are enemies. Like all the screens in the level are completely featureless empty rooms. And then the occasional unmodified engine boss. ????????&lt;br /&gt;
|pyroscore = 13&lt;br /&gt;
|spdesign = 2&lt;br /&gt;
|spfun = 2&lt;br /&gt;
|spcreativity = 1&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = You could have done a lot better with the graphics instead of just using black backgrounds. The actual level was only about 40 seconds long, minus the bosses.&lt;br /&gt;
|jupiscore = 8&lt;br /&gt;
|jhdesign = 1&lt;br /&gt;
|jhfun = 3&lt;br /&gt;
|jhcreativity = 0&lt;br /&gt;
|jhaesthetics = 0&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = I don't think I can give many points for a boss rush that's using just vanilla assets. The sections in between the bosses don't feel very planned or consistent, either, but more like filler areas to bridge the gaps between the bosses. This level also lacked testing, as one of the respawn points behave weirdly due to the boss door above it.&lt;br /&gt;
|enjlscore = 6&lt;br /&gt;
|endesign = 0&lt;br /&gt;
|enfun = 1&lt;br /&gt;
|encreativity = 0&lt;br /&gt;
|enaesthetics = 1&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Normally I like the idea of a stage like this, but this one just isn't that good. The level design is awful. Most of the level is either horrible enemy placement, long empty sections, or other fairly serious stage layout issues. Also, there's a pretty serious camera glitch here. Anyway, there's nothing else I can say here, it could've been much, much better.&lt;br /&gt;
|garirryscore = 19&lt;br /&gt;
|gadesign = 3&lt;br /&gt;
|gafun = 5&lt;br /&gt;
|gacreativity = 4&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 3&lt;br /&gt;
|gadesignnote = Oh wow. Such design. Much fair. No seriously, it sucks. Pathetic enemy placement, bad obstacle placement, etc.&lt;br /&gt;
|gafunnote = It was okay at best. Wily Tower stages like this are pretty cool, but this one just felt uninteresting. &lt;br /&gt;
|gacreativitynote = It was okay at best. Wily Tower stages like this are pretty cool, but this one just felt uninteresting. &lt;br /&gt;
|gaaestheticsnote = It was meh.&lt;br /&gt;
|gafunctionnote = Massive camera glitch? No sir.&lt;br /&gt;
|ace = [[File:MaGMML2-WilyTowerComic.png]]&lt;br /&gt;
|acescore = 12&lt;br /&gt;
|asdesign = 2&lt;br /&gt;
|asfun = 6&lt;br /&gt;
|ascreativity = 1&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 2&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Upon using the self-destruct button in the room immediately after Volt Man, the game will erroneously respawn the player higher up in the same room, allowing them to skip the battle against Komuso Man entirely. This does not save any time for a speedrun on the level in and of itself, as self-destructing invalidates your run for precisely this reason, but a speedrun of the whole game could use this to save about 30 seconds in total.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 2 Stages]][[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Ancient_Tomb&amp;diff=3379</id>
		<title>Ancient Tomb</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Ancient_Tomb&amp;diff=3379"/>
				<updated>2018-03-20T01:35:06Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added the links to Tier 1 and, ahem, the &amp;quot;creator&amp;quot; of this level.&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= Ancient Tomb&lt;br /&gt;
|rank = 75th&lt;br /&gt;
|image= [[File:Ancient-TombIntro.PNG|250px]] &lt;br /&gt;
|caption= This looks familiar...&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[NinjaUmbreon]]&lt;br /&gt;
|composer= Rushjet1&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 13&lt;br /&gt;
|judge2 = 15&lt;br /&gt;
|judge3 = 17&lt;br /&gt;
|judge4 = 0&lt;br /&gt;
|judge5 = 7&lt;br /&gt;
|totalscore = 10.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
*Battonton &lt;br /&gt;
*Haehaey &lt;br /&gt;
*Hover &lt;br /&gt;
*Mummira&lt;br /&gt;
*Neo Metall&lt;br /&gt;
*Rembakun&lt;br /&gt;
*Ring Ring&lt;br /&gt;
*Sasoreenu&lt;br /&gt;
*Skeleton Joe&lt;br /&gt;
*Taketento &lt;br /&gt;
|subbosses = &lt;br /&gt;
*Tama&lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
|music = Mega Man 4 - Pharaoh Man's Theme&lt;br /&gt;
|location = [[Tier 1 (MaGMML2)|Tier 1]]&lt;br /&gt;
|previous = [[The Fall]]&lt;br /&gt;
|next = [[Wily Tower]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|A dev-kit level. I'll steal it! NO ONE WILL EVER KNOW!|Dan Backslide|ACESpark's Judge Comment for this level}}&lt;br /&gt;
==Overview==&lt;br /&gt;
This level became infamous when shown due to it just being Pharaoh Man's stage with a few new enemies and extremely minimal changes to the layout. Pharaoh Man's level was even included with the devkit participants used to create levels, furthering the laziness of the level (though, bafflingly, this level does not include Pharaoh Man himself despite being in the original devkit level). It has been often wondered by players and the judges themselves, looking back on it, how the level didn't get disqualified for plagiarism.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
It's basically Pharaoh Man's level, but with a few differences and a new enemy or two. With no boss. Just blast through everything with Triple Blade.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = It's a blatant edit of Pharaoh Man's stage. The beginning part is kind of different and honestly I kinda like it more than the original level because original was just flat and lots of annoying scorpions but here there's some variety. After that the level doesn't even try to hide the fact that it's a blatant edit where there's literally just the original section but with like one random out of place enemy added. There's just a miniboss fight with Tama out of nowhere. There's like one random Rembakun added in the final stretch and that's all the changes. Um. Uhh. Yeah.&lt;br /&gt;
|pyroscore = 13&lt;br /&gt;
|spdesign = 1&lt;br /&gt;
|spfun = 3&lt;br /&gt;
|spcreativity = 1&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This was basically Pharaoh Man's stage with a few more enemies, nothing else. The fact that there was no Pharaoh Man boss at the end only made it more disappointing. Come on man, that boss was even in the devkit! Also, one of the Hovers failed to spawn and I had to use Rush Jet, but I'm not sure that's your fault or the game's.&lt;br /&gt;
|jupiscore = 15&lt;br /&gt;
|jhdesign = 3&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 0&lt;br /&gt;
|jhaesthetics = 3&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = While this stage is fun to play, I don't believe that much of it was actually original, since... it's basically a less interesting version of Pharaoh Man's stage. I don't really have anything to add here, to be honest. That basically sums it up.&lt;br /&gt;
|enjlscore = 17&lt;br /&gt;
|endesign = 1&lt;br /&gt;
|enfun = 7&lt;br /&gt;
|encreativity = 0&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = When I play a level, I'm expecting something new and original, not a blatant duplicate of an existing devkit stage. So I'm refusing to judge this level. Enjoy the 0 points.&lt;br /&gt;
|garirryscore = 0&lt;br /&gt;
|gadesign = 8&lt;br /&gt;
|gafun = 4&lt;br /&gt;
|gacreativity = -21&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Meh. Level design seems okay, there's not really that much bullshit elements. Enemies aren't placed too badly, but most of them are either not threatening at all or are hard to avoid. There are two subsections that annoyed me, but it's no big deal. I don't know what else to say tbh.&lt;br /&gt;
|gafunnote = Eh… I'm not sure how much fun it is to go through a stage that's basically Pharaoh Man. I enjoyed it, but for me it just feels like I was playing Pharaoh Man's stage itself. I almost kept forgetting that this was modified and I wasn't even certain if the original was like this. Other than that it was enjoyable I guess.&lt;br /&gt;
|gacreativitynote = Do I have to say anything? This level is straight-up a rip-off of Pharaoh Man. No creativity was used, and while it could have been an interesting edit, is just a boring rip-off.&lt;br /&gt;
|gaaestheticsnote = Didn't stand out to me too much. Once again it's so similar to Pharaoh Man it's hard to enjoy the graphics. But the music is kick-ass.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = [[File:MaGMML2-AncientTomb.png]]&lt;br /&gt;
|acescore = 7&lt;br /&gt;
|asdesign = 0&lt;br /&gt;
|asfun = 1&lt;br /&gt;
|ascreativity = 0&lt;br /&gt;
|asaesthetics = 4&lt;br /&gt;
|asfunction = 2&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*This is the only level in the second game to outright get a score of 0 from any of the judges.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 1}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 1 Stages]][[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Quirky_Unconsistent_Incomprehensible_Nonsensical_Track&amp;diff=3378</id>
		<title>Quirky Unconsistent Incomprehensible Nonsensical Track</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Quirky_Unconsistent_Incomprehensible_Nonsensical_Track&amp;diff=3378"/>
				<updated>2018-03-20T01:29:06Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Fixed the link to Tier 1&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= Quirky Unconsistent Incomprehensible Nonsensical Track&lt;br /&gt;
|rank = 78th&lt;br /&gt;
|image= [[File:QUINT_snip1.PNG|250px]]&lt;br /&gt;
|caption= Helpful&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Alex9000&lt;br /&gt;
|composer= RushJet1&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 11&lt;br /&gt;
|judge2 = 7&lt;br /&gt;
|judge3 = 1&lt;br /&gt;
|judge4 = 12&lt;br /&gt;
|judge5 = 5&lt;br /&gt;
|totalscore = 5.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* New Shotman&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
|subbosses = &lt;br /&gt;
*Gamarn and Gamadayu&lt;br /&gt;
*Metall Potton&lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
|music = Mega Man 4 - Pharaoh Man (RushJet1 Remix)&lt;br /&gt;
|location = [[Tier 1 (MaGMML2)|Tier 1]]&lt;br /&gt;
|previous = [[Cardinal Man]]&lt;br /&gt;
|next = [[Mix &amp;amp; Match]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|The majority of the level is empty, featureless hallways.|[[SnoruntPyro]]|during her review.}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Quirky Unconsistent Incomprehensible Nonsensical Track, QUINT for short, is the 78th placed level in ''[[Make A Good Mega Man Level 2]]''. This stage is almost entirely platforming over special platforms like Yoku Blocks or Count Bombs. There are only four enemies in this stage, counting the minibosses. &lt;br /&gt;
&lt;br /&gt;
You are restricted to only your buster and [[Slash Claw]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Upon entering the key room (pictured above), go left instead of right. This will bring you to the key. Then turn and go right and go to the section where you must cross Dust Man platforms to unlock the next section. Before you head left across the Count Bombs, make sure to hop on the cloud (which is solid for reasons unknown) and nab that M-Tank. Then go left on the rows of Count Bombs (remembering that there is no way to hit the spikes above, even if you jump at full height) and right across the falling platforms above.&lt;br /&gt;
&lt;br /&gt;
Then, take on the Metall Potton with your [[Slash Claw]] skillz, and use the Yoku Blocks to maneuver over the spikes and towards the energy element.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Well uuh... There was an attempt. I sorta like the fight with the Metall Potton. But the majority of the level is... empty, featureless hallways.&lt;br /&gt;
|pyroscore = 11&lt;br /&gt;
|spdesign = 3&lt;br /&gt;
|spfun = 2&lt;br /&gt;
|spcreativity = 2&lt;br /&gt;
|spaesthetics = 1&lt;br /&gt;
|spfunction = 3&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This level really lives up to its name. Especially the 'incomprehensible' part&lt;br /&gt;
|jupiscore = 7&lt;br /&gt;
|jhdesign = 0&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 2&lt;br /&gt;
|jhaesthetics = 0&lt;br /&gt;
|jhfunction = 0&lt;br /&gt;
|enjl = I'm sad that compared to the other hilariously broken level this one isn't as much fun to mess around in. Would've gotten big fun score if you didn't remove all the utility &amp;gt;:c ... At least it's completable?&lt;br /&gt;
|enjlscore = 1&lt;br /&gt;
|endesign = 0&lt;br /&gt;
|enfun = 0&lt;br /&gt;
|encreativity = 0&lt;br /&gt;
|enaesthetics = 0&lt;br /&gt;
|enfunction = 1&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Well I really appreciate the amount of effort the author put into the graphics of this level, because I'm going to be completely honest here: it looks absolutely hideous. All I'm seeing is random tiles or sets of tiles placed at random sections. Not to mention the amazing choice of choosing blue as the background color so I keep thinking I'm underwater when I'm not. The level still doesn't get a pass even if we completely ignore the awful visuals. The level design consists of either obstacles placed randomly or corridors either long and empty or filled with the same object over and over. That's of course not to mention how poorly the camera is implemented in this level, that is how glitchy it is. On a slightly positive note, I think that the last mini-boss was done in a quite fun and creative manner, but it obviously can't make up for everything that's bad about this level. At least its name is accurate.&lt;br /&gt;
|garirryscore = 12&lt;br /&gt;
|gadesign = 3&lt;br /&gt;
|gafun = 3&lt;br /&gt;
|gacreativity = 4&lt;br /&gt;
|gaaesthetics = 0&lt;br /&gt;
|gafunction = 2&lt;br /&gt;
|gadesignnote = It's awful. Everything is placed at random, you have long empty corridors, and corridors with an &amp;quot;obstacle chain&amp;quot;. There's really not a lot of likable stuff in the level design.&lt;br /&gt;
|gafunnote = Eh. It was okay I guess. Nothing superb, and I did get either bored or annoyed most of the time.&lt;br /&gt;
|gacreativitynote = Well it uses mini-bosses and the second one is pretty creative so I guess there's a little bit of creativity, but… meh.&lt;br /&gt;
|gaaestheticsnote = No explanations needed.&lt;br /&gt;
|gafunctionnote = Camera is buggy, level has plenty of problems… At least the level is working.&lt;br /&gt;
|ace = [[File:MaGMML2-QUINTComic.png]]&lt;br /&gt;
|acescore = 5&lt;br /&gt;
|asdesign = 1&lt;br /&gt;
|asfun = 1&lt;br /&gt;
|ascreativity = 2&lt;br /&gt;
|asaesthetics = 0&lt;br /&gt;
|asfunction = 1&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 1}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 1 (MaGMML2)]][[Category:Stages without Collectables]][[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Alex9000]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Quirky_Unconsistent_Incomprehensible_Nonsensical_Track&amp;diff=3377</id>
		<title>Quirky Unconsistent Incomprehensible Nonsensical Track</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Quirky_Unconsistent_Incomprehensible_Nonsensical_Track&amp;diff=3377"/>
				<updated>2018-03-20T01:28:23Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Reverted edits by UberCatSR (talk) to last revision by GuardedLolz&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= Quirky Unconsistent Incomprehensible Nonsensical Track&lt;br /&gt;
|rank = 78th&lt;br /&gt;
|image= [[File:QUINT_snip1.PNG|250px]]&lt;br /&gt;
|caption= Helpful&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Alex9000&lt;br /&gt;
|composer= RushJet1&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 11&lt;br /&gt;
|judge2 = 7&lt;br /&gt;
|judge3 = 1&lt;br /&gt;
|judge4 = 12&lt;br /&gt;
|judge5 = 5&lt;br /&gt;
|totalscore = 5.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* New Shotman&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
|subbosses = &lt;br /&gt;
*Gamarn and Gamadayu&lt;br /&gt;
*Metall Potton&lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
|music = Mega Man 4 - Pharaoh Man (RushJet1 Remix)&lt;br /&gt;
|location = Tier 1&lt;br /&gt;
|previous = [[Cardinal Man]]&lt;br /&gt;
|next = [[Mix &amp;amp; Match]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|The majority of the level is empty, featureless hallways.|[[SnoruntPyro]]|during her review.}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Quirky Unconsistent Incomprehensible Nonsensical Track, QUINT for short, is the 78th placed level in ''[[Make A Good Mega Man Level 2]]''. This stage is almost entirely platforming over special platforms like Yoku Blocks or Count Bombs. There are only four enemies in this stage, counting the minibosses. &lt;br /&gt;
&lt;br /&gt;
You are restricted to only your buster and [[Slash Claw]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Upon entering the key room (pictured above), go left instead of right. This will bring you to the key. Then turn and go right and go to the section where you must cross Dust Man platforms to unlock the next section. Before you head left across the Count Bombs, make sure to hop on the cloud (which is solid for reasons unknown) and nab that M-Tank. Then go left on the rows of Count Bombs (remembering that there is no way to hit the spikes above, even if you jump at full height) and right across the falling platforms above.&lt;br /&gt;
&lt;br /&gt;
Then, take on the Metall Potton with your [[Slash Claw]] skillz, and use the Yoku Blocks to maneuver over the spikes and towards the energy element.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Well uuh... There was an attempt. I sorta like the fight with the Metall Potton. But the majority of the level is... empty, featureless hallways.&lt;br /&gt;
|pyroscore = 11&lt;br /&gt;
|spdesign = 3&lt;br /&gt;
|spfun = 2&lt;br /&gt;
|spcreativity = 2&lt;br /&gt;
|spaesthetics = 1&lt;br /&gt;
|spfunction = 3&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This level really lives up to its name. Especially the 'incomprehensible' part&lt;br /&gt;
|jupiscore = 7&lt;br /&gt;
|jhdesign = 0&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 2&lt;br /&gt;
|jhaesthetics = 0&lt;br /&gt;
|jhfunction = 0&lt;br /&gt;
|enjl = I'm sad that compared to the other hilariously broken level this one isn't as much fun to mess around in. Would've gotten big fun score if you didn't remove all the utility &amp;gt;:c ... At least it's completable?&lt;br /&gt;
|enjlscore = 1&lt;br /&gt;
|endesign = 0&lt;br /&gt;
|enfun = 0&lt;br /&gt;
|encreativity = 0&lt;br /&gt;
|enaesthetics = 0&lt;br /&gt;
|enfunction = 1&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Well I really appreciate the amount of effort the author put into the graphics of this level, because I'm going to be completely honest here: it looks absolutely hideous. All I'm seeing is random tiles or sets of tiles placed at random sections. Not to mention the amazing choice of choosing blue as the background color so I keep thinking I'm underwater when I'm not. The level still doesn't get a pass even if we completely ignore the awful visuals. The level design consists of either obstacles placed randomly or corridors either long and empty or filled with the same object over and over. That's of course not to mention how poorly the camera is implemented in this level, that is how glitchy it is. On a slightly positive note, I think that the last mini-boss was done in a quite fun and creative manner, but it obviously can't make up for everything that's bad about this level. At least its name is accurate.&lt;br /&gt;
|garirryscore = 12&lt;br /&gt;
|gadesign = 3&lt;br /&gt;
|gafun = 3&lt;br /&gt;
|gacreativity = 4&lt;br /&gt;
|gaaesthetics = 0&lt;br /&gt;
|gafunction = 2&lt;br /&gt;
|gadesignnote = It's awful. Everything is placed at random, you have long empty corridors, and corridors with an &amp;quot;obstacle chain&amp;quot;. There's really not a lot of likable stuff in the level design.&lt;br /&gt;
|gafunnote = Eh. It was okay I guess. Nothing superb, and I did get either bored or annoyed most of the time.&lt;br /&gt;
|gacreativitynote = Well it uses mini-bosses and the second one is pretty creative so I guess there's a little bit of creativity, but… meh.&lt;br /&gt;
|gaaestheticsnote = No explanations needed.&lt;br /&gt;
|gafunctionnote = Camera is buggy, level has plenty of problems… At least the level is working.&lt;br /&gt;
|ace = [[File:MaGMML2-QUINTComic.png]]&lt;br /&gt;
|acescore = 5&lt;br /&gt;
|asdesign = 1&lt;br /&gt;
|asfun = 1&lt;br /&gt;
|ascreativity = 2&lt;br /&gt;
|asaesthetics = 0&lt;br /&gt;
|asfunction = 1&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 1}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 1 (MaGMML2)]][[Category:Stages without Collectables]][[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Alex9000]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Quirky_Unconsistent_Incomprehensible_Nonsensical_Track&amp;diff=3376</id>
		<title>Quirky Unconsistent Incomprehensible Nonsensical Track</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Quirky_Unconsistent_Incomprehensible_Nonsensical_Track&amp;diff=3376"/>
				<updated>2018-03-20T01:27:59Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Fixed the link to Tier 1&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= Quirky Unconsistent Incomprehensible Nonsensical Track&lt;br /&gt;
|rank = 78th&lt;br /&gt;
|image= [[File:QUINT_snip1.PNG|250px]]&lt;br /&gt;
|caption= Helpful&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Alex9000&lt;br /&gt;
|composer= RushJet1&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 11&lt;br /&gt;
|judge2 = 7&lt;br /&gt;
|judge3 = 1&lt;br /&gt;
|judge4 = 12&lt;br /&gt;
|judge5 = 5&lt;br /&gt;
|totalscore = 5.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* New Shotman&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
|subbosses = &lt;br /&gt;
*Gamarn and Gamadayu&lt;br /&gt;
*Metall Potton&lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
|music = Mega Man 4 - Pharaoh Man (RushJet1 Remix)&lt;br /&gt;
|location = [[Tier 1 (MagMML2)|Tier 1]]&lt;br /&gt;
|previous = [[Cardinal Man]]&lt;br /&gt;
|next = [[Mix &amp;amp; Match]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|The majority of the level is empty, featureless hallways.|[[SnoruntPyro]]|during her review.}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Quirky Unconsistent Incomprehensible Nonsensical Track, QUINT for short, is the 78th placed level in ''[[Make A Good Mega Man Level 2]]''. This stage is almost entirely platforming over special platforms like Yoku Blocks or Count Bombs. There are only four enemies in this stage, counting the minibosses. &lt;br /&gt;
&lt;br /&gt;
You are restricted to only your buster and [[Slash Claw]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Upon entering the key room (pictured above), go left instead of right. This will bring you to the key. Then turn and go right and go to the section where you must cross Dust Man platforms to unlock the next section. Before you head left across the Count Bombs, make sure to hop on the cloud (which is solid for reasons unknown) and nab that M-Tank. Then go left on the rows of Count Bombs (remembering that there is no way to hit the spikes above, even if you jump at full height) and right across the falling platforms above.&lt;br /&gt;
&lt;br /&gt;
Then, take on the Metall Potton with your [[Slash Claw]] skillz, and use the Yoku Blocks to maneuver over the spikes and towards the energy element.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Well uuh... There was an attempt. I sorta like the fight with the Metall Potton. But the majority of the level is... empty, featureless hallways.&lt;br /&gt;
|pyroscore = 11&lt;br /&gt;
|spdesign = 3&lt;br /&gt;
|spfun = 2&lt;br /&gt;
|spcreativity = 2&lt;br /&gt;
|spaesthetics = 1&lt;br /&gt;
|spfunction = 3&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This level really lives up to its name. Especially the 'incomprehensible' part&lt;br /&gt;
|jupiscore = 7&lt;br /&gt;
|jhdesign = 0&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 2&lt;br /&gt;
|jhaesthetics = 0&lt;br /&gt;
|jhfunction = 0&lt;br /&gt;
|enjl = I'm sad that compared to the other hilariously broken level this one isn't as much fun to mess around in. Would've gotten big fun score if you didn't remove all the utility &amp;gt;:c ... At least it's completable?&lt;br /&gt;
|enjlscore = 1&lt;br /&gt;
|endesign = 0&lt;br /&gt;
|enfun = 0&lt;br /&gt;
|encreativity = 0&lt;br /&gt;
|enaesthetics = 0&lt;br /&gt;
|enfunction = 1&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Well I really appreciate the amount of effort the author put into the graphics of this level, because I'm going to be completely honest here: it looks absolutely hideous. All I'm seeing is random tiles or sets of tiles placed at random sections. Not to mention the amazing choice of choosing blue as the background color so I keep thinking I'm underwater when I'm not. The level still doesn't get a pass even if we completely ignore the awful visuals. The level design consists of either obstacles placed randomly or corridors either long and empty or filled with the same object over and over. That's of course not to mention how poorly the camera is implemented in this level, that is how glitchy it is. On a slightly positive note, I think that the last mini-boss was done in a quite fun and creative manner, but it obviously can't make up for everything that's bad about this level. At least its name is accurate.&lt;br /&gt;
|garirryscore = 12&lt;br /&gt;
|gadesign = 3&lt;br /&gt;
|gafun = 3&lt;br /&gt;
|gacreativity = 4&lt;br /&gt;
|gaaesthetics = 0&lt;br /&gt;
|gafunction = 2&lt;br /&gt;
|gadesignnote = It's awful. Everything is placed at random, you have long empty corridors, and corridors with an &amp;quot;obstacle chain&amp;quot;. There's really not a lot of likable stuff in the level design.&lt;br /&gt;
|gafunnote = Eh. It was okay I guess. Nothing superb, and I did get either bored or annoyed most of the time.&lt;br /&gt;
|gacreativitynote = Well it uses mini-bosses and the second one is pretty creative so I guess there's a little bit of creativity, but… meh.&lt;br /&gt;
|gaaestheticsnote = No explanations needed.&lt;br /&gt;
|gafunctionnote = Camera is buggy, level has plenty of problems… At least the level is working.&lt;br /&gt;
|ace = [[File:MaGMML2-QUINTComic.png]]&lt;br /&gt;
|acescore = 5&lt;br /&gt;
|asdesign = 1&lt;br /&gt;
|asfun = 1&lt;br /&gt;
|ascreativity = 2&lt;br /&gt;
|asaesthetics = 0&lt;br /&gt;
|asfunction = 1&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 1}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 1 (MaGMML2)]][[Category:Stages without Collectables]][[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Alex9000]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Snow_Man&amp;diff=3375</id>
		<title>Snow Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Snow_Man&amp;diff=3375"/>
				<updated>2018-03-20T01:26:09Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Fixed the link to Tier 1&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= Snow Man&lt;br /&gt;
|rank = 80th&lt;br /&gt;
|image= [[File:MaGMML2-80-Snowman.png]]&lt;br /&gt;
|caption= magnificent&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[CoinMaster]]&lt;br /&gt;
|composer= IntiCreates&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 3&lt;br /&gt;
|judge2 = 1&lt;br /&gt;
|judge3 = 5&lt;br /&gt;
|judge4 = 3&lt;br /&gt;
|judge5 = 3&lt;br /&gt;
|totalscore = 3&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* Big Eye&lt;br /&gt;
* Blader&lt;br /&gt;
* Boubou&lt;br /&gt;
* Crazy Razy&lt;br /&gt;
* Curlinger&lt;br /&gt;
* Cyber Gabyoall&lt;br /&gt;
* Have 'Su Bee&lt;br /&gt;
* Magfly&lt;br /&gt;
* Mousubeil&lt;br /&gt;
* Nitron&lt;br /&gt;
* Rembakun&lt;br /&gt;
* Rock Thrown&lt;br /&gt;
* Subeil&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
* Skippable&lt;br /&gt;
|music = Galaxy Man Theme&lt;br /&gt;
|location = [[Tier 1 (MaGMML2)|Tier 1]]&lt;br /&gt;
|previous = &lt;br /&gt;
|next = [[Cardinal Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|this is my first level, [[I Hope I Win|i hope i win]], but if not win, its better than nothing|coinmaster|In-level comment box.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Snow Man is the last place entry in '''Make a Good Mega Man Level 2.''' Its core features include a strange mix-mash of enemies, the Sheep Man disappearing blocks (which do not function correctly), and invisible tiles all over the place.&amp;lt;br&amp;gt;&lt;br /&gt;
Notably, it is the only entry in the contest to use the Commando Man sandstorm.&lt;br /&gt;
==Strategy==&lt;br /&gt;
This level requires special weapons in order to progress. Repeated failure will require a full restart of the stage, as there are no refills in the stage.&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| [[File:MaGMML2-80-Snowman-1.png|frame|none|alt=Snow Man Screenshot A|'''A''': The Sheep Man blocks are not all destroyed when activated.]]&lt;br /&gt;
| [[File:MaGMML2-80-Snowman-2.png|frame|none|alt=Snow Man Screenshot B|'''B''': Wheel Cutter can be used to skip the Yoku Spike challenge.]]&lt;br /&gt;
| [[File:MaGMML2-80-Snowman-3.png|frame|none|alt=Snow Man Screenshot C|'''C''': Alternatively, Wheel Cutter can be used to clear the low ceiling challenge if used at a low point of the wall.]]&lt;br /&gt;
|}&lt;br /&gt;
Even getting past the first screen without taking damage requires special weapons. As shown in '''A''', not all Sheep Man blocks are removed, so the player should make use of either the [[Skip Teleporter]] or invisible blocks above the Big Eye for a place for Rush to land. Rush Jet should be used to clear any remaining Sheep Man blocks, as there are enemies guarding the upper path, which makes Super Arrow impractical.  It is worth noting that the lower path can be traversed, but you would have to intentionally take damage from either the Magfly or the second Big Eye and use the invulnerability period to run across the bed of spikes.  [[Wheel Cutter]] can then be used to either skip the [[Yoku Block|Yoku Spikes]] or used near '''C''' to escape the low ceiling. Wheel Cutter needs to be used towards the bottom of the wall, otherwise momentum will not carry you over said wall.&lt;br /&gt;
It is possible to re-spawn the Magfly enemies to carry you across the pits, but this can be fairly tricky, as getting caught by them during the Yoku Spike corridor can cause the player to glitch through the floor.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:MaGMML2-80-Snowman-4.png|frame|none|alt=Snow Man Screenshot D|'''D''': There's an invisible block here you need to slide under.]]&lt;br /&gt;
| [[File:MaGMML2-80-Snowman-5.png|frame|none|alt=Snow Man Screenshot E|'''E''': Meet the only use of the sandstorm. Poor thing.]]&lt;br /&gt;
|}&lt;br /&gt;
After a barrage of Nitrons and Big Eyes, the player needs to either scale the invisible wall with Wheel Cutter or simply slide underneath it. The rest of the stage has few noteworthy parts, and Snow Man's &amp;quot;boss fight&amp;quot; consists of a single Rock Thrown combined with the sandstorm gimmick. &amp;lt;br&amp;gt;The [[Energy Element]] can be found sitting on top of the ladder.&lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
This level was deemed skippable by the judges, largely in part to the nonsensical and obtuse nature of the stage.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = magnificent&lt;br /&gt;
|pyroscore = 3&lt;br /&gt;
|spdesign = 1&lt;br /&gt;
|spfun = 0&lt;br /&gt;
|spcreativity = 1&lt;br /&gt;
|spaesthetics = 1&lt;br /&gt;
|spfunction = 0&lt;br /&gt;
|spskip = Yes&lt;br /&gt;
|jupi = this is why global warming exists&lt;br /&gt;
|jupiscore = 1&lt;br /&gt;
|jhdesign = 0&lt;br /&gt;
|jhfun = 1&lt;br /&gt;
|jhcreativity = 0&lt;br /&gt;
|jhaesthetics = 0&lt;br /&gt;
|jhfunction = 0&lt;br /&gt;
|enjl = Less a level, moreso a collection of ideas. The main thing that sets it back in its current state is the lack of organisation and testing.&lt;br /&gt;
The level is littered with collision errors and enemies that can easily ambush the player.&lt;br /&gt;
The ideas themselves, while not the most innovative, would easily find a good place in a level that was constructed more thoroughly, though.&lt;br /&gt;
|enjlscore = 5&lt;br /&gt;
|endesign = 1&lt;br /&gt;
|enfun = 1&lt;br /&gt;
|encreativity = 2&lt;br /&gt;
|enaesthetics = 0&lt;br /&gt;
|enfunction = 1&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Was this level submitted as a joke?&lt;br /&gt;
The placement of ALL enemies, obstacles, and solid blocks are placed at complete random, and most of the latter are fake or invisible.&lt;br /&gt;
It is extremely glitchy, to the point that I can't figure out a way to finish the level without breaking it using weapons.&lt;br /&gt;
With the exception of breaking this level, there is nothing enjoyable about it, it's irritating, the level design is absolute crap, the graphics are crap, and the level is barely functional.&lt;br /&gt;
Someone please wake me up from this nightmare.&lt;br /&gt;
|garirryscore = 3&lt;br /&gt;
|gadesign = 0&lt;br /&gt;
|gafun = 1&lt;br /&gt;
|gacreativity = 1&lt;br /&gt;
|gaaesthetics = 0&lt;br /&gt;
|gafunction = 1&lt;br /&gt;
|gadesignnote = Everything is placed at random. There's no consistency with level design at all. It's the worst.&lt;br /&gt;
|gafunnote = I think the most fun part is trying to use your weapons in order to glitch the level, it's not like you can beat it otherwise.&lt;br /&gt;
|gacreativitynote = I mean I can see that there are some ideas but… that's about it.&lt;br /&gt;
|gaaestheticsnote = Fucking awful, plus default music again, seriously&lt;br /&gt;
|gafunctionnote = Barely functional.&lt;br /&gt;
|ace = [[File:MaGMML2-SnowManComic.png]]&lt;br /&gt;
|acescore = 3&lt;br /&gt;
|asdesign = 1&lt;br /&gt;
|asfun = 0&lt;br /&gt;
|ascreativity = 2&lt;br /&gt;
|asaesthetics = 0&lt;br /&gt;
|asfunction = 0&lt;br /&gt;
|asskip = Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This level is widely believed to be a joke level due to the overall randomness of the level design, as well as the use of memes such as &amp;quot;I Hope I Win&amp;quot; and &amp;quot;It's Better Than Nothing&amp;quot; in the in-level comment box.&lt;br /&gt;
&lt;br /&gt;
* [[JupiHornet]] originally gave this level a score of 0. He changed it later as, ironically, he actually had a bit of fun with the level, thus assigning it 1 point in fun.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 1}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 1 (MaGMML2)]][[Category:Skippable Levels]][[Category:Stages without Collectables]][[Category:CoinMaster]][[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Tier_8_(MaGMML2)&amp;diff=3335</id>
		<title>Tier 8 (MaGMML2)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Tier_8_(MaGMML2)&amp;diff=3335"/>
				<updated>2018-03-19T08:08:47Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Fixed the link to BILTDTCMTTIRH&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Tower&lt;br /&gt;
|image= [[File:Tier8Tower.png|250px]]&lt;br /&gt;
|caption= &amp;quot;Man, these contest games sure are weird, right, my trusted sidekick King Dedede?&amp;quot;&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2|MaGMML2]]''&lt;br /&gt;
|creator= Renhoek&lt;br /&gt;
|composer= CosmicGem&lt;br /&gt;
|artist= Renhoek&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 11&lt;br /&gt;
|collectables = 26&lt;br /&gt;
|bosses = [[Jet Man]]&lt;br /&gt;
|previous = [[Tier 7 (MaGMML2)|Tier 7]]&lt;br /&gt;
|next = [[Tier 9 (MaGMML2)|Tier 9]]&lt;br /&gt;
}}&lt;br /&gt;
The Tower is the eighth tier in ''[[Make a Good Mega Man Level 2]]''. This tier holds the levels ranked 26th to 19th, with the boss being [[Jet Man]] from ''Rokko Chan''.&lt;br /&gt;
== Levels ==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Score&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Noble Nickels&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Skippable?&lt;br /&gt;
|-&lt;br /&gt;
|[[But It Lacked the Depth to Convince Me That This is Really Hell]]&lt;br /&gt;
|[[Phoba555]]&lt;br /&gt;
|32.2&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Force Man]]&lt;br /&gt;
|[[CosmicGem]]&lt;br /&gt;
|32.8&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Smed's Big Annoying Mess of a Level]]&lt;br /&gt;
|[[GameTrooper]]&lt;br /&gt;
|33&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:Nickel.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
||[[Coveyor Mayhem]]&lt;br /&gt;
|[[Thoron]]&lt;br /&gt;
|33.6&lt;br /&gt;
|[[File:Element.png]] [[File:Element.png]]  &lt;br /&gt;
|[[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Aurora Man]]&lt;br /&gt;
|[[SpoonyBardOL]]&lt;br /&gt;
|34&lt;br /&gt;
|[[File:Element.png]] &lt;br /&gt;
|[[File:Nickel.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Bouncy Castle]]&lt;br /&gt;
|[[Beed28]]&lt;br /&gt;
|34 &lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:Nickel.png]] [[File:Nickel.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[City Under Siege]]&lt;br /&gt;
|[[gone-sovereign]]&lt;br /&gt;
|34.6&lt;br /&gt;
|[[File:Element.png]] &lt;br /&gt;
|[[File:Nickel.png]] [[File:Nickel.png]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Escape Sequence]]&lt;br /&gt;
|[[DoctorNovakaine]]&lt;br /&gt;
|35&lt;br /&gt;
|[[File:Element.png]] &lt;br /&gt;
|[[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Bond Man]]&lt;br /&gt;
|[[TheSkipper1995]]&lt;br /&gt;
|35.8&lt;br /&gt;
|[[File:Element.png]] &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* King Dedede&lt;br /&gt;
* Commando Man&lt;br /&gt;
* Ring Man&lt;br /&gt;
* Motion Sickness Man&lt;br /&gt;
* Quick Man&lt;br /&gt;
* Snake Man&lt;br /&gt;
* Hard Man&lt;br /&gt;
* Comet Woman&lt;br /&gt;
&lt;br /&gt;
==Secrets==&lt;br /&gt;
* On the beginning of the ladder to the area with Quick Man and Snake Man, using and riding a Super Arrow or Rush Jet to the right reveals the teleporter to [[Sanct]].&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This Tier holds the only level in the contest to be disqualified entirely, [[Bouncy Castle]], due to giving [[ACESpark]] serious motion sickness problems. As such, the info sign next to it doesn't say &amp;quot;22nd&amp;quot;, which is the place it would have been, but rather &amp;quot;DISQUALIFIED&amp;quot;. The ratings pick up on [[Aurora Man]] again as the 22nd place, essentially skipping Bouncy Castle in the ratings. [[Motion Sickness Man]] also appears as a warning for the second time, and suggests people that are prone to motion sickness to use the ON/OFF switch next to the level to turn off it's constant bouncing if necessary, a function built in by the game developers later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 8}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]] [[Category:Tiers]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:UberCatSR&amp;diff=3212</id>
		<title>User:UberCatSR</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:UberCatSR&amp;diff=3212"/>
				<updated>2018-03-08T03:30:24Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Nothing to see here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Oh heyo! Welcome to my page!&lt;br /&gt;
...Which is pretty empty and there is nothing to do here. This is basically a white void of nothing but words. And unfortunately it's not like it's possible to bring in any furniture for now, except this chair here. Which, by the way, is mine.&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Identity_Crisis&amp;diff=3210</id>
		<title>Identity Crisis</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Identity_Crisis&amp;diff=3210"/>
				<updated>2018-03-08T00:14:16Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added a link to Tier 10 in the info tab&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= Identity Crisis&lt;br /&gt;
|rank = 1st&lt;br /&gt;
|image= &lt;br /&gt;
|caption= &amp;quot;WHO?! WHAT!? WHEN?! WHERE?! HOW!?! WWHHHYYY!?&amp;quot;&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Shinryu]]&lt;br /&gt;
|composer= Capcom, Rushjet1&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 47&lt;br /&gt;
|judge2 = 49&lt;br /&gt;
|judge3 = 39&lt;br /&gt;
|judge4 = 49&lt;br /&gt;
|judge5 = 50&lt;br /&gt;
|totalscore = 46.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5&lt;br /&gt;
|enemies = &lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Colton&lt;br /&gt;
* Mets&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Walking Bombs&lt;br /&gt;
* Potton&lt;br /&gt;
* Ben K&lt;br /&gt;
* Octopus Battery&lt;br /&gt;
* Jumbig&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = [[Alter Man]]&lt;br /&gt;
|other = &lt;br /&gt;
* Jupi's Favorite&lt;br /&gt;
* Garriry's Favorite&lt;br /&gt;
|music = Hornet Man, Jewel Man, Nitro Man, Bright Man&lt;br /&gt;
|location = [[Tier 10 (MaGMML2)|Tier 10]]&lt;br /&gt;
|previous = [[The Stage Nobody Asked For]]&lt;br /&gt;
|next = &lt;br /&gt;
}}&lt;br /&gt;
{{quote|Congratulations to our winner! He may have won the level design contest, but I think it goes without saying that I'd win the best Robot Master contest, right?|Volt Man|&amp;quot;Judge Comment&amp;quot;}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Identity Crisis is the 1st place entry in '''Make a Good Mega Man Level 2.''' It's a level entirely revolving around the idea of forced weapon usage. However, it goes above and beyond by also giving the player a skin of the robot master based on half of the weapons for the contest. These include, in order of appearance: Hornet Man, Jewel Man, Nitro Man, and Bright Man. The level also goes out of its way to create various challenges that test the player on how well they use the weapons they're allowed, including hiding a noble nickel in each of the robot master review sections. In addition, in typical Mega Man fashion, there is a final section that combines all the presented challenges and mutating them for some very clever setups. This ends the stage on an optional, but mostly fun fight with Alter Man, a Mega Man look-alike with the remaining 4 weapons to use to fight against the player.&lt;br /&gt;
==Reception==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = It's reeally on the long side, but MAN IS THIS AMAZING!!!!!! The concept alone is really, really neat, and then it goes and just makes extremely creative setups using only HALF the weapons in the engine. It makes for an honestly fantastic level. There's so many setups in this level that I absolutely adore, like the Docron/Hornet Chaser barriers, the Ring Man platform/Wheel Cutter sections, and like, freaking all of the Jewel and Bright sections. Sooo much of the level is just super clever. And then after the four really cool sections you get an awesome final section that ties everything together and COMBINES the characters in really cool ways. I loooove the Hornet/Bright crusher setup, it's really creative. And there's a pretty neat extra boss fight at the end!! The level is just suuuper great and I love it. Honestly though, the length kinda brings it down - it takes really long to get through on your first playthrough, let alone any subsequent ones. But honestly, I didn't really mind playing it again because it's just such a blast to play through. It does kinda lose its luster so to speak on second playthroughs, though. I still really love it though aaahh &amp;lt;3&lt;br /&gt;
|pyroscore = 47&lt;br /&gt;
|spdesign = 12&lt;br /&gt;
|spfun = 10&lt;br /&gt;
|spcreativity = 15&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = I want you to know that you were very, very, VERY close to getting a perfect score from me, but...I somehow got the secret boss to disappear. I think it was my fault, though. Still, this is such an amazing level! All of the playables look so good and clearly had effort put into them (I can finally play as Hornet Man ;-;) and you showed that you really know how to use their weapons! The Bright Man sections were especially good, because you thought about how the Flash Stopper would freeze everything, so you made enemies that ONLY attack when you use Flash Stopper! Genius! Absolutely GENIUS! I won't be surprised in the slightest if this level wins.&lt;br /&gt;
|jupiscore = 49&lt;br /&gt;
|jhdesign = 15&lt;br /&gt;
|jhfun = 10&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = 4 great stages in one followed by a finale that... I found to be somewhat lackluster. This level does a great job at making use of the 4 weapons it is centered around and I'm a fan of the variety of challenges provided in the level's &amp;quot;first 4 halves&amp;quot;, buuut I feel like that's where it could've ended and nothing of value would've been lost. Alternatively, all those segments could have been shortened, compacted, and the final section could have incorporated the omitted aspects while putting them in the context of challenges that require multiple robot masters to solve, which is something I wish it did more. The final section has, in my eyes, so much wasted potential that it could have almost entirely been put into the previous 4 sections without big changes. The combined powers of robot masters are used once or twice in total while the rest of the challenges don't really expand upon what has been laid out in the robot master introduction segment. I ended up getting pretty bored during the final section of the level because of that, combined with the fact the level goes out of its way to interrupt its own flow between segments, making me painfully aware of its length during the first half and making the rest of the level just feel like a drag.&lt;br /&gt;
|enjlscore = 39&lt;br /&gt;
|endesign = 10&lt;br /&gt;
|enfun = 6&lt;br /&gt;
|encreativity = 13&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Wow. Just wow. This level is almost flawless. The level design contains virtually no cases of poor level design with a few exception of very minor annoyances. The ideas behind the level in general are really awesome and original, and overall the level looks and plays great. I'd say that maybe there are a few moments where the level gets a little boring, but that's not a huge issue. I'm seriously impressed by the effort put into this level.&lt;br /&gt;
|garirryscore = 49&lt;br /&gt;
|gadesign = 15&lt;br /&gt;
|gafun = 9&lt;br /&gt;
|gacreativity = 15&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Flawless. No issue with the level design whatsoever. It's fantastic and well-designed for each weapon.&lt;br /&gt;
|gafunnote = I think it's not as interesting as other pot-fav levels but it's still extremely fun!&lt;br /&gt;
|gacreativitynote = It's genius. I found the concepts and level theme extremely interesting.&lt;br /&gt;
|gaaestheticsnote = Excellent.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = Under normal circumstances, I'd be trying to come up with faults for the stage. Areas that bothered me.&lt;br /&gt;
And there is only one: The boss should not have been made optional, because nothing about him hints that he is too hard for the average player, because frankly he isn't, and it would've ended a traditional run of the stage on a much higher note.&lt;br /&gt;
&lt;br /&gt;
.... that is about it. I can't even nitpick. This was stunning.&lt;br /&gt;
&lt;br /&gt;
Not only were the dev-kit assets used well - they were used creatively. This is not just a solid stage, it's creative, and manages to create a very good balance between minor puzzle elements / precision platforming and timing.&lt;br /&gt;
&lt;br /&gt;
It would appear there is a right way to do forced weapon usage after all! You could've gone with just using Mega Man's graphics there.. but you didn't. You went above and beyond. Fantastic stage.&lt;br /&gt;
|acescore = 50&lt;br /&gt;
|asdesign = 15&lt;br /&gt;
|asfun = 10&lt;br /&gt;
|ascreativity = 15&lt;br /&gt;
|asaesthetics = 5&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* As suggested by the skins for each of the robot masters, the level had inspiration from the Day in the Limelight series of games.&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[Category:Favorites]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Identity_Crisis&amp;diff=3209</id>
		<title>Identity Crisis</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Identity_Crisis&amp;diff=3209"/>
				<updated>2018-03-08T00:04:05Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added Garirry's comment, scores and notes.&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= Identity Crisis&lt;br /&gt;
|rank = 1st&lt;br /&gt;
|image= &lt;br /&gt;
|caption= &amp;quot;WHO?! WHAT!? WHEN?! WHERE?! HOW!?! WWHHHYYY!?&amp;quot;&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Shinryu]]&lt;br /&gt;
|composer= Capcom, Rushjet1&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 47&lt;br /&gt;
|judge2 = 49&lt;br /&gt;
|judge3 = 39&lt;br /&gt;
|judge4 = 49&lt;br /&gt;
|judge5 = 50&lt;br /&gt;
|totalscore = 46.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5&lt;br /&gt;
|enemies = &lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Colton&lt;br /&gt;
* Mets&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Walking Bombs&lt;br /&gt;
* Potton&lt;br /&gt;
* Ben K&lt;br /&gt;
* Octopus Battery&lt;br /&gt;
* Jumbig&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = [[Alter Man]]&lt;br /&gt;
|other = &lt;br /&gt;
* Jupi's Favorite&lt;br /&gt;
* Garriry's Favorite&lt;br /&gt;
|music = Hornet Man, Jewel Man, Nitro Man, Bright Man&lt;br /&gt;
|location = Tier 10&lt;br /&gt;
|previous = [[The Stage Nobody Asked For]]&lt;br /&gt;
|next = &lt;br /&gt;
}}&lt;br /&gt;
{{quote|Congratulations to our winner! He may have won the level design contest, but I think it goes without saying that I'd win the best Robot Master contest, right?|Volt Man|&amp;quot;Judge Comment&amp;quot;}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Identity Crisis is the 1st place entry in '''Make a Good Mega Man Level 2.''' It's a level entirely revolving around the idea of forced weapon usage. However, it goes above and beyond by also giving the player a skin of the robot master based on half of the weapons for the contest. These include, in order of appearance: Hornet Man, Jewel Man, Nitro Man, and Bright Man. The level also goes out of its way to create various challenges that test the player on how well they use the weapons they're allowed, including hiding a noble nickel in each of the robot master review sections. In addition, in typical Mega Man fashion, there is a final section that combines all the presented challenges and mutating them for some very clever setups. This ends the stage on an optional, but mostly fun fight with Alter Man, a Mega Man look-alike with the remaining 4 weapons to use to fight against the player.&lt;br /&gt;
==Reception==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = It's reeally on the long side, but MAN IS THIS AMAZING!!!!!! The concept alone is really, really neat, and then it goes and just makes extremely creative setups using only HALF the weapons in the engine. It makes for an honestly fantastic level. There's so many setups in this level that I absolutely adore, like the Docron/Hornet Chaser barriers, the Ring Man platform/Wheel Cutter sections, and like, freaking all of the Jewel and Bright sections. Sooo much of the level is just super clever. And then after the four really cool sections you get an awesome final section that ties everything together and COMBINES the characters in really cool ways. I loooove the Hornet/Bright crusher setup, it's really creative. And there's a pretty neat extra boss fight at the end!! The level is just suuuper great and I love it. Honestly though, the length kinda brings it down - it takes really long to get through on your first playthrough, let alone any subsequent ones. But honestly, I didn't really mind playing it again because it's just such a blast to play through. It does kinda lose its luster so to speak on second playthroughs, though. I still really love it though aaahh &amp;lt;3&lt;br /&gt;
|pyroscore = 47&lt;br /&gt;
|spdesign = 12&lt;br /&gt;
|spfun = 10&lt;br /&gt;
|spcreativity = 15&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = I want you to know that you were very, very, VERY close to getting a perfect score from me, but...I somehow got the secret boss to disappear. I think it was my fault, though. Still, this is such an amazing level! All of the playables look so good and clearly had effort put into them (I can finally play as Hornet Man ;-;) and you showed that you really know how to use their weapons! The Bright Man sections were especially good, because you thought about how the Flash Stopper would freeze everything, so you made enemies that ONLY attack when you use Flash Stopper! Genius! Absolutely GENIUS! I won't be surprised in the slightest if this level wins.&lt;br /&gt;
|jupiscore = 49&lt;br /&gt;
|jhdesign = 15&lt;br /&gt;
|jhfun = 10&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = 4 great stages in one followed by a finale that... I found to be somewhat lackluster. This level does a great job at making use of the 4 weapons it is centered around and I'm a fan of the variety of challenges provided in the level's &amp;quot;first 4 halves&amp;quot;, buuut I feel like that's where it could've ended and nothing of value would've been lost. Alternatively, all those segments could have been shortened, compacted, and the final section could have incorporated the omitted aspects while putting them in the context of challenges that require multiple robot masters to solve, which is something I wish it did more. The final section has, in my eyes, so much wasted potential that it could have almost entirely been put into the previous 4 sections without big changes. The combined powers of robot masters are used once or twice in total while the rest of the challenges don't really expand upon what has been laid out in the robot master introduction segment. I ended up getting pretty bored during the final section of the level because of that, combined with the fact the level goes out of its way to interrupt its own flow between segments, making me painfully aware of its length during the first half and making the rest of the level just feel like a drag.&lt;br /&gt;
|enjlscore = 39&lt;br /&gt;
|endesign = 10&lt;br /&gt;
|enfun = 6&lt;br /&gt;
|encreativity = 13&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Wow. Just wow. This level is almost flawless. The level design contains virtually no cases of poor level design with a few exception of very minor annoyances. The ideas behind the level in general are really awesome and original, and overall the level looks and plays great. I'd say that maybe there are a few moments where the level gets a little boring, but that's not a huge issue. I'm seriously impressed by the effort put into this level.&lt;br /&gt;
|garirryscore = 49&lt;br /&gt;
|gadesign = 15&lt;br /&gt;
|gafun = 9&lt;br /&gt;
|gacreativity = 15&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Flawless. No issue with the level design whatsoever. It's fantastic and well-designed for each weapon.&lt;br /&gt;
|gafunnote = I think it's not as interesting as other pot-fav levels but it's still extremely fun!&lt;br /&gt;
|gacreativitynote = It's genius. I found the concepts and level theme extremely interesting.&lt;br /&gt;
|gaaestheticsnote = Excellent.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = Under normal circumstances, I'd be trying to come up with faults for the stage. Areas that bothered me.&lt;br /&gt;
And there is only one: The boss should not have been made optional, because nothing about him hints that he is too hard for the average player, because frankly he isn't, and it would've ended a traditional run of the stage on a much higher note.&lt;br /&gt;
&lt;br /&gt;
.... that is about it. I can't even nitpick. This was stunning.&lt;br /&gt;
&lt;br /&gt;
Not only were the dev-kit assets used well - they were used creatively. This is not just a solid stage, it's creative, and manages to create a very good balance between minor puzzle elements / precision platforming and timing.&lt;br /&gt;
&lt;br /&gt;
It would appear there is a right way to do forced weapon usage after all! You could've gone with just using Mega Man's graphics there.. but you didn't. You went above and beyond. Fantastic stage.&lt;br /&gt;
|acescore = 50&lt;br /&gt;
|asdesign = 15&lt;br /&gt;
|asfun = 10&lt;br /&gt;
|ascreativity = 15&lt;br /&gt;
|asaesthetics = 5&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* As suggested by the skins for each of the robot masters, the level had inspiration from the Day in the Limelight series of games.&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[Category:Favorites]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=The_Stage_Nobody_Asked_For&amp;diff=3208</id>
		<title>The Stage Nobody Asked For</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=The_Stage_Nobody_Asked_For&amp;diff=3208"/>
				<updated>2018-03-08T00:02:28Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added Garirry's scores and notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= The Stage Nobody Asked For&lt;br /&gt;
|rank = 2nd&lt;br /&gt;
|image= [[File:The_Stage_Nobody_Asked_For_Spiked_Wall_Man_Intro.png|256px]]&lt;br /&gt;
|caption= &amp;quot;Wait, what was the NAME of this boss?!&amp;quot;&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Entity1037]]&lt;br /&gt;
|composer= Capcom, 8BitDanooct1, Deadteam&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 50&lt;br /&gt;
|judge2 = 39&lt;br /&gt;
|judge3 = 49&lt;br /&gt;
|judge4 = 46&lt;br /&gt;
|judge5 = 47&lt;br /&gt;
|totalscore = 46.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 2&lt;br /&gt;
|collectables = 2&lt;br /&gt;
|enemies = &lt;br /&gt;
* Telly&lt;br /&gt;
* Up N' Down&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Bolton &amp;amp; Nutton&lt;br /&gt;
* Cannon Joe&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Returning Sniper Joe&lt;br /&gt;
* Guided Foot Holder&lt;br /&gt;
* Giree&lt;br /&gt;
* Flea&lt;br /&gt;
* Big Eye&lt;br /&gt;
* Apache Joe&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
* SnoruntPyro's Favorite&lt;br /&gt;
* Enjl's Favorite&lt;br /&gt;
|music = Against The Pressure VRC6 Remix, The Strongest 8Bit Remix In The Galaxy, Metal Showdown&lt;br /&gt;
|location = Tier 10&lt;br /&gt;
|previous = [[Haunt Man]]&lt;br /&gt;
|next = [[Identity Crisis]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|You are the worst and I hate you. This is the worst stage ever made in the history of life and I absolutely love it.|SnoruntPyro|Judge Comment}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Stage Nobody Asked For is the second place entry in '''Make a Good Mega Man Level 2.''' It's a level entirely revolving around the most hated gimmicks and enemies throughout all of Classic Mega Man (and some more general things like enemy spam and incorrect collision) in an attempt to use them well, and prove they are not inherently bad. It's a level that goes out of its way to try to be as ridiculous as possible. The level is on the longer side, and is fairly difficult. It has two Energy Elements and two Noble Nickels, with a custom programmed boss guarding both exits.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Upon entering the level, head to the left. You will get a warm greeting and an E-tank. There's a Nobel Nickel after the first pit, activate Jewel Satellite before jumping over it to avoid the Up n' Down.&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = You are the worst and I hate you. This is the worst stage ever made in the history of life and I absolutely love it. The stage goes out of its way to pick the absolute worst of the worst gimmicks that everyone hates in Mega Man games and does absolutely ridiculous and insane things with them. Like...honestly, this level speaks for itself. The absolute insanity that goes on in this level, what with the enemy spam, yoku blocks, quick lasers, giant stretches of footholders, suicidial superbosses, etc just makes the level overflow with charm and be extremely fun to play due to the excellent design gone into each and every gimmick. And there's probably one of the best, most dynamic and clever bosses I've ever seen in a videogame period to top it all off. I'm trying to find a flaw in this stage and I just can't. This stage literally has an Up n' Down ambush and a forced death and it's amazing because they're actually used cleverly to introduce gimmicks and basically troll the player. It's a hilarious and smart stage and I just really, really love it. The only extremely small issue I have is that it's a bit too similar to Entity's Mega Man Endless stages, but I'm not going to judge it based on what other levels did.&lt;br /&gt;
|pyroscore = 50&lt;br /&gt;
|spdesign = 15&lt;br /&gt;
|spfun = 10&lt;br /&gt;
|spcreativity = 15&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This was easily the most creative level in the entire contest. It was crazy! However...I honestly didn't really enjoy a lot of parts. The Yoku block puzzles were annoying and tedious, and the second one forced me through the wall a lot until I figured out what to do. It even killed me once. The part with the red, white, and blue tilesets was clever, but aesthetically it was probably the most disorienting thing I've ever seen. The Foot Holder segment was pretty clever, but it took me a few deaths to get used to it. The boss was CRAZY, though. Normally I would complain about the boss having 3 health bars, but I can see why you put so many this time because of the sheer amount of attacks it has. Overall, I think it's pretty clear that you put a ton of effort into this level, but...I personally didn't enjoy a lot of it.&lt;br /&gt;
|jupiscore = 39&lt;br /&gt;
|jhdesign = 12&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 4&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = This level plays with the player's expectations in such a beautiful, calculated and unpredictable way that I can't help but love it. The only issue I've had with it is that it was sometimes hard to look at, but aside from that, this stage is excellent. Even when going back to it I caught myself laughing at its surprised and smiling throughout my playthrough, even when fucking up in a section or two. This is easily my favourite level from this contest just due to its sheer unpredictability and how little it takes itself seriously while still being really well-designed.&lt;br /&gt;
|enjlscore = 49&lt;br /&gt;
|endesign = 15&lt;br /&gt;
|enfun = 10&lt;br /&gt;
|encreativity = 15&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I really liked this level! I admit that the very precise jumps in some areas, the tedious Foot Holder section, and the confusing visuals at some places add up to the annoyances I had with this level, but otherwise it's very creative, fun to play through, and well designed, and all of these especially apply for the boss. Ultimately, it was an enjoyable experience.&lt;br /&gt;
|garirryscore = 46&lt;br /&gt;
|gadesign = 14&lt;br /&gt;
|gafun = 9&lt;br /&gt;
|gacreativity = 14&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's really, really good. All the segments are well-made, but I feel like there are some sections that can be pretty shitty or have some precise jumps.&lt;br /&gt;
|gafunnote = Very fun stage. I think the footholder part was a bit tedious and you die a lot from confusion, but it's not a huge deal.&lt;br /&gt;
|gacreativitynote = Well I can obviously see that some parts of this level were taken straight from the author's MME levels but other than that it's really interesting.&lt;br /&gt;
|gaaestheticsnote = Looks good, but I'd argue that some parts of the red-white-blue sections can be confusing to look at.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = Yoku Blocks, Quick Man Lasers, Foot Holders, Big Eyes, Tellies, Spikes or Instant Death everywhere, and a couple of bosses that are basically memes.&lt;br /&gt;
&lt;br /&gt;
This level is amazing. I'll say right now, the single reason why this stage is as good as it is: Checkpoints. You basically take a stage where Mega Man's health bar is almost entirely irrelevant and make the cost of dying barely a blip on the radar, a speed bump rather than a road block. Yes!&lt;br /&gt;
&lt;br /&gt;
The result is a seriously unique stage, every challenge, be they dev-kit asset, or something cooked up, is new, deadly, but.. fair.&lt;br /&gt;
It is also the only stage where I can go 'An unavoidable death? In my Mega Man!?'... and frankly, that was the only way to introduce your stage's new gimmick. This moment is greeted by a 'Huh. Cool!' instead of a 'WHAT, WHY?!'.&lt;br /&gt;
&lt;br /&gt;
The biggest drag on the stage is somewhat drawn out, vertical Yoku Block segment. There were several 'gotcha' moments when you reached the top which grated by the third time you encountered one. And frankly, the rest of the stage makes up for it big time, and by the time you reach the Foot Holders, you will have forgotten this segment had even existed.&lt;br /&gt;
&lt;br /&gt;
Can we talk footholders? Outside of the signature Robot Master, thinking back, this is downright my favourite segment of the level. It's clever, it's dangerous, it makes sense. And you made them assholes.&lt;br /&gt;
&lt;br /&gt;
The final thing to note about this stage is the boss fights. Memelords they may be, they're pretty great, although I am not sold on memelord the second having death spikes in the battle.. but it also makes perfect sense given a few aspects of the fight, so I'll let you off.&lt;br /&gt;
&lt;br /&gt;
Your signature Robot Master is one of the most unique boss fights I have encountered in a Mega Man game. He justifies his multiple health bars with several phases, and is nearly always open to damage. Smart.&lt;br /&gt;
Your other memelord... he's good too, if a bit too healthy. The ends in the best way ever though!&lt;br /&gt;
|acescore = 47&lt;br /&gt;
|asdesign = 14&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 15&lt;br /&gt;
|asaesthetics = 4&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Stage Nobody Asked For is impossible to perfect run on either of its exits. The first exit requires you to die to progress, invalidating no-death and no-hit runs, and the second exit requires use of a special weapon.&lt;br /&gt;
* Along with [[Volcanic Furnace]], it's the only level with Foot Holders featured in the contest.&lt;br /&gt;
* Along with [[Identity Crisis]], this is the only level to get a Perfect Score from one of the judges.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 10 Stages]][[Category:Favorites]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Quarantine_Woman_(stage)&amp;diff=3207</id>
		<title>Quarantine Woman (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Quarantine_Woman_(stage)&amp;diff=3207"/>
				<updated>2018-03-08T00:00:58Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added Garirry's scores and notes&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= Quarantine Woman&lt;br /&gt;
|rank = 5th&lt;br /&gt;
|image= [[File:Quarantine_Woman_Stage.gif]]&lt;br /&gt;
|caption=&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[NaOH]]&lt;br /&gt;
|composer= [[NaOH]], [[CosmicGem]]&lt;br /&gt;
|artist= [[NaOH]], Karakato&lt;br /&gt;
|programmer = [[NaOH]]&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 34&lt;br /&gt;
|judge2 = 47&lt;br /&gt;
|judge3 = 43&lt;br /&gt;
|judge4 = 47&lt;br /&gt;
|judge5 = 47&lt;br /&gt;
|totalscore = 43.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3&lt;br /&gt;
|enemies = &lt;br /&gt;
* Batton&lt;br /&gt;
* Blocky&lt;br /&gt;
* Crawler Joe&lt;br /&gt;
* Telly&lt;br /&gt;
* Hazmat Joe&lt;br /&gt;
* Jumbig&lt;br /&gt;
* Specimen A&lt;br /&gt;
* Specimen B&lt;br /&gt;
|subbosses = Hall Master&lt;br /&gt;
|bosses = Quarantine Woman&lt;br /&gt;
|other = &lt;br /&gt;
|music = Quarantine Woman (exterior), Quarantine Woman (interior), Quarantine Woman (miniboss)&lt;br /&gt;
|location = Tier 10&lt;br /&gt;
|previous = [[Beneath Sand and Rock]]&lt;br /&gt;
|next = [[Neapolitan Man (stage)|Neapolitan Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|the hazmat guys are on your track all the time forever|SnoruntPyro|judge comment}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Quarantine Woman is a level focusing primarily on chase scenes and atmospherics. What mysteries lie within the inner workings of this foreboding facility?&lt;br /&gt;
==Reception==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = It felt like it focused on cinematics more than actually making a level. The first half is completely unassuming and doesn't do much, but I'm pretty sure that was intentional. The transition to the second half definitely scared the heck out of me; and this is where I begin to have issues with the level. I appreciate the effort that went into the AI of the hazmat suit guys (they like go and attack other enemies before attacking you?!?!?) but they are really introduced pretty badly. Your first encounters with them are in extremely cramped areas and they can very quickly gang up on you and kill you, and then later on in the level they just spawn in completely nonthreatening places. The end with the mutants is neat, but it also really feels like enemy spam because the bugs just seem to be randomly pasted everywhere. Also the bugs are kind of nightmare inducing and made me very uncomfortable. The hall hand thing is really creepy and scared the hell out me but poses no threat at all. There's some acid drops that just seem to be placed randomly and will never hit you. Sensing a pattern here? Style over substance. Not a fan of the boss, either, because she does a hell of a lot of damage with everything so it becomes more of a trial and error learning thing than an actual engaging boss. The Noble Nickels are really weird, too. The second one is incredibly frustrating to get since the hazmat guys are on your track all the time forever, and I don't think it's possible to escape the pit the third one is in without dying. I appreciate and respect the huge amount of effort put into the level, but I don't think it turns out to be a fun experience.&lt;br /&gt;
|pyroscore = 34&lt;br /&gt;
|spdesign = 6&lt;br /&gt;
|spfun = 3&lt;br /&gt;
|spcreativity = 15&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = I don't know what I was expecting from a Robot Master called Quarantine Woman, but it wasn't that! That was FANTASTIC, and it really seemed like it was made by professional Mega Man fangame developer. The random music switch, the Hazmat enemies that come from ropes, the mosquitoes, the giant hand miniboss...everything about that was just awesome. My issues with this level were few and far between. First, you forgot to place a ladder collision tile near the beginning of the level. Second, a Jumbig was right next to a screen transition, giving me almost no time to react. Lastly, Quarantine Woman's attacks do a LOT of damage considering how fast they are. The biggest issue is the Noble Nickels, some of them are ridiculously hard to get. Still, this level is great. Awesome job!&lt;br /&gt;
|jupiscore = 47&lt;br /&gt;
|jhdesign = 13&lt;br /&gt;
|jhfun = 10&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = I absolutely love the way this level tells its story and how it transitions every time it throws in a new element. The atmosphere and pacing in this level are amazing and I had a lot of fun playing through it. I feel like this level would've been better off without any Nobel Nickels, though, as they were usually low points in my enjoyment and fairly tricky to get. I still don't know how to get to the second Nickel reliably. After 15 minutes I managed to do a Sakugarne hop on the scientist below, but that feels too precise to be the solution. Aside from that the level frequently suffers from unfair enemy placement, forcing the player to take hits. One example for this is the first time you see the bugs: One of them flies directly where the player will go next. Oh, by the way - GREAT detail how the security guards shoot at the bugs and not just focus down the player. It really helps in making them feel believable. My favourite section of this level was when the huge mutated hand surprises the player in the boss corridor. Overall, fantastic atmosphere, but the gameplay sometimes gets influenced by it to the point where tanking a hit is often a better option compared to using skill in order to get through the level. Definitely my favourite aesthetic and story execution in the contest, though.&lt;br /&gt;
|enjlscore = 43&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 10&lt;br /&gt;
|encreativity = 15&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I've gotta say, this level is absolutely amazing! Pretty much everything in it is perfect or close to being perfect. The ideas behind it and the bosses are awesome, the graphics and music are great, and the level design is very solid. I'd say that there are a few times where there is excessive enemy respawning or Noble Nickels that are hard or confusing to get. Regardless, this level is certainly very enjoyable and extremely well-built.&lt;br /&gt;
|garirryscore = 47&lt;br /&gt;
|gadesign = 14&lt;br /&gt;
|gafun = 9&lt;br /&gt;
|gacreativity = 14&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Excellent level design. Although there are some cases where I'm not even sure how to get the NN and sometimes there's too many enemies on screen or to spawn, it still reamins solid.&lt;br /&gt;
|gafunnote = It was very extremely fun. I don't think there is anything that is particularly annoying, except maybe getting those Noble Nickels.&lt;br /&gt;
|gacreativitynote = I really, really appreciate the ideas behind this level. It's simply outstanding.&lt;br /&gt;
|gaaestheticsnote = Looks beautiful and music is fantastic!&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = I can't say I was expecting anyone to make a stage that would fit in with the Aliens franchise, but there it is. This is another stage I am so thankful there is a Robot Master for.&lt;br /&gt;
This level takes what is basically an enemy only stage - and makes it work. The custom assets in this stage are incredible, and I can't remember playing a Mega Man stage that gives its enemy set honest to goodness AI. The Hazmat Joes are brillant!&lt;br /&gt;
The flair and details in this stage make up for the fact the sprite-work can get a little wonky, but there is so much attention to detail though, I can't help but award a full Aesthetics score. &lt;br /&gt;
&lt;br /&gt;
The final stretch is a little crowded but it isn't too bad, and some of the Nickels were kind of hard to figure out, the second one having a constant stream of enemies was a little much.&lt;br /&gt;
&lt;br /&gt;
As for your Robot Master - it's a really cool fight, and gives me the same feeling as playing a Shoot em Up with the precision required. My biggest issue with the stage is her though. Don't get me wrong, she's great. unique and pretty difficult. But... she's a bit too difficult for her own good. The main cause of this is, with one exception, an almost complete lack of tells during the fight to let you know what shot pattern she's going to use, which leads the player to be unprepared. It took me a while to beat her, and even when I sort of got used to how she worked, the lack of tells means it's very hard to know what exact actions you need to pull off to dodge her next barrage, especially considering the sheer precision required.&lt;br /&gt;
&lt;br /&gt;
Overall this stage was brilliant though, and is one of the more unique experiences I've had playing a Mega Man game.&lt;br /&gt;
|acescore = 47&lt;br /&gt;
|asdesign = 13&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 15&lt;br /&gt;
|asaesthetics = 5&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 10 Stages]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Beneath_Sand_and_Rock&amp;diff=3206</id>
		<title>Beneath Sand and Rock</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Beneath_Sand_and_Rock&amp;diff=3206"/>
				<updated>2018-03-07T23:59:04Z</updated>
		
		<summary type="html">&lt;p&gt;UberCatSR: Added Garirry's comment, scores and notes.&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= Beneath Sand and Rock &lt;br /&gt;
|rank = 6th&lt;br /&gt;
|image= [[File:Beneath.PNG|250px]]&lt;br /&gt;
|caption= &lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Stove Guy]]&lt;br /&gt;
|composer= Bulby&lt;br /&gt;
|artist= [[Stove Guy]]&lt;br /&gt;
|programmer = [[Stove Guy]]&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 46&lt;br /&gt;
|judge2 = 38&lt;br /&gt;
|judge3 = 40&lt;br /&gt;
|judge4 = 46&lt;br /&gt;
|judge5 = 47&lt;br /&gt;
|totalscore = 43.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 2&lt;br /&gt;
|enemies = &lt;br /&gt;
* Jet Buton&lt;br /&gt;
* Jumbig&lt;br /&gt;
* Pickelman Bull&lt;br /&gt;
* Ratton &lt;br /&gt;
* Sasoreena&lt;br /&gt;
* Skull Walker&lt;br /&gt;
* Tatebo&lt;br /&gt;
* Totem Pole&lt;br /&gt;
* Up n' Down&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = [[Centipede Tower]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Donkey Kong Country - Fear Factory, Go K.K. Rider&lt;br /&gt;
|location = Tier 10&lt;br /&gt;
|previous = [[Cyber Man (stage)]]&lt;br /&gt;
|next = [[Quarantine Woman (stage)]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|These ruins have slept for thousands of years under sand and rock. However, one day, they were reawakened by a man named Dr. Wily. Remodified into a super secret hideout, these ruins have lost their original purpose, which will remain a mystery for eternity. But there are still a lot of questions surrounding this place: Who built them? Why were they built here? Why were they abandoned? And what emits those screams that can be heard in the distance? |Hidden sign|giving this level the deepest lore}}&lt;br /&gt;
&lt;br /&gt;
== Overview==&lt;br /&gt;
&lt;br /&gt;
This level has Mega Man explore an ancient temple. Like most ancient temples, it is filled with puzzles involving keys, deadly spikes and pests. It also has a Wave Bike section at the end, which is rather unique for an ancient temple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The first Noble Nickel requires collecting all the keys. After unlocking the doors containing the Tatebo, make sure you have one extra key before jumping down the pit. A door containing the Noble Nickel appears shortly after that pit, which the final key will be needed to unlock. &lt;br /&gt;
&lt;br /&gt;
To get the last Noble Nickel, go to the top right in the room with the Tatebo, Up N' Down, and Skull Walker. It will take you to the room with the Noble Nickel. &lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = I really love the whole design of the stage here - the placement of enemies is really good, and probably the only enemies I don't really like how they were used are the Jet Butons, just solely because they just tend to surprise you. The rest is really, really good, and the scorpion generators provide for a serious challenge. The Jumbig generator is really cute, too. And oh my GOD. THE UP N DOWNS. THEY'RE ACTUALLY USED WELL I LOVE HOW THEY'RE USED?????? I also really like the design of the middle section, too - the rooms with the Cossack spike blocks use them really well, and I like how you can just collect what keys you want and the extra can go towards a Noble Nickel. My fav part of the level, tho, is the Wave Bike section. It's just so perfect just romping through the whole level backwards and it's reeally clever how the whole level is built to still be threatening in the section. The boss is really fun, too - it feels like a real Mega Man fortress boss. Atmosphere of the level is really good, too. The level is overall just excellent. I love it &amp;lt;3&lt;br /&gt;
|pyroscore = 46&lt;br /&gt;
|spdesign = 15&lt;br /&gt;
|spfun = 9&lt;br /&gt;
|spcreativity = 12&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = I really liked the graphics here, and you used the keys really well and gave a clear sense of where the player should go, but there were some issues. Aesthetically, it was a bit difficult to tell the spikes apart from the background, and the music doesn't loop properly. The wave bike section towards the end felt out of place and it was hard to react to the enemies popping out of the sand. The Up N Downs were really annoying as well.&lt;br /&gt;
|jupiscore = 38&lt;br /&gt;
|jhdesign = 11&lt;br /&gt;
|jhfun = 6&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 3&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = Oh man, I really like how you move back through the level at the end (though it makes little sense since why did Mega Man not just go left to begin with?)! Really cool level with a well-executed underground desert theme. I like the little key challenges that let the player advance through the stage. The enemy placement is mostly fine, though I think the level could've done without Up n' Downs surprising the player while he's moving up and down (ha) the structure near the end. The boss fight is also a lot of fun and a great conclusion to this level.&lt;br /&gt;
|enjlscore = 40&lt;br /&gt;
|endesign = 10&lt;br /&gt;
|enfun = 8&lt;br /&gt;
|encreativity = 12&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I'm impressed by the effort put into this level. It is extremely well done, the level design is very solid, the atmosphere of this stage was fantastic. My only real complaints are the Wave Bike section, which is tedious and frustrating, and some parts of the level where enemies are frustrating to deal with. However, the positive aspects of this stage make up for the problems it has, and that is something I appreciate.&lt;br /&gt;
|garirryscore = 46&lt;br /&gt;
|gadesign = 14&lt;br /&gt;
|gafun = 9&lt;br /&gt;
|gacreativity = 13&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's really, really well done. The way the stage layout was constructed was nearly perfect, and although in some cases the enemies are too hard to predict (especially the wave bike section), the level design is great.&lt;br /&gt;
|gafunnote = I loved it! The atmosphere was good. The level felt so &amp;quot;adventurous&amp;quot;. Some sections are a bit tedious though.&lt;br /&gt;
|gacreativitynote = Nothing too special, but it's amazing! The design is really interesting and I loved how this stage was done. &lt;br /&gt;
|gaaestheticsnote = Excellent.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = The opening made me smile. &lt;br /&gt;
And then I entered the temple, and I knew I was in for something good. &lt;br /&gt;
I'm almost wondering if this stage was made by two people. Mostly due to how the stage ends, which seems to be very different in programming to the first half. But I digress. &lt;br /&gt;
This both does and doesn't feel like a Mega Man stage. &lt;br /&gt;
It's clearly set up in a fashion that's alien to Mega Man, but at the same time you get the feeling this could actually fit in an Capcom title. You managed to take Devkit assets and turn them on their head. The maze-like system in this level really makes you feel like you're exploring the depths of an ancient ruin, finding the secrets within. &lt;br /&gt;
A particular aspect I really liked, and I'm not sure how intentional this was, the fact that the player's primary cause of death is their own incompetence and damage. &lt;br /&gt;
Sure, you put in Instant-Death, but it's not usually the cause of the player's demise. (Barring the Noble Nickel route jump. You know which one.) &lt;br /&gt;
Of course, the coolest bit of the level has to be the ending. Both bits. I'm not spoiling this, but it was sooo fun, and really made me go &amp;quot;&amp;quot;Ok, wow. That is awesome&amp;quot;&amp;quot;. &lt;br /&gt;
Also you threw in a boss. That blindsided me. I found the secret that implies there was going to be a boss, but considering most of the stage is devkit assets, colour me surprised. It's.... pretty unique. It's one of the coolest looking bosses in the contest, I'll say that much, and he is as creative as the level: Really solid use of devkit assets involved. &lt;br /&gt;
There are issues with the stage, but they are very minor: I feel the enemies could do with modified graphics, they seem to clash with each other (a simple recolouring would have been in order), but that is a serious nitpick, and obviously, I'm not penalising for that minor thing. The boss itself has one attack that gave me pause: I feel he fires entirely too many missiles, and they're awkward to deal with. &lt;br /&gt;
Other than that, this stage was brilliant. Stunning tileset too.&lt;br /&gt;
|acescore = 47&lt;br /&gt;
|asdesign = 14&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 14&lt;br /&gt;
|asaesthetics = 5&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Easter Eggs==&lt;br /&gt;
[[File:Torment.PNG|thumb|That answers one question|200px]]&lt;br /&gt;
After the room with the first Noble Nickel, there is a quicksand pit with two spikes. There is a small area between the spikes. Fall in between the two spikes to access a secret room which answers what's emitting those screams.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Beneath Sand and Rock is the only Tier 10 level to not have a boss whose name ends in &amp;quot;man&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 10 Stages]]&lt;/div&gt;</summary>
		<author><name>UberCatSR</name></author>	</entry>

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