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		<id>http://magmmlcontest.com/wiki/index.php?action=history&amp;feed=atom&amp;title=Damp_Ruins</id>
		<title>Damp Ruins - Revision history</title>
		<link rel="self" type="application/atom+xml" href="http://magmmlcontest.com/wiki/index.php?action=history&amp;feed=atom&amp;title=Damp_Ruins"/>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Damp_Ruins&amp;action=history"/>
		<updated>2026-06-29T19:19:27Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
		<generator>MediaWiki 1.29.1</generator>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Damp_Ruins&amp;diff=27931&amp;oldid=prev</id>
		<title>Magnus Von Neto: /* Trivia */</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Damp_Ruins&amp;diff=27931&amp;oldid=prev"/>
				<updated>2025-03-15T18:59:44Z</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;
				&lt;col class='diff-marker' /&gt;
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				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&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 18:59, 15 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-l95&quot; &gt;Line 95:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 95:&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;|asfunctionality=6&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;|asfunctionality=6&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;* When initially submitted, the checkpoint outside the boss was misplaced inside the left wall, and would cause a softlock by trapping respawning players. The checkpoint was later moved by the devteam, but the final game includes a sign disclosing this fact.&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;* When initially submitted, the checkpoint outside the boss was misplaced inside the left wall, and would cause a softlock by trapping respawning players. The checkpoint was later moved by the devteam, but the final game includes a sign disclosing this fact.&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;&amp;lt;br&amp;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;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key magmmlco_magwiki:diff:version:1.11a:oldid:26240:newid:27931 --&gt;
&lt;/table&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Damp_Ruins&amp;diff=26240&amp;oldid=prev</id>
		<title>Spin Attaxx at 11:25, 16 January 2025</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Damp_Ruins&amp;diff=26240&amp;oldid=prev"/>
				<updated>2025-01-16T11:25:53Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
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				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&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 11:25, 16 January 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-l3&quot; &gt;Line 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&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;&amp;lt;!-- ===========Info============== --&amp;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;&amp;lt;!-- ===========Info============== --&amp;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;|title=Damp Ruins&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;|title=Damp Ruins&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;|caption=&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Kalinka discovers a mole infestation in Pharaoh Man's place&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;|caption=&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Flooded pyramids may lead to Mole infestations&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;|rank=165th&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;|rank=165th&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;|image=[[File:MaGMML3-165-DampRuins.png|256px]]&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;|image=[[File:MaGMML3-165-DampRuins.png|256px]]&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;|game=''[[Make a Good Mega Man Level 3]]''&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;|game=''[[Make a Good Mega Man Level 3]]''&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;|creator=[[Lazer Chicken]]&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;|creator=[[Lazer Chicken]]&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;|composer=Yasuaki Fujita, Yu Shimoda&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;Mathew Valente&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;|composer=Yasuaki Fujita, Yu Shimoda &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(originals)&amp;lt;br&amp;gt;&lt;/ins&gt;Mathew Valente &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(covers)&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;&amp;lt;!-- ===========Scores============== --&amp;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;&amp;lt;!-- ===========Scores============== --&amp;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;&amp;lt;!-- &amp;#160;&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;&amp;lt;!-- &amp;#160;&lt;/div&gt;&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-l50&quot; &gt;Line 50:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 50:&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;|next=[[Temple of Light and Dark]]&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;|next=[[Temple of Light and Dark]]&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;'''Damp Ruins''' is the 165th place entry in ''[[Make a Good Mega Man Level 3]]''. This is a fairly short &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;stage &lt;/del&gt;that primarily uses the [[Uranus Platform]] and [[Water Block]] &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;with the stage being themed after &lt;/del&gt;Pharaoh Man's &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;tiles with &lt;/del&gt;a few underwater areas &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;(&lt;/del&gt;hence the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;stage&lt;/del&gt;'s name&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;). Because this stage misplaced a checkpoint before the boss in the initial submitted version, the level had to be modified by the dev team to avoid soft locking&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;'''Damp Ruins''' is the 165th place entry in ''[[Make a Good Mega Man Level 3]]''. This is a fairly short &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;level &lt;/ins&gt;that primarily uses the [[Uranus Platform]] and [[Water Block]] &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;gimmicks. Aesthetically, it draws heavily on [[&lt;/ins&gt;Pharaoh Man&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]]&lt;/ins&gt;'s &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;stage, but adds &lt;/ins&gt;a few underwater areas&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;hence the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;level&lt;/ins&gt;'s name.&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;/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;/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;==Strategy==&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;==Strategy==&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;The level is fairly basic, starting with showing how the [[Uranus Platform]]s and [[Water Block]]s work in unison with some simple enemy layouts sprinkled in. After the first few screens, there is a falling vertical section that involves multiple split paths sectioned off by Uranus platforms with [[Molmole]]s drilling around the screen. The first &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;token &lt;/del&gt;can be found on one of the right paths in a narrow spiked corridor so care must be taken when dropping down to get it. Alternatively, Mega Man &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;damage boost &lt;/del&gt;from &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;an enemy or use &lt;/del&gt;the [[Rush Bike]] &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;to bypass the spikes allows &lt;/del&gt;for &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;an &lt;/del&gt;easier access to the token. &amp;#160;&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;The level is fairly basic, starting with showing how the [[Uranus Platform]]s and [[Water Block]]s work in unison with some simple enemy layouts sprinkled in. After the first few screens, there is a falling vertical section that involves multiple split paths sectioned off by Uranus platforms with [[Molmole]]s drilling around the screen. The first &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Trickster Token]] &lt;/ins&gt;can be found on one of the right paths in a narrow spiked corridor&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;so care must be taken when dropping down to get it. Alternatively, Mega Man &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;can bypass the spikes using invincibility frames, either &lt;/ins&gt;from the [[Rush Bike]] &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;or from taking damage from an enemy, allowing &lt;/ins&gt;for easier access to the token. &amp;#160;&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;/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;/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;The next section after the drop involves a short underwater section &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;where&amp;#160; the &lt;/del&gt;second &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;token &lt;/del&gt;can be found &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;in &lt;/del&gt;the upper path, either &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;requiring &lt;/del&gt;utilities to reach the upper level or an accurate ledge jump from a block directly below the upper path. After dropping down the second free scrolling vertical section with multiple [[Ace Manbow]]s &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;fight with the midboss &lt;/del&gt;[[Knuckle Duster]] then finally, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a fight with &lt;/del&gt;the [[Mega Mech Shark]].&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;The next section after the drop involves a short underwater section&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. The &lt;/ins&gt;second &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Trickster Token &lt;/ins&gt;can be found &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;on &lt;/ins&gt;the upper path, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;requiring &lt;/ins&gt;either utilities to reach the upper level or an accurate ledge jump from a block directly below the upper path. After dropping down the second free scrolling vertical section with multiple [[Ace Manbow]]s&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, Mega Man encounters &lt;/ins&gt;a [[Knuckle Duster]]&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;then finally, the [[Mega Mech Shark]].&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;/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;/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;==Judge Comments==&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;==Judge Comments==&lt;/div&gt;&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-l80&quot; &gt;Line 80:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 80:&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;|paesthetics=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;|paesthetics=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;|pfunctionality=10&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;|pfunctionality=10&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;|flashman=We need to talk about playtesting, because the room before the boss cost you about 25% of the score I was going to give. Until the devteam intervened, it was physically impossible to enter the boss chamber. If you die at the boss, you're taken back to a checkpoint in the ceiling, where you'll be stuck forever. Don't let your level be ruined by incredibly avoidable boo-boos.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Aside from being unbeatable, the level is inoffensive. The best and worst parts are equally mild.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I dig the atmosphere; water + ruins is a pleasant combination, and the music choice sets it off nicely. Some animation (torches especially) would be even better. Fixing the suspicious collision-free ceiling would be good.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Despite a slight gradual increase in difficulty, challenges feel underdeveloped. The enemy roster is a bit big for the screen count; Caricarry could've had the day off. Water spouts offer possibilities that aren't really explored. It's easy to pick off enemies from a distance before they become a threat. The last vertical area needs work&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;-&lt;/del&gt;-the sudden absence of water tiles is odd, and there's no clear path to safety (a few descending Uranus platforms would've worked).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;New elements are introduced gently enough, though most of the early screens have too much going on at once. Graviton challenges are decent. The miniboss fight is good. The Uranus platforms have their moments&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;-&lt;/del&gt;-the Molmole room, including the tricky token challenge, is easily the highlight of the level.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Mecha Shark fits thematically, but it needs spice-water physics, water spouts, or even just reversing it to fight the head first. An E-Tank (or any power-ups at all) would've been appreciated in a level with a multi-phase boss, no middle checkpoint, and effectively no final checkpoint.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The level's shortness is a boon; the same negatives would outweigh the same positives in a longer level.&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;|flashman=We need to talk about playtesting, because the room before the boss cost you about 25% of the score I was going to give. Until the devteam intervened, it was physically impossible to enter the boss chamber. If you die at the boss, you're taken back to a checkpoint in the ceiling, where you'll be stuck forever. Don't let your level be ruined by incredibly avoidable boo-boos.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Aside from being unbeatable, the level is inoffensive. The best and worst parts are equally mild.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I dig the atmosphere; water + ruins is a pleasant combination, and the music choice sets it off nicely. Some animation (torches especially) would be even better. Fixing the suspicious collision-free ceiling would be good.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Despite a slight gradual increase in difficulty, challenges feel underdeveloped. The enemy roster is a bit big for the screen count; Caricarry could've had the day off. Water spouts offer possibilities that aren't really explored. It's easy to pick off enemies from a distance before they become a threat. The last vertical area needs work - the sudden absence of water tiles is odd, and there's no clear path to safety (a few descending Uranus platforms would've worked).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;New elements are introduced gently enough, though most of the early screens have too much going on at once. Graviton challenges are decent. The miniboss fight is good. The Uranus platforms have their moments - the Molmole room, including the tricky token challenge, is easily the highlight of the level.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Mecha Shark fits thematically, but it needs spice - water physics, water spouts, or even just reversing it to fight the head first. An E-Tank (or any power-ups at all) would've been appreciated in a level with a multi-phase boss, no middle checkpoint, and effectively no final checkpoint.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The level's shortness is a boon; the same negatives would outweigh the same positives in a longer 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;|flashmanscore=44&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;|flashmanscore=44&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;|fmdesign=17&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;|fmdesign=17&lt;/div&gt;&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-l87&quot; &gt;Line 87:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 87:&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;|fmaesthetics=11&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;|fmaesthetics=11&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;|fmfunctionality=0&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;|fmfunctionality=0&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;|ace=One of the big takeaways from this level is the combination of the water spouts and the Uranus platforms is a really cool idea, and I just wish that the level had made more use of it. Unfortunately a lot of the other elements of the level have fairly basic placement and do not offer any sort of meaningful challenge, and the level feels very much like a first draft.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This &amp;quot;first draft&amp;quot; nature extends throughout; the themes within the stage are quite unfocused and unpolished. It is just vaguely watery and somehow &amp;quot;temple-y&amp;quot; with assets mixed in such a way that it does not make sense. The level foreground is a good example of having a lack of polish &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;-&lt;/del&gt;- for one example, if this were an actual location, the bricks the stage is made out of would be staggered, and not just stacked atop of each other.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There are a couple of rooms that stand out as being particularly out of place. The fish drop felt out of nowhere, and the miniboss had nothing to do with the rest of the stage. The (single) checkpoint softlocks the player in the judging build, forcing you to manually quit the stage, and there is one screen transition that can kill the player. The miniboss, which occurs just before the checkpoint, also has instant death involved.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I quite liked the room with the Uranus platforms and mole enemies, especially the spike drop, which looks dangerous but the graphics of the Uranus platform allow the player to line up quite nicely. Again, the gimmick combination might have been interesting, but the stage is too short to explore the ideas behind this, which makes the issues stand out more.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The sheer brevity of this stage is really the true detriment of this level, as none of its good ideas ever get explored... The fact the devkit boss takes longer than the rest of the stage combined is just the cherry on top.&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;|ace=One of the big takeaways from this level is the combination of the water spouts and the Uranus platforms is a really cool idea, and I just wish that the level had made more use of it. Unfortunately a lot of the other elements of the level have fairly basic placement and do not offer any sort of meaningful challenge, and the level feels very much like a first draft.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This &amp;quot;first draft&amp;quot; nature extends throughout; the themes within the stage are quite unfocused and unpolished. It is just vaguely watery and somehow &amp;quot;temple-y&amp;quot; with assets mixed in such a way that it does not make sense. The level foreground is a good example of having a lack of polish - for one example, if this were an actual location, the bricks the stage is made out of would be staggered, and not just stacked atop of each other.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There are a couple of rooms that stand out as being particularly out of place. The fish drop felt out of nowhere, and the miniboss had nothing to do with the rest of the stage. The (single) checkpoint softlocks the player in the judging build, forcing you to manually quit the stage, and there is one screen transition that can kill the player. The miniboss, which occurs just before the checkpoint, also has instant death involved.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I quite liked the room with the Uranus platforms and mole enemies, especially the spike drop, which looks dangerous but the graphics of the Uranus platform allow the player to line up quite nicely. Again, the gimmick combination might have been interesting, but the stage is too short to explore the ideas behind this, which makes the issues stand out more.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The sheer brevity of this stage is really the true detriment of this level, as none of its good ideas ever get explored... The fact the devkit boss takes longer than the rest of the stage combined is just the cherry on top.&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;|acescore=34&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;|acescore=34&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;|asdesign=11&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;|asdesign=11&lt;/div&gt;&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-l95&quot; &gt;Line 95:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 95:&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;|asfunctionality=6&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;|asfunctionality=6&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 colspan=&quot;2&quot;&gt;&amp;#160;&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 style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==Trivia==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&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 style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* When initially submitted, the checkpoint outside the boss was misplaced inside the left wall, and would cause a softlock by trapping respawning players. The checkpoint was later moved by the devteam, but the final game includes a sign disclosing this fact.&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;&amp;lt;br&amp;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;&amp;lt;br&amp;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;{{MaGMML3 Tier 2}}&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;{{MaGMML3 Tier 2}}&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;{{MaGMML3}}&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;{{MaGMML3}}&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;[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 2 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;]][[Category:Tier 2 Stages&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;[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 2 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key magmmlco_magwiki:diff:version:1.11a:oldid:26239:newid:26240 --&gt;
&lt;/table&gt;</summary>
		<author><name>Spin Attaxx</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Damp_Ruins&amp;diff=26239&amp;oldid=prev</id>
		<title>Karakato: Created a page for Damp Ruins</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Damp_Ruins&amp;diff=26239&amp;oldid=prev"/>
				<updated>2025-01-16T10:29:55Z</updated>
		
		<summary type="html">&lt;p&gt;Created a page for Damp Ruins&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;
|title=Damp Ruins&lt;br /&gt;
|caption=Kalinka discovers a mole infestation in Pharaoh Man's place.&lt;br /&gt;
|rank=165th&lt;br /&gt;
|image=[[File:MaGMML3-165-DampRuins.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[Lazer Chicken]]&lt;br /&gt;
|composer=Yasuaki Fujita, Yu Shimoda, Mathew Valente&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;
MaGMML3: 1: Mick, 2: Shinryu, 3: Pachy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=41&lt;br /&gt;
|judge2=23&lt;br /&gt;
|judge3=64&lt;br /&gt;
|judge4=44&lt;br /&gt;
|judge5=34&lt;br /&gt;
|totalscore=30.90&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Ace Manbow]]&lt;br /&gt;
*[[Caricarry]]&lt;br /&gt;
*[[Graviton]]&lt;br /&gt;
*[[Molmole]]&lt;br /&gt;
*[[Morning Joe]]&lt;br /&gt;
*[[Shaboan]]&lt;br /&gt;
*[[Twin Shooter S]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Uranus Platform]]&lt;br /&gt;
*[[Water Block]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Knuckle Duster]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Mega Mech Shark ]]&lt;br /&gt;
|other=&lt;br /&gt;
*25% late penalty&lt;br /&gt;
|music=Mega Man 5 - Crystal Man&amp;lt;br&amp;gt;'''Boss:''' Mega Man 9 - Boss&lt;br /&gt;
|location=[[Tier 2 (MaGMML3)|Tier 2]]&lt;br /&gt;
|previous=[[Ultimate Level]]&lt;br /&gt;
|next=[[Temple of Light and Dark]]&lt;br /&gt;
}}&lt;br /&gt;
'''Damp Ruins''' is the 165th place entry in ''[[Make a Good Mega Man Level 3]]''. This is a fairly short stage that primarily uses the [[Uranus Platform]] and [[Water Block]] with the stage being themed after Pharaoh Man's tiles with a few underwater areas (hence the stage's name). Because this stage misplaced a checkpoint before the boss in the initial submitted version, the level had to be modified by the dev team to avoid soft locking.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level is fairly basic, starting with showing how the [[Uranus Platform]]s and [[Water Block]]s work in unison with some simple enemy layouts sprinkled in. After the first few screens, there is a falling vertical section that involves multiple split paths sectioned off by Uranus platforms with [[Molmole]]s drilling around the screen. The first token can be found on one of the right paths in a narrow spiked corridor so care must be taken when dropping down to get it. Alternatively, Mega Man damage boost from an enemy or use the [[Rush Bike]] to bypass the spikes allows for an easier access to the token. &lt;br /&gt;
&lt;br /&gt;
The next section after the drop involves a short underwater section where  the second token can be found in the upper path, either requiring utilities to reach the upper level or an accurate ledge jump from a block directly below the upper path. After dropping down the second free scrolling vertical section with multiple [[Ace Manbow]]s is a fight with the midboss [[Knuckle Duster]] then finally, a fight with the [[Mega Mech Shark]].&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=Wow... this ended as soon as it started. While it has a good selection of pieces, the end result doesn't capitalise on any of it. Of particular note are Caricarry, Shaboan, and Ace Manbow: Caricarry only appears once and only barely does anything. Ace Manbow never gets to do anything unless you don't drop straight down. And Shaboan only really matters when it spawns right next to you.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There are moments I enjoyed, the Uranus Mole room and Knuckle Duster's layout come to mind. And I will grant, I don't know if I've seen Powered Up Geysers and Uranus Blocks combined before-offering some creativity. Otherwise, this feels unfinished, especially with torches and pools that don't animate, and overall doesn't give me a whole lot to work with. It has more interesting stuff than the usual Mets and Joes, but there's not enough going on to be anything other than lacklustre. I wish this level tried to do more.&lt;br /&gt;
|mickscore=41&lt;br /&gt;
|mgdesign=16&lt;br /&gt;
|mgfun=7&lt;br /&gt;
|mgcreativity=3&lt;br /&gt;
|mgaesthetics=6&lt;br /&gt;
|mgfunctionality=9&lt;br /&gt;
|shin=If there's anything I can say in favor of this stage, it's that the combination of the rotating platforms and water jets is a neat idea. While it's not used anywhere close to its fullest potential here, I think it could work if there was more done with it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Other than that, there's not a whole lot going on here. Even with the use of the rotating platforms everywhere, this stage still feels really basic. There's very few instances where the gimmicks are taken advantage of to make things engaging (with the first token being one of the only examples). What really hurts is that it's easy to see how it could have been improved. Some of the enemies (especially the Morning Joes) would be far more threatening if they were placed in a way that forced you to interact with the platforms or water jets in some way, either by avoiding them or getting to a certain height to actually hit them. The only ones that offer any kind of engagement are the Molmoles, which only show up for that one token room.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;That aside, the last notable thing about this level is that there's no checkpoints until the boss corridor. Honestly though, given how short and easy this stage is? That doesn't really have as much of an impact here as it would in almost any other given level. I still wouldn't necessarily call that a good thing, though.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;All that being said, I'd still love to see a more well realized version of this stage. There's a lot of potential in the two chosen gimmicks here. It just needs to be fleshed out over the course of a full level, is all.&lt;br /&gt;
|shinscore=23&lt;br /&gt;
|sdesign=4&lt;br /&gt;
|sfun=2&lt;br /&gt;
|screativity=3&lt;br /&gt;
|saesthetics=4&lt;br /&gt;
|sfunctionality=10&lt;br /&gt;
|pachy=Damped and Compact!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It's a fine stage. It's just kinda a bit too short.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Really solid choices of gimmicks, I really like some of the setups here like the water pump sending the player straight through the rotating platform, and the part where you need to descend through the platforms while dodging Moles.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The aesthetics here are also pretty unique. Pharaoh Man and Pump Man tilesets together isn't something you see everyday, yet they blend quite nicely.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Mega Mech Shark as the end boss seems rather unfitting? It seems like he's there to pad out the play time a bit, because the fight takes almost as long as going through the stage alone. If you try to only buster it, anyway.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This is probably someone's first stage, and it's quite a good start if it is. I can see the potential of a good level designer here, so do keep at it!&lt;br /&gt;
|pachyscore=64&lt;br /&gt;
|pdesign=19&lt;br /&gt;
|pfun=14&lt;br /&gt;
|pcreativity=12&lt;br /&gt;
|paesthetics=9&lt;br /&gt;
|pfunctionality=10&lt;br /&gt;
|flashman=We need to talk about playtesting, because the room before the boss cost you about 25% of the score I was going to give. Until the devteam intervened, it was physically impossible to enter the boss chamber. If you die at the boss, you're taken back to a checkpoint in the ceiling, where you'll be stuck forever. Don't let your level be ruined by incredibly avoidable boo-boos.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Aside from being unbeatable, the level is inoffensive. The best and worst parts are equally mild.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I dig the atmosphere; water + ruins is a pleasant combination, and the music choice sets it off nicely. Some animation (torches especially) would be even better. Fixing the suspicious collision-free ceiling would be good.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Despite a slight gradual increase in difficulty, challenges feel underdeveloped. The enemy roster is a bit big for the screen count; Caricarry could've had the day off. Water spouts offer possibilities that aren't really explored. It's easy to pick off enemies from a distance before they become a threat. The last vertical area needs work--the sudden absence of water tiles is odd, and there's no clear path to safety (a few descending Uranus platforms would've worked).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;New elements are introduced gently enough, though most of the early screens have too much going on at once. Graviton challenges are decent. The miniboss fight is good. The Uranus platforms have their moments--the Molmole room, including the tricky token challenge, is easily the highlight of the level.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Mecha Shark fits thematically, but it needs spice-water physics, water spouts, or even just reversing it to fight the head first. An E-Tank (or any power-ups at all) would've been appreciated in a level with a multi-phase boss, no middle checkpoint, and effectively no final checkpoint.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The level's shortness is a boon; the same negatives would outweigh the same positives in a longer level.&lt;br /&gt;
|flashmanscore=44&lt;br /&gt;
|fmdesign=17&lt;br /&gt;
|fmfun=11&lt;br /&gt;
|fmcreativity=5&lt;br /&gt;
|fmaesthetics=11&lt;br /&gt;
|fmfunctionality=0&lt;br /&gt;
|ace=One of the big takeaways from this level is the combination of the water spouts and the Uranus platforms is a really cool idea, and I just wish that the level had made more use of it. Unfortunately a lot of the other elements of the level have fairly basic placement and do not offer any sort of meaningful challenge, and the level feels very much like a first draft.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This &amp;quot;first draft&amp;quot; nature extends throughout; the themes within the stage are quite unfocused and unpolished. It is just vaguely watery and somehow &amp;quot;temple-y&amp;quot; with assets mixed in such a way that it does not make sense. The level foreground is a good example of having a lack of polish -- for one example, if this were an actual location, the bricks the stage is made out of would be staggered, and not just stacked atop of each other.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There are a couple of rooms that stand out as being particularly out of place. The fish drop felt out of nowhere, and the miniboss had nothing to do with the rest of the stage. The (single) checkpoint softlocks the player in the judging build, forcing you to manually quit the stage, and there is one screen transition that can kill the player. The miniboss, which occurs just before the checkpoint, also has instant death involved.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I quite liked the room with the Uranus platforms and mole enemies, especially the spike drop, which looks dangerous but the graphics of the Uranus platform allow the player to line up quite nicely. Again, the gimmick combination might have been interesting, but the stage is too short to explore the ideas behind this, which makes the issues stand out more.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The sheer brevity of this stage is really the true detriment of this level, as none of its good ideas ever get explored... The fact the devkit boss takes longer than the rest of the stage combined is just the cherry on top.&lt;br /&gt;
|acescore=34&lt;br /&gt;
|asdesign=11&lt;br /&gt;
|asfun=7&lt;br /&gt;
|ascreativity=4&lt;br /&gt;
|asaesthetics=6&lt;br /&gt;
|asfunctionality=6&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 2}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 2 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]][[Category:Tier 2 Stages]]&lt;/div&gt;</summary>
		<author><name>Karakato</name></author>	</entry>

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