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		<id>http://magmmlcontest.com/wiki/index.php?action=history&amp;feed=atom&amp;title=Combustible_Alien_Variable_Events</id>
		<title>Combustible Alien Variable Events - Revision history</title>
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		<updated>2026-05-09T00:59:17Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Combustible_Alien_Variable_Events&amp;diff=28648&amp;oldid=prev</id>
		<title>Magnus Von Neto: /* Trivia */</title>
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				<updated>2025-03-25T06:30:55Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Trivia&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 06:30, 25 March 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l86&quot; &gt;Line 86:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 86:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|fraesthetics=9&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|fraesthetics=9&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;}}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Trivia&lt;/del&gt;==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Notes&lt;/ins&gt;==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Although an invisible wall in the AYY LMAO room separates the two exit portals from each other, it is possible to climb over it by using the [[Rush Coil]] and a midair Concrete Shot (or, in [[Bass|Bass Mode]], the [[Treble Boost]]) alongside post-damage invulnerability. Doing so from the left side can skip over a significant chunk of the level.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Although an invisible wall in the AYY LMAO room separates the two exit portals from each other, it is possible to climb over it by using the [[Rush Coil]] and a midair Concrete Shot (or, in [[Bass|Bass Mode]], the [[Treble Boost]]) alongside post-damage invulnerability. Doing so from the left side can skip over a significant chunk of the level.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* The level's name forms an acronym reading &amp;quot;CAVE&amp;quot;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* The level's name forms an acronym reading &amp;quot;CAVE&amp;quot;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Combustible_Alien_Variable_Events&amp;diff=20594&amp;oldid=prev</id>
		<title>Spin Attaxx: Created page with &quot;{{Levelinfo  |align=right &lt;!-- ===========Info============== --&gt; |rank=54th |image=256px |caption=We look to the stars...&quot;</title>
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				<updated>2022-12-21T22:16:24Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{Levelinfo  |align=right &amp;lt;!-- ===========Info============== --&amp;gt; |rank=54th |image=&lt;a href=&quot;/wiki/index.php/File:MaG48HMML-54-CombustibleAlienVariableEvents.png&quot; title=&quot;File:MaG48HMML-54-CombustibleAlienVariableEvents.png&quot;&gt;256px&lt;/a&gt; |caption=We look to the stars...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|rank=54th&lt;br /&gt;
|image=[[File:MaG48HMML-54-CombustibleAlienVariableEvents.png|256px]]&lt;br /&gt;
|caption=We look to the stars for aliens. Who would've guessed that they were beneath us the whole time?&lt;br /&gt;
|game=''[[Make a Good 48 Hour Mega Man Level]]'' &lt;br /&gt;
|creator=[[Spade_Magnes]]&lt;br /&gt;
|composer=Jun Ishikawa, Minae Fujii&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=48h&lt;br /&gt;
|judge1=40&lt;br /&gt;
|judge2=72&lt;br /&gt;
|judge3=74&lt;br /&gt;
|judge4=45&lt;br /&gt;
|totalscore=57.75&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|box=&lt;br /&gt;
*[[Adamski]]&lt;br /&gt;
*[[Fukuhorn]]&lt;br /&gt;
*[[Metall DX]]&lt;br /&gt;
*[[Count Bomb]]&lt;br /&gt;
*[[Drill Boulder]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Adamski]]&lt;br /&gt;
*[[Fukuhorn]]&lt;br /&gt;
*[[Metall DX]] (fly)&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Count Bomb]]&lt;br /&gt;
*[[Drill Boulder]]&lt;br /&gt;
*[[Key Barrier]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Dust Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Kirby Super Star - Cocoa Cave&amp;lt;br&amp;gt;'''Boss:''' Mega Man 4 - Boss&lt;br /&gt;
|location=[[Tier 6 (MaG48HMML)|Tier 6]]&lt;br /&gt;
|previous=[[Seahorse City]]&lt;br /&gt;
|next=[[Void Quest]]&lt;br /&gt;
}}&lt;br /&gt;
'''Combustible Alien Variable Events''' is the 54th place entry in ''[[Make a Good 48 Hour Mega Man Level]]''. It is a cave level that uses [[Napalm Man]]'s tileset, carrying on an unusual ''MaGMML'' tradition of [[Napalm Forest and Caves|having such]] [[Changeable Caverns|a stage]] as the halfway point in the contest rankings. The level's primary focus is on platforming over [[Count Bomb]]s, with some setups requiring [[Mega Man]] to take a detour to grab a key before too many bombs detonate. As the level name indicates, [[Adamski]]s are a frequent nuisance throughout, with some screens having them spawn infinitely.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Each of the level's three enemies are introduced in a short outdoors area, which leads into a spike drop with Count Bombs. However, every spike in the level is a Damage Spike that does 7 HP's worth of damage instead of instant death. An E-Tank can be obtained by falling left towards the end, but it can still be reached from the other side by using a pair of [[Concrete Shot]] blocks as platforms. [[Drill Boulder]]s start falling on the next two screens; though they can be avoided with timing and by destroying them before they shatter, the [[Flame Mixer]] is an ideal means of defence which can also intercept falling boulders when released upwards. Following this is a series of Count Bombs over a large pit, with a few Adamskis flying in from the right. At the start of this section, a giant Adamski can be seen in the background below the platforms. Dropping down onto it teleports Mega Man to a secret room, with the text, &amp;quot;AYY LMAO&amp;quot; and an infinite number of Adamskis. An M-Tank and a [[Yashichi]] are present, but only the former can be obtained, as an invisible wall blocks off the other side of the room. A black hole on the bottom takes Mega Man back.&lt;br /&gt;
&lt;br /&gt;
A small room after the Count Bomb crossing includes two Adamskis that instantly respawn near a ladder if one of them despawns or dies, so letting them fly by instead of fighting them is often a safer tactic; particularly a few screens later, where a similar alcove summons Adamskis if less than three exist, while Drill Boulders drop down from the ceiling. Another giant background Adamski appears here; reaching it leads to the opposite side of the &amp;quot;AYY LMAO&amp;quot; room with the Yashichi. Drill Boulders pester Mega Man for the next few screens, thus keeping the Flame Mixer active is useful if possible. After a Count Bomb crossing with a [[Key Barrier]], Mega Man comes across a screen with multiple Count Bombs surrounding a key. To obtain it, first detonate the 3-second bomb to the key's left, then climb over to it from the right. However, if the [[Beat|Beat Rescue]] upgrade has been bought from [[Deleuze Pipi]], the Key Barrier in the previous Count Bomb room can be skipped by flying under it, and that room's key can be used to skip the final puzzle entirely. The level ends with a battle against [[Dust Man]], whose arena has three pairs of Damage Spikes within the floor. Though it's not possible to instantly die here, try to avoid landing the finishing blow on Dust Man while he's standing on a set of spikes, as they won't vanish once he dies.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma=This level isn't terrible, but I do genuinely dislike to hate almost every asset in here. Even then, you only use them okay. The falling rocks could be more obnoxious, but they're also not used super well. Like I really wanna say something overly negative or positive, but really, this level is pretty average with bad gimmicks. The design is just fine, it looks okay, it feels okay. It just isn't fun in the end.&lt;br /&gt;
|parmascore=40&lt;br /&gt;
|pjdesign=12&lt;br /&gt;
|pjcreativity=6&lt;br /&gt;
|pjfunction=10&lt;br /&gt;
|pjfun=6&lt;br /&gt;
|pjaesthetics=6&lt;br /&gt;
|pk=Really cool Count Bomb challenges that were unfortunately interrupted by seemingly arbitrary sections, full of those falling rocks and UFOs. If the stage were more of the Count Bombs, I would have enjoyed it far more, I imagine. As-is, though, the other sections feel way too spammy at times, which brought the good sections to a bit of a halt.&lt;br /&gt;
|pkscore=72&lt;br /&gt;
|pkdesign=25&lt;br /&gt;
|pkcreativity=12&lt;br /&gt;
|pkfunction=10&lt;br /&gt;
|pkfun=15&lt;br /&gt;
|pkaesthetics=10&lt;br /&gt;
|m-jacq=Even if this level was terrible otherwise, I think it'd get high marks from me anyway just based on the way you took Drill Man boulders - a.k.a. one of the single worst gimmicks in all of Mega Man - and made them not just tolerable, but fun. Rather than just use them as Crystal Droppers with debris, you used them as obstacles that have to be shot down on tight cycles to progress. Which is awesome! The rooms with the Drill Man boulders are the best parts of the level, if you ask me. This is one of the many levels in this contest which belong to what I jokingly call the Steve Reich school of level design, where you have two or more obstacles on the same screen running on cycles that don't quite sync up, and you have to find the overlap between their blind spots. But when this level does it, I think it does it well, because the Adamskis move horizontally and the boulders move vertically, and there's real level geometry to contend with. You weren't quite as successful with the Count Bombs. The puzzly set-ups where you could backtrack and respawn the Count Bombs were neat. The &amp;quot;lots of Count Bombs over a bottomless pit&amp;quot; sections, not so much. It's hard to fault you for those, though. Level designers (myself included) love Count Bomb runs because they're fun to make and have lots of knobs you can play with - but they all blend together on the player end because all they're too busy dreading the bottomless pit they're trying not to fall into to appreciate your clever obstacle placement. I really liked this level though.&lt;br /&gt;
|m-jacqscore=74&lt;br /&gt;
|mjdesign=27&lt;br /&gt;
|mjcreativity=6&lt;br /&gt;
|mjfunction=10&lt;br /&gt;
|mjfun=21&lt;br /&gt;
|mjaesthetics=10&lt;br /&gt;
|freems=This one felt a little rough. The level kinda went back and forth between stretches of nothing but Count Bombs, and puzzles that doesn't seem to follow any real difficulty curve. And the UFOs certainly don't help matters. I guess I see the idea behind a lot of Count Bombs and you have to find your way through it, but when most of them are over bottomless pits, it doesn't quite give you time to think. And the last one was the safest one of them all for... some reason. That and while I guess it's something that can work on paper, it's really not fun in execution. It really didn't do anything terrible, but it's not something I would call a fun level.&lt;br /&gt;
|freemsscore=45&lt;br /&gt;
|frdesign=13&lt;br /&gt;
|frcreativity=8&lt;br /&gt;
|frfunction=9&lt;br /&gt;
|frfun=6&lt;br /&gt;
|fraesthetics=9&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Although an invisible wall in the AYY LMAO room separates the two exit portals from each other, it is possible to climb over it by using the [[Rush Coil]] and a midair Concrete Shot (or, in [[Bass|Bass Mode]], the [[Treble Boost]]) alongside post-damage invulnerability. Doing so from the left side can skip over a significant chunk of the level.&lt;br /&gt;
* The level's name forms an acronym reading &amp;quot;CAVE&amp;quot;.&lt;br /&gt;
* If Dust Man happens to drop the [[Energy Element]] onto the spikes in his arena, it is possible for the player to die during the victory fanfare; doing so will respawn them at the checkpoint beforehand, but the level will still be marked as cleared, preventing the need to fight Dust Man again.&lt;br /&gt;
* [[Air Man]] is seen riding a [[Cloud Platform (MM3)|Cloud Platform]] in the top-left corner of the final Count Bomb puzzle room, but he does nothing and is purely decorative.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaG48HMML Tier 6}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good 48 Hour Mega Man Level Stages]][[Category:Tier 6 (MaG48HMML)]]&lt;/div&gt;</summary>
		<author><name>Spin Attaxx</name></author>	</entry>

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