Meet the Judges
Each level is judged by five judges based on a score rubric, out of 100 points, and is ranked based on the average of each judge's total score. Each level is also given a comment by each judge that conveys their thoughts about it. Below are messages from the five judges introducing and talking about themselves.

Mick Galbani
Mick Galbani Greetings Mega Man fans! The name's Mick Galbani, although it's not the only name I've used 'round these parts. If you've poked your nose around this fanbase's creations, you've likely seen a name of mine in the credits of a fangame or two. Aas far as MaGMML is concerned, I was a judge in the first contest, an entrant in the second, and together with a very good friend of mine, I'll be co-hosting MaGMML3. I'm also a Let's Player on hiatus, and a third year student in an Honors Bachelor of Game Design, so I'm a very involved pineapple.

But what's my judging gonna be like? Well, I've seen a lot of Mega Man levels, which means I've seen a lot of concepts. If you want to stick out to me, you'll have to make something that feels unique, like it's more than just a good level. However, new experiences mean nothing without the basic building blocks: Maintain a reasonable pace and length, don't cheap out your player, a well-rounded difficulty curve, easily understood elements, and an engaging climax. If you can do all that? You'll be alright by me.

ACESpark ACESpark ACESpark
ACESpark Wotcha folks. ACESpark/Davwin here. You probably know me as that flamboyant furry who keeps being thrown into these weird Mega Man things for some reason.

I’m co-host this time, in no small thanks to the outpouring of support I received from the last contest. You guys convinced me to come back! In MaGMML terms I’m responsible for a lot of the boss fights in the series, the well-received Seven Force from the Wily stages of MaGMML2, several tier bosses and even a fair chunk of the dev-kit bosses. I also did stages such as Goblins n’ Ghasts and Twilight Lodge. I built the fangames Quint’s Revenge and the Mega Man Christmas Carol series, under some incredibly strict time limits, and am putting my all into two other projects: The fangame sequel Quint’s Revenge 2 and original (and very furry) IP, Time Fox.

This is of course, not counting the effort I’ve put forth into MaGMML3 already!

While I love good boss fights, the stages themselves need to be up to snuff too, give me something solid, and well thought out. A wow factor won’t hurt, and I always appreciate something creative, but solid stage design trumps that every time.

Flashman85 Flashman85 Flashman85
Flashman85 Hello! I'm Flashman85, AKA GeminiLaser. You may know me as that guy who livestreams Mega Man fangames and records video reviews/walkthroughs/showoff videos of the official Mega Man games for YouTube. You may also recognize me as the guy you can blame for the divisive "Maze of Death" in MaGMML1, the designer of the fan favorite "Guts Man's Asteroid" and several levels for the Pit of Pits in MaGMML2, the contributor of two levels for Mega Man Endless and one level for MaG48HMML, and the creator of OH JOES! (A Proto Man Adventure). You may even have read some of the hundreds of reviews and critical analyses I've written for GameFAQs as well as for GameCola, Exfanding Your Horizons, and my own personal website (attributed to some dude named "Nathaniel").

I've played a lot of Mega Man. I'm the curator of what might be the most comprehensive list of Mega Man fangames on the Internet, and I've beaten more Mega Man games than most people have heard of. At this point, there are hundreds of good levels I can play—so I'd rather see clever and creative levels that are rough around the edges than perfectly polished levels that don't try anything new. Any difficulty is fine with me, as long as the challenges are thoughtful and fair. Perfection is nice, but not required; just give me something I can say was worth the time and effort to play.

Hello there. I'm Shinryu, otherwise known as Neo-Shinryu in some circles. I'm mainly known for my YouTube channel centered around playthroughs and critiques of Mega Man related games. I've played and done reviews of nearly every major Mega Man fan-game release since 2013, with a couple of ROM hacks here and there as well. You may or may not recognize me as actually being a beta tester for a few fan-games as well, such as "Super Fighting Robot" and "OH JOES!" Most likely however, you might know me for one of two things in particular: Being the guy who made (most) of the Shinryu Mega Man Maker trailers, and the one behind the design of MaGMML2's 1st place entry, "Identity Crisis."

In regards to my judging process, I mainly value well crafted and thoughtful level design above all else. Custom and unique content is always nice to see, but I don't consider it necessary to do well in these types of contests. There are plenty of stages in MaGMML2 and the 48H contest that prove you can make something good with default assets if they're used well. Good stage design is just one part of the whole picture, though. Consistent and/or appropriate aesthetics are important, as is being creative with your stage assets. Any level of challenge is fine by me, so long as your stage isn't easy to the point of being boring, or frustrating to the point of being annoying. By my own admission, I tend to be a bit of a nitpick when it comes to analyzing and reviewing levels. With that being said, I'm not the type who will dock points off your level for one or two minor things.

Pachy Pachy Pachy
Pachy Hiya, internet peeps. It is I, Pachy, one of the judges of this level design contest thingy about this silly blue shooty robot man. I have been mostly a lurker of the Mega Man community until MaGMML2 came along, where I broke out of my little social anxiety shell, submitting the entry being "Just an Ice Level". The level was bad, but a lot of insights about level design was gained from that experience alone. As I've been selected to become a judge by the fine MaGMML3 folks, me thinks that I is equipped for this task, probably.

All the chit-chatty aside, how I like to base my judging on is regarding to the level's accessibility. I enjoy stages that are built to be playable for both newcomers and veteran players. To make challenges fun and fair, the level should properly introduce its gimmicks in safe and basic manners, before gradually putting the players into trickier setups. Of course, it doesn't necessary mean the whole level has to be a walk in the park, but a good difficulty curve can go a long way for the level's overall enjoyability.