Skip Teleporter
- "However, some levels were deemed too unreasonable to complete, and have been made skippable via Green Teleporters."
- ―Sign, Make a Good Mega Man Level 2
Skip Teleporters are a feature in the Make a Good Mega Man Level series, which can be used to skip certain difficult or problematic stages. Skip Teleporters are characterised by a green-coloured teleporter located near the level's starting point, with particle effects emitting from its entrance and a floating "Skip" text above it. Using the teleporter takes Mega Man into a small room containing all of the level's Energy Elements and (if applicable) other collectables, such as Noble Nickels. The room also contains an exit leading back to the level, if he wishes to play through it regardless.
There is no penalty for using Skip Teleporters; however, leaderboard times will not be able to be submitted if one is used to finish a level.
Contents
Make a Good Mega Man Level
In the original Make a Good Mega Man Level, only one level, City War, was made skippable. Instead of a Skip Teleporter leading to a separate room, a duplicate of the Energy Element is simply placed next to the starting point.
In the remake, Make a Good Mega Man Level Remastered, more levels have been made skippable, and unlike in the original, all skippable levels have Skip Teleporters.
The following stages are skippable:
Make a Good Mega Man Level 2
Skip Teleporters were first officially introduced in Make a Good Mega Man Level 2, which codified their function and several of their features, such as the skip room being a loose single-screen encapsulation of the level in question. For levels with multiple Energy Elements, Mega Man will teleport out as soon as he collects one, forcing him to use the Skip Teleporter multiple times to obtain all of them.
Using a Skip Teleporter to clear a level will not award any of the "Tier Mastery" achievements, even if Mega Man has taken no damage.
The following stages are skippable:
Make a Good 48 Hour Mega Man Level
The following stages are skippable:
Make a Good Mega Man Level 3
In Make a Good Mega Man Level 3, the Skip Teleporter concept is greatly expanded. Levels with Skip Teleporters now lead to a room with one or more NPCs, each of which will explain why the level received a skip. Each NPC is a Robot Master hailing from a comic adaptation, often gag-oriented ones. Depending on the current option settings, the level may start directly inside the skip room.
Levels with motion sickness warnings will always start in the skip room regardless of the current settings, and the level is inaccessible without first reading Motion Sickness Man's warning. These rooms typically also contain a demonstration of the effect in question, allowing players to judge their susceptibility to it.
Each of the Skip NPCs represent the following reasons:
- Motion Sickness Man – Levels with a visual effect that could induce motion sickness, epilepsy, or otherwise risk the player's health.
- Fragile Man – Levels that are unreasonably difficult for the average player.
- Itch Man – Levels that have Trickster Tokens that are unusually difficult and/or annoying to obtain.
- I Can't Find My Keys, Man – Levels that are long and require a significant time investment to complete.
- Multi Man – Levels that contain notable glitches. Multi Man himself represents multiple glitches, while a Multi Mini represents one particular glitch.
- Bukinashi Man – Levels that promise unlocks that are not actually present.
Unlike in MaGMML2, skippable levels with multiple Energy Elements will only teleport Mega Man out after collecting every Element in the room. In a minor aesthetic update, the "Skip" prompt is now integrated into the teleporter's graphics, as opposed to being a floating piece of text.
The following stages are skippable:
Token Skips
Introduced in MaGMML3 is a type of Skip Teleporter known as Token Skips. Unlike typical Skip Teleporters, these are purple and bear the image of a Trickster Token, and contain every Token in the level, but no Energy Elements. Levels featuring them were deemed to have had Tokens that were exceptionally difficult to obtain, but otherwise weren't problematic enough to warrant a Skip Teleporter. As such, they can only be used to avoid hunting down the level's collectables, while the level itself must be beaten as normal.
Because of their collectable-oriented function, Itch Man is the only Skip NPC that appears in Token Skip rooms.
The following stages were given Token Skips:
Notes
- The skip rooms of Snow Man and Ordinance With Lyrics are the only skip rooms to contain enemies (one Mag Fly and two Dadas, respectively).
- Neon Man and Sector Upsilon 6 were originally not skippable during MaGMML2's initial results streams by Flashman85; they were made skippable later on in development due to the former's potential for health issues and the latter's extreme length.
- A Skip Teleporter also appears near the beginning of the Tier X level Swiss Hotel; however, the design of the level makes it impossible to reach. This is a reference to the original Swiss Hotel from VLDC9, which featured a skip door which, while accessible, was very easily missed. Using Super Mode to clip through the platforms at the beginning of the section reveals that the Skip Teleporter is non-functional and lacks collision.
- If the Inner Apocalypse cheat is enabled, a Skip Teleporter appears at the beginning of the modified Inner Sanctum stage. However, it is fake; instead of taking Mega Man to the level's Energy Element and Noble Nickels, it simply takes them to an inescapable room full of spikes.
- A pseudo-Skip Teleporter is present in the Make a Good Mega Man Level: Episode Zero level Stormy Spire, as a homage to Airflow Hubble (which it is loosely based on). It merely skips to the level's central hub rather than a skip room, and is only usable after clearing the level once before.
- Prior to v1.1 of MaG48HMML, Skip Teleporters in that game reused their graphics from MaGMML2.
- Maze of Death and Wily Rooms of Weapons are the only levels with Skip Teleporters that are also judge favorites.
