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		<title>Make a Good Mega Man Level Contest - User contributions [en]</title>
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		<updated>2026-05-21T22:54:29Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Excalibur_Man&amp;diff=27552</id>
		<title>Excalibur Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Excalibur_Man&amp;diff=27552"/>
				<updated>2025-03-07T00:00:17Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#7D7F85&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name=[[File:ExcaliburManMugshot.png|left]][[File:ExcaliburManMugshot.png|right]] Excalibur Man&lt;br /&gt;
|image= [[File:Excaliburman1.png|270px]]&lt;br /&gt;
|caption=Artwork by '''[[ACESpark]]'''&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number= &lt;br /&gt;
|designer= &lt;br /&gt;
|programmer= ACESpark&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor =&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Cutter&lt;br /&gt;
|weak=[[Wire Adaptor]], [[Wheel Cutter]], [[Sakugarne]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Goblins n' Ghasts]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|MaGMML3]] (NPC)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite= [[File:ExcaliburMan.png]]&lt;br /&gt;
}}&lt;br /&gt;
'''Excalibur Man''' is a boss from ''[[Make a Good Mega Man Level 2]]'', fought at the end of the [[Tier X (MaGMML2)|Tier X]] level [[Goblins n' Ghasts]]. He is a robot modeled after Arthur, the main character of the ''Ghosts n' Goblins'' series, and manages the horror-themed Ghastly Heights theme park.&lt;br /&gt;
&lt;br /&gt;
Excalibur Man returns in ''[[Make a Good Mega Man Level 3]]'' as a minor NPC in the Boss Gallery portion of the [[Limestone Pagoda]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Excalibur Man randomly chooses between the following attacks, each telegraphed by an icon at the top of the screen:&lt;br /&gt;
*Yellow sword: Run forward, then summon four lightning bolts above [[Mega Man]].&lt;br /&gt;
*Blue torch: Jump three times while throwing torches that create waves of fire.&lt;br /&gt;
*Green dagger: Jump twice, throwing three daggers with each jump.&lt;br /&gt;
*Red javelin: Run forward, then throw a javelin. Repeat three times.&lt;br /&gt;
*Pink bow and arrow: Run to the left side of the room, shoot a spread of three arrows, then shoot another spread of three arrows while jumping straight forward before running to whatever side of the room Mega Man is facing and shooting a final spread of three arrows.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/2&lt;br /&gt;
| hornet = 1&lt;br /&gt;
| jewel = 2&lt;br /&gt;
| grab = 0&lt;br /&gt;
| triple = 1&lt;br /&gt;
| slash = 0&lt;br /&gt;
| wheel = 3&lt;br /&gt;
| sakugarne = 3&lt;br /&gt;
| wire = 5&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Excalibur Man's [[CD]] entry in ''[[Make a Good Mega Man Level: Episode Zero]]'' mistakenly refers to the ''Ghosts 'n Goblins'' series as the &amp;quot;''Ghouls 'n Ghosts'' series&amp;quot;, ''Ghouls 'n Ghosts'' being the name of the series' second entry. This mistake is also present in [[Red Arremer Man]]'s CD entry.&lt;br /&gt;
** In addition, it refers to ''Ghouls 'n Ghosts'' as &amp;quot;the Mega Drive game&amp;quot;, despite it originally being an arcade game. Even if it did originate on said console, the ''MaGMML'' games are written in American English, meaning it would've been more correct to refer to it as the Genesis instead.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier X}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Robot Masters]][[Category:Make a Good Mega Man Level 2 Bosses]][[Category:Tier X (MaGMML2)]][[Category:MaGMML Original Characters]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Mount_Sabre&amp;diff=27390</id>
		<title>Mount Sabre</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Mount_Sabre&amp;diff=27390"/>
				<updated>2025-02-24T09:32:42Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: /* Trivia */&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=Mount Sabre&lt;br /&gt;
|rank=13th&lt;br /&gt;
|image=[[File:MAGMML2-13-Mount-Sabre.png|256px]]&lt;br /&gt;
|caption=From a top-down perspective, Mega Man would run on walls while falling sideways.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[Kunosachiaka]]&lt;br /&gt;
|composer=Yoko Osaka&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=41&lt;br /&gt;
|judge3=46&lt;br /&gt;
|judge4=37&lt;br /&gt;
|judge5=33&lt;br /&gt;
|totalscore=39.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:Nickel.png|On a melting ice block, near the start; use Rush jet to help you.]][[File:Nickel.png|On the other side of the aperture to the very large drop... use Rush jet to help you.]][[File:Nickel.png|After rising to the very top, look to the left.]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Anemone]]&lt;br /&gt;
*[[Bat]]&lt;br /&gt;
*[[Draygonian Archer]]&lt;br /&gt;
*[[Draygonian Rusher]]&lt;br /&gt;
*[[Draygonian Soldier]]&lt;br /&gt;
*[[Gohma]]&lt;br /&gt;
*[[Polyp]]&lt;br /&gt;
*[[Serpent]]&lt;br /&gt;
*[[Slime]]&lt;br /&gt;
*[[Zombie]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Golem (Mount Sabre)|Golem]]&lt;br /&gt;
*[[Ice Platform]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Kelbesque|General Kelbesque]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Crystalis - On the Mountain&amp;lt;br&amp;gt;'''Cave:''' Crystalis - Inside the Mountain Caves&amp;lt;br&amp;gt;'''Boss:''' Crystalis - Boss Battle&amp;lt;br&amp;gt;'''Ending:''' Crystalis - Wild Fields&lt;br /&gt;
|location=[[Tier 9 (MaGMML2)|Tier 9]]&lt;br /&gt;
|previous=[[Truffle Man (stage)|Truffle Man]]&lt;br /&gt;
|next=[[Guts Man's Asteroid]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|&amp;quot;I am the great General Kelbesque. I am one of Draygonia's finest four. You better hope you're a high enough level to damage me. They don't tell you these things in the instruction manual. Bwahahahahaha!&amp;quot;|[[Kelbesque|General Kelbesque]]|In-level comment box.}}&lt;br /&gt;
'''Mount Sabre''' is the 13th place entry in ''[[Make a Good Mega Man Level 2]]''. It very heavily based on ''Crystalis'', a top-down NES action RPG by SNK, but none of the judges knew what it was referencing.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{NeedsStrategy}}&lt;br /&gt;
&lt;br /&gt;
==Developer Commentary==&lt;br /&gt;
[https://www.youtube.com/embed/m7CNJSViL2U Developer Commentary Video]&lt;br /&gt;
&lt;br /&gt;
[[File:MountSabreThumbnail.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Oh hey more references I don't get. Very interesting level, though I'm not sure if I like the first half all that much? I don't really think it introduces the new enemies and its concepts very well and the usage of the melting ice blocks is okay at best, and there's a couple awkward jumps that annoy me. Also, the zombies don't actually run into you, they stop right in front of you. Once the level gets to the second half, though, it gets a lot more interesting, with some actually pretty difficult setups involving those sound wave enemies. It actually plays really well and I like it a lot. The level also has a lot of charm going for it too, with funny dialogue through it and it just seeming really clashy in an adorable way seeing Mega Man just running around in what seems to just be your typical NES RPG that didn't actually leave Japan. So while the first half is pretty weak, the rest of the level is strong enough that I can still call it a pretty great level.&lt;br /&gt;
|pyroscore = 40&lt;br /&gt;
|spdesign = 10&lt;br /&gt;
|spfun = 8&lt;br /&gt;
|spcreativity = 12&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This is so cool! I have no idea what game this level is based off of, but I really liked it nonetheless. My main issue was with the cave section. The green Dratini-looking things and the spiders were spammed WAAAY too much. The bats were annoying and it seemed like my shots went through them. Also, the boss was pretty boring and it felt like more could have been done with it. Still, the level is pretty fun overall and has a nice aesthetic, making it an enjoyable experience.&lt;br /&gt;
|jupiscore = 41&lt;br /&gt;
|jhdesign = 9&lt;br /&gt;
|jhfun = 8&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = What a charming stage!!! It feels like an adventure and somehow the top down + sidescroller mix works beautifully. It's a bit long, but really well designed and doesn't suffer from its aesthetic either. I think if it was stripped from all its custom graphics it'd still hold up as a fun and interesting stage. I think the enemies here have a bit too much HP and some jumps and sections can be rather tricky to overcome, especially when relying on the buster, but this stage is great regardless!&lt;br /&gt;
|enjlscore = 46&lt;br /&gt;
|endesign = 12&lt;br /&gt;
|enfun = 9&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 kinda feel bad not knowing what franchise this level makes reference to. Even that aside, I really liked the ideas used and how they were used. The only exception to this is that one section which you can climb like any ladder, since it is very hard to guess that you can, in fact, climb it. Other than that, the level design is fairly solid, although I didn't like the very precise ice blocks section, and a few other places with enemies requiring precision or timing to avoid. Other than that, there's not much else I can say about this one, except that I really liked it.&lt;br /&gt;
|garirryscore = 37&lt;br /&gt;
|gadesign = 9&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 12&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|ace = I have no idea what this stage is a reference to, admittedly. But it is a neat idea for a level! And that is really all this is - a clever idea that is not expanded upon to any great depths.&lt;br /&gt;
You nail the look of the stage though - it's seriously unique. Mega Man traversing an overhead landscape? Cool! Nothing in the level actually taking advantage of this unique opportunity? That's a shame. At the very least nothing feels like it's pointless or added for no reason, so the level is at least coherent.&lt;br /&gt;
&lt;br /&gt;
Still, by purely platforming standards, it's fun enough. Your new enemy assets are solid, even if a few of them had perhaps a little too much health. (The zombie comes to mind.) I wish I had seen more platforming gimmicks of some description, especially if you weren't going to take advantage of the level's situation with the enemies. There is only one unique &amp;quot;&amp;quot;non-enemy&amp;quot;&amp;quot; gimmick in the stage - towards the end of the level. I really wish it was more than a mere cutscene in practice though.&lt;br /&gt;
&lt;br /&gt;
Other neat features were the opportunities to talk to the NPC's. I kind of wish there were more of them honestly, as the writing isn't half bad. The names are a little nonsensical mind. :V&lt;br /&gt;
&lt;br /&gt;
The boss was... ok. I am rather surprised I never saw him use that sword of his, which he showed off in the intro. Maybe just another attack would've benefited him from being ultimately really forgettable. I'm glad he showed up all the same!&lt;br /&gt;
&lt;br /&gt;
So yeah, great idea. Wonderful attention to detail too. Execution is really average though. Could've done with a bit more of a push to utilize the advantage the concept had.&lt;br /&gt;
|acescore = 33&lt;br /&gt;
|asdesign = 9&lt;br /&gt;
|asfun = 8&lt;br /&gt;
|ascreativity = 6&lt;br /&gt;
|asaesthetics = 5&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The music for the level's final area after defeating Kelbesque was present in the original submission, but accidentally omitted in the level's initial ''MaGMML2'' appearance, only being added back in in a much later patch. As such, it isn't grouped with the rest of Mount Sabre's music in the [[Challenge Tent]]'s sound test, instead appearing as the very last track at the end!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 9}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 9 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=City_War&amp;diff=27363</id>
		<title>City War</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=City_War&amp;diff=27363"/>
				<updated>2025-02-21T17:59:34Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: /* Trivia */&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 War&lt;br /&gt;
|rank=19th&lt;br /&gt;
|image=[[File:MaGMML1-19-CityWar1.png]]&lt;br /&gt;
|caption=Collision problems plague this stage.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level]]'' ''([[Make a Good Mega Man Level Remastered|Remastered]])''&lt;br /&gt;
|creator=[[qazcake]]&lt;br /&gt;
|composer=Randall Crissman (original)&amp;lt;br&amp;gt;Adam Remy (remix)&lt;br /&gt;
|artist=Unknown&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=1&lt;br /&gt;
|judge1=22&lt;br /&gt;
|judge2=21&lt;br /&gt;
|judge3=8&lt;br /&gt;
|judge4=12&lt;br /&gt;
|judge5=9&lt;br /&gt;
|totalscore=14.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Batton]]&lt;br /&gt;
*[[Bomb Thrown]]&lt;br /&gt;
*[[Crazy Cannon]]&lt;br /&gt;
*[[Croaker]]&lt;br /&gt;
*[[Dada]]&lt;br /&gt;
*[[Hammer Joe]]&lt;br /&gt;
*[[Hothead]]&lt;br /&gt;
*[[Metall]]&lt;br /&gt;
*[[Returning Sniper Joe]]&lt;br /&gt;
*[[Sniper Armor]]&lt;br /&gt;
|subbosses= &lt;br /&gt;
|bosses=&lt;br /&gt;
|other= &lt;br /&gt;
*[[File:Skip.png]] [[Skip Teleporter|Skippable]] (teleporter {{1R}})&lt;br /&gt;
*[[File:Magmml1rsnoruntpyroleastfav.png]] [[snoruntpyro]]'s Least Favorite&lt;br /&gt;
*[[File:Cheez8leastfav.png]] [[Cheez8]]'s Least Favorite&lt;br /&gt;
*[[File:Blackmoredarkwingleastfav.png]] [[Mick Galbani]]'s Least Favorite&lt;br /&gt;
*[[File:Mrkyuremleastfav.png]] [[MrKyurem]]'s Least Favorite&lt;br /&gt;
* Judge Comment Comic (snoruntpyro)&lt;br /&gt;
|music=SWAT Cats - Season 1 &amp;amp; 2 Theme (remix)&lt;br /&gt;
|location=[[Tier 1 (MaGMML)|Tier 1]]&lt;br /&gt;
|previous=[[Objective: Vain Space]] &lt;br /&gt;
|next=[[Level]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|There are some... issues with the level to the right of me.|[[Haehaey]]|NPC near City War, understatement of the year.}}&lt;br /&gt;
'''City War''' is the 19th place entry in ''[[Make a Good Mega Man Level]]''. It is an entirely horizontal level set in an apocalyptic city. It was one of the last entries submitted to the contest, and its heavily rushed nature makes it a prime example of why playtesting levels before submitting them is important. Due to [[qazcake]]'s Game Maker settings deleting certain blocks, the level has a myriad of collision issues and missing blocks, rendering the level almost unplayable. It also has the infamous distinction of being the least favourite stage of four of the five judges, a record that is not likely to be broken anytime soon.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This level requires Special Weapons in order to bypass a lot of the challenges. There are also no checkpoints in this stage, and the only way to progress is to understand the rules of the level.&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| [[File:MaGMML1-19-CityWar2.png|frame|none|alt=City War Screenshot A|'''A''': One of the primary rules of this stage is: If an enemy used to be standing there, it's most likely a hole.]]&lt;br /&gt;
| [[File:MaGMML1-19-CityWar3.png|frame|none|alt=City War Screenshot B|'''B''': There are also several areas with solid collision which look like they're part of the background rather than foreground.]]&lt;br /&gt;
| [[File:MaGMML1-19-CityWar4.png|frame|none|alt=City War Screenshot C|'''C''': Sometimes the strange collision choices can be used to your advantage, and allow you to summon Rush Jet at greater heights.]]&lt;br /&gt;
|}&lt;br /&gt;
The enemy challenges in this level, outside of the [[Sniper Armor]], are the least of [[Mega Man]]'s worries in this stage. Paying careful attention to where an enemy is standing should allow him to bypass most of the holes. The [[Rush Jet]] is also a constant necessity throughout the level, which is the other major worry in this level. Memorising what is and isn't solid elsewhere is also a must.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:MaGMML1-19-CityWar5.png|frame|none|alt=City War Screenshot D|'''D''': You can bypass the corridor segment of the level, (since it is harder to track holes here) by going above the wall.]]&lt;br /&gt;
| [[File:MaGMML1-19-CityWar6.png|frame|none|alt=City War Screenshot E|'''E''': Fortunately, this is a floor, and you can safely land on it.]]&lt;br /&gt;
| [[File:MaGMML1-19-CityWar7.png|frame|none|alt=City War Screenshot F|'''F''': Windows are also solid. This is the other showstopper, as getting the glitchy Rush Jet through this segment is an exercise in patience.]]&lt;br /&gt;
|}&lt;br /&gt;
The final segment of the level requires the Rush Jet to clear, as there are several gaps too wide for Mega Man to cross.&lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
Originally, City War had to be beaten legitimately, as with every other level in the original game. However, due to several players complaining about the level being virtually unplayable thanks to the missing collision areas, the judges decided to retroactively make it skippable by placing a copy of the level's [[Energy Element]] at the start in a future patch. In ''[[Make a Good Mega Man Level Remastered]]'', a [[Skip Teleporter]] takes the extra Energy Element's place.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment1&lt;br /&gt;
|pyro = [[File:MaGMML1-CityWarComic.png|500px]]&lt;br /&gt;
|pyroscore = 22&lt;br /&gt;
|sppersonal = 4&lt;br /&gt;
|spother = 2&lt;br /&gt;
|spunique = 6&lt;br /&gt;
|spcreativity = 2&lt;br /&gt;
|spgraphics = 3&lt;br /&gt;
|spmusic = 5&lt;br /&gt;
|cheez = I don't know whether all the invisible holes were on accident or on purpose, and honestly, I'm not sure which would be worse. They really ruined the level.&lt;br /&gt;
|cheezscore = 21&lt;br /&gt;
|c8personal = 1&lt;br /&gt;
|c8other = 1&lt;br /&gt;
|c8unique = 1&lt;br /&gt;
|c8creativity = 1&lt;br /&gt;
|c8graphics = 1&lt;br /&gt;
|c8music = 3&lt;br /&gt;
|duvi = I refuse.&lt;br /&gt;
|duviscore = 8&lt;br /&gt;
|d0personal = 1&lt;br /&gt;
|d0other = 2&lt;br /&gt;
|d0unique = 6&lt;br /&gt;
|d0creativity = 0&lt;br /&gt;
|d0graphics = 0&lt;br /&gt;
|d0music = 0&lt;br /&gt;
|mick = No checkpoints at all, invisible ladders, a number of random invisible holes, very little in the way of actual platforming, a background that really should've been paralaxed, a copious amount of spots where I just used Rush, etc. This level is... not a good one, at all, I definitely did not enjoy this one, it really feels like more of a rush job than anything.&lt;br /&gt;
|mickscore = 12&lt;br /&gt;
|mgpersonal = 0&lt;br /&gt;
|mgother = 0&lt;br /&gt;
|mgunique = 3&lt;br /&gt;
|mgcreativity = 0&lt;br /&gt;
|mggraphics = 3&lt;br /&gt;
|mgmusic = 6&lt;br /&gt;
|kyurem = I’m not quite sure how to describe this, but it works kinda like a therapy for me. Occasionally, I look at some old Mario Maker levels, and get sad, because Nintendo patched out the glitch that allows you to have invisible blocks, and blocks that behave like other blocks. When that happens, I load up this level, spend a few minutes on it, and suddenly, I respect their decision.&lt;br /&gt;
|kyuremscore = 9&lt;br /&gt;
|mkpersonal = 0&lt;br /&gt;
|mkother = 0&lt;br /&gt;
|mkunique = 4&lt;br /&gt;
|mkcreativity = 3&lt;br /&gt;
|mkgraphics = 1&lt;br /&gt;
|mkmusic = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==''Make a Good Mega Man Level 2''==&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=City War Arcade Machine&lt;br /&gt;
|rank = [[Tier 5 (MaGMML2)|Tier 5]] Hidden Stage&lt;br /&gt;
|image= [[File:MaGMML2-5Secret-CityWar1.png|274px]]&lt;br /&gt;
|caption= Remember this bad boy?''&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[qazcake]] (original) [[Smedis]] (port)&lt;br /&gt;
|composer= Randall Crissman (original)&amp;lt;br&amp;gt;Adam Remy (remix)&lt;br /&gt;
|artist= Unknown&lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* [[Batton]]&lt;br /&gt;
* [[Bomb Thrown]]&lt;br /&gt;
* [[Crazy Cannon]]&lt;br /&gt;
* [[Croaker]]&lt;br /&gt;
* [[Dada]]&lt;br /&gt;
* [[Hammer Joe]]&lt;br /&gt;
* [[Hothead]]&lt;br /&gt;
* [[Metall]]&lt;br /&gt;
* [[Returning Sniper Joe]]&lt;br /&gt;
* [[Sniper Armor]]&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
* Hidden stage&lt;br /&gt;
|music = SWAT Cats - Season 1 &amp;amp; 2 Theme (Remix)&lt;br /&gt;
|location = [[Tier 5 (MaGMML2)|Tier 5]]&lt;br /&gt;
|previous = [[Maze of Significantly Less Death]] (By order seen in the hub)&lt;br /&gt;
|next = [[Volcanic Furnace]] (By order seen in the hub)&lt;br /&gt;
}}&lt;br /&gt;
{{quote|'''Bah humbug!''' There goes the last of my change to that dratted City War machine! I say it's rigged.|Scrooge|NPC near City War, right you are.}}&lt;br /&gt;
The infamous level returns in ''[[Make a Good Mega Man Level 2]]'' as a hidden level; Mega Man can access it by pressing up at the City War arcade cabinet in the [[Tier 5 (MaGMML2)|Tier 5]] hub. Unlike the original level, the invisible ladders are visible this time, but the invisible holes remain. This version is significantly easier thanks to the presence of the [[Super Arrow]] and a less problematic [[Rush Jet]]. Also unlike the original, this version is '''not''' skippable.&lt;br /&gt;
&lt;br /&gt;
Additionally, the 56th-place level [[Neon Man (stage)|Neon Man]] has a secret room referencing City War, while the 21st-place level [[City Under Siege]] was envisioned as an improved version of the level.&lt;br /&gt;
{{-}}&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CityWarMap.png|Complete map of the main area, as it appears in ''Remastered''.&lt;br /&gt;
MaGMML1R-CityWarSkip.png|The ''Remastered''-exclusive skip room.&lt;br /&gt;
CityWarMoviePoster.png|City War poster sometimes seen in the ''MaGMML3'' Theater Tier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The image in [[snoruntpyro]]'s review for City War, an upscaled shot from the 1952 Goofy cartoon short ''Teachers Are People'', is represented by a (now dead) Imgur link in the original ''MaGMML'' as the engine used for judge comments didn't support images. ''Make a Good Mega Man Level Remastered'' displays the image in-game instead.&lt;br /&gt;
* According to [[Duvi0]]'s score breakdowns, this stage was originally supposed to be his least favorite stage as well, but it was changed to [[Chroma Key]] due to a conflict.&lt;br /&gt;
* According to snoruntpyro, the only reason City War was included in ''MaGMML2'' was because a recreation of it was made as a joke during the devkit's development, and she decided to include it in the final game because, &amp;quot;Why not?&amp;quot;&lt;br /&gt;
* In [[Tier 13 (MaGMML3)|Tier 13]] of ''[[Make a Good Mega Man Level 3]]'', a poster for a City War movie (with a rendition of the level's background) is one of several random posters that can appear in the background.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML Tier 1}}&lt;br /&gt;
{{MaGMML}}&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level Stages]][[Category:Tier 1 (MaGMML)]][[Category:Skippable Levels]][[Category:Least Favorites]][[Category:Tier 5 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Stages]][[Category: Tier 1 Stages]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=City_War&amp;diff=27362</id>
		<title>City War</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=City_War&amp;diff=27362"/>
				<updated>2025-02-21T17:55:49Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: /* Skip Status */&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 War&lt;br /&gt;
|rank=19th&lt;br /&gt;
|image=[[File:MaGMML1-19-CityWar1.png]]&lt;br /&gt;
|caption=Collision problems plague this stage.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level]]'' ''([[Make a Good Mega Man Level Remastered|Remastered]])''&lt;br /&gt;
|creator=[[qazcake]]&lt;br /&gt;
|composer=Randall Crissman (original)&amp;lt;br&amp;gt;Adam Remy (remix)&lt;br /&gt;
|artist=Unknown&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=1&lt;br /&gt;
|judge1=22&lt;br /&gt;
|judge2=21&lt;br /&gt;
|judge3=8&lt;br /&gt;
|judge4=12&lt;br /&gt;
|judge5=9&lt;br /&gt;
|totalscore=14.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Batton]]&lt;br /&gt;
*[[Bomb Thrown]]&lt;br /&gt;
*[[Crazy Cannon]]&lt;br /&gt;
*[[Croaker]]&lt;br /&gt;
*[[Dada]]&lt;br /&gt;
*[[Hammer Joe]]&lt;br /&gt;
*[[Hothead]]&lt;br /&gt;
*[[Metall]]&lt;br /&gt;
*[[Returning Sniper Joe]]&lt;br /&gt;
*[[Sniper Armor]]&lt;br /&gt;
|subbosses= &lt;br /&gt;
|bosses=&lt;br /&gt;
|other= &lt;br /&gt;
*[[File:Skip.png]] [[Skip Teleporter|Skippable]] (teleporter {{1R}})&lt;br /&gt;
*[[File:Magmml1rsnoruntpyroleastfav.png]] [[snoruntpyro]]'s Least Favorite&lt;br /&gt;
*[[File:Cheez8leastfav.png]] [[Cheez8]]'s Least Favorite&lt;br /&gt;
*[[File:Blackmoredarkwingleastfav.png]] [[Mick Galbani]]'s Least Favorite&lt;br /&gt;
*[[File:Mrkyuremleastfav.png]] [[MrKyurem]]'s Least Favorite&lt;br /&gt;
* Judge Comment Comic (snoruntpyro)&lt;br /&gt;
|music=SWAT Cats - Season 1 &amp;amp; 2 Theme (remix)&lt;br /&gt;
|location=[[Tier 1 (MaGMML)|Tier 1]]&lt;br /&gt;
|previous=[[Objective: Vain Space]] &lt;br /&gt;
|next=[[Level]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|There are some... issues with the level to the right of me.|[[Haehaey]]|NPC near City War, understatement of the year.}}&lt;br /&gt;
'''City War''' is the 19th place entry in ''[[Make a Good Mega Man Level]]''. It is an entirely horizontal level set in an apocalyptic city. It was one of the last entries submitted to the contest, and its heavily rushed nature makes it a prime example of why playtesting levels before submitting them is important. Due to [[qazcake]]'s Game Maker settings deleting certain blocks, the level has a myriad of collision issues and missing blocks, rendering the level almost unplayable. It also has the infamous distinction of being the least favourite stage of four of the five judges, a record that is not likely to be broken anytime soon.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This level requires Special Weapons in order to bypass a lot of the challenges. There are also no checkpoints in this stage, and the only way to progress is to understand the rules of the level.&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| [[File:MaGMML1-19-CityWar2.png|frame|none|alt=City War Screenshot A|'''A''': One of the primary rules of this stage is: If an enemy used to be standing there, it's most likely a hole.]]&lt;br /&gt;
| [[File:MaGMML1-19-CityWar3.png|frame|none|alt=City War Screenshot B|'''B''': There are also several areas with solid collision which look like they're part of the background rather than foreground.]]&lt;br /&gt;
| [[File:MaGMML1-19-CityWar4.png|frame|none|alt=City War Screenshot C|'''C''': Sometimes the strange collision choices can be used to your advantage, and allow you to summon Rush Jet at greater heights.]]&lt;br /&gt;
|}&lt;br /&gt;
The enemy challenges in this level, outside of the [[Sniper Armor]], are the least of [[Mega Man]]'s worries in this stage. Paying careful attention to where an enemy is standing should allow him to bypass most of the holes. The [[Rush Jet]] is also a constant necessity throughout the level, which is the other major worry in this level. Memorising what is and isn't solid elsewhere is also a must.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:MaGMML1-19-CityWar5.png|frame|none|alt=City War Screenshot D|'''D''': You can bypass the corridor segment of the level, (since it is harder to track holes here) by going above the wall.]]&lt;br /&gt;
| [[File:MaGMML1-19-CityWar6.png|frame|none|alt=City War Screenshot E|'''E''': Fortunately, this is a floor, and you can safely land on it.]]&lt;br /&gt;
| [[File:MaGMML1-19-CityWar7.png|frame|none|alt=City War Screenshot F|'''F''': Windows are also solid. This is the other showstopper, as getting the glitchy Rush Jet through this segment is an exercise in patience.]]&lt;br /&gt;
|}&lt;br /&gt;
The final segment of the level requires the Rush Jet to clear, as there are several gaps too wide for Mega Man to cross.&lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
Originally, City War had to be beaten legitimately, as with every other level in the original game. However, due to several players complaining about the level being virtually unplayable thanks to the missing collision areas, the judges decided to retroactively make it skippable by placing a copy of the level's [[Energy Element]] at the start in a future patch. In ''[[Make a Good Mega Man Level Remastered]]'', a [[Skip Teleporter]] takes the extra Energy Element's place.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment1&lt;br /&gt;
|pyro = [[File:MaGMML1-CityWarComic.png|500px]]&lt;br /&gt;
|pyroscore = 22&lt;br /&gt;
|sppersonal = 4&lt;br /&gt;
|spother = 2&lt;br /&gt;
|spunique = 6&lt;br /&gt;
|spcreativity = 2&lt;br /&gt;
|spgraphics = 3&lt;br /&gt;
|spmusic = 5&lt;br /&gt;
|cheez = I don't know whether all the invisible holes were on accident or on purpose, and honestly, I'm not sure which would be worse. They really ruined the level.&lt;br /&gt;
|cheezscore = 21&lt;br /&gt;
|c8personal = 1&lt;br /&gt;
|c8other = 1&lt;br /&gt;
|c8unique = 1&lt;br /&gt;
|c8creativity = 1&lt;br /&gt;
|c8graphics = 1&lt;br /&gt;
|c8music = 3&lt;br /&gt;
|duvi = I refuse.&lt;br /&gt;
|duviscore = 8&lt;br /&gt;
|d0personal = 1&lt;br /&gt;
|d0other = 2&lt;br /&gt;
|d0unique = 6&lt;br /&gt;
|d0creativity = 0&lt;br /&gt;
|d0graphics = 0&lt;br /&gt;
|d0music = 0&lt;br /&gt;
|mick = No checkpoints at all, invisible ladders, a number of random invisible holes, very little in the way of actual platforming, a background that really should've been paralaxed, a copious amount of spots where I just used Rush, etc. This level is... not a good one, at all, I definitely did not enjoy this one, it really feels like more of a rush job than anything.&lt;br /&gt;
|mickscore = 12&lt;br /&gt;
|mgpersonal = 0&lt;br /&gt;
|mgother = 0&lt;br /&gt;
|mgunique = 3&lt;br /&gt;
|mgcreativity = 0&lt;br /&gt;
|mggraphics = 3&lt;br /&gt;
|mgmusic = 6&lt;br /&gt;
|kyurem = I’m not quite sure how to describe this, but it works kinda like a therapy for me. Occasionally, I look at some old Mario Maker levels, and get sad, because Nintendo patched out the glitch that allows you to have invisible blocks, and blocks that behave like other blocks. When that happens, I load up this level, spend a few minutes on it, and suddenly, I respect their decision.&lt;br /&gt;
|kyuremscore = 9&lt;br /&gt;
|mkpersonal = 0&lt;br /&gt;
|mkother = 0&lt;br /&gt;
|mkunique = 4&lt;br /&gt;
|mkcreativity = 3&lt;br /&gt;
|mkgraphics = 1&lt;br /&gt;
|mkmusic = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==''Make a Good Mega Man Level 2''==&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=City War Arcade Machine&lt;br /&gt;
|rank = [[Tier 5 (MaGMML2)|Tier 5]] Hidden Stage&lt;br /&gt;
|image= [[File:MaGMML2-5Secret-CityWar1.png|274px]]&lt;br /&gt;
|caption= Remember this bad boy?''&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[qazcake]] (original) [[Smedis]] (port)&lt;br /&gt;
|composer= Randall Crissman (original)&amp;lt;br&amp;gt;Adam Remy (remix)&lt;br /&gt;
|artist= Unknown&lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* [[Batton]]&lt;br /&gt;
* [[Bomb Thrown]]&lt;br /&gt;
* [[Crazy Cannon]]&lt;br /&gt;
* [[Croaker]]&lt;br /&gt;
* [[Dada]]&lt;br /&gt;
* [[Hammer Joe]]&lt;br /&gt;
* [[Hothead]]&lt;br /&gt;
* [[Metall]]&lt;br /&gt;
* [[Returning Sniper Joe]]&lt;br /&gt;
* [[Sniper Armor]]&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
* Hidden stage&lt;br /&gt;
|music = SWAT Cats - Season 1 &amp;amp; 2 Theme (Remix)&lt;br /&gt;
|location = [[Tier 5 (MaGMML2)|Tier 5]]&lt;br /&gt;
|previous = [[Maze of Significantly Less Death]] (By order seen in the hub)&lt;br /&gt;
|next = [[Volcanic Furnace]] (By order seen in the hub)&lt;br /&gt;
}}&lt;br /&gt;
{{quote|'''Bah humbug!''' There goes the last of my change to that dratted City War machine! I say it's rigged.|Scrooge|NPC near City War, right you are.}}&lt;br /&gt;
The infamous level returns in ''[[Make a Good Mega Man Level 2]]'' as a hidden level; Mega Man can access it by pressing up at the City War arcade cabinet in the [[Tier 5 (MaGMML2)|Tier 5]] hub. Unlike the original level, the invisible ladders are visible this time, but the invisible holes remain. This version is significantly easier thanks to the presence of the [[Super Arrow]] and a less problematic [[Rush Jet]]. Also unlike the original, this version is '''not''' skippable.&lt;br /&gt;
&lt;br /&gt;
Additionally, the 56th-place level [[Neon Man (stage)|Neon Man]] has a secret room referencing City War, while the 21st-place level [[City Under Siege]] was envisioned as an improved version of the level.&lt;br /&gt;
{{-}}&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CityWarMap.png|Complete map of the main area, as it appears in ''Remastered''.&lt;br /&gt;
MaGMML1R-CityWarSkip.png|The ''Remastered''-exclusive skip room.&lt;br /&gt;
CityWarMoviePoster.png|City War poster sometimes seen in the ''MaGMML3'' Theater Tier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The image in [[snoruntpyro]]'s review for City War is represented by a (now dead) Imgur link in the original ''MaGMML'' as the engine used for judge comments didn't support images. ''Make a Good Mega Man Level Remastered'' displays the image in-game instead.&lt;br /&gt;
* According to [[Duvi0]]'s score breakdowns, this stage was originally supposed to be his least favorite stage as well, but it was changed to [[Chroma Key]] due to a conflict.&lt;br /&gt;
* According to snoruntpyro, the only reason City War was included in ''MaGMML2'' was because a recreation of it was made as a joke during the devkit's development, and she decided to include it in the final game because, &amp;quot;Why not?&amp;quot;&lt;br /&gt;
* In [[Tier 13 (MaGMML3)|Tier 13]] of ''[[Make a Good Mega Man Level 3]]'', a poster for a City War movie (with a rendition of the level's background) is one of several random posters that can appear in the background.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML Tier 1}}&lt;br /&gt;
{{MaGMML}}&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level Stages]][[Category:Tier 1 (MaGMML)]][[Category:Skippable Levels]][[Category:Least Favorites]][[Category:Tier 5 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Stages]][[Category: Tier 1 Stages]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Red_Arremer_Man&amp;diff=26726</id>
		<title>Red Arremer Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Red_Arremer_Man&amp;diff=26726"/>
				<updated>2025-02-01T01:06:36Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#3E3949&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=Red Arremer Man&lt;br /&gt;
|altname=&lt;br /&gt;
|image=[[File:RM RedArremerMan.png|270px]]&lt;br /&gt;
|caption= Artwork by '''Karakato'''&lt;br /&gt;
|script=レッドアリーマーマン&lt;br /&gt;
|romaji=Reddoarīmāman&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[SVNrenga]]&lt;br /&gt;
|programmer=[[SVNrenga]]&lt;br /&gt;
|artist=[[SVNrenga]]&lt;br /&gt;
|gender=&lt;br /&gt;
|eyecolor=Black&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28&lt;br /&gt;
|at=6 (contact)&amp;lt;br&amp;gt;4 (aimed shot)&amp;lt;br&amp;gt;4 (swooping shot)&amp;lt;br&amp;gt;2 (sine wave)&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Shadow&lt;br /&gt;
|weak=[[Icicle Chip]] ([[Z-Saber]], [[Z-Burst]])&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Ghouls n' Ghasts]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=Amusement Park Attraction&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|MaGMML3]] (NPC)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:RedArremerMan.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
'''Red Arremer Man''' is a boss from ''[[Make a Good Mega Man Level: Episode Zero]]'', based on the Red Arremer enemy from the ''Ghosts 'n Goblins'' series. It was originally an attraction robot for [[Excalibur Man]]'s Ghastly Heights amusement park, but somehow disappeared into [[Tier X (MaGMML2)|Tier X]]. Appropriately, it is the boss of the level [[Ghouls n' Ghasts]].&lt;br /&gt;
&lt;br /&gt;
In ''[[Make a Good Mega Man Level 3]]'', Red Arremer Man appears as the host of the [[The Arena#Custom Arena|Custom Arena]] in the [[Limestone Pagoda]]. In said arena, he appears in the rest area between fights, explaining the effects of items when spoken to.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Red Arremer Man spends most of the fight in the air, flying back and forth while firing one of two projectiles; a purple one aimed straight at [[Zero]], or a green one that swoops down towards the ground and flies back up. After a random number of passes, it flies to the ground and shoots a pair of purple waves that travel in sine wave patterns, before flying back up again. At less than half its maximum HP, it shoots an additional pair of waves.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1.5&lt;br /&gt;
|saber=2.5&lt;br /&gt;
|burst=2&lt;br /&gt;
|drive=7.5&lt;br /&gt;
|cutbuster=1.5&lt;br /&gt;
|cutsaber=2.5&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=1.5&lt;br /&gt;
|flamebuster=0&lt;br /&gt;
|flamesaber=0&lt;br /&gt;
|flameburst=0&lt;br /&gt;
|flamedrive=0&lt;br /&gt;
|icebuster=2&lt;br /&gt;
|icesaber=3&lt;br /&gt;
|iceburst=3&lt;br /&gt;
|icedrive=2&lt;br /&gt;
|zapbuster=1.5&lt;br /&gt;
|zapsaber=2.5&lt;br /&gt;
|zapburst=2&lt;br /&gt;
|zapdrive=1&lt;br /&gt;
|psybuster=1.5&lt;br /&gt;
|psysaber=2.5&lt;br /&gt;
|psyburst=2&lt;br /&gt;
|psydrive=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Though named Red Arremer ''Man'', the boss's [[CD]] entry consistently uses genderless pronouns to refer to it. This, along with them being one of several Red Arremer robots according to said CD, suggests it may not even have a gender at all.&lt;br /&gt;
* Red Arremer Man CD entry mistakenly refers to the ''Ghosts 'n Goblins'' series as the &amp;quot;Ghouls 'n Ghosts series&amp;quot;, with Ghouls 'n Ghosts being the name of the series' second entry. This mistake is also present in Excalibur Man's CD entry. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 3}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]][[Category:MaGMML Original Characters]][[Category:Entry Characters (MaGMML:EZ)]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Excalibur_Man&amp;diff=26725</id>
		<title>Excalibur Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Excalibur_Man&amp;diff=26725"/>
				<updated>2025-02-01T01:05:46Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#7D7F85&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name=[[File:ExcaliburManMugshot.png|left]][[File:ExcaliburManMugshot.png|right]] Excalibur Man&lt;br /&gt;
|image= [[File:Excaliburman1.png|327px]]&lt;br /&gt;
|caption= Excalibur Man artwork by [[ACESpark]].&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number= &lt;br /&gt;
|designer= &lt;br /&gt;
|programmer= ACESpark&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor =&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Cutter&lt;br /&gt;
|weak=[[Wire Adaptor]], [[Wheel Cutter]], [[Sakugarne]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Goblins n' Ghasts]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite= [[File:ExcaliburMan.png]]&lt;br /&gt;
}}&lt;br /&gt;
'''Excalibur Man''' is a boss from ''[[Make a Good Mega Man Level 2]]''. He is a robot modeled after Arthur, the main character of the ''Ghosts n' Goblins'' series. He appears as the boss of [[Goblins n' Ghasts]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Excalibur Man randomly chooses between the following attacks, each telegraphed by an icon at the top of the screen:&lt;br /&gt;
*Yellow sword: Run forward, then summon four lightning bolts above [[Mega Man]].&lt;br /&gt;
*Blue torch: Jump three times while throwing torches that create waves of fire.&lt;br /&gt;
*Green dagger: Jump twice, throwing three daggers with each jump.&lt;br /&gt;
*Red javelin: Run forward, then throw a javelin. Repeat three times.&lt;br /&gt;
*Pink bow and arrow: Run to the left side of the room, shoot a spread of three arrows, then shoot another spread of three arrows while jumping straight forward before running to whatever side of the room Mega Man is facing and shooting a final spread of three arrows.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/2&lt;br /&gt;
| hornet = 1&lt;br /&gt;
| jewel = 2&lt;br /&gt;
| grab = 0&lt;br /&gt;
| triple = 1&lt;br /&gt;
| slash = 0&lt;br /&gt;
| wheel = 3&lt;br /&gt;
| sakugarne = 3&lt;br /&gt;
| wire = 5&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Excalibur Man's CD entry in ''[[Make a Good Mega Man Level: Episode Zero]]'' mistakenly refers to the Ghosts 'n Goblins series as the &amp;quot;Ghouls 'n Ghosts series&amp;quot;, Ghouls 'n Ghosts being the name of the series' second entry. This mistake is also present in [[Red Arremer Man]]'s CD entry.&lt;br /&gt;
** In addition, it refers to Ghouls 'n Ghosts as &amp;quot;the Mega Drive game&amp;quot;, despite it originally being an arcade game.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier X}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Robot Masters]][[Category:Make a Good Mega Man Level 2]][[Category:Tier X (MaGMML2)]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Spicy_Top_Action&amp;diff=23776</id>
		<title>Spicy Top Action</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Spicy_Top_Action&amp;diff=23776"/>
				<updated>2024-07-26T22:07:34Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: /* Trivia */&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;
|rank=9th&lt;br /&gt;
|image=[[File:MaG48HMML-9-SpicyTopAction.png|256px]]&lt;br /&gt;
|caption=Never before have tops spun with such fiery passion.&lt;br /&gt;
|game=''[[Make a Good 48 Hour Mega Man Level]]'' &lt;br /&gt;
|creator=[[ThatEntityGirl]]&lt;br /&gt;
|composer=Makoto Tomozawa, Yasuaki Fujita (originals)&amp;lt;br&amp;gt;RushJet1 (covers)&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=95&lt;br /&gt;
|judge2=77&lt;br /&gt;
|judge3=62.5&lt;br /&gt;
|judge4=79&lt;br /&gt;
|totalscore=78.375&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|box=&lt;br /&gt;
*[[Bomb Thrown]]&lt;br /&gt;
*[[Fire Totem]]&lt;br /&gt;
*[[Komasaburo]]&lt;br /&gt;
*[[Fire Spike]]&lt;br /&gt;
*[[Top Lift]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Bomb Thrown]]&lt;br /&gt;
*[[Fire Totem]]&lt;br /&gt;
*[[Komasaburo]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Fire Spike]]&lt;br /&gt;
*[[Top Lift]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Solar Man]] &amp;amp; [[Top Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man: Dr. Wily's Revenge - Wily Castle&amp;lt;br&amp;gt;'''Boss:''' Mega Man 3 Remade - Doc Robot Boss&lt;br /&gt;
|location=[[Tier 11 (MaG48HMML)|Tier 11]]&lt;br /&gt;
|previous=[[Flaming Fortress]]&lt;br /&gt;
|next=[[Braving New Depths]]&lt;br /&gt;
}}&lt;br /&gt;
'''Spicy Top Action''' is the 9th place entry in ''[[Make a Good 48 Hour Mega Man Level]]''. It is named after its two primary gimmicks: [[Fire Spike]]s and [[Top Lift]]s, which are used to create numerous platforming challenges. Per the name, [[Komasaburo]]s and [[Fire Totem]]s are also common enemies here, each acting as barricades to the path ahead in their own unique ways. Halfway through the level are two split pathways, each focusing on one of the two gimmicks, although the bottom path takes place underwater for extra variety. Spicy Top Action is also the ninth and penultimate level to be visited during the Goody Two Shoes [[Sidequests|sidequest]], although the [[Shadow Imposter]]'s message is relatively easy to find (especially compared to [[Spicy Banana Bread Storehouse|the level targeted previously]]).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Fire Spikes are recoloured blue to be more visible against the level's mostly red backgrounds, but are otherwise unchanged. Following some cursory introductions to them, Komasaburos, and Top Lifts, a set of Fire Totems cause trouble for [[Mega Man]], including a pair in a ceiling alcove that are out of most weapons' attack range. The best way of getting these enemies out of the way is the screen-wide [[Rain Flush]], which can also kill them in one hit as long as they aren't hiding. Alternatively, [[Beat]] can home in on them more accurately than the [[Homing Sniper]], and if the Drill Beak upgrade has been bought from [[Deleuze Pipi]], he can ignore their long shielded bodies entirely. Some platforming on Top Lifts while Fire Spikes traverse the ground follows the first checkpoint. No weapon in the ''MaG48HMML'' arsenal can freeze Fire Spikes solid, so aside from careful jumping, the best way past them is to use [[Rush Jet]] to fly over them. Two paths soon present themselves: one continuing right into a cave, and another accessed by a ladder in the ground.&lt;br /&gt;
&lt;br /&gt;
By taking the top path and continuing to the right, Mega Man enters a cavern with Damage Spikes (which here will deal 4 HP's worth of damage on contact), and [[Bomb Thrown]]s that attack from afar. The platforming here is simple, though it's easy to be knocked into spikes or a pit without proper caution. At the next checkpoint, the Bomb Throwns give way to rooms with Top Lifts that try to carry Mega Man into Damage Spikes, some of which rise upwards incredibly fast. The first of these also includes a descending Top Lift next to a tall wall, but Mega Man cannot jump onto it from the ground and then on top of the wall as the lift will be too low by the time he can reach it. Normally, getting on it requires getting on an upwards lift, then sliding onto the middle platform before the lift reaches the spikes above; however, either [[Rush]] or the [[Concrete Shot]] can be used to scale the wall without riding any lifts.&lt;br /&gt;
&lt;br /&gt;
The bottom path, on the other hand, leads to an underwater section with Fire Spikes crawling across the ground; some of these will move right and require slow but constant movement to get past, while others move left and need to be jumped over, sometimes while avoiding spikes in the ceiling. The [[Tengu Blade]] can be used to dash through the Fire Spikes without being damaged, but care must be taken so that Mega Man doesn't run into a Fire Spike right as the dash ends. If one has the Blast Wind upgrade from [[Joseph]] and doesn't mind taking damage, simply sliding through the flames also works as a quick (albeit harmful) way of getting past them. Both paths soon meet up at a checkpoint, in an outdoors area with geometric trees. Only a short enemy challenge stands between it and the bosses of the level: [[Solar Man]] and [[Top Man]]. The arena is partially submerged, making it easier to jump over their attacks, although Top Man's airborne tops and Solar Man's ground-covering Solar Blazes are a tricky combo to avoid. Because the arena has no walls, it's possible to get Solar Man to kill himself by hugging the right until he jumps offscreen, but Top Man will always stay away from the edges.&lt;br /&gt;
&lt;br /&gt;
==Shadow Imposter Graffiti==&lt;br /&gt;
The graffiti is found midway through the level, and is located on the top pathway. It is easily found near the top of the screen above a small block, but is difficult to get to; Bomb Throwns are positioned on a spiked staircase nearby, and the [[Rush Jet]] is needed to reach the block. Two [[Shadow Turret]]s, a Type A (chasing) and a Type B (orbiting), will harass Mega Man throughout the level while the message is present.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma=I love what you've done here. You show the conventional use of the gimmicks, then break expectations in the best way. To start out, the level is beautiful. I love the layers, I love the background, and I love the music. Anyway, I think doing split paths is risky in this contest, but this is great. By using split paths, you made two new gimmicks without making the level feel bloated and without underutilizing one gimmick or the other. At the start of both paths, you get a tight platforming section in which you made the great decision of using damage spikes. If you used normal spikes, this level would be terrible, but these sections are tough and engaging and let their gimmicks really shine. You made the fire very slow-moving, which was really awesome. It still goes with the theme of precise movement, but suddenly there's more pressure. Even in the last stretch with the line of moving fire, it just feels satisfying even if it isn't too hard. The top section likewise starts with precise sections with damage spikes, then the next section gets spicy. Using the super fast and super slow tops makes it almost not even feel like the same gimmick, but man it's fun. Every time I play this section I'm just having a blast. Good job. I guess I just wanted a better last segment, but I can't complain too much with this level other than wanting to see more.&lt;br /&gt;
|parmascore=95&lt;br /&gt;
|pjdesign=33&lt;br /&gt;
|pjcreativity=14&lt;br /&gt;
|pjfunction=10&lt;br /&gt;
|pjfun=23&lt;br /&gt;
|pjaesthetics=15&lt;br /&gt;
|pk=WHY ARE THE TOPS SO FAST? *ahem* Overall, this level has been crafted very well, utilizing the enemies in fun and creative ways. I'm not too keen on the splitting of the paths, but it is what it is. The upper one is made a bit weirdly with all the superfast tops, and some sections there felt...weird. The lower one, on the other hand, has a more slow and methodical nature to it, which I personally preferred. Not a big fan of double boss battles, though...&lt;br /&gt;
|pkscore=77&lt;br /&gt;
|pkdesign=23&lt;br /&gt;
|pkcreativity=12&lt;br /&gt;
|pkfunction=10&lt;br /&gt;
|pkfun=18&lt;br /&gt;
|pkaesthetics=14&lt;br /&gt;
|m-jacq=More like SPIKY Top Action, am I right? Because wow - even with the extremely neutered damage spikes in this level, I sure was getting impaled by a lot of pointy things in rapid succession in this level. Now, if my decimal score looks a little weird, there's a good reason for it: given the split paths in this level are so different, I thought it was only fair that I judge the two sections separately and then average my scores together. Given that this level's two paths were 23 points apart (!!), that only seemed fair. But before we get there, let me just state for the record that the first part of the level, before the paths diverge, is extremely fun. The enemies and gimmicks are introduced separately and in &amp;quot;low-stakes&amp;quot; situations (as they should be) without ever feeling like the level is slowing down to do introductions. And there's a great gag with the absurdly tall Fire Totem. (Is that its Alolan form?) Now, the lower path, the underwater one? That's legitimately fantastic. It feels like a continuation of the path above, it's very challenging but in a totally doable way, and the checkpointing's generous should you fail. I think the slow section where you're between some very tight fire spikes could be shortened or sped up a tad? But that's really my only complaint. But that upper path with the tops is a little weird. I did eventually figure out the timing on the super-fast tops, but it's extremely tricky, and it takes a lot of trial and error to figure out how to get past them as they whiz by. At first I thought it was effectively random, and I ate up a lot of deaths once they started tossing you into spiked ceilings. The Bomb Thrown sections also feel a little out-of-place, since they don't show up earlier and exist in weirdly rompy open spaces that don't jibe with the rest of the level. Finally, two slight demerits: this stage is extremely busy visually, and while I thought the sunset was pretty (albeit kind of familiar) the stage's visual aesthetic looked cobbled together from a bunch of MaGMML2 content in a way that was distracting. And golly gee, that dual boss is tricky (and not in the fun way this stage is tricky). Is the correct strategy &amp;quot;hug the edge of the screen so that Solar Man falls in a pit and kills himself&amp;quot; or &amp;quot;spam Rain Flush and then just fight Top Man like normal&amp;quot;? Neither is particularly fun. I did like this level, but it's definitely blisteringly hard in spots - which you're clearly aware of, what with all the checkpoints everywhere. I suspect this top action might be a little too spicy for some palates - but for me, I liked it just fine. Shame about that top path, though.&lt;br /&gt;
|m-jacqscore=62.5&lt;br /&gt;
|mjdesign=18&lt;br /&gt;
|mjcreativity=12&lt;br /&gt;
|mjfunction=8&lt;br /&gt;
|mjfun=17.5&lt;br /&gt;
|mjaesthetics=7&lt;br /&gt;
|freems=There were definitely a lot of creative uses out of the assets here. Both the Top Man platforms and Fire Spikes had a nice deal of diversity to them and they never really felt stale. Even the Fire Totem enemy got in on the fun and had some unique setups that you don't usually see. Overall, I would say the first half of the level was well made. Everything is introduced to you rather well and outside of a few jumps here and there that really feel too far away from their own good, it's well made. The separate paths begin to lead to a problem in the fact that each path only really focuses on one of the two gimmicks. You get to see some creative uses of both tops and fire spikes (with a lot of actual spikes thrown in. I'm grateful they weren't instadeath and even then it almost felt too excessive at points), but if you want to see the other half, you have to play the level twice. I wouldn't recommend forcing the player to play both, otherwise the level would go on for too long, but some in between where one of the gimmicks doesn't just vanish from the level entirely for the second half because the other is on a split path. It just makes the whole thing feel strangely segmented, especially at the end where the two come back together again, but it can't really use any of the more complicated forms of the gimmicks since well, there's a good chance the player hasn't seen one of them. This seems like a really strange thing to harp on about, because I guess in the end I'm just sad that we couldn't get both of the gimmicks working together in full tandem because of the level being split in two. And really, my biggest complaint is I wanted more of your fun ideas; so I guess that's still a win at the end of the day.&lt;br /&gt;
|freemsscore=79&lt;br /&gt;
|frdesign=25&lt;br /&gt;
|frcreativity=14&lt;br /&gt;
|frfunction=9&lt;br /&gt;
|frfun=19&lt;br /&gt;
|fraesthetics=12&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Spicy Top Action is one of only two levels in ''MaG48HMML'' to receive a decimal score from an individual judge, in this case [[M-Jacq]] (the other being [[Make a 48 Minute Mega Man Level]], where it got 4.8 from the same judge, albeit as a meme). This caused the level's score to break from the multiple of 25 sequence used for almost every other entry (aside from, again, Make a 48 Minute Mega Man Level), and for its score to have three digits after the decimal point instead of two, although in-game the score is rounded up to 78.38.&lt;br /&gt;
* The level's ocean sunset background (taken from the Sega 32X version of ''Brutal Unleashed'') is reused from ''[[Make a Good Mega Man Level 2]]'', where it was used in [[Hardcore Parkour]] as the background for [[Toad Man's Revenge]].&lt;br /&gt;
* M-Jacq's judge comment for Spicy Top Action is the longest judge comment in the game, at 2,645 characters (2,167 excluding spaces) and 475 words.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaG48HMML Tier 11}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good 48 Hour Mega Man Level Stages]][[Category:Tier 11 (MaG48HMML)]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Mole&amp;diff=23710</id>
		<title>Mole</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Mole&amp;diff=23710"/>
				<updated>2024-07-23T13:34:56Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{enemy&lt;br /&gt;
|name=Mole&lt;br /&gt;
|image=[[File:MoleArt.jpg|230px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|jname=&lt;br /&gt;
|script=モール&lt;br /&gt;
|romaji=Mōru&lt;br /&gt;
|altname=&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=[[The Stove Guy]]&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=3&lt;br /&gt;
|at=4 (contact)&lt;br /&gt;
|weak=[[Sakugarne]]{{2}}&amp;lt;br&amp;gt;[[Tornado Blow]], [[Thunder Beam]]{{3}}&amp;lt;br&amp;gt;[[Concrete Shot]]{{48H}}&amp;lt;br&amp;gt;[[Icicle Chip]] ([[Z-Saber]], [[Blank Drive]]){{EZ}}&amp;lt;br&amp;gt;[[Black Hole Bomb]], [[Jewel Satellite]], [[Plant Barrier]], [[Block Dropper]]{{Megamix}}&lt;br /&gt;
|category=Cluster&lt;br /&gt;
|location='''MaGMML2:'''&amp;lt;br&amp;gt;[[Something Original]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Construction of Constructions]]&lt;br /&gt;
|OffAppear=Legendary Wings&amp;lt;br&amp;gt;[[Mega Man 2]]&amp;lt;br&amp;gt;[[Mega Man: Dr. Wily's Revenge]]&amp;lt;br&amp;gt;[[Mega Man II]]&amp;lt;br&amp;gt;[[Mega Man: The Wily Wars]]&amp;lt;br&amp;gt;[[Mega Man &amp;amp; Bass]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Enemy)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Enemy)&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:Mole.png]]&lt;br /&gt;
}}&lt;br /&gt;
'''Mole''' is an enemy from ''[[Mega Man 2]]''. It is a small drill robot that often appears in groups.&lt;br /&gt;
&lt;br /&gt;
Mole was first made available in the devkit for the original ''[[Make a Good Mega Man Level]]'' contest, but it didn't appear anywhere in that game. It returned in ''[[Make a Good Mega Man Level 2]]'', where it appeared in the entry [[Something Original]], and the [[The Pit of Pits|Pit of Pits]] sub-levels &amp;quot;Geothermal Construction&amp;quot; and &amp;quot;I Have No Shame&amp;quot;. This latter appearance was the basis for its reappearance in ''[[Make a Good Mega Man Level: Episode Zero]]'', in the Pit of Pits homage level [[Construction of Constructions]].&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Moles enter from the top or bottom of the screen, slowly digging through solid surfaces and flying to the other side of the screen.&lt;br /&gt;
&lt;br /&gt;
A Mole Spawner object is available, making several Moles constantly appear.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable1M&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|metal=1&lt;br /&gt;
|gemini=1&lt;br /&gt;
|solar=2&lt;br /&gt;
|top=3&lt;br /&gt;
|wool=0.5&lt;br /&gt;
|black=3&lt;br /&gt;
|phar=1/5&lt;br /&gt;
|magic=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 2===&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/2/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|hornet=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|jewel=1&amp;lt;br&amp;gt;3&lt;br /&gt;
|grab=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|triple=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|flash=Y&amp;lt;br&amp;gt;Y&lt;br /&gt;
|slash=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|wheel=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|sakugarne=4&amp;lt;br&amp;gt;4&lt;br /&gt;
|wire=1&amp;lt;br&amp;gt;3&lt;br /&gt;
|arrow=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|notes=Top row is damage in ''MaGMML2''; bottom row is damage from ''MaGMML2'' weapons in the Megamix Engine.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 3===&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|spark=1&lt;br /&gt;
|laser=1&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=4&lt;br /&gt;
|thunder=3&lt;br /&gt;
|magnetic=2&lt;br /&gt;
|ice=2&lt;br /&gt;
|break=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 24 Hour Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable24HM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|super=4/2&lt;br /&gt;
|chill=1/5&lt;br /&gt;
|pakkajoe=99&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 48 Hour Mega Man Level===&lt;br /&gt;
{{Damagetable48H&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|flame=2&lt;br /&gt;
|rain=2&lt;br /&gt;
|spark=0&lt;br /&gt;
|snake=2&lt;br /&gt;
|tengu=1/1/2&lt;br /&gt;
|water=2&lt;br /&gt;
|concrete=3&lt;br /&gt;
|homing=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level: Episode Zero===&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1&lt;br /&gt;
|saber=1&lt;br /&gt;
|burst=2&lt;br /&gt;
|drive=99&lt;br /&gt;
|cutbuster=2&lt;br /&gt;
|cutsaber=2&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=2&lt;br /&gt;
|flamebuster=1&lt;br /&gt;
|flamesaber=1&lt;br /&gt;
|flameburst=2&lt;br /&gt;
|flamedrive=1&lt;br /&gt;
|icebuster=2&lt;br /&gt;
|icesaber=4&lt;br /&gt;
|iceburst=3&lt;br /&gt;
|icedrive=4&lt;br /&gt;
|zapbuster=1&lt;br /&gt;
|zapsaber=1&lt;br /&gt;
|zapburst=2&lt;br /&gt;
|zapdrive=2&lt;br /&gt;
|psybuster=1&lt;br /&gt;
|psysaber=1&lt;br /&gt;
|psyburst=2&lt;br /&gt;
|psydrive=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Megamix Engine===&lt;br /&gt;
{{DamagetableM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|time=Y&lt;br /&gt;
|stone=2&lt;br /&gt;
|plant=4&lt;br /&gt;
|block=3&lt;br /&gt;
|ice=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Related Enemies==&lt;br /&gt;
*[[Molmole]]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*While ''Mega Man 2'' was Mole's first appearance in the Mega Man series, it actually originated (albeit with different behavior) in the NES game ''Legendary Wings'', which released a couple of months before ''Mega Man 2'' and was made by much of the same team.&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]][[Category:Devkit Enemies (MaGMML1)]][[Category:Mega Man 2 Enemies]][[Category:Cluster Enemies]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Fight,_Kikkoman!_For_Everlasting_Sauce!&amp;diff=23677</id>
		<title>Fight, Kikkoman! For Everlasting Sauce!</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Fight,_Kikkoman!_For_Everlasting_Sauce!&amp;diff=23677"/>
				<updated>2024-07-21T08:13:03Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: /* Trivia */&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=Fight, Kikkoman!  For Everlasting Sauce!&lt;br /&gt;
|rank=58th&lt;br /&gt;
|image=[[File:MaGMML3-58-FightKikkoman.png|256px]]&lt;br /&gt;
|caption=''Show me! Show you! Kikkoman! Kikkoman!''&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]'' &lt;br /&gt;
|creator=[[LobsterKing]]&lt;br /&gt;
|composer=Yogatori, Houryu Samejima (originals)&amp;lt;br&amp;gt;[unknown remixer] (cover)&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: Pacchy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=45&lt;br /&gt;
|judge2=67&lt;br /&gt;
|judge3=68&lt;br /&gt;
|judge4=74&lt;br /&gt;
|judge5=63&lt;br /&gt;
|totalscore=63.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Fan Fiend]]&lt;br /&gt;
*[[Shrink|&amp;quot;Fish&amp;quot;]]&lt;br /&gt;
*[[Komasaburo]]&lt;br /&gt;
*[[Mono Roader]]&lt;br /&gt;
*[[V]]&lt;br /&gt;
*[[Yambow]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Destroyable Block]] (Komasaburo top)&lt;br /&gt;
*[[Jewel Platform]]&lt;br /&gt;
*[[X Platform]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[heints]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Kikkoman&amp;lt;br&amp;gt;'''Boss:''' La-Mulana 2 - From Nibiru&lt;br /&gt;
|location=[[Tier 11 (MaGMML3)|Tier 11]]&lt;br /&gt;
|previous=[[Alraune Woman (stage)|Alraune Woman]]&lt;br /&gt;
|next=[[Plataform Hijinks]]&lt;br /&gt;
}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Fight, Kikkoman!  For Everlasting Sauce!''' is the 58th place entry in ''[[Make a Good Mega Man Level 3]]''. The level has a monochrome ASCII aesthetic throughout, with the various stage elements and enemies all conforming to the aesthetic. [[Mega Man]] begins the stage with only [[Rush Bike]] (which has infinite ammo), but soon after transitions into a more conventional platforming stage involving [[Jewel Platform]]s.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{NeedsStrategy}}&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=...What? Okay seriously... what? This was easily one of the most baffling concepts I've seen in a while, and I had to look it up to make some sense of the whole idea. I see what this was going for... but I'm not sure if it works. Mega Man looks extraordinarily out of place, and the rock remix, while awesome, distracted me from the level enough that I'm not sure it works as background music.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The level starts interesting, riding in on Rush Bike just like the soy sauce superhero. It can take some getting used to, but it's an excellent start to the level... or at least it would be if this was a Rush Bike level. Unfortunately, the bike is abandoned after the intro, which is a crying shame as there were definitely opportunities for more speed-platforming with the doggo-cycle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To make matters worse, the ASCII lair is a lot less fun than what's before it. Granted, the final room with everything over a pool of 'water' is a fun time, and the : 3 block puzzles are entertaining, particularly with wind. However, while the Cat-tops get entertaining set-ups-namely the fourth token-dealing with them and Pendulums at the same time can be a bit frustrating. Thankfully, that's really only one instance, so the level by itself really isn't bad, just less fun than it could've been.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
But then there's the boss... oh good land, the BOSS! I'm not much of a Heinz guy to begin with (I prefer French's myself), but ye goodness that was a mess. High-pressure, continuous bullet spam that kills you in 6 hits. Barriers every time you shoot it (which creates a LOT of waiting). You can't clear the ridiculous spray of minions with Tornado Blow because that causes a near-undodgeable barrier to form. The inconsistent guarding behaviour makes it really unclear if any weapons are effective. And the boss takes barely any damage, especially considering its vulnerability time. Approximately half of my personal recording is spent on this travesty, and I pretty much just brute-forced the thing. If there's a trick to this? I'd love to know, otherwise the heints bottle is such a terrible boss that I genuinely would've preferred an energy element anti-climax.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It's a shame, this started out kind of fun, but once we dropped Rush Bike it turned into a completely different level, and the boss just... it was such a catastrophe of a fight that I genuinely dread playing this level again.&lt;br /&gt;
|mickscore=45&lt;br /&gt;
|mgdesign=19&lt;br /&gt;
|mgfun=5&lt;br /&gt;
|mgcreativity=8&lt;br /&gt;
|mgaesthetics=5&lt;br /&gt;
|mgfunctionality=8&lt;br /&gt;
|shin=I'm pretty sure there's an underlying joke here that I'm just not getting. Either way, this was...uniquely odd. I don't mean that in a bad way, mind you. This is actually a fairly interesting stage with a lot going for it.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The most stand-out thing here is easily the aesthetics. It's actually pretty charming, what with everything being made out of ASCII characters. The renditions of classic Mega Man enemies in this style is also pretty amusing, even if some of them feel a bit underutilized (the Mono Roader in particular doesn't seem to show up much here). For as fun as the ASCII art is to look at, though, it doesn't forgive how lacking most of the background is. The few screens that have background details actually look pretty nice, and I wish they had a greater presence over the flat, slightly-off shade of white that makes up most of the backdrop here.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Visuals aside, the stage itself actually plays out fairly well. While I wasn't really a fan of the opening Rush Bike segment, everything after that is a well-constructed series of platforming challenges. My favorite aspect of all this is how the enemies complement the room layouts and gimmicks, especially the Fan Fiends and the Komasaburos. They're set up in a variety of ways that contribute something to the platforming (rather than just being there for the sake of it), which is always a plus in my book.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
My only major complaints with this stage come from some of the tokens, as well as the end boss. In the case of the former, I found the first three tokens to be a lot harder to obtain than the final two, as you can easily lock yourself out of them just by missing some jumps (or by raising a platform too high in the case of the third one). As for the boss, his fight is just pure chaos. He spits out far too many projectiles, deals massive amounts of damage, and only takes one point of health from most weapons. Certain ones don't even hurt him, but still trigger his counter shots (such as Tornado Blow, which ends up flooding the screen even more). It's a bit of a sour note to end an otherwise decently good stage on, but for what it's worth, I still enjoyed most of my time with it.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
...And as a final-side note: The song used in this level is unbelievably catchy, and I'm probably going to be humming it for the rest of my days. Thank you, Kikkoman, for the everlasting earworm of a theme song.&lt;br /&gt;
|shinscore=67&lt;br /&gt;
|sdesign=21&lt;br /&gt;
|sfun=16&lt;br /&gt;
|screativity=12&lt;br /&gt;
|saesthetics=8&lt;br /&gt;
|sfunctionality=10&lt;br /&gt;
|pachy=Soup Alphabets Unleashed, Craziness Ensured.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I don't get the reference here at all, I guess it's uhh... cute? The aesthetics remind me of the Syobon Action game, probably not a good thing since that game was notorious for cheap deaths. Though it's probably just a coincidence since this and that are both based on Japanese emoticon art.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty frustrating first part of the level that you have to replay the whole part for if you fail to retrieve the token because you don't have Rush at that point. It's not so bad to do it slowly, but not when you need to retry and do the jump again and again.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Kinda odd checkpoint placement on the first screen with the swinging platform, it puts you at the BOTTOM of the swing so you instantly get tossed into the bottom screen checkpoint without a way back. This basically never really comes into play because the top section has nothing dangerous that can kill you, but still weird...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I kinda like the platform you have to step on to raise the other one, there's some clever implementation here for sure, especially with that one token room&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The last portion of the stage can get pretty frustrating with all the Fan Fiends and respawning airborne enemies happily knocking you into the instant-death pit as you try to do the jumps.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also the boss... cool off with the enemy spam, please? So you're meant to fire pretty much always because of how many hothead-likes are spammed, but you are also punished if you hit the boss itself that spawns these waves at you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also, don't ever use Tornado Blow in this battle...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It also seems like my shots don't do damage sometimes? But they still spawn the invulnerable wave the same, it's almost like the wave deflects the shot before it can register the boss&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
taking damage...&lt;br /&gt;
|pachyscore=68&lt;br /&gt;
|pdesign=24&lt;br /&gt;
|pfun=15&lt;br /&gt;
|pcreativity=13&lt;br /&gt;
|paesthetics=9&lt;br /&gt;
|pfunctionality=7&lt;br /&gt;
|flashman=I love when irrepressible charm is backed up by good game design. From the cat car to the statue to the cleverly simple stand-in for the Wily logo at the boss gate, there's no shortage of delightful surprises, and the stylishness and clarity of the art more than make up for its simplicity. Moreover, the level features good introductions, appropriate checkpoints, and other buzzwords that keep showing up in my reviews.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Going into this, I was unfamiliar with the main song and its sauce material. I mean, *source* material. Now that I've gotten some culture, I think I'd like to see even more of the video represented in the level. As much as I love puzzles, a miniboss shooting lasers from its chest and a ride on a fish blimp would better fit the easy, breezy feeling established by the &amp;quot;this is how you do a Rush Bike section&amp;quot; Rush Bike section.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The level doesn't feel disjointed so much as unrefined in how it evolves. Split paths overcomplicate the layout. Infinite bike energy abruptly and unceremoniously disappears. The water (soy sauce?) gimmick looks promising but goes nowhere, and the block-breaking puzzles go somewhere too quickly--more of a learning curve is needed. The final stretch feels underbaked; being able to reset the vertical platforms without dying or using weapons would be a huge improvement. However, swinging platforms + tops is impressively clever. Honorable mention to the fans as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
My most serious gripes are with the overly long and hectic boss fight. High-pitched whistles ruin the music. The health bar is illegible (brighter colors, please). Indirect (reflected) hits unfairly trigger a counterattack. To its credit, this is about the only place in the contest where launching Water Shield is as fun and damaging as it should be.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Criticisms aside, the best parts of this level are *fantastic*.&lt;br /&gt;
|flashmanscore=74&lt;br /&gt;
|fmdesign=23&lt;br /&gt;
|fmfun=17&lt;br /&gt;
|fmcreativity=13&lt;br /&gt;
|fmaesthetics=14&lt;br /&gt;
|fmfunctionality=7&lt;br /&gt;
|ace=This is honestly one of the most disappointing levels of the competition, because I want to love this. The graphics, music and theme of the level are wonderful, as is the humour throughout, which is incredibly rare in this competition. The inital Rush Bike segment is so very stupid and yet really fun. It's hard, but hey, fun hard is still fun.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I'll keep the other positives short - most of the level just kind of works as a fun romp. It doesn't push boundaries, but you have a stupid grin throughout and that charm really carries this stage... and unfortunately also carries the score.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I'm glad we're showing individual scores in this game because that aesthetic carries almost a third of this stage's total score - and this stage does have some areas where it swings and misses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As soon as the Fan enemies show up, the combination of the enemy types and the Swing often feels incredibly janky, and the fact that you have to do precise platforming sections with them around can get especially frustrating in a few rooms when it's harder to control your character.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Dishonourable mention to the long vertical climbing room - unfortunately one of the first places you encounter this combination - and Mega Man's respawning rules makes any sort of misplay in this room highly punishing.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Most of the time it's not too bad, but, here? Oof.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Diamond token puzzle was a really cool idea, but in practice? I'm not sure how to get it to work properly? I nailed it quickly on the first attempt but further runs were not so lucky.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The player seems to have very little control over the situation, from the Top's direction, to the imprecise nature of the Swings, the Tops respawning, and getting the Top off the final swing correctly. This room would have worked much better without the Swings.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The biggest problem with this stage though? The ending.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That boss was AWFUL. When the player's reaction is 'Oh Screw You' after their tenth death, something has gone wrong somewhere, or in this case a lot of things. The boss does an absurd amount of damage, the main attack is completely random and spawns an overwhelming number of minions, and it has really high defences - charged shots and weapons do bugger-all damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The fact that this boss counter-attacks on hits means certain weapons will flood the screen with indestructible projectiles - use Tornado Blow at your peril.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mega Man's limited movement and vertically challenged shooting abilities make this boss incredibly unpleasant to fight. Paradoxically, it gets easier in its second phase, due to the increased speed of the projectiles and minions, actually opening safe gaps on the screen. There is a sweet spot to projectile speed, which the first phase falls far below.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You want to know just how much this boss affected our perception? If you're seeing this sentence, then know that it got this stage listed among the Judge Skip Vote Potentials up until the very last minute. I'm literally adding this the day we're announcing to the development team our Votes. Ultimately brutE-tank force is a viable strategy in Mega Man bosses... so...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
An incredibly sour note to end on and colours the perception of the rest of the stage - and means this review ends up spending most of its time having to recount the negative aspects, which is unfortunate.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There was a lot of potential to this level, and it is a shame bungled key segments meant it did not live up to it.&lt;br /&gt;
|acescore=63&lt;br /&gt;
|asdesign=18&lt;br /&gt;
|asfun=12&lt;br /&gt;
|ascreativity=12&lt;br /&gt;
|asaesthetics=15&lt;br /&gt;
|asfunctionality=6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The stage is a reference to Kikkoman, a soy sauce-themed parody superhero made of Shift-JIS art who appeared on Japanese image boards in the early 2000s. The stage's title and music are based on ''Fight! Kikkoman'', a flash animation based on the character created in 2002.&lt;br /&gt;
** The stage's title also references a quote from the ending of [[Mega Man 1|the original ''Mega Man'']], &amp;quot;Fight, Megaman! For everlasting peace!&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 11}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 11 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Fight,_Kikkoman!_For_Everlasting_Sauce!&amp;diff=23676</id>
		<title>Fight, Kikkoman! For Everlasting Sauce!</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Fight,_Kikkoman!_For_Everlasting_Sauce!&amp;diff=23676"/>
				<updated>2024-07-21T08:10:21Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: &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=Fight, Kikkoman!  For Everlasting Sauce!&lt;br /&gt;
|rank=58th&lt;br /&gt;
|image=[[File:MaGMML3-58-FightKikkoman.png|256px]]&lt;br /&gt;
|caption=''Show me! Show you! Kikkoman! Kikkoman!''&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]'' &lt;br /&gt;
|creator=[[LobsterKing]]&lt;br /&gt;
|composer=Yogatori, Houryu Samejima (originals)&amp;lt;br&amp;gt;[unknown remixer] (cover)&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: Pacchy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=45&lt;br /&gt;
|judge2=67&lt;br /&gt;
|judge3=68&lt;br /&gt;
|judge4=74&lt;br /&gt;
|judge5=63&lt;br /&gt;
|totalscore=63.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Fan Fiend]]&lt;br /&gt;
*[[Shrink|&amp;quot;Fish&amp;quot;]]&lt;br /&gt;
*[[Komasaburo]]&lt;br /&gt;
*[[Mono Roader]]&lt;br /&gt;
*[[V]]&lt;br /&gt;
*[[Yambow]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Destroyable Block]] (Komasaburo top)&lt;br /&gt;
*[[Jewel Platform]]&lt;br /&gt;
*[[X Platform]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[heints]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Kikkoman&amp;lt;br&amp;gt;'''Boss:''' La-Mulana 2 - From Nibiru&lt;br /&gt;
|location=[[Tier 11 (MaGMML3)|Tier 11]]&lt;br /&gt;
|previous=[[Alraune Woman (stage)|Alraune Woman]]&lt;br /&gt;
|next=[[Plataform Hijinks]]&lt;br /&gt;
}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Fight, Kikkoman!  For Everlasting Sauce!''' is the 58th place entry in ''[[Make a Good Mega Man Level 3]]''. The level has a monochrome ASCII aesthetic throughout, with the various stage elements and enemies all conforming to the aesthetic. [[Mega Man]] begins the stage with only [[Rush Bike]] (which has infinite ammo), but soon after transitions into a more conventional platforming stage involving [[Jewel Platform]]s.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{NeedsStrategy}}&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=...What? Okay seriously... what? This was easily one of the most baffling concepts I've seen in a while, and I had to look it up to make some sense of the whole idea. I see what this was going for... but I'm not sure if it works. Mega Man looks extraordinarily out of place, and the rock remix, while awesome, distracted me from the level enough that I'm not sure it works as background music.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The level starts interesting, riding in on Rush Bike just like the soy sauce superhero. It can take some getting used to, but it's an excellent start to the level... or at least it would be if this was a Rush Bike level. Unfortunately, the bike is abandoned after the intro, which is a crying shame as there were definitely opportunities for more speed-platforming with the doggo-cycle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To make matters worse, the ASCII lair is a lot less fun than what's before it. Granted, the final room with everything over a pool of 'water' is a fun time, and the : 3 block puzzles are entertaining, particularly with wind. However, while the Cat-tops get entertaining set-ups-namely the fourth token-dealing with them and Pendulums at the same time can be a bit frustrating. Thankfully, that's really only one instance, so the level by itself really isn't bad, just less fun than it could've been.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
But then there's the boss... oh good land, the BOSS! I'm not much of a Heinz guy to begin with (I prefer French's myself), but ye goodness that was a mess. High-pressure, continuous bullet spam that kills you in 6 hits. Barriers every time you shoot it (which creates a LOT of waiting). You can't clear the ridiculous spray of minions with Tornado Blow because that causes a near-undodgeable barrier to form. The inconsistent guarding behaviour makes it really unclear if any weapons are effective. And the boss takes barely any damage, especially considering its vulnerability time. Approximately half of my personal recording is spent on this travesty, and I pretty much just brute-forced the thing. If there's a trick to this? I'd love to know, otherwise the heints bottle is such a terrible boss that I genuinely would've preferred an energy element anti-climax.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It's a shame, this started out kind of fun, but once we dropped Rush Bike it turned into a completely different level, and the boss just... it was such a catastrophe of a fight that I genuinely dread playing this level again.&lt;br /&gt;
|mickscore=45&lt;br /&gt;
|mgdesign=19&lt;br /&gt;
|mgfun=5&lt;br /&gt;
|mgcreativity=8&lt;br /&gt;
|mgaesthetics=5&lt;br /&gt;
|mgfunctionality=8&lt;br /&gt;
|shin=I'm pretty sure there's an underlying joke here that I'm just not getting. Either way, this was...uniquely odd. I don't mean that in a bad way, mind you. This is actually a fairly interesting stage with a lot going for it.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The most stand-out thing here is easily the aesthetics. It's actually pretty charming, what with everything being made out of ASCII characters. The renditions of classic Mega Man enemies in this style is also pretty amusing, even if some of them feel a bit underutilized (the Mono Roader in particular doesn't seem to show up much here). For as fun as the ASCII art is to look at, though, it doesn't forgive how lacking most of the background is. The few screens that have background details actually look pretty nice, and I wish they had a greater presence over the flat, slightly-off shade of white that makes up most of the backdrop here.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Visuals aside, the stage itself actually plays out fairly well. While I wasn't really a fan of the opening Rush Bike segment, everything after that is a well-constructed series of platforming challenges. My favorite aspect of all this is how the enemies complement the room layouts and gimmicks, especially the Fan Fiends and the Komasaburos. They're set up in a variety of ways that contribute something to the platforming (rather than just being there for the sake of it), which is always a plus in my book.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
My only major complaints with this stage come from some of the tokens, as well as the end boss. In the case of the former, I found the first three tokens to be a lot harder to obtain than the final two, as you can easily lock yourself out of them just by missing some jumps (or by raising a platform too high in the case of the third one). As for the boss, his fight is just pure chaos. He spits out far too many projectiles, deals massive amounts of damage, and only takes one point of health from most weapons. Certain ones don't even hurt him, but still trigger his counter shots (such as Tornado Blow, which ends up flooding the screen even more). It's a bit of a sour note to end an otherwise decently good stage on, but for what it's worth, I still enjoyed most of my time with it.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
...And as a final-side note: The song used in this level is unbelievably catchy, and I'm probably going to be humming it for the rest of my days. Thank you, Kikkoman, for the everlasting earworm of a theme song.&lt;br /&gt;
|shinscore=67&lt;br /&gt;
|sdesign=21&lt;br /&gt;
|sfun=16&lt;br /&gt;
|screativity=12&lt;br /&gt;
|saesthetics=8&lt;br /&gt;
|sfunctionality=10&lt;br /&gt;
|pachy=Soup Alphabets Unleashed, Craziness Ensured.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I don't get the reference here at all, I guess it's uhh... cute? The aesthetics remind me of the Syobon Action game, probably not a good thing since that game was notorious for cheap deaths. Though it's probably just a coincidence since this and that are both based on Japanese emoticon art.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty frustrating first part of the level that you have to replay the whole part for if you fail to retrieve the token because you don't have Rush at that point. It's not so bad to do it slowly, but not when you need to retry and do the jump again and again.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Kinda odd checkpoint placement on the first screen with the swinging platform, it puts you at the BOTTOM of the swing so you instantly get tossed into the bottom screen checkpoint without a way back. This basically never really comes into play because the top section has nothing dangerous that can kill you, but still weird...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I kinda like the platform you have to step on to raise the other one, there's some clever implementation here for sure, especially with that one token room&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The last portion of the stage can get pretty frustrating with all the Fan Fiends and respawning airborne enemies happily knocking you into the instant-death pit as you try to do the jumps.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also the boss... cool off with the enemy spam, please? So you're meant to fire pretty much always because of how many hothead-likes are spammed, but you are also punished if you hit the boss itself that spawns these waves at you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also, don't ever use Tornado Blow in this battle...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It also seems like my shots don't do damage sometimes? But they still spawn the invulnerable wave the same, it's almost like the wave deflects the shot before it can register the boss&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
taking damage...&lt;br /&gt;
|pachyscore=68&lt;br /&gt;
|pdesign=24&lt;br /&gt;
|pfun=15&lt;br /&gt;
|pcreativity=13&lt;br /&gt;
|paesthetics=9&lt;br /&gt;
|pfunctionality=7&lt;br /&gt;
|flashman=I love when irrepressible charm is backed up by good game design. From the cat car to the statue to the cleverly simple stand-in for the Wily logo at the boss gate, there's no shortage of delightful surprises, and the stylishness and clarity of the art more than make up for its simplicity. Moreover, the level features good introductions, appropriate checkpoints, and other buzzwords that keep showing up in my reviews.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Going into this, I was unfamiliar with the main song and its sauce material. I mean, *source* material. Now that I've gotten some culture, I think I'd like to see even more of the video represented in the level. As much as I love puzzles, a miniboss shooting lasers from its chest and a ride on a fish blimp would better fit the easy, breezy feeling established by the &amp;quot;this is how you do a Rush Bike section&amp;quot; Rush Bike section.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The level doesn't feel disjointed so much as unrefined in how it evolves. Split paths overcomplicate the layout. Infinite bike energy abruptly and unceremoniously disappears. The water (soy sauce?) gimmick looks promising but goes nowhere, and the block-breaking puzzles go somewhere too quickly--more of a learning curve is needed. The final stretch feels underbaked; being able to reset the vertical platforms without dying or using weapons would be a huge improvement. However, swinging platforms + tops is impressively clever. Honorable mention to the fans as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
My most serious gripes are with the overly long and hectic boss fight. High-pitched whistles ruin the music. The health bar is illegible (brighter colors, please). Indirect (reflected) hits unfairly trigger a counterattack. To its credit, this is about the only place in the contest where launching Water Shield is as fun and damaging as it should be.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Criticisms aside, the best parts of this level are *fantastic*.&lt;br /&gt;
|flashmanscore=74&lt;br /&gt;
|fmdesign=23&lt;br /&gt;
|fmfun=17&lt;br /&gt;
|fmcreativity=13&lt;br /&gt;
|fmaesthetics=14&lt;br /&gt;
|fmfunctionality=7&lt;br /&gt;
|ace=This is honestly one of the most disappointing levels of the competition, because I want to love this. The graphics, music and theme of the level are wonderful, as is the humour throughout, which is incredibly rare in this competition. The inital Rush Bike segment is so very stupid and yet really fun. It's hard, but hey, fun hard is still fun.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I'll keep the other positives short - most of the level just kind of works as a fun romp. It doesn't push boundaries, but you have a stupid grin throughout and that charm really carries this stage... and unfortunately also carries the score.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I'm glad we're showing individual scores in this game because that aesthetic carries almost a third of this stage's total score - and this stage does have some areas where it swings and misses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As soon as the Fan enemies show up, the combination of the enemy types and the Swing often feels incredibly janky, and the fact that you have to do precise platforming sections with them around can get especially frustrating in a few rooms when it's harder to control your character.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Dishonourable mention to the long vertical climbing room - unfortunately one of the first places you encounter this combination - and Mega Man's respawning rules makes any sort of misplay in this room highly punishing.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Most of the time it's not too bad, but, here? Oof.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Diamond token puzzle was a really cool idea, but in practice? I'm not sure how to get it to work properly? I nailed it quickly on the first attempt but further runs were not so lucky.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The player seems to have very little control over the situation, from the Top's direction, to the imprecise nature of the Swings, the Tops respawning, and getting the Top off the final swing correctly. This room would have worked much better without the Swings.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The biggest problem with this stage though? The ending.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That boss was AWFUL. When the player's reaction is 'Oh Screw You' after their tenth death, something has gone wrong somewhere, or in this case a lot of things. The boss does an absurd amount of damage, the main attack is completely random and spawns an overwhelming number of minions, and it has really high defences - charged shots and weapons do bugger-all damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The fact that this boss counter-attacks on hits means certain weapons will flood the screen with indestructible projectiles - use Tornado Blow at your peril.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mega Man's limited movement and vertically challenged shooting abilities make this boss incredibly unpleasant to fight. Paradoxically, it gets easier in its second phase, due to the increased speed of the projectiles and minions, actually opening safe gaps on the screen. There is a sweet spot to projectile speed, which the first phase falls far below.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You want to know just how much this boss affected our perception? If you're seeing this sentence, then know that it got this stage listed among the Judge Skip Vote Potentials up until the very last minute. I'm literally adding this the day we're announcing to the development team our Votes. Ultimately brutE-tank force is a viable strategy in Mega Man bosses... so...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
An incredibly sour note to end on and colours the perception of the rest of the stage - and means this review ends up spending most of its time having to recount the negative aspects, which is unfortunate.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There was a lot of potential to this level, and it is a shame bungled key segments meant it did not live up to it.&lt;br /&gt;
|acescore=63&lt;br /&gt;
|asdesign=18&lt;br /&gt;
|asfun=12&lt;br /&gt;
|ascreativity=12&lt;br /&gt;
|asaesthetics=15&lt;br /&gt;
|asfunctionality=6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The stage is a reference to Kikkoman, a soy sauce-themed parody superhero made of Shift-JIS art who appeared on Japanese image boards in the early 2000s. The title and music are based on ''Fight! Kikkoman'', a flash animation based on the character created in 2002.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 11}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 11 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Gyoraibo&amp;diff=23615</id>
		<title>Gyoraibo</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Gyoraibo&amp;diff=23615"/>
				<updated>2024-07-19T17:32:54Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{enemy&lt;br /&gt;
|name=Gyoraibo&lt;br /&gt;
|image=[[File:GyoraiboArt.png|230px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|jname=&lt;br /&gt;
|script=ギョライボウ&lt;br /&gt;
|romaji=Gyoraibou&lt;br /&gt;
|altname=&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=Unconfirmed&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=2&lt;br /&gt;
|at=6 (contact)&amp;lt;br&amp;gt;2 (missile)&amp;lt;br&amp;gt;4 (missile explosion)&lt;br /&gt;
|weak=[[Sakugarne]]{{2}}&amp;lt;br&amp;gt;[[Tornado Blow]], [[Magnetic Shockwave]]{{3}}&amp;lt;br&amp;gt;[[Concrete Shot]]{{48H}}&amp;lt;br&amp;gt;[[Top Spin]], [[Black Hole Bomb]], [[Sakugarne]], [[Wire Adaptor]], [[Super Arm]], [[Chill Spike]], [[Plant Barrier]]{{Megamix}}&lt;br /&gt;
|category=Aquatic&lt;br /&gt;
|location='''MaGMML2:'''&amp;lt;br&amp;gt;[[Ruined Lab]]&amp;lt;br&amp;gt;[[Outer Space]]&lt;br /&gt;
|OffAppear=[[Mega Man 3]]&amp;lt;br&amp;gt;[[Mega Man: The Wily Wars]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Enemy)&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:Gyoraibo.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Once aligned with megaman it will shoot a missile upwards|Note in Gyoraibo's code|[[Megamix Engine]]}}&lt;br /&gt;
'''Gyoraibo''' is an enemy from ''[[Mega Man 3]]''. It is a fish robot with a missile launcher on its top.&lt;br /&gt;
&lt;br /&gt;
Gyoraibo was first made available in the devkit for ''[[Make a Good Mega Man Level 2]]'', where it appeared in the entry [[Ruined Lab]] and the Wily stage [[Outer Space]]. It returned in ''[[Make a Good Mega Man Level 3]]'' with an unusually rare appearance; a single one is present at the very end of the entry [[Toxic Trouble]].&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Gyoraibos will swim forwards. If a Gyoraibo aligns with [[Mega Man]]'s Y-axis, it will fire a missile upward and quickly swim away.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable1M&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|metal=1&lt;br /&gt;
|gemini=1&lt;br /&gt;
|solar=2&lt;br /&gt;
|top=3&lt;br /&gt;
|wool=2&lt;br /&gt;
|black=3&lt;br /&gt;
|phar=1/5&lt;br /&gt;
|magic=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 2===&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/2/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|hornet=1&amp;lt;br&amp;gt;2&lt;br /&gt;
|jewel=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|grab=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|triple=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|flash=Y&amp;lt;br&amp;gt;Y&lt;br /&gt;
|slash=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|wheel=1&amp;lt;br&amp;gt;2&lt;br /&gt;
|sakugarne=4&amp;lt;br&amp;gt;4&lt;br /&gt;
|wire=1&amp;lt;br&amp;gt;3&lt;br /&gt;
|arrow=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|notes=Top row is damage in ''MaGMML2''; bottom row is damage from ''MaGMML2'' weapons in the Megamix Engine.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 3===&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|spark=1&lt;br /&gt;
|laser=1&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=4&lt;br /&gt;
|thunder=3&lt;br /&gt;
|magnetic=3&lt;br /&gt;
|ice=2&lt;br /&gt;
|break=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 24 Hour Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable24HM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|super=4/2&lt;br /&gt;
|chill=1/5&lt;br /&gt;
|pakkajoe=99&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 48 Hour Mega Man Level===&lt;br /&gt;
{{Damagetable48H&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|flame=2&lt;br /&gt;
|rain=2&lt;br /&gt;
|spark=0&lt;br /&gt;
|snake=2&lt;br /&gt;
|tengu=1/1/2&lt;br /&gt;
|water=2&lt;br /&gt;
|concrete=3&lt;br /&gt;
|homing=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Megamix Engine===&lt;br /&gt;
{{DamagetableM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|time=Y&lt;br /&gt;
|stone=2&lt;br /&gt;
|plant=6&lt;br /&gt;
|block=2&lt;br /&gt;
|ice=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The ''MaGMML2'' devkit and [[Megamix Engine]] misspell Gyoraibo's name as &amp;quot;'''Gyoraboi'''&amp;quot;.&lt;br /&gt;
*Gyoraibo holds the distinction of being one of the few devkit enemies to only appear a single time throughout the entirety of a ''MaGMML'' game, in this case ''MaGMML3''.&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]][[Category:Devkit Enemies (MaGMML2)]][[Category:Mega Man 3 Enemies]][[Category:Aquatic Enemies]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Romhack_Top_Man&amp;diff=23614</id>
		<title>Romhack Top Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Romhack_Top_Man&amp;diff=23614"/>
				<updated>2024-07-19T16:24:32Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: editing this cus I'm pretty sure most people into magmml know what romhacks are lol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#B34124&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= [[File:TopManMugshot.png|left]][[File:TopManMugshot.png|right]]Romhack Top Man&lt;br /&gt;
|image=[[File:TopManArt.png|230px|Artwork of Top Man by Capcom]]&lt;br /&gt;
|caption= Artwork of Top Man by Capcom&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number=&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer= [[WreckingPrograms]], [[ParmaJon]]&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor = Blue&lt;br /&gt;
|at=6 (contact)&amp;lt;br&amp;gt;4 (top)&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Swift&lt;br /&gt;
|weak= [[Sakugarne]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage= [[Holy Crap, Mega Man Can Airslide?]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:TopMan.png‎]]}}&lt;br /&gt;
}}&lt;br /&gt;
'''Romhack Top Man''' is a boss from ''[[Make a Good Mega Man Level 2]]''. He has the appearance of [[Top Man]], but an upgraded pattern. He appears at the end of [[Holy Crap, Mega Man Can Airslide?]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Romhack Top Man will start the battle by tossing four groups of tops out, with each group homing in on [[Mega Man]] shortly after being tossed out. The first and third groups include four tops, while the second and fourth groups include five. After Romhack Top Man has finished tossing tops, he will spin in place for a short period of time before moving to the opposite side of the room, where he will stop spinning and start his pattern from the beginning. Like regular Top Man, Romhack Top Man is invulnerable to most weapons while spinning.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/2/3&lt;br /&gt;
| hornet = 1*&lt;br /&gt;
| jewel = 3&lt;br /&gt;
| grab = 1&lt;br /&gt;
| triple = 1†&lt;br /&gt;
| slash = 3‡&lt;br /&gt;
| wheel = 3&lt;br /&gt;
| sakugarne = 4&lt;br /&gt;
| wire = 1&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = *Only the alternate weapon can bypass Top Spin's invincibility.&amp;lt;br&amp;gt;†Neither weapon can bypass Top Spin's invincibility with projectiles, but Truffle Cluster's explosion can bypass it.&amp;lt;br&amp;gt;‡Both weapons can bypass Top Spin's invincibility.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Romhack Top Man, despite the name, does not appear to be based on any particular romhack of ''Mega Man 3''. The name instead likely comes from the boss being an edit of an existing boss's pattern, a common practice in ''Mega Man'' romhacks.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Entry Bosses}}&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Make a Good Mega Man Level 2]][[Category:Tier 5 (MaGMML2)]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=CrashMan_Simulator&amp;diff=23613</id>
		<title>CrashMan Simulator</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=CrashMan_Simulator&amp;diff=23613"/>
				<updated>2024-07-19T16:16:59Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: &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=CrashMan Simulator&lt;br /&gt;
|rank=174th&lt;br /&gt;
|image=[[File:MaGMML3-174-CrashManSimulator.png|256px]]&lt;br /&gt;
|caption=This is getting out of hand! Now there are ''two'' of them!&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[boris225]]&lt;br /&gt;
|composer=Takashi Tateishi&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: Pacchy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=18&lt;br /&gt;
|judge2=10&lt;br /&gt;
|judge3=40&lt;br /&gt;
|judge4=32&lt;br /&gt;
|judge5=20&lt;br /&gt;
|totalscore=18&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Crash Man]] (x2)&lt;br /&gt;
*[[Flash Man]]&lt;br /&gt;
|other=&lt;br /&gt;
*25% late penalty.&lt;br /&gt;
|music=Mega Man 2 - Boss&lt;br /&gt;
|location=[[Tier 1 (MaGMML3)|Tier 1]]&lt;br /&gt;
|previous=[[X6Meme]]&lt;br /&gt;
|next=[[Glitched up Beta]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Having to lure around Crash Man (or rather Crash MEN) so he's safe to kill later seems like a neat idea, but in practice? It's actually really frustrating to control...|Mick Galbani|judge comment}}&lt;br /&gt;
'''CrashMan Simulator''' is the 174th place entry in ''[[Make a Good Mega Man Level 3]]''. A very short level, it involves [[Mega Man]] attempting to navigate two instances of [[Crash Man]] through an obstacle course, to a point later on where both can be destroyed. [[Flash Man]] lies at the end, and will occasionally stop time to freeze Mega Man in his tracks.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Crash Man will jump up whenever the fire button is pressed, even if Mega Man himself doesn't fire. Mega Man can use this to lure Crash Man (and his doppelganger) to the end of the stage. The floor is rigged to disappear with the destruction of the boss. Meanwhile, an offscreen [[Flash Man]] freezes Mega Man in place periodically, but poses little threat otherwise. Eventually, Mega Man will reach a ladder leading up into an open area where Flash Man is, and from there, dispose of the three bosses safely. It is also possible to enter the Crash Men's obstacle course from this area.&lt;br /&gt;
&lt;br /&gt;
However, due to an oversight by the level designer, the floor does not disappear until ''all'' the bosses are destroyed. As a result, it is possible for Mega Man to destroy the two Crash Men with a Special Weapon that can reach them (such as [[Tornado Blow]] or [[Spark Chaser]]), then reach the end of the level and safely defeat Flash Man there. He may also choose to ignore the Crash Men, defeat Flash Man first, then enter the obstacle course and fight the Crash Man then.&lt;br /&gt;
&lt;br /&gt;
A [[Trickster Token]] can be seen within the obstacle course, but Crash Man cannot collect it; instead, Mega Man needs to enter the obstacle course and pick it up himself. Getting it requires using either [[Rush]] or the [[Magnet Beam]] to scale a tall wall.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=Well, this is a familiar-feeling concept, I know I've played it in Mega Man Maker before, multiple times. Having to lure around Crash Man (or rather Crash MEN) so he's safe to kill later seems like a neat idea, but in practice? It's actually really frustrating to control, turning the experience into a chore with how long Crash Man's gauntlet is. Having to lure two at once is just the cherry on top, as they're very rarely synced up.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
...But then there's also a Flash Man at the end of the section, and the floor doesn't explode unless you kill all three of them. As a result, you can just use Tornado Blow and Spark Chaser to kill the Crash Men, and then go kill Flash Man to claim the element. I... rather doubt that was the intention, and it breaks the level clean in two. That might be a good thing though, it would've been super annoying otherwise.&lt;br /&gt;
|mickscore=18&lt;br /&gt;
|mgdesign=6&lt;br /&gt;
|mgfun=2&lt;br /&gt;
|mgcreativity=0&lt;br /&gt;
|mgaesthetics=4&lt;br /&gt;
|mgfunctionality=6&lt;br /&gt;
|shin=I get what you're going for here, but...it doesn't work. It really doesn't.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Influencing the movements of a boss to solve a puzzle is a decent idea on paper, but in execution, it leaves a lot to be desired. For as simplistic as this level is, trying to do this the intended way by getting two copies of Crash Man to cooperate with jumps is downright tedious. If you somehow manage to get them to the end, though, you now have the task of dealing with three bosses at the same time. This whole process would be really frustrating...if it weren't so easy to cheat it. The floor doesn't break away until all three bosses are dead, meaning you can just use weapons that can reach the Crash Men from below (like Tornado Blow or Spark Chaser), and then head to the right to deal with Flash Man alone.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While I'm thankful that there's a workaround to the frustration this level could cause...I still can't ignore the fact that this is a glaring oversight that breaks the whole point of the stage. Maybe this could've worked out better if it was split into different segments, along with using different bosses that you had to avoid rather than indirectly control. I'm honestly not really sure what else I could suggest here, other than to get more people to play-test your stage next time. You'd be surprised by how many ways any given level, even the most basic of ones, can be broken.&lt;br /&gt;
|shinscore=10&lt;br /&gt;
|sdesign=1&lt;br /&gt;
|sfun=1&lt;br /&gt;
|screativity=2&lt;br /&gt;
|saesthetics=1&lt;br /&gt;
|sfunctionality=5&lt;br /&gt;
|pachy=Clash of Crashes!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Well this was certainly a weird little experience. I find that the concept of manipulating and escorting an enemy through a series of obstacles to be a pretty neat gimmick. As the current stage stands, however, it is kinda more like a proof-of-concept than a fleshed out execution, which is a shame.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
At least that's what I think the stage was trying to go for anyways. It actually isn't really clear what good it does for sending the Crash Men to the end. If anything, it makes the end fight more difficult, pinning you against both Flash and Crash at the same time, while they kinda just spawn camp you a lot at the little hole you have to get out of.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I do notice the platform you start on disappears if any of the Crash Men were to be eliminated, so it's kinda an enforcement mechanism in place? It doesn't work, though, as you can just ignore the Crash Men doing their own thing in their chambers and go about your way to the end.&lt;br /&gt;
|pachyscore=40&lt;br /&gt;
|pdesign=4&lt;br /&gt;
|pfun=14&lt;br /&gt;
|pcreativity=9&lt;br /&gt;
|paesthetics=6&lt;br /&gt;
|pfunctionality=7&lt;br /&gt;
|flashman=Pardon me, but I believe you're looking for the Make an Experimental Mega Man Maker Level Contest, which is down the hall.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Unconventional escort quest? Actually pretty cool. Blowing up the floor to deter a premature victory? Smart. Communicating the rules to the player up front? Much appreciated. But that's where the questions cease having positive answers, so I'll stop asking them.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Visually, this is the level equivalent of paint swatches from a hardware store--decide which MM2 tileset best fits your simulator room! The Bubble Man section is begging to be animated. A patch of unsightly non-solid tiles sticks around after the floor explodes. Some other music after the bosses are defeated might've been nice.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Thanks to haphazardly arranged architecture (with invisible slopes, no less), navigating Crash Man through the level is a mostly tedious affair, which reaches peak difficulty right before the easiest part. Without any hazards to you or Crash Man, however, the whole exercise is pointless. It's a time-wasting journey that ends in a sloppy boss teamup.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Assuming you play the level as intended, that is.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Contrary to what the typo-ridden text box says, the floor only collapses when you've destroyed all *three* bosses. Among other strategies, you can immediately obliterate Crash Man and his flagrantly accidental doppelganger with Tornado Blow, saunter over to the ladder, and hit Flash Man from the ladder with Magnetic Shockwave--thus completing the easiest damage-free run in the contest.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I do like the idea of needing to traverse Crash Man's path in reverse to get the token, but aside from checking if the invisible wall is still there after the bosses explode, there's nothing to it (aside from saving a smidge of weapon energy to get back out).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Fun concept, dysfunctional execution.&lt;br /&gt;
|flashmanscore=32&lt;br /&gt;
|fmdesign=10&lt;br /&gt;
|fmfun=7&lt;br /&gt;
|fmcreativity=5&lt;br /&gt;
|fmaesthetics=6&lt;br /&gt;
|fmfunctionality=4&lt;br /&gt;
|ace=[[File:MaGMML3-CrashManSimulatorComic.png]]&lt;br /&gt;
|acescore=20&lt;br /&gt;
|asdesign=6&lt;br /&gt;
|asfun=6&lt;br /&gt;
|ascreativity=4&lt;br /&gt;
|asaesthetics=2&lt;br /&gt;
|asfunctionality=2&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Trivia==&lt;br /&gt;
*CrashMan Simulator is not the first level of its kind. Several ''Mega Man Maker'' levels revolving around guiding Crash Man (or other bosses such as [[Metal Man]]) through an obstacle course by exploiting their AI have been made in the past; these likely inspired CrashMan Simulator to an extent.&lt;br /&gt;
{{MaGMML3 Tier 1}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 1 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]][[Category:Tier 1 Stages]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Objective:_Vain_Space&amp;diff=23612</id>
		<title>Objective: Vain Space</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Objective:_Vain_Space&amp;diff=23612"/>
				<updated>2024-07-19T16:10:55Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: /* Trivia */&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;
|rank = 20th&lt;br /&gt;
|image= [[File:MaGMML1-20-VainSpace1.png]]&lt;br /&gt;
|caption= The hardest level ever made.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level]]'' ''([[Make a Good Mega Man Level Remastered|Remastered]])''&lt;br /&gt;
|creator= [[No Lynch]]&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 = 1&lt;br /&gt;
|judge1 = 8&lt;br /&gt;
|judge2 = 11&lt;br /&gt;
|judge3 = 8&lt;br /&gt;
|judge4 = 18&lt;br /&gt;
|judge5 = ??? (0)&lt;br /&gt;
|totalscore = 9&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
|gimmicks = &lt;br /&gt;
* [[Destroyable Block]] ([[Gemini Laser]])&lt;br /&gt;
* [[Elec Block]]&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
|music = None&lt;br /&gt;
|location = [[Tier 1 (MaGMML)|Tier 1]]&lt;br /&gt;
|previous = &lt;br /&gt;
|next = [[City War]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|what|[[Mick Galbani]]|The longest Judge Review Mick has even written.}}&lt;br /&gt;
'''Objective: Vain Space''' is the 20th place entry in ''[[Make a Good Mega Man Level]]''. It's a parody of the ''Make a Good Level X'' stage &amp;quot;Mission: Proud Sky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both are equally pointless wastes of time and resources. Still, free [[Energy Element]]!&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Don't press anything. In fact, pressing anything is liable to get you killed. Just sit back and enjoy the ride!&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment1&lt;br /&gt;
|pyro =we have a winner here&lt;br /&gt;
|pyroscore = 8&lt;br /&gt;
|sppersonal = 2&lt;br /&gt;
|spother = 0&lt;br /&gt;
|spunique = 2&lt;br /&gt;
|spcreativity = 1&lt;br /&gt;
|spgraphics = 3&lt;br /&gt;
|spmusic = 0&lt;br /&gt;
|cheez =Alright, you got me. I thought my game was glitched for a moment. Can't fool me again though!&lt;br /&gt;
|cheezscore = 11&lt;br /&gt;
|c8personal = 1&lt;br /&gt;
|c8other = 1&lt;br /&gt;
|c8unique = 2&lt;br /&gt;
|c8creativity = 1&lt;br /&gt;
|c8graphics = 2&lt;br /&gt;
|c8music = 4&lt;br /&gt;
|duvi =Watch this get on Steam Greenlight as a masterpiece.&lt;br /&gt;
|duviscore = 8&lt;br /&gt;
|d0personal = 3&lt;br /&gt;
|d0other = 1&lt;br /&gt;
|d0unique = 1&lt;br /&gt;
|d0creativity = 1&lt;br /&gt;
|d0graphics = 2&lt;br /&gt;
|d0music = 0&lt;br /&gt;
|mick =what&lt;br /&gt;
|mickscore = 18&lt;br /&gt;
|mgpersonal = 0&lt;br /&gt;
|mgother = 1&lt;br /&gt;
|mgunique = 15&lt;br /&gt;
|mgcreativity = 1&lt;br /&gt;
|mggraphics = 1&lt;br /&gt;
|mgmusic = 0&lt;br /&gt;
|kyurem =????????????????????????????????????????????????????????????????????????????????​???????????????????????????????????????&lt;br /&gt;
|kyuremscore = ??? (Counted as 0)&lt;br /&gt;
|mkpersonal = ??&lt;br /&gt;
|mkother = ??&lt;br /&gt;
|mkunique = ??&lt;br /&gt;
|mkcreativity = ??&lt;br /&gt;
|mkgraphics = ??&lt;br /&gt;
|mkmusic = ??&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==''Make a Good Mega Man Level 2''==&lt;br /&gt;
[[File:MaGMML1-20-VainSpace2.png|128px|thumb|left|Turns out this wall is not so solid after all...]] &lt;br /&gt;
An Easter Egg version of this level can also be found in Tier 1 of the second game. Astro Man appears as an NPC here, and trying to fall down the pit will serve no purpose, as the fall never ends. Eventually, the Endless Staircase music from ''Super Mario 64'' will fade in to tip the player off that there is nothing in the room.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* [[No Lynch]] made Objective: Vain Space in only a day or two for the sole purpose of rounding the contest's entry total up to an even 20.&lt;br /&gt;
* As the walls of the stage are made of Gemini Laser [[Destroyable Block]]s, they can be broken with the [[Gemini Laser]]. Notably, despite Destroyable Blocks receiving new sprites in ''[[Make a Good Mega Man Level Remastered]]'', the ones in Objective: Vain Space (and its corresponding section in [[Flashback Database]]) retain their original design.&lt;br /&gt;
* If you reach the bottom of the screen too far away from the middle, you will die. According to No Lynch, this wasn't intentional, but is nevertheless preserved in ''Remastered''.&lt;br /&gt;
** Furthermore, at the end of the fall, you can walk off-screen; doing so, however, softlocks the game. This isn't possible in ''Remastered''.&lt;br /&gt;
* This is one of three levels to be flat-out unrated by one of the judges, the others being [[Bouncy Castle]] and [[Worthless Man]]. Unlike those, however, the lack of rating is not related to the judge being unable to complete the level, and the level is still ranked alongside the other entries.&lt;br /&gt;
* Objective: Vain Space, [[The Quickening]], and [[Cutting Edge Technology]] are currently the only entries in ''MaGMML'' history to not have any music whatsoever.&lt;br /&gt;
* A modified version of the stage is part of the second game's [[The Pit of Pits]], called &amp;quot;Mission: Vain Space?&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML Tier 1}}&lt;br /&gt;
{{MaGMML}}&lt;br /&gt;
[[Category:Stages]][[Category:Entries]][[Category:Make a Good Mega Man Level Stages]][[Category:Tier 1 (MaGMML)]][[Category:Tier 1 (MaGMML2)]][[Category: Tier 1 Stages]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=X6Meme&amp;diff=23610</id>
		<title>X6Meme</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=X6Meme&amp;diff=23610"/>
				<updated>2024-07-19T14:52:49Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: /* Trivia */&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=X6Meme&lt;br /&gt;
|rank=175th&lt;br /&gt;
|image=[[File:MaGMML3-175-X6Meme.png|256px]]&lt;br /&gt;
|caption=Spikes? Glitchy graphics? Yeah, that's ''never'' a good sign....&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[It the it]]&lt;br /&gt;
|composer=Ippo Yamada, Naoto Tanaka, Akari Kaida (originals)&amp;lt;br&amp;gt;ZeroJanitor, MiniMacro Sound (remixes)&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: Pacchy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=13&lt;br /&gt;
|judge2=9&lt;br /&gt;
|judge3=37&lt;br /&gt;
|judge4=19&lt;br /&gt;
|judge5=26&lt;br /&gt;
|totalscore=15.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Batton]]&lt;br /&gt;
*[[Battonton]]&lt;br /&gt;
*[[Bombomb]]&lt;br /&gt;
*[[Crazy Cannon]]&lt;br /&gt;
*[[Crazy Razy]]&lt;br /&gt;
*[[Flower Presenter]]&lt;br /&gt;
*[[Flying Shell]]&lt;br /&gt;
*[[Giree]]&lt;br /&gt;
*[[Gremlin]]&lt;br /&gt;
*[[Hothead]]&lt;br /&gt;
*[[Killer Bullet]]&lt;br /&gt;
*[[Machine Gun Joe]]&lt;br /&gt;
*[[Metall]]&lt;br /&gt;
*[[Petit Devil]] (green, yellow)&lt;br /&gt;
*[[Pickelman Bull]]&lt;br /&gt;
*[[Power Muscler]]&lt;br /&gt;
*[[Returning Sniper Joe]]&lt;br /&gt;
*[[Scissascissor]]&lt;br /&gt;
*[[Shield Guard]]&lt;br /&gt;
*[[Sniper Joe]]&lt;br /&gt;
*[[Spine]]&lt;br /&gt;
*[[Spring Head]]&lt;br /&gt;
*[[Telly X]]&lt;br /&gt;
*[[Walking Bomb]]&lt;br /&gt;
*[[Wall Blaster]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Astro Door]]&lt;br /&gt;
*[[Auto Scroller]]&lt;br /&gt;
*[[Chill Man Block]]&lt;br /&gt;
*[[Junk Magnet]]&lt;br /&gt;
*[[Press]]&lt;br /&gt;
*[[Switch Ball]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Mecha Dragon]]&lt;br /&gt;
|other=&lt;br /&gt;
*25% late penalty.&lt;br /&gt;
|music='''Part 1:''' Mega Man 10 - Silent Rain&amp;lt;br&amp;gt;'''Part 2:''' Mega Man X6 - Blaze Heatnix&amp;lt;br&amp;gt;'''Boss:''' Mega Man &amp;amp; Bass - Boss&lt;br /&gt;
|location=[[Tier 1 (MaGMML3)|Tier 1]]&lt;br /&gt;
|next=[[CrashMan Simulator]]&lt;br /&gt;
}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{quote|I have a bad feeling about this...|Volt Man|just before the most difficult part of the level}}&lt;br /&gt;
'''X6Meme''' is the 175th and last place entry in ''[[Make a Good Mega Man Level 3]]''. This extremely difficult level starts with an icy section with several pits and many enemies, ending in a deliberately mistiled section just before a long drop. The level then proceeds into a long rising autoscrolling section with difficult platforming while even more enemies try to knock [[Mega Man]] down.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
The Trickster Token is located in a fake lava pit after the vertical climb.  To find it, use [[Ice Wall]] over the lava pits you see; if the Ice Wall falls into the pit (and does not sit atop the lava), the lava is fake, and the Token will be found there.&lt;br /&gt;
{{NeedsStrategy}}&lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
X6Meme was made skippable due to its extremely high difficulty (especially the vertical autoscrolling section), in addition to its obscurely hidden Trickster Token.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=Full disclosure: Unlike the previous major MaGMML contests, we had measures in place that allowed us to remove levels from the running entirely. If a majority of the judges agreed it broke one of the major rules, it would be cut. Otherwise, all five of us had to *unanimously* agree that it warranted removal-and we're all very different people, so that's genuinely hard to get. That I could *legitimately* beat it 100%-no need for debug cheats-saved it from a majority vote against 'truly unreasonable difficulty', and I've seen enough fledgling creators make abhorrently terrible stuff to figure that X6Meme-despite the name-is a genuine effort, so it couldn't get a unanimous exclusion vote. Thus, it's sitting here, albeit in dead last.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does that mean the level is truly worth playing? Well... I Didn't think I'd ever say this, but now I'm craving Snake Donuts. Certainly, I would've preferred them to what's here. The level's opening section does it no favours already, with pixel-perfect jumps on ice with Bombombombs, Machine Gun Joes, and Gabyoalls, all of which have little-to-nothing to do with X6. Needless to say, busting out special weapons is a far better choice to make, here. That's followed by a long falling section with the level's graphics deliberately breaking down-which I'll admit, that's at least a cool visual.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
But then we get to the big '&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;'highlight'&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;' of this level, the upwards autoscroll. And... gyagh... words do not adequately describe how utterly and thoroughly unreasonable and downright miserable that section actually is. If, by some miracle, you're reading this review before playing this level? Take the judge panel's advice-especially the fact that this was nearly cut from the contest entirely: use the skip, save your sanity. This entire, several-minute-long section was unbelievably awful, and it completely overtakes the rest of the level just by virtue of being that bloody awful.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I just... gyah! I am craving Snake Donuts, legitimately! The original Blaze Heatnix was better than this. And X6 was certainly way more interesting than this-because the rest of the level isn't interesting, or even super worth talking about.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Well, one other thing is worth talking about, the aesthetic in the Energy Element room is awful and doesn't communicate pits very well, which has caused at least one death and subsequent unnecessary rematch. Otherwise, though... ugh. Just, ugh. I wouldn't say this is my least favourite level, as the Mecha Dragon on tiny ice blocks was at least somewhat cool. But... yeesh, what a miserable experience.&lt;br /&gt;
|mickscore=13&lt;br /&gt;
|mgdesign=3&lt;br /&gt;
|mgfun=1&lt;br /&gt;
|mgcreativity=0&lt;br /&gt;
|mgaesthetics=2&lt;br /&gt;
|mgfunctionality=7&lt;br /&gt;
|shin=[[File:MaGMML3-X6MemeComic.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I was all set to leave my review as that picture above and call it a day, since this is one of those rare occurrences where I felt a full review wasn't completely necessary. All of this stage's issues are glaringly obvious, to the point where it's very easy to see why this level ended up where it did in the rankings.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That being said, I don't want to be completely unthorough with this review, either. So on that note, here's a list of this level's biggest issues:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
- The haphazard tile placement makes the stage itself look like a jumbled mess. There's even a spot where spikes are used as background details, of all things.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
- Enemy placement feels more like an afterthought than anything. At least, up until you get to the auto-scroll segment, where they become far more of a nuisance due to the sheer hectic nature of that section.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
- There are gaps leading up to the boss that you can't jump across without utilities.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
- Mecha Dragon's fight is made much worse due to the limited space you have to avoid his fireballs, along with the floor being entirely spikes.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
- Given that the last screen is basically a giant pit, it's very easy to accidentally fall in when you first enter the room. And of course, dying here means re-fighting the Mecha Dragon.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I think that pretty much covers it. There is a potential argument to be made that this stage isn't really a genuine effort, but rather was submitted to the contest as a joke (on account of its name, among other obvious factors with the level design listed above). Even if that was the case, however, I'm firmly in the camp that level design like this shouldn't get a pass simply for being under the &amp;quot;it's a joke&amp;quot; umbrella.&lt;br /&gt;
|shinscore=9&lt;br /&gt;
|sdesign=1&lt;br /&gt;
|sfun=1&lt;br /&gt;
|screativity=1&lt;br /&gt;
|saesthetics=1&lt;br /&gt;
|sfunctionality=5&lt;br /&gt;
|pachy=Blaze Heatnix :fire: :bird:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Well there is certainly a clear inspiration from one of X6's most infamous levels.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Annoying and tedious auto-scrolling sections, filled to the brim with equally annoying respawning enemies and instant-death hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Prepare for a bad time if you plan to buster-only this, as some parts during the tower climb essentially lead to dead ends with impossible jumps. A lot of the platforms are very narrow, too, so you bet you're gonna get knocked straight into the non-rising lava of death from one stray bullet.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For a double whammy, let's also introduce puzzles into this--puzzles with no prior introduction on how they work, nonetheless.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Then when you reach the Mecha Dragon boss, it's just a very underwhelming climax. The boss AI remains unchanged; the fireballs from the dragon are fairly simple to dodge, even with limited space; and if you get knocked off the platforms, there are spikes that serve as safety beds, as these aren't MM1 spikes.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The token does not exist.&lt;br /&gt;
|pachyscore=37&lt;br /&gt;
|pdesign=7&lt;br /&gt;
|pfun=5&lt;br /&gt;
|pcreativity=9&lt;br /&gt;
|paesthetics=12&lt;br /&gt;
|pfunctionality=4&lt;br /&gt;
|flashman=As a blind judge, determining whether a level is an honest attempt or an exclusion-worthy troll is a matter of interpreting what the level tells me about itself. This level tells me, unquestionably, that it is purposefully terrible for a laugh at the expense of the player.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Why is X6 meme-worthy? Because of its notoriously bad design choices. So what possible best-case scenario would have this ending up as a *good* level? It doesn't help that there's a reference to MaGMML2's Snow Man, a verified troll level.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The repetitious challenges are pure pain:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
- Small, icy platforms surrounded by pits that are barely close enough to jump across unassisted, swarmed by speedy Spines and the most notoriously difficult version of Sniper Joe.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
- A messy autoscrolling sequence subjecting the player to 3 minutes (the length of an entire NES Mega Man level!) of instant death at the slightest mistake, culminating in an out-of-nowhere puzzle gimmick that's guaranteed to get players killed before they figure out what's going on.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
- An incredibly missable token found *after* the interminable autoscrolling sequence. Recall that none of the game's secret-finding upgrades were implemented when these levels were created.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
- Following the boss fight, a cruel fake-out where the floor is secretly a bottomless pit, requiring the player to freeze immediately or die and refight the boss.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There's no way anyone playtested this. A buster-only run is absolutely ludicrous, yet special weapons make the horizontal stretches utterly pointless. Problematic construction is patently obvious in the last couple screens.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I argued strongly to have this excluded. Obviously it's still here. Basic functionality, decent aesthetics, some original ideas, and actually thoughtful weapon refills are worth a few points, but I'd just as soon give this a 0.&lt;br /&gt;
|flashmanscore=19&lt;br /&gt;
|fmdesign=2&lt;br /&gt;
|fmfun=0&lt;br /&gt;
|fmcreativity=4&lt;br /&gt;
|fmaesthetics=7&lt;br /&gt;
|fmfunctionality=6&lt;br /&gt;
|ace=There was actually a debate amongst the panel whether or not this was a deliberate troll attempt. We'd already Yeeted out a couple of stages that we think crossed the line.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The debate came down to whether or not we thought this was intentionally malicious or just plain incompetent.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I think the latter, for what it's worth. It was a long debate, though. Even if it isn't a troll... it also isn't playable.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
But a few choice changes might've made it even remotely playable - namely, some specifical infinite-ammo weapons, one or two more wider platforms to remove most of the pixel-perfect jumps, and removing that MM1 enemy, Flying Shell, who is frankly just absurd in a level like this, resulting in it being a right pain in the tail even long after it's gone off screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That, and a 'puzzle' [imagine me making finger quotes when I say this] at the end of the vertical climb that's timed and franky impossible to parse until after several deaths because the switches appear long before the 'puzzle' itself.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It's obvious this level is designed around the weaponset. I don't mind stages doing that. But when stages do that, they need to make that more obvious from the get-go.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Infinite ammo on certain weapons absolutely puts the player into that mindset.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
But this stage starts off with lots of impossible jumps, tons of Joes and pit enemies... Yet I found it doesn't really sink in what it expects until the climb and the absurd amount of ammo lying at the start.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The climb is obviously the worst part of the stage, and for reasons I explained earlier.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After that the final corridor and boss is like, what-ever man.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I think if the few things I mentioned had been implemented it might've been playable. I went in afterwards with the debug command that gave infinite ammo, and it was playable, more or less.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So yeah, utterly incompetent. Utterly devoid of fun. Not much more needed to be said. Awful level, really...&lt;br /&gt;
|acescore=26&lt;br /&gt;
|asdesign=8&lt;br /&gt;
|asfun=4&lt;br /&gt;
|ascreativity=5&lt;br /&gt;
|asaesthetics=4&lt;br /&gt;
|asfunctionality=5&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* As the name of the level implies, the main section is heavily inspired by ''Mega Man X6'', specifically the infamous autoscrolling segments in Blaze Heatnix's stage.&lt;br /&gt;
* Owing to its status as the lowest-ranked entry (and therefore the one most likely to be played first), Fragile Man is present as an NPC outside X6Meme until the level is cleared as a warning to new players.&lt;br /&gt;
* Not counting [[Nauseous Greenhouse]], X6Meme is the first, and so far only, last place ''MaGMML'' entry to be a seemingly genuine attempt at a level. [[Objective: Vain Space]] was only made to round out ''MaGMML1'''s entry count to 20, [[Snow Man]] was a joke level submitted by CosmicGem under an alt account, and [[Space Pipes]] deliberately abused the late submission penalty to get last place.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 1}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 1 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]][[Category:Tier 1 Stages]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=X6Meme&amp;diff=23609</id>
		<title>X6Meme</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=X6Meme&amp;diff=23609"/>
				<updated>2024-07-19T14:46:39Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: &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=X6Meme&lt;br /&gt;
|rank=175th&lt;br /&gt;
|image=[[File:MaGMML3-175-X6Meme.png|256px]]&lt;br /&gt;
|caption=Spikes? Glitchy graphics? Yeah, that's ''never'' a good sign....&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[It the it]]&lt;br /&gt;
|composer=Ippo Yamada, Naoto Tanaka, Akari Kaida (originals)&amp;lt;br&amp;gt;ZeroJanitor, MiniMacro Sound (remixes)&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: Pacchy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=13&lt;br /&gt;
|judge2=9&lt;br /&gt;
|judge3=37&lt;br /&gt;
|judge4=19&lt;br /&gt;
|judge5=26&lt;br /&gt;
|totalscore=15.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Batton]]&lt;br /&gt;
*[[Battonton]]&lt;br /&gt;
*[[Bombomb]]&lt;br /&gt;
*[[Crazy Cannon]]&lt;br /&gt;
*[[Crazy Razy]]&lt;br /&gt;
*[[Flower Presenter]]&lt;br /&gt;
*[[Flying Shell]]&lt;br /&gt;
*[[Giree]]&lt;br /&gt;
*[[Gremlin]]&lt;br /&gt;
*[[Hothead]]&lt;br /&gt;
*[[Killer Bullet]]&lt;br /&gt;
*[[Machine Gun Joe]]&lt;br /&gt;
*[[Metall]]&lt;br /&gt;
*[[Petit Devil]] (green, yellow)&lt;br /&gt;
*[[Pickelman Bull]]&lt;br /&gt;
*[[Power Muscler]]&lt;br /&gt;
*[[Returning Sniper Joe]]&lt;br /&gt;
*[[Scissascissor]]&lt;br /&gt;
*[[Shield Guard]]&lt;br /&gt;
*[[Sniper Joe]]&lt;br /&gt;
*[[Spine]]&lt;br /&gt;
*[[Spring Head]]&lt;br /&gt;
*[[Telly X]]&lt;br /&gt;
*[[Walking Bomb]]&lt;br /&gt;
*[[Wall Blaster]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Astro Door]]&lt;br /&gt;
*[[Auto Scroller]]&lt;br /&gt;
*[[Chill Man Block]]&lt;br /&gt;
*[[Junk Magnet]]&lt;br /&gt;
*[[Press]]&lt;br /&gt;
*[[Switch Ball]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Mecha Dragon]]&lt;br /&gt;
|other=&lt;br /&gt;
*25% late penalty.&lt;br /&gt;
|music='''Part 1:''' Mega Man 10 - Silent Rain&amp;lt;br&amp;gt;'''Part 2:''' Mega Man X6 - Blaze Heatnix&amp;lt;br&amp;gt;'''Boss:''' Mega Man &amp;amp; Bass - Boss&lt;br /&gt;
|location=[[Tier 1 (MaGMML3)|Tier 1]]&lt;br /&gt;
|next=[[CrashMan Simulator]]&lt;br /&gt;
}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{quote|I have a bad feeling about this...|Volt Man|just before the most difficult part of the level}}&lt;br /&gt;
'''X6Meme''' is the 175th and last place entry in ''[[Make a Good Mega Man Level 3]]''. This extremely difficult level starts with an icy section with several pits and many enemies, ending in a deliberately mistiled section just before a long drop. The level then proceeds into a long rising autoscrolling section with difficult platforming while even more enemies try to knock [[Mega Man]] down.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
The Trickster Token is located in a fake lava pit after the vertical climb.  To find it, use [[Ice Wall]] over the lava pits you see; if the Ice Wall falls into the pit (and does not sit atop the lava), the lava is fake, and the Token will be found there.&lt;br /&gt;
{{NeedsStrategy}}&lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
X6Meme was made skippable due to its extremely high difficulty (especially the vertical autoscrolling section), in addition to its obscurely hidden Trickster Token.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=Full disclosure: Unlike the previous major MaGMML contests, we had measures in place that allowed us to remove levels from the running entirely. If a majority of the judges agreed it broke one of the major rules, it would be cut. Otherwise, all five of us had to *unanimously* agree that it warranted removal-and we're all very different people, so that's genuinely hard to get. That I could *legitimately* beat it 100%-no need for debug cheats-saved it from a majority vote against 'truly unreasonable difficulty', and I've seen enough fledgling creators make abhorrently terrible stuff to figure that X6Meme-despite the name-is a genuine effort, so it couldn't get a unanimous exclusion vote. Thus, it's sitting here, albeit in dead last.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does that mean the level is truly worth playing? Well... I Didn't think I'd ever say this, but now I'm craving Snake Donuts. Certainly, I would've preferred them to what's here. The level's opening section does it no favours already, with pixel-perfect jumps on ice with Bombombombs, Machine Gun Joes, and Gabyoalls, all of which have little-to-nothing to do with X6. Needless to say, busting out special weapons is a far better choice to make, here. That's followed by a long falling section with the level's graphics deliberately breaking down-which I'll admit, that's at least a cool visual.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
But then we get to the big '&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;'highlight'&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;' of this level, the upwards autoscroll. And... gyagh... words do not adequately describe how utterly and thoroughly unreasonable and downright miserable that section actually is. If, by some miracle, you're reading this review before playing this level? Take the judge panel's advice-especially the fact that this was nearly cut from the contest entirely: use the skip, save your sanity. This entire, several-minute-long section was unbelievably awful, and it completely overtakes the rest of the level just by virtue of being that bloody awful.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I just... gyah! I am craving Snake Donuts, legitimately! The original Blaze Heatnix was better than this. And X6 was certainly way more interesting than this-because the rest of the level isn't interesting, or even super worth talking about.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Well, one other thing is worth talking about, the aesthetic in the Energy Element room is awful and doesn't communicate pits very well, which has caused at least one death and subsequent unnecessary rematch. Otherwise, though... ugh. Just, ugh. I wouldn't say this is my least favourite level, as the Mecha Dragon on tiny ice blocks was at least somewhat cool. But... yeesh, what a miserable experience.&lt;br /&gt;
|mickscore=13&lt;br /&gt;
|mgdesign=3&lt;br /&gt;
|mgfun=1&lt;br /&gt;
|mgcreativity=0&lt;br /&gt;
|mgaesthetics=2&lt;br /&gt;
|mgfunctionality=7&lt;br /&gt;
|shin=[[File:MaGMML3-X6MemeComic.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I was all set to leave my review as that picture above and call it a day, since this is one of those rare occurrences where I felt a full review wasn't completely necessary. All of this stage's issues are glaringly obvious, to the point where it's very easy to see why this level ended up where it did in the rankings.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That being said, I don't want to be completely unthorough with this review, either. So on that note, here's a list of this level's biggest issues:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
- The haphazard tile placement makes the stage itself look like a jumbled mess. There's even a spot where spikes are used as background details, of all things.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
- Enemy placement feels more like an afterthought than anything. At least, up until you get to the auto-scroll segment, where they become far more of a nuisance due to the sheer hectic nature of that section.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
- There are gaps leading up to the boss that you can't jump across without utilities.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
- Mecha Dragon's fight is made much worse due to the limited space you have to avoid his fireballs, along with the floor being entirely spikes.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
- Given that the last screen is basically a giant pit, it's very easy to accidentally fall in when you first enter the room. And of course, dying here means re-fighting the Mecha Dragon.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I think that pretty much covers it. There is a potential argument to be made that this stage isn't really a genuine effort, but rather was submitted to the contest as a joke (on account of its name, among other obvious factors with the level design listed above). Even if that was the case, however, I'm firmly in the camp that level design like this shouldn't get a pass simply for being under the &amp;quot;it's a joke&amp;quot; umbrella.&lt;br /&gt;
|shinscore=9&lt;br /&gt;
|sdesign=1&lt;br /&gt;
|sfun=1&lt;br /&gt;
|screativity=1&lt;br /&gt;
|saesthetics=1&lt;br /&gt;
|sfunctionality=5&lt;br /&gt;
|pachy=Blaze Heatnix :fire: :bird:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Well there is certainly a clear inspiration from one of X6's most infamous levels.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Annoying and tedious auto-scrolling sections, filled to the brim with equally annoying respawning enemies and instant-death hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Prepare for a bad time if you plan to buster-only this, as some parts during the tower climb essentially lead to dead ends with impossible jumps. A lot of the platforms are very narrow, too, so you bet you're gonna get knocked straight into the non-rising lava of death from one stray bullet.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For a double whammy, let's also introduce puzzles into this--puzzles with no prior introduction on how they work, nonetheless.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Then when you reach the Mecha Dragon boss, it's just a very underwhelming climax. The boss AI remains unchanged; the fireballs from the dragon are fairly simple to dodge, even with limited space; and if you get knocked off the platforms, there are spikes that serve as safety beds, as these aren't MM1 spikes.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The token does not exist.&lt;br /&gt;
|pachyscore=37&lt;br /&gt;
|pdesign=7&lt;br /&gt;
|pfun=5&lt;br /&gt;
|pcreativity=9&lt;br /&gt;
|paesthetics=12&lt;br /&gt;
|pfunctionality=4&lt;br /&gt;
|flashman=As a blind judge, determining whether a level is an honest attempt or an exclusion-worthy troll is a matter of interpreting what the level tells me about itself. This level tells me, unquestionably, that it is purposefully terrible for a laugh at the expense of the player.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Why is X6 meme-worthy? Because of its notoriously bad design choices. So what possible best-case scenario would have this ending up as a *good* level? It doesn't help that there's a reference to MaGMML2's Snow Man, a verified troll level.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The repetitious challenges are pure pain:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
- Small, icy platforms surrounded by pits that are barely close enough to jump across unassisted, swarmed by speedy Spines and the most notoriously difficult version of Sniper Joe.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
- A messy autoscrolling sequence subjecting the player to 3 minutes (the length of an entire NES Mega Man level!) of instant death at the slightest mistake, culminating in an out-of-nowhere puzzle gimmick that's guaranteed to get players killed before they figure out what's going on.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
- An incredibly missable token found *after* the interminable autoscrolling sequence. Recall that none of the game's secret-finding upgrades were implemented when these levels were created.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
- Following the boss fight, a cruel fake-out where the floor is secretly a bottomless pit, requiring the player to freeze immediately or die and refight the boss.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There's no way anyone playtested this. A buster-only run is absolutely ludicrous, yet special weapons make the horizontal stretches utterly pointless. Problematic construction is patently obvious in the last couple screens.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I argued strongly to have this excluded. Obviously it's still here. Basic functionality, decent aesthetics, some original ideas, and actually thoughtful weapon refills are worth a few points, but I'd just as soon give this a 0.&lt;br /&gt;
|flashmanscore=19&lt;br /&gt;
|fmdesign=2&lt;br /&gt;
|fmfun=0&lt;br /&gt;
|fmcreativity=4&lt;br /&gt;
|fmaesthetics=7&lt;br /&gt;
|fmfunctionality=6&lt;br /&gt;
|ace=There was actually a debate amongst the panel whether or not this was a deliberate troll attempt. We'd already Yeeted out a couple of stages that we think crossed the line.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The debate came down to whether or not we thought this was intentionally malicious or just plain incompetent.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I think the latter, for what it's worth. It was a long debate, though. Even if it isn't a troll... it also isn't playable.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
But a few choice changes might've made it even remotely playable - namely, some specifical infinite-ammo weapons, one or two more wider platforms to remove most of the pixel-perfect jumps, and removing that MM1 enemy, Flying Shell, who is frankly just absurd in a level like this, resulting in it being a right pain in the tail even long after it's gone off screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That, and a 'puzzle' [imagine me making finger quotes when I say this] at the end of the vertical climb that's timed and franky impossible to parse until after several deaths because the switches appear long before the 'puzzle' itself.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It's obvious this level is designed around the weaponset. I don't mind stages doing that. But when stages do that, they need to make that more obvious from the get-go.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Infinite ammo on certain weapons absolutely puts the player into that mindset.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
But this stage starts off with lots of impossible jumps, tons of Joes and pit enemies... Yet I found it doesn't really sink in what it expects until the climb and the absurd amount of ammo lying at the start.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The climb is obviously the worst part of the stage, and for reasons I explained earlier.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After that the final corridor and boss is like, what-ever man.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I think if the few things I mentioned had been implemented it might've been playable. I went in afterwards with the debug command that gave infinite ammo, and it was playable, more or less.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So yeah, utterly incompetent. Utterly devoid of fun. Not much more needed to be said. Awful level, really...&lt;br /&gt;
|acescore=26&lt;br /&gt;
|asdesign=8&lt;br /&gt;
|asfun=4&lt;br /&gt;
|ascreativity=5&lt;br /&gt;
|asaesthetics=4&lt;br /&gt;
|asfunctionality=5&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Owing to its status as the lowest-ranked entry (and therefore the one most likely to be played first), Fragile Man is present as an NPC outside X6Meme until the level is cleared as a warning to new players.&lt;br /&gt;
* Not counting [[Nauseous Greenhouse]], X6Meme is the first, and so far only, last place ''MaGMML'' entry to be a seemingly genuine attempt at a level. [[Objective: Vain Space]] was only made to round out ''MaGMML1'''s entry count to 20, [[Snow Man]] was a joke level submitted by CosmicGem under an alt account, and [[Space Pipes]] deliberately abused the late submission penalty to get last place.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 1}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 1 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]][[Category:Tier 1 Stages]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Stormy_Spire&amp;diff=23595</id>
		<title>Stormy Spire</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Stormy_Spire&amp;diff=23595"/>
				<updated>2024-07-18T13:04:22Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: /* Trivia */&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=Stormy Spire&lt;br /&gt;
|image=[[File:MAGMMLEZ-CH2-StormySpire.png|256px]]&lt;br /&gt;
|caption=Oh, how did it go again... &amp;quot;Wily Never Eats Shreddies&amp;quot;?&lt;br /&gt;
|game=''[[Make a Good Mega Man Level: Episode Zero]]''&lt;br /&gt;
|creator=[[InUniverse]]&lt;br /&gt;
|rank=Chapter 2&lt;br /&gt;
|composer=Sonata Arctica (original)&amp;lt;br&amp;gt;AozoraOrigami (cover)&lt;br /&gt;
|artist=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables=[[File:CD.png]][[File:CD.png]]&amp;lt;br&amp;gt;030: [[Glass Man]]&amp;lt;br&amp;gt;091: [[Elec Man]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Apache Joe]]&lt;br /&gt;
*[[Cannon Joe]]&lt;br /&gt;
*[[Cannopeller]]&lt;br /&gt;
*[[Dachone]]&lt;br /&gt;
*[[Electriri]]&lt;br /&gt;
*[[Flying Shell]]&lt;br /&gt;
*[[Foojeen]]&lt;br /&gt;
*[[Giree]]&lt;br /&gt;
*[[Lyric]]&lt;br /&gt;
*[[Metall Mommy]]&lt;br /&gt;
*[[Prop-Top]]&lt;br /&gt;
*[[Sibul]]&lt;br /&gt;
*[[Super Ball Machine Jr.|Super Ball Machine Jr. (4MI)]]&lt;br /&gt;
*[[Tsurare Stamp]]&lt;br /&gt;
*[[Wall Blaster]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Guts Lift]] (Normal, Active)&lt;br /&gt;
*[[Key Barrier]]&lt;br /&gt;
*[[Maze Warp]]&lt;br /&gt;
*[[Reflect Block]]&lt;br /&gt;
*[[Sideway Elevator]]&lt;br /&gt;
*[[Toad Rain]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
|other=&lt;br /&gt;
|music=Sonata Arctica - UnOpened&lt;br /&gt;
|location=&lt;br /&gt;
|previous=[[Out of Order]]&lt;br /&gt;
|next=&lt;br /&gt;
}}&lt;br /&gt;
'''Stormy Spire''' is the ninth and final level on the path to the [[Zap Chip]] in Chapter 2 of ''[[Make a Good Mega Man Level: Episode Zero]]''. In it, [[Zero]] scales a tall transmission tower, and has to go around a large torus that loops in on itself to find letter keys scattered throughout four terminals. Each part of the torus has many kinds of hazards, enemies, and puzzles, but bottomless pits are almost completely absent and every spike is non-lethal (only doing 5 damage on contact). The stage is loosely based on [[Airflow Hubble]] from ''[[Make a Good Mega Man Level 2]]'', and even starts with a similar layout and aesthetic while using the same music. A pseudo-[[Skip Teleporter]] appears at the start, but instead of taking Zero to the end, it will take him to the tower's central hub; however, it will only work after completing the level at least once.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Stormy Spire can be subdivided into multiple areas, owing to its large size and looping structure.&lt;br /&gt;
===Entrance===&lt;br /&gt;
The level starts with [[Apache Joe]]s and [[Cannon Joe]]s attacking Zero, while a [[Dachone]] blocks the end of a narrow corridor. The [[Z-Saber]] can easily destroy the Joes, but the [[Z-Burst]] also works at a longer range. Down below, [[Lyric]]s spawn from small holes while [[Giree]]s crawl along platforms over spikes; the [[Cutter Chip]]'s [[Blank Drive]] is a handy tool for clearing space if needed. Shortly after, modified [[Super Ball Machine Jr.]]s appear; instead of their usual rebounding balls, they fire an arcing shot that explodes into four falling projectiles. Above them are two [[Guts Lift]]s; one normal, and the other an Active Guts Lift that only moves when stepped on. Another Dachone guards a boss door, which leads to a quick but uneventful elevator ride to the tower's central hub.&lt;br /&gt;
===Central Hub===&lt;br /&gt;
The central hub is a small looping area that contains four teleporters, each one taking Zero to the terminal labelled above it. Above the West and South teleporters is a ledge with four barriers locking off parts of it; to unlock them, letters from each of the four terminals need to be collected, with each one unlocking a barrier. Only two letters need to be collected to finish the level, as two barriers block the exit. However, collecting three will open up access to two small Bolts and a [[CD]], while collecting all four opens access to an M-Tank. The order the letters are gathered in doesn't matter, as they aren't tied to any specific barriers.&lt;br /&gt;
&lt;br /&gt;
The four terminals all loop from one into another, with each one having a teleporter leading back to the hub. Only the North terminal requires a revisit to the central hub to proceed to the West terminal entrance; as such, starting from the West terminal reduces the need for unnecessary revisits.&lt;br /&gt;
===West Terminal===&lt;br /&gt;
This area takes place in [[Toad Rain|a rainstorm that pushes Zero to the right]]. He has to jump across several platforms while avoiding enemies like [[Metall Mommy|Metall Mommies]], overhead [[Flying Shell]]s, and [[Prop-Top]]s falling from background chutes. If Zero happens to fall down, instead of a bottomless pit he lands on solid ground, with some spikes scattered around. There is nothing of worth in these lower areas, and the only way out is to backtrack towards a ladder leading back to the main route. In the room with the West key, a [[Yashichi]] lies in a small cubbyhole, but it requires a very quickly timed airdash to reach.&lt;br /&gt;
===South Terminal===&lt;br /&gt;
The South terminal path is a slope-filled area with little platforming to speak of. Instead it is focused on fighting enemies, with Super Ball Machine Jr.s and Dachones working as common threats. Also present are [[Electriri]]s and ceiling-mounted [[Wall Blaster]]s, the former of which are dangerous in large numbers. The Cutter Chip's boomeranging Z-Burst can be useful in hitting enemies more than once, such as the large and bulky Dachones.&lt;br /&gt;
===East Terminal===&lt;br /&gt;
Like the West terminal, a rainstorm is present, but now it pushes Zero to the left. The main challenge of this area is platforming on Guts Lifts, with Active ones seeing predominant use. The first section has Active Guts Lifts riding over spikes, while [[Foojeen]]s and the storm try to knock Zero off of them. Some Guts Lifts will drop of their rails and fall, either landing on a new one or forcing Zero to jump off. After that, a [[Key Barrier]] blocks the way, while a Key lies behind three Guts Lifts over spikes, as well as multiple Electriris floating towards Zero. Next, Zero has to scale a vertical platforming section while avoiding Girees crawling across very small platforms. Finally, another Guts Lift section appears, with multiple Active Guts Lifts needing to be triggered as the main lift crosses multiple long gaps in its rail. Once again, if Zero falls, he will land in a lower area without dying, and must make his way backwards to climb back up top.&lt;br /&gt;
===North Terminal===&lt;br /&gt;
This area is primarily focused on [[Sibul]]s that chase down Zero before exploding after a delay, or when shot. Though it requires getting up close to them, the Z-Saber can kill them without triggering their explosions. At one point, nine Key Coins hovering over spikes have to be collected to unlock a Key Barrier, while an invincible Sibul constantly chases after Zero. This Sibul will never self-destruct, and has to be avoided. If one is daring, a few powerups such as weapon energy and large Bolts rest on some of the spikes, requiring close airdashes to obtain without damage. Unlike the other terminals, a [[Tsurare Stamp]] guards the exit instead of a Dachone.&lt;br /&gt;
===Final Elevator===&lt;br /&gt;
Upon reaching the Central Hub's exit, Zero must ride a [[Sideway Elevator]] while Lyrics and Electriris fly by. With both enemies being so weak, area clearing weapons like the Blank Drive (with either the Cutter Chip or [[Psycho Chip]]) are very handy. Spikes are encountered in the shaft, and can crush Zero if he's between one and the elevator; if he needs to, stomping on the elevator's buttons will make it move faster in its respective direction. By staying on the right hand side of the screen, the level's second CD can be obtained; otherwise, a wall of spikes separates it from Zero. After one last Dachone, Zero reaches the top of the tower, where both an [[Energy Element]] and the Zap Chip are lying out in the open.&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&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;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneWily.png]]&lt;br /&gt;
|Dr. Wily&lt;br /&gt;
|Stormy Spire?&lt;br /&gt;
That's essentially the biggest transmission tower around here. Pretty fancy and well-organized.&lt;br /&gt;
&lt;br /&gt;
Don't trip any of the wires, though, or I can't even get back to you whenever you call me!&lt;br /&gt;
&lt;br /&gt;
That, and you'll cause a widespread power outage. That one's a bit more important.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKrantz.png]]&lt;br /&gt;
|Agent Krantz&lt;br /&gt;
|Stormy Spire?&lt;br /&gt;
The main feature of that tower is its giant torus on the upper levels.&lt;br /&gt;
&lt;br /&gt;
To get to the top where the transmission is though, you'll need authorization from two of the four terminals&amp;lt;br&amp;gt;around the torus. Given the weather, I'd watch out for rain, as it can push you around while in the air.&lt;br /&gt;
&lt;br /&gt;
There are also Guts Lifts on the higher levels, which can lose their grip on loose tracks.&lt;br /&gt;
&lt;br /&gt;
Finally, the final area has an elevator that moves left and right by buttons on its side.&lt;br /&gt;
&lt;br /&gt;
If you stomp on them though, they'll move faster than if you just walk onto them!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneGalaxy.png]]&lt;br /&gt;
|Galaxy Man&lt;br /&gt;
|'''(CD #1):''' For this one, make sure you complete at least THREE of the towers! That's all you gotta do!&lt;br /&gt;
Once you take care of that, the path for the CD should be clear!&lt;br /&gt;
&lt;br /&gt;
'''(CD #2):''' You know the last big elevator, after all the tower areas? Well, keep to the RIGHT!&lt;br /&gt;
&lt;br /&gt;
The CD'll be coming up on the right there. Just don't get knocked off by all the enemies!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKnives.png]]&lt;br /&gt;
|Knives&lt;br /&gt;
|'''Knives:''' Storming's pretty good, good atmosphere, but it also kinda keeps you down, you know?&lt;br /&gt;
And I don't want you to get struck by lightning or get eaten by a power cord or anything.&lt;br /&gt;
&lt;br /&gt;
I like unsafe, but not unsafe for you! You need to be in perfect shape for me.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' I am... glad to see you're so... concerned.&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' I knooow, right? You already know I'm perfect for you!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Stormy Spire is the only final level on a chip path that doesn't end in a boss fight - as such, [[Alastor]] from [[Shocking Wacko Stage]] stands in as the Zap Path's representative in [[The Ultimate Choice]]'s Soul Eraser difficulty.&lt;br /&gt;
* The stage's main challenge is likely inspired by the fourth Cossack stage in the romhack ''Rockman 4 Minus Infinity'', which also has the player traversing a looping tower area while collecting letters to proceed. The sprites for the compass indicator are taken directly from the romhack as well.&lt;br /&gt;
* The name &amp;quot;Stormy Spire&amp;quot; comes from a sign in [[Poorly Named Level]], where it is mentioned by [[Yoshiatom]] as the name of her first attempt at a level. She mentions using a &amp;quot;''[[Mega Man 10|MM10]]''-style lift section&amp;quot; in it, which is used here as the level's climax.&lt;br /&gt;
* Prior to v1.1, the doors blocking off the final elevator ride used different graphics that made them look like normal Key Barriers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Zap}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level: Episode Zero Stages]][[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Doctor_Thomas_Light&amp;diff=23588</id>
		<title>Doctor Thomas Light</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Doctor_Thomas_Light&amp;diff=23588"/>
				<updated>2024-07-18T08:49:22Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|name= [[File:RockboardDrLightMug.png|left|Dr. Light]][[File:RockboardDrLightMug.png|right|Dr. Light]]Dr. Thomas Light[[File:DrLightLogo.png|center|Dr. Light Emblem]]&lt;br /&gt;
|image=[[File:DrLight-MM9.png|230px|Dr. Light, MM9]]&lt;br /&gt;
|caption=Dr. Light, as seen in Mega Man 9&lt;br /&gt;
|designer= &lt;br /&gt;
|jname=Thomas Right&lt;br /&gt;
|script=トーマス・ライト &lt;br /&gt;
|romaji=Tōmasu Raito &lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor = Blue&lt;br /&gt;
|OffAppear= Most games from the [http://megaman.wikia.com/wiki/Mega_Man_(series) Mega Man] Classic Series&lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]] (NPC, Costume)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (cameo)&lt;br /&gt;
|appear2= &lt;br /&gt;
|sprite=[[File:NESDrLightSprite.png]]&lt;br /&gt;
|}}&lt;br /&gt;
{{quote|Sometimes, peace cannot be achieved unless those who spread war are destroyed.|Dr. Light|[http://megaman.wikia.com/wiki/Mega_Man_2:_The_Power_Fighters Mega Man 2: The Power Fighters]}}&lt;br /&gt;
'''Doctor Thomas Light''', known as '''Doctor Thomas Right''' (トーマス・ライト博士 Tōmasu Raito Hakase) in Japan, is a character from the ''Mega Man Classic'' and ''Mega Man X'' series. He has appeared in all main series ''MaGMML'' games thus far, serving as mission control for [[Mega Man]], with [[Dr. Light's Lab|his lab]] being explorable. He also makes an extremely brief appearance in the ''MaGMML'' spin off title, ''[[Make a Good Mega Man Level: Episode Zero]]'', where he is seen in the game's credits being approached by the mayor of [[Mega City]].&lt;br /&gt;
&lt;br /&gt;
==Before the first Mega Man game==&lt;br /&gt;
In the 20th century, Thomas Light attended the Robot Institute of Technology (ローバート工科大学 Robert Institute of Technology) where he met [[Doctor Albert W. Wily|Albert W. Wily]]. The two became classmates and graduated together with their doctorate degrees (PhDs), although Light always received more credit than Wily. The two were nominated for the Nobel Prize for physics, but only Dr. Light won. Dr. Wily, with his pride hurt and tired of being in second place, vanished, and Dr. Light didn't see him again until the events of [[Mega Man 1|the first game]]. At an unknown time, Dr. Light (alongside Dr. Wily in some sources outside of Japan) founded his laboratory to further the development of computing and robotics technology for the benefit of mankind in the coming era. Light became a world-renowned scientist and the leading expert on robotics. &lt;br /&gt;
&lt;br /&gt;
Light soon built a series of household and civil service robots. Not long after that, he created a humanoid robot with a much more advanced A.I., DLN-000 [[Proto Man]], the first &amp;quot;advanced robot&amp;quot;, known as a Robot Master in some sources. However, Proto Man's dangerous imbalance in his energy core and having a strong sense of independence led to him going AWOL before his repairs were complete in fear that his personality would change in the process. Later, in the year 200X (sometime in the first decade of the 21st century), Light would build on the successes and failures of the Proto Man project to build other Robot Masters, like [[Mega Man|Rock]] (a lab assistant, also known as Mega), [[Roll]] (a householder), and a series of industrial robots.&lt;br /&gt;
&lt;br /&gt;
When Dr. Wily grew jealous of Light's works receiving credit and his works not (in U.S.A. sources, Wily is jealous because Light received all the credit for the team's work), he stole and reprogrammed Light's industrial robots, attempting to take over the world. Rock, having a strong sense of justice, volunteered to be converted into the super fighting robot known as Mega Man. Light, being a pacifist, was at first reluctant to go through with the operation, but he eventually agreed to it, leading to the seemingly eternal rivalry between Mega Man and Dr. Wily that still rages on to this day.&lt;br /&gt;
==Trivia==&lt;br /&gt;
*If the Dr. Light [[Costumes|costume]] is worn during ''[[Make a Good Mega Man Level 3]]'s'' awards ceremony cutscene, Light's full name is stated to be ''Dr. Thomas Xavier Light''. The middle name is a reference to ''The Official Guide to Mega Man'',  an old American guidebook for ''[[Mega Man 1]]'', ''[[Mega Man 2|2]]'', ''[[Mega Man 3|3]]'' and ''[[Mega Man: Dr. Wily's Revenge|Dr. Wily's Revenge]]'' that included various pieces of made up, non-canonical lore, including referring to Light as &amp;quot;Xavier Wright&amp;quot;.&lt;br /&gt;
{{MaGMML}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Doctors|Thomas Light]][[Category:Costume]][[Category:Make a Good Mega Man Level]][[Category:Make a Good Mega Man Level 2]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Wily_Stadium&amp;diff=23353</id>
		<title>Wily Stadium</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Wily_Stadium&amp;diff=23353"/>
				<updated>2024-07-11T10:35:46Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Wily Stadium&lt;br /&gt;
|image=[[File:MaGMML3-WilyStadium.png]]&lt;br /&gt;
|caption=Grab your tickets to the final battle while you still can!&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator= &lt;br /&gt;
|composer= &lt;br /&gt;
|artist=[[Spin Attaxx]], [[Karakato]] (map)&amp;lt;br&amp;gt;[[Protty]] (tiles)&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=7&lt;br /&gt;
|collectables=7&lt;br /&gt;
|bosses=&lt;br /&gt;
|previous=[[Tier 15 (MaGMML3)]]&lt;br /&gt;
|next=[[Tier X (MaGMML3)]]&lt;br /&gt;
|music=MaGMML3 - Let the Games Begin&amp;lt;br&amp;gt;'''Map:''' MaGMML3 - Come One, Come All!&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Come one, come all! Dr. Wily's grand finale awaits!|Travel brochure description|[[Make a Good Mega Man Level 3]]}}&lt;br /&gt;
The '''Wily Stadium''' (also known as '''Ernest Stadium''' and '''Tier W''') is a location in ''[[Make a Good Mega Man Level 3]]''. It is a gigantic stadium in the style of a Wily Castle that serves as the location of the finals of the Sixth Worldwide Sponsored Robot Tournament. At the awards ceremony for the tournament, [[Ernest Will]] reveals [[Doctor Albert W. Wily|his true self]] to the world, and [[Mega Man]] and the other finalists are sent into the stadium to duke it out.&lt;br /&gt;
&lt;br /&gt;
As with prior ''MaGMML'' fortresses, each of the Wily Stadium's stages are made by the judges, and it is inaccessible without first collecting all 15 [[Tier Rank]]s and speaking to Ernest Will in the [[Victor Heights]] hotel lobby. Upon entering the Wily Stadium, the player is locked into it and cannot leave without clearing it first. Unlike prior ''MaGMML'' fortresses, though, the Wily Stadium has a hub area with a vending machine to stock up on Tanks, and each stage can be played and revisited in any order. The final Wily stage, however, cannot be played without obtaining the [[Energy Element]]s from each of the first five stages.&lt;br /&gt;
&lt;br /&gt;
After beating the game, the Wily Stadium can be freely revisited from the bus stop. A side area will also unlock, allowing the player to replay [[Chaos Assault]] (which, while technically preceding the Wily Stadium itself, is considered &amp;quot;Wily 0&amp;quot;).&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;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Trickster Tokens&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Bosses&lt;br /&gt;
|-&lt;br /&gt;
|[[Chaos Assault]]&lt;br /&gt;
|[[snoruntpyro]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|[[Regal Machine]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cross Armada]]&lt;br /&gt;
|[[Mick Galbani]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|[[Falcon Rock]]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Bronze Yard]]&lt;br /&gt;
|[[ACESpark]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]]&lt;br /&gt;
|[[Tengen Tophammer]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Be The Smaller Person]]&lt;br /&gt;
|[[Flashman85]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|[[Kouker Quge]]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Level with a Met Pun]]&lt;br /&gt;
|[[Pachy]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|[[Metilda McBossface]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Armory Catastrophe]]&lt;br /&gt;
|[[Shinryu]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|[[Neko Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Greatest Show Of All Time]]&lt;br /&gt;
|[[:Category:MULTIPERSON Levels|MULTIPERSON]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|[[Bass]]&amp;lt;br&amp;gt;[[Cerberus Man]]&amp;lt;br&amp;gt;[[Element Man]]&amp;lt;br&amp;gt;[[Forge Woman]]&amp;lt;br&amp;gt;[[Hunter Woman]]&amp;lt;br&amp;gt;[[Presto]]&amp;lt;br&amp;gt;[[Wily Machine SPIRE]]&amp;lt;br&amp;gt;[[Wily Jet]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The Wily Stadium's design is loosely based on [https://en.wikipedia.org/wiki/Wembley_Stadium Wembley Stadium], incorporating its distinctive arch.&lt;br /&gt;
* The jingle used during the path-drawing cutscene is a remix of ''I am world king!!'', Dr. Wily's theme from ''Mega Man: Battle &amp;amp; Chase''.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Wily Stadium}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tiers]][[Category:Make a Good Mega Man Level 3 Tiers]][[Category:Wily Stadium]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Joseph&amp;diff=23348</id>
		<title>Joseph</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Joseph&amp;diff=23348"/>
				<updated>2024-07-10T16:26:07Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: another one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|name=[[File:JosephMugshot.png|Joseph's mugshot|left]]Joseph[[File:JosephMugshot.png|Joseph's mugshot|right]]&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|designer=[[CSketch]]&lt;br /&gt;
|artist=&lt;br /&gt;
|age=&lt;br /&gt;
|altname=Joe&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Purple&lt;br /&gt;
|haircolor=Purple&lt;br /&gt;
|affiliations=[[Mega Man]]&amp;lt;br&amp;gt;[[SS Elroy]]&lt;br /&gt;
|occupation=Mechanic&lt;br /&gt;
|MaGMMLAppear=[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] (NPC)&lt;br /&gt;
|appear2= &lt;br /&gt;
|sprite=[[File:Joseph.png]]&lt;br /&gt;
|}}&lt;br /&gt;
'''Joseph''' is an NPC introduced in ''[[Make a Good 48 Hour Mega Man Level]]''. He is a gifted but amnesiac mechanic who lives on the [[SS Elroy]], with a talent for creating machines and devices out of seemingly useless materials.&lt;br /&gt;
&lt;br /&gt;
Joseph acts as [[Mega Man]]'s primary source for upgrades, which he can create if he brings the right pieces of [[Junk]] (obtained from [[sidequests]]) to him. Creating an upgrade does not cost any bolts, only the Junk required to make it. He also plays a minor role in the story's climax, as together with [[Doctor Thomas Light|Dr. Light]], he builds [[Pike]] using Mega Man's gathered [[Energy Element]]s, allowing him to access the [[Box Cartel]]'s [[Cartel Hideout|underwater fortress]].&lt;br /&gt;
&lt;br /&gt;
==List of upgrades==&lt;br /&gt;
Any of these upgrades can be disabled or re-enabled manually from the pause menu.&lt;br /&gt;
&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;|Icon&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Junk Required&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Information&lt;br /&gt;
|-&lt;br /&gt;
|[[File:EnergySaverIcon48H.png]]&lt;br /&gt;
|Energy Saver&lt;br /&gt;
|Busted Energy Saver, Copper Medal&lt;br /&gt;
|A repaired Energy Saver now working in peak condition. Halves all weapons' ammo consumption.&lt;br /&gt;
|Cuts the ammo usage of all weapons in half.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SalmonShieldIcon.png]]&lt;br /&gt;
|Salmon Shield&lt;br /&gt;
|Cursed Amulet, Radio&lt;br /&gt;
|A spy tool that can make an electromagnetic shield. Saves you from a fatal blow by leaving you with 1 HP.&lt;br /&gt;
|If Mega Man has at least two HP, a normally fatal blow will now leave him with only one HP left (with some exceptions, e.g. being crushed).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ShotLimitUpgradeIcon.png]]&lt;br /&gt;
|Shot Limit Upgrade&lt;br /&gt;
|Joint Plug, Gun Del Sol&lt;br /&gt;
|A solar-powered booster that enhances the Mega Buster, increasing the number of shots you can have onscreen.&lt;br /&gt;
|Increases the [[Mega Buster]]'s onscreen shot limit from 3 to 15.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:StepBoosterIcon.png]]&lt;br /&gt;
|Step Booster&lt;br /&gt;
|HEV Gloves&lt;br /&gt;
|Increases the speed of ladder climbing.&lt;br /&gt;
|Makes Mega Man climb ladders much quicker.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BlastWindIcon.png]]&lt;br /&gt;
|Blast Wind&lt;br /&gt;
|Jet Turbine, Iron Boots&lt;br /&gt;
|Jet turbines and reinforced iron boots that nullify knockback while sliding.&lt;br /&gt;
|Stops Mega Man from suffering knockback if he's hit while sliding.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AbsorptionArmorIcon.png]]&lt;br /&gt;
|Absorption Armor&lt;br /&gt;
|Industrial Vacuum, Cracked Armor&lt;br /&gt;
|A strange armor that boosts your defenses, at the cost of enemies no longer dropping health pickups.&lt;br /&gt;
|Reduces the damage taken from attacks. Defeated enemies will not drop health energy pickups while this upgrade is in effect.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PaydayIcon.png]]&lt;br /&gt;
|Payday&lt;br /&gt;
|Metal Detector, Power Magnet&lt;br /&gt;
|A modified metal detector that increases bolt value and drop chance, but lowers the drop chance of everything else.&lt;br /&gt;
|Large bolts drop from defeated enemies more frequently, while other items drop less often. This does not affect critical object drops like keys or Energy Elements. Bolt values are also altered; Big Bolts go from 10 to 14 and Small Bolts go from 2 to 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SmiteIcon.png]]&lt;br /&gt;
|Smite&lt;br /&gt;
|Judgement Silversword&lt;br /&gt;
|Enforces the fury of God upon the weak. This holy upgrade makes all weapons instantly kill any Met-type enemy.&lt;br /&gt;
|All [[Metall]]-adjacent enemies die in one hit from all weapons, complete with flashy death effect. This effect extends to [[Metall Potton]], [[Giant Metall]], [[Giant Metall Cannon]], and even [[Metall Daddy]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BalanceStabilizerIcon.png]]&lt;br /&gt;
|Balance Stabilizer&lt;br /&gt;
|Dizzy Dial&lt;br /&gt;
|Makes you immune to the effects of dizziness. Hold down to test its effects.&lt;br /&gt;
|Triggers Mega Man's spin animation by holding Down, as if he were on a [[Daidine]]. Its only practical effect is making the Drunk sidequest beatable by negating the booze effect.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BeatSaberIcon.png]]&lt;br /&gt;
|Beat Saber&lt;br /&gt;
|Zetsabre, Green Eye&lt;br /&gt;
|'''Normal:''' Toy sword infused with bird energy. Hold up and fire a charged shot for a strong armour-piercing wind slash. Is there more?&lt;br /&gt;
&lt;br /&gt;
'''Bass Mode:''' Toy sword infused with bird energy. Sadly, it is incompatible with the Bass Buster, so you've been ripped off.&lt;br /&gt;
|Holding up while firing a charged Mega Buster shot releases a shockwave that does 4 damage to enemies and 1.5 damage to bosses. As a homage to ''Mega Man Battle Network 3'''s Variable Sword chip, inputting that chip's specific button combinations will trigger alternate effects:&lt;br /&gt;
&lt;br /&gt;
* ↑, →, ↓ or ↑, ←, ↓: Wide Sword – Shoots a spread of two slashes.&lt;br /&gt;
* ↓, ←, ↑ or ↓, →, ↑: Long Sword – Shoots two slashes from either side.&lt;br /&gt;
* ←, Jump, →, Jump or →, Jump, ←, Jump: Sonic Boom – Shoots three slashes in quick succession.&lt;br /&gt;
* Jump, Jump, ←, ↓, ↑ or Jump, Jump, →, ↓, ↑: Elemental Shockwave – Shoots four elemental-imbued slashes in quick succession. These share damage values with the [[Flame Mixer]], [[Rain Flush]], [[Spark Shock]], and [[Search Snake]] (in that order).&lt;br /&gt;
&lt;br /&gt;
When using the [[Bass]] Mode [[Cheat Mode|cheat]], the Beat Saber will not work, as Bass lacks a chargeable buster.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Joseph is directly based on [https://megaman.fandom.com/wiki/Joe Joe from ''Mega Man Legends 2''], who is a similarly amnesiac mechanic. However, he seems to be a version of Joe native to the ''MaGMML'' universe, like [[Zero|some other]] [[Boomer Kuwanger|cross-franchise]] [[Doctor Reginald Regal|''Mega Man'' characters]].&lt;br /&gt;
* If the player does not meet Joseph until after the Box Cartel have attacked the SS Elroy, he will have slightly different dialogue (with a different reason for why he chose his name).&lt;br /&gt;
* Joseph is one of only two human NPCs to be found on the SS Elroy, the other being Dr. Light.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Make a Good 48 Hour Mega Man Level]][[Category:MaGMML Original Characters]][[Category:Devteam Characters]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_Mega_Man_Level_3&amp;diff=23325</id>
		<title>Make a Good Mega Man Level 3</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_Mega_Man_Level_3&amp;diff=23325"/>
				<updated>2024-07-09T22:07:30Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: /* Story */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{GameInfo&lt;br /&gt;
|title=Make a Good Mega Man Level 3&lt;br /&gt;
|image=[[File:3TitleScreen.png|Make a Good Mega Man Level 3|256px]]&lt;br /&gt;
|caption=&lt;br /&gt;
|developer=[[snoruntpyro]]&lt;br /&gt;
|publisher= &lt;br /&gt;
|director=[[Mick Galbani]], [[ACESpark]]&lt;br /&gt;
|producer=&lt;br /&gt;
|designer= Sprites Inc.&lt;br /&gt;
|programmer=&lt;br /&gt;
|artist= &lt;br /&gt;
|writer=&lt;br /&gt;
|composer=[[DeltaMudkip]] / MiniMacro / Dark's Tunes&lt;br /&gt;
|series=Mega Man Classic&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|releasedate=Jun 9, 2024&lt;br /&gt;
|rerelease=&lt;br /&gt;
|version=1.04&lt;br /&gt;
|genre=Action / Platform &lt;br /&gt;
|modes=&lt;br /&gt;
|media=&lt;br /&gt;
|input=Keyboard / Controller&lt;br /&gt;
|music=&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Thank you, everyone, for your incredible patience over the years. Please enjoy the game - and here's to the end of an era!|snoruntpyro|on release day}}&lt;br /&gt;
&lt;br /&gt;
'''''Make a Good Mega Man Level 3''''' (or '''''MaGMML3''''' for short) is the third installment in the ''Make a Good Mega Man Level'' series, co-hosted by [[Mick Galbani]] and [[ACESpark]]. Like its predecessors, the game features community-created levels submitted as part of a level design contest. The contest is judged by Mick Galbani, ACESpark, [[Flashman85]], [[Pachy]], and [[Shinryu]]. Several elements from ''MaGMML2'', including [[costumes]] and [[the Pit of Pits]], have returned in ''MaGMML3''.&lt;br /&gt;
&lt;br /&gt;
The 2018 contest officially began on September 22, with November 25 being the submission deadline. Participants are encouraged to join the [https://discordapp.com/invite/SEHjShy official ''MaGMML3'' Discord] for discussions and updates. The public beta for the [[Megamix Engine]], which serves as the basis for ''MaGMML3''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s engine, was released on July 11th, while its official full release was on September 15th, a week before the submission period. The full game was finally released on June 9th, 2024.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
At home, [[Mega Man]] and family are flipping through TV channels until they stop at one with &amp;quot;Ernest Will&amp;quot; announcing the &amp;quot;6th Worldwide Sponsored Robot Tournament&amp;quot;. Across 15 tiers, robots of all kind can compete for a chance to enter &amp;quot;Ernest Stadium&amp;quot; and win insane cash prize. Realizing its [[Dr. Wily]] in an oblivious disguise, Mega Man is forced to enter to find out what the doctor is planning.&lt;br /&gt;
&lt;br /&gt;
Arriving at Victor Heights, Mega Man slowly meets each of his competitors: the battle hungry warrior bot [[Hunter Woman]], an arrogant speedster and daredevil [[Presto]], the grounded union worker bot [[Forge Woman]], the scrapyard fighter bot [[Cerberus Man]], and unintelligible dark horse weather bot [[Element Man]].&lt;br /&gt;
&lt;br /&gt;
After clearing 1 Tier, Wily drops the Ernest disguise to Light and Mega Man to reveal that the events of the last game were perpetuated by someone else who stole his Reality Core. He formed the current tournament to lure out the culprit, and asks for a truce with Mega Man to catch them.&lt;br /&gt;
&lt;br /&gt;
Clearing 5 Tiers has the culprit reveal himself: [[Dr. Regal|Dr. Reginald Regal]], a madman whose obsessions with the simulations had himself kicked out of the committee. Regal reveals he made the Wily decoy to keep everyone's eyes off him. When he tries to use the Reality Core to erase Mega Man, it turns into confetti and quickly flees. Each subsequent cutscene reveals himself to be rather incompetent and unoriginal without meaningfully adding to the ideas he takes from, his attempt to hijack the contest being foiled by his own poor design, and attempt to team up with Cerberus Man ending with the scrap bot mauling him.&lt;br /&gt;
&lt;br /&gt;
After clearing all 15 Tiers, Regal plays his last hand, a &amp;quot;hostage&amp;quot; situation involving a Pipi mistaken for [[Beat]], a cardboard cutout of Eddie mistaken for the real one, and a disqualified competitor named [[Princess]] mistaken for Roll, prompting Wily and Mega Man to team up briefly in order to get Dr. Regal out of the picture before the finals of the tournament. When Regal summons a fortress to hide within, the two storm his fortress and tear it apart, with Regal's [[Regal Machine|ultimate war machine]] being quickly destroyed and Regal himself banished to an unknown location. With the threat put out of commission, the final ceremonies for the tournament begin.&lt;br /&gt;
&lt;br /&gt;
During the final ceremonies, one of the finalists, [[Bass]], claims Mega Man cheated because some of the [[Tier Rank|Tier Ranks]] he obtained were illegitimate ([[Regular Joe]] finding the Rank in the trash, Dr. Vicious and Dr. Hyenaman - and by extension [[Ice Buster]] - acting as a substitute due to Ignorance being frozen, the Tier 7 Boss not even being there - [[Boki Lamira]] arrived as a regular challenger for the Rank). &amp;quot;Ernest&amp;quot; checks Mega Man's ranks, but states they're legitimate before disqualifying Bass. When the other finalists complain about the Tournament being rigged, Wily drops the disguise and states the prize is real, waiting for them within his &amp;quot;Wily Stadium&amp;quot;. As Mega Man travels through the gauntlet, he runs into Bass again, who while fighting him reveals that Mega Man was supposed to be disqualified and humiliated because of the way he obtained the Ranks, but Wily backed out at the last moment.&lt;br /&gt;
&lt;br /&gt;
After defeating the other finalists and having one last chat with [[Proto Man]] (who forfeits to Mega Man), Mega Man reaches Wily in the center of Wily Stadium. Wily reveals that while he did originally plan to humiliate Mega Man, Wily realized while the two of them were fighting Regal that his original plan was too cheap and wanted to challenge him fairly. Operating [[Wily Machine SPIRE|his most powerful machine yet]], Mega Man and Wily do battle, with the Blue Bomber coming out on top. However, the crowd cheers for both. Dr. Light walks onto the field and explains Wily always was a good showman, admitting defeat in that regard. Realizing people actually love him because of this, and that he has something he's superior to Dr. Light at, he vows to keep the world entertained by doing similar feats of spectacle, with Mega Man agreeing to that to uphold everlasting peace.&lt;br /&gt;
&lt;br /&gt;
After Mega Man collects every Energy Element from the 15 basic Tiers and Wily Stadium, Dr. Regal uses his Wily decoy's head to attract Mega Man's attention to his latest scheme: to unearth an ancient evil from the [[Tier X (MaGMML3)|Grey Isles]], a region of space-time where the laws of reality are in flux, which he hopes will be as strong as the Reality Core. Traveling to the Grey Isles, Mega Man passes various trials designed to keep intruders away from where the evil sleeps, the [[Shrine of Nebula]]. After entering the Shrine, Mega Man confronts Regal as he awakens [[Nebula Grey]], an incarnation of evil who was sealed away millennia ago. However, due to its exposure to human radio and TV broadcasts, Nebula Grey has renounced its evil ways, much to the dismay of Dr. Regal who is sent away sulking. However, due to the Shrine of Nebula's security systems, Nebula Grey is forced to fight Mega Man to burn off its Dark Power to trick the system into thinking it's been put to rest again, so the both of them can leave the Shrine. After Mega Man defeats Nebula Grey, it takes on a smaller form so it can explore the world.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
During the development of ''[[Make a Good Mega Man Level 2|MaGMML2]]'', host [[snoruntpyro]] made the decision that she would not host the next contest, citing the stresses of hosting and a desire to participate in the next contest as reasons for stepping down. Mick Galbani, a community favorite for the position, stepped up to host ''MaGMML3''. Planning for the third game began even before the second game was released, and a community feedback poll following the release of ''MaGMML2'' was used to inform some of the planning for ''MaGMML3''.&lt;br /&gt;
&lt;br /&gt;
On October 29, 2017, ACESpark was invited to co-host and judge ''MaGMML3'', based on the overwhelmingly positive response to his contributions to the second game. Applications for the remaining three judge slots were announced on November 6, 2017.&amp;lt;ref&amp;gt;http://magmmlcontest.com/forum/showthread.php?tid=70&amp;lt;/ref&amp;gt; In Stage 1 of the application process, applicants were given three weeks to judge the seven [[MaGMML3 Judge Application Levels|''MaGMML3'' Judge Application Levels]], providing written comments and rating the levels based on a rubric. Of the 19 applicants, 11 moved on to Stage 2, where they submitted a sample of their Mega Man level design ability—either a level designed specifically for the application, or one they had already created. The submission deadline for Stage 2 was December 23, 2017; within 24 hours, Stage 2 applicants received a notification of the results, accompanied by brief comments on why they were or were not selected. At the same time, it was announced to the public that [[Flashman85]], [[Pachy]], and [[Shinryu]] would be judging ''MaGMML3'' alongside Mick Galbani and ACESpark.&lt;br /&gt;
&lt;br /&gt;
On August 24, 2018, the [https://docs.google.com/document/d/18mbHMqCaFaKAyO8ZBeHOFnm-BgraUA4skLEQdKst2p8 contest rules] were announced, along with every previous and current main series judge offering recommendations for the upcoming submissions. Notable rule changes include:&lt;br /&gt;
*The submission period has been extended by an undetermined amount. (announced on Discord only)&lt;br /&gt;
*The late submission period has been drastically reduced to 7 days.&lt;br /&gt;
*Minor edits of devkit levels, such as [[Ancient Tomb]], are no longer permitted.&lt;br /&gt;
*Noble Nickels have been replaced with Trickster Tokens, for which the per-level limit is still 5.&lt;br /&gt;
*Scoring is once again out of 100, with Creativity losing half of its original weight. Its 15 points were distributed evenly between Design, Fun, and Aesthetics.&lt;br /&gt;
&lt;br /&gt;
On September 15, 2018, the devkit was released and the contest dates were announced.&lt;br /&gt;
&lt;br /&gt;
On September 22, 2018, the submission form opened to the public, officially marking the opening of the contest.&lt;br /&gt;
&lt;br /&gt;
On November 26, 2018, the deadline for submissions passed, though this was followed by a grace period where late submissions/resubmissions were accepted at the cost of a score penalty, the percentage of which increased with each day. This grace period ended at 11:59 EST on December 2, 2018.&lt;br /&gt;
&lt;br /&gt;
On May 23, 2024, [[Shinryu]] uploaded the [https://youtube.com/PDsbxXFmIx4?si=h34FibSS-BKNATOQ game's release date trailer] on his YouTube channel, confirming its release date to be on June 9th of the same year.&lt;br /&gt;
&lt;br /&gt;
== Entries ==&lt;br /&gt;
A total of 176 valid entries were submitted, with an additional 14 being excluded or pulled for various reasons. This makes ''Make a Good Mega Man Level 3'' the largest ''MaGMML'' contest to date.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*[[A piece of cake, but with aesthetics]]&lt;br /&gt;
*[[Abandoned Mine (MaGMML3)|Abandoned Mine]]&lt;br /&gt;
*[[Access Corridor Alpha]]&lt;br /&gt;
*[[Air man's ultimate weapon]]&lt;br /&gt;
*[[Akudama Empire Mothership]]&lt;br /&gt;
*[[Alpine Weather Institute]]&lt;br /&gt;
*[[Alraune Woman (stage)|Alraune Woman]]&lt;br /&gt;
*[[An Ice Cave in Russia]]&lt;br /&gt;
*[[An Underwater Adventure? Wow!]]&lt;br /&gt;
*[[Arcade Archives]]&lt;br /&gt;
*[[Arcane Man -Chaos Tower- (CERN HQ Remains)]]&lt;br /&gt;
*[[Assault Hunt]]&lt;br /&gt;
*[[Bakery Man]]&lt;br /&gt;
*[[Ballade's Square of Doom]]&lt;br /&gt;
*[[Banshee Woman (stage)|Banshee Woman]]&lt;br /&gt;
*[[Beat the Security System]]&lt;br /&gt;
*[[Beet Man (stage)|Beet Man]]&lt;br /&gt;
*[[Blizzard Resort]]&lt;br /&gt;
*[[Bold and Trash]]&lt;br /&gt;
*[[Boost Man (stage)|Boost Man]]&lt;br /&gt;
*[[Bright Man Remix]]&lt;br /&gt;
*[[Cable Woman (stage)|Cable Woman]]&lt;br /&gt;
*[[Call Me Ishmael]]&lt;br /&gt;
*[[Cassette Man (stage)|Cassette Man]]&lt;br /&gt;
*[[Chaos Light City]]&lt;br /&gt;
*[[Checkmate]]&lt;br /&gt;
*[[Chemical Industry]]&lt;br /&gt;
*[[Cloud Nine]]&lt;br /&gt;
*[[CrashMan Simulator]]&lt;br /&gt;
*[[Creatively Named Level]]&lt;br /&gt;
*[[Crest Man (stage)|Crest Man]]&lt;br /&gt;
*[[Crosshair Aware]]&lt;br /&gt;
*[[Crystal Tower]]&lt;br /&gt;
*[[Cursed Darkness]]&lt;br /&gt;
*[[Cutman's New Warehouse]]&lt;br /&gt;
*[[Cycle Facility]]&lt;br /&gt;
*[[Damp Ruins]]&lt;br /&gt;
*[[Dangan Factory]]&lt;br /&gt;
*[[Dark Castle]]&lt;br /&gt;
*[[Decoy Man (stage)|Decoy Man]]&lt;br /&gt;
*[[Devil Factory]]&lt;br /&gt;
*[[DISCHARGEEEE]]&lt;br /&gt;
*[[Disobedience of Superior Machines]]&lt;br /&gt;
*[[Doorkman]]&lt;br /&gt;
*[[Dunes of Discharge]]&lt;br /&gt;
*[[Escape From the Wily City]]&lt;br /&gt;
*[[Evil Energy Facility]]&lt;br /&gt;
*[[Explosives Factory]]&lt;br /&gt;
*[[Fairly Unfocused Newcomer's Bosses And Gimmicks Stage]]&lt;br /&gt;
*[[Falling System Core]]&lt;br /&gt;
*[[Fight, Kikkoman! For Everlasting Sauce!]]&lt;br /&gt;
*[[Flamboyant Castle]]&lt;br /&gt;
*[[Foo Man (stage)|Foo Man]]&lt;br /&gt;
*[[Forgotten Factory]]&lt;br /&gt;
*[[Frenzy Reactor]]&lt;br /&gt;
*[[Froggy Gravity]]&lt;br /&gt;
*[[Fruit Forest]]&lt;br /&gt;
*[[Geek Man (stage)|Geek Man]]&lt;br /&gt;
*[[Get Wet, Get Wild]]&lt;br /&gt;
*[[Gilded Man (stage)|Gilded Man]]&lt;br /&gt;
|&lt;br /&gt;
*[[Girder Man Stage]]&lt;br /&gt;
*[[Glass Factory]]&lt;br /&gt;
*[[Glitched up Beta]]&lt;br /&gt;
*[[Glitz Woman (stage)|Glitz Woman]]&lt;br /&gt;
*[[Grand Fire Palace]]&lt;br /&gt;
*[[Grassy Plains]]&lt;br /&gt;
*[[Gravaqua2o]]&lt;br /&gt;
*[[Gravity Wumbo]]&lt;br /&gt;
*[[Gross Incandescence]]&lt;br /&gt;
*[[Guitar Man (stage)|Guitar Man]]&lt;br /&gt;
*[[Hazard Hydro]]&lt;br /&gt;
*[[Hit the Jackpot!]]&lt;br /&gt;
*[[Hornet Man got a new Stage]]&lt;br /&gt;
*[[House of Fun]]&lt;br /&gt;
*[[Hunter Tower]]&lt;br /&gt;
*[[I Hope I Lose: A Grand Tale]]&lt;br /&gt;
*[[Identity Man (stage)|Identity Man]]&lt;br /&gt;
*[[Interspatial Compression]]&lt;br /&gt;
*[[Irrigation Irritation]]&lt;br /&gt;
*[[It Was Rated Arr]]&lt;br /&gt;
*[[Judgement Man (stage)|Judgement Man]]&lt;br /&gt;
*[[Just a Water Level]]&lt;br /&gt;
*[[Lost Caverns of Jungata]]&lt;br /&gt;
*[[Luminous Tower Ascent]]&lt;br /&gt;
*[[Mafia Man's Gambling Palace]]&lt;br /&gt;
*[[Malware Man]]&lt;br /&gt;
*[[Magmatic Panic]]&lt;br /&gt;
*[[mechanical factory]]&lt;br /&gt;
*[[Mediocre Oil Level]]&lt;br /&gt;
*[[Mega Man DEV]]&lt;br /&gt;
*[[Metal Man Steals Other People's Conveyors]]&lt;br /&gt;
*[[Metall Man's Metall Factory]]&lt;br /&gt;
*[[Military Training Grounds]]&lt;br /&gt;
*[[Mine exploration]]&lt;br /&gt;
*[[Mint Candy Matrix]]&lt;br /&gt;
*[[Mirror Woman (stage)|Mirror Woman]]&lt;br /&gt;
*[[My First Megamix Level uwu xd lmao (dab)]]&lt;br /&gt;
*[[Ninja of the Night]]&lt;br /&gt;
*[[Not Delivering on Promises]]&lt;br /&gt;
*[[Nowhere yet everywhere: When the world may loop]]&lt;br /&gt;
*[[Operation: Narcissistic Stratosphere]]&lt;br /&gt;
*[[Outer Reaches]]&lt;br /&gt;
*[[Pick Your Poison]]&lt;br /&gt;
*[[Pipe Man (stage)|Pipe Man]]&lt;br /&gt;
*[[Plataform Hijinks]]&lt;br /&gt;
*[[Poudrin Man (stage)|Poudrin Man]]&lt;br /&gt;
*[[Propeller Woman in the City in the Clouds]]&lt;br /&gt;
*[[Pumpkin Patches]]&lt;br /&gt;
*[[QuintsMetFactory]]&lt;br /&gt;
*[[Radium Man (stage)|Radium Man]]&lt;br /&gt;
*[[Rec Man (stage)|Rec Man]]&lt;br /&gt;
*[[Red Mountain]]&lt;br /&gt;
*[[Revenge of Tricastle]]&lt;br /&gt;
*[[Robogarden]]&lt;br /&gt;
*[[Rockbound Facility]]&lt;br /&gt;
*[[Rock Fortress]]&lt;br /&gt;
*[[Ruins of a Forbidden Kingdom]]&lt;br /&gt;
*[[Secluded Terminal]]&lt;br /&gt;
*[[Shape Woman (stage)|Shape Woman]]&lt;br /&gt;
*[[Skull Sans Megatale 4]]&lt;br /&gt;
|&lt;br /&gt;
*[[Skull Secret Zone]]&lt;br /&gt;
*[[Sludge Man (stage)|Sludge Man]]&lt;br /&gt;
*[[Solar Inferno]]&lt;br /&gt;
*[[Somewhere Underground]]&lt;br /&gt;
*[[Sparks and Sockets]]&lt;br /&gt;
*[[Spectrum Science]]&lt;br /&gt;
*[[Stalks, Shoots, and Leaves]]&lt;br /&gt;
*[[Stalling for time]]&lt;br /&gt;
*[[Step on the Gas]]&lt;br /&gt;
*[[Stolen Citadel]]&lt;br /&gt;
*[[Sulfurific Abyss]]&lt;br /&gt;
*[[Superheavy Samurai Big BenK]]&lt;br /&gt;
*[[Suzy Love]]&lt;br /&gt;
*[[Technical Support]]&lt;br /&gt;
*[[Teetering Over the Edge]]&lt;br /&gt;
*[[Temple of Light and Dark]]&lt;br /&gt;
*[[The Actual Rock Man]]&lt;br /&gt;
*[[The Cave Level That Exists]]&lt;br /&gt;
*[[The Haymay Trials]]&lt;br /&gt;
*[[The Heist]]&lt;br /&gt;
*[[The hero as remixed]]&lt;br /&gt;
*[[The Invincible Robot Army! Featuring Shoe Man!]]&lt;br /&gt;
*[[The King's Lair]]&lt;br /&gt;
*[[The Level Equivalent of An Old Man Rambling at You]]&lt;br /&gt;
*[[The Return Of Veteran Z]]&lt;br /&gt;
*[[The Stormscraper]]&lt;br /&gt;
*[[The Warped Void]]&lt;br /&gt;
*[[Thermal Tundra]]&lt;br /&gt;
*[[Top Man 2: Spin or Go Home]]&lt;br /&gt;
*[[Tower of Dimentions]]&lt;br /&gt;
*[[Toxic Trouble]]&lt;br /&gt;
*[[Trailblazer]]&lt;br /&gt;
*[[Treading The Wily Sewer System]]&lt;br /&gt;
*[[Trouble in the Fortress]]&lt;br /&gt;
*[[Undead Fortress]]&lt;br /&gt;
*[[Ultimate Level]]&lt;br /&gt;
*[[Underground Runaround]]&lt;br /&gt;
*[[Unguarded Treasure]]&lt;br /&gt;
*[[Up Down All Around]]&lt;br /&gt;
*[[Walk-in Freezer]]&lt;br /&gt;
*[[Water Level? Ice Level?]]&lt;br /&gt;
*[[Weapon Data Center]]&lt;br /&gt;
*[[Western Railway]]&lt;br /&gt;
*[[wet]]&lt;br /&gt;
*[[Wide Joepen]]&lt;br /&gt;
*[[Wily in space (Roll's rescue)]]&lt;br /&gt;
*[[Wily Rooms Of Weapons]]&lt;br /&gt;
*[[Wily's Haunted Castle]]&lt;br /&gt;
*[[Wilys Redemption]]&lt;br /&gt;
*[[Wily's Well-fortified Room]]&lt;br /&gt;
*[[Where no met has gone before]]&lt;br /&gt;
*[[Working in the Rain]]&lt;br /&gt;
*[[Worthless Man]]&lt;br /&gt;
*[[X6Meme]]&lt;br /&gt;
*[[Y.M.C.A.]]&lt;br /&gt;
*[[You Don't Know the Drill]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Disqualified Entries===&lt;br /&gt;
* [[Worthless Man]] was not ranked in the contest, as the level contained flashing lights that triggered migraines in both one of the judges, [[ACESpark]], and his proxy player, Loyana, preventing the former from giving the level a score.&lt;br /&gt;
&lt;br /&gt;
===Excluded Entries===&lt;br /&gt;
*&amp;quot;QuintsMoonBase&amp;quot;, &amp;quot;Black Terminus&amp;quot; and &amp;quot;Chase Sequence&amp;quot; were all pulled by their creators and replaced with new levels.&lt;br /&gt;
**&amp;quot;4'33&amp;quot;&amp;quot; was also pulled by its creator, though they did not submit a new level in its place.&lt;br /&gt;
*&amp;quot;Thrilling&amp;quot;, &amp;quot;*NEW* EPIC BATTLE ROYALE MODE IN MEGA MAN!&amp;quot;, &amp;quot;A Mess of a Stage&amp;quot;, &amp;quot;USM&amp;quot;, and &amp;quot;Cardinal Man III&amp;quot; were excluded for being troll levels. In addition, &amp;quot;USM&amp;quot; contained written NSFW content, &amp;quot;*NEW* EPIC BATTLE ROYALE MODE IN MEGA MAN!&amp;quot; contained a threatening message aimed at the judges, and &amp;quot;Cardinal Man III&amp;quot; contained areas prone to significant performance issues (e.g. slowdown).&lt;br /&gt;
**The creator of &amp;quot;USM&amp;quot; has released [https://www.dropbox.com/s/1fx6q59vc2kim1p/USM.exe?dl=0 a download of this entry for the devkit], along with [https://www.youtube.com/watch?v=lf6R0c9A47k a video thorough detailing the entry and its easter eggs].&lt;br /&gt;
*&amp;quot;Curse of the Statuettes&amp;quot; was excluded for containing horribly broken screen transitions that were impossible to fix.&lt;br /&gt;
*&amp;quot;Boundless Network&amp;quot; and &amp;quot;Warehouse of Breakthroughs&amp;quot; were both excluded for containing custom or modified weapons (Boundless Network replaced the weapons system with a Battle Network chip weapon system, and Warehouse of Breakthroughs limited the player to a modified Break Dash).&lt;br /&gt;
*&amp;quot;22 Short Screens Without Sniper Joes&amp;quot; was excluded for containing an explicit drug reference (an image of Kermit the Frog snorting rows of cocaine).&lt;br /&gt;
*&amp;quot;Turbo Trickery Tower&amp;quot; was excluded for a high level of difficulty deemed malicious, with fundamental alterations necessary for the level to be accessible for the game's target audience.&lt;br /&gt;
&lt;br /&gt;
==Special Weapons==&lt;br /&gt;
On November 23, 2017, the poll for the game's weapon set was opened, lasting for 2 weeks until it was closed on December 7, 2017.&lt;br /&gt;
===Default Weapons===&lt;br /&gt;
&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;&lt;br /&gt;
!&lt;br /&gt;
!Weapon&lt;br /&gt;
!Original Robot Master&lt;br /&gt;
!Original Game&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SparkChaserIcon.png]]&lt;br /&gt;
|[[Spark Chaser]]&lt;br /&gt;
|[[Terra]]&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LaserTridentIconColouredT.png]]&lt;br /&gt;
|[[Laser Trident]]&lt;br /&gt;
|[[Splash Woman]]&lt;br /&gt;
|''[[Mega Man 9]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WaterShieldIconColouredT.png]]&lt;br /&gt;
|[[Water Shield]]&lt;br /&gt;
|Pump Man&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TornadoBlowIconColouredT.png]]&lt;br /&gt;
|[[Tornado Blow]]&lt;br /&gt;
|Tornado Man&lt;br /&gt;
|''[[Mega Man 9]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ThunderBeamIcon.png]]&lt;br /&gt;
|[[Thunder Beam]]&lt;br /&gt;
|[[Elec Man]]&lt;br /&gt;
|''[[Mega Man 1]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MagneticShockwaveIcon.png]]&lt;br /&gt;
|[[Magnetic Shockwave]]&lt;br /&gt;
|Onslaught&lt;br /&gt;
|''Marvel vs. Capcom''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:IceWallIcon.png]]&lt;br /&gt;
|[[Ice Wall]]&lt;br /&gt;
|Cold Man&lt;br /&gt;
|''[[Mega Man &amp;amp; Bass]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BreakDashIconColouredT.png]]&lt;br /&gt;
|[[Break Dash]]&lt;br /&gt;
|Pluto&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RushCoilIcon.png]]&lt;br /&gt;
|[[Rush Coil]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RushJetIcon.png]]&lt;br /&gt;
|[[Rush Jet]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''[[Mega Man 4]] (Variant)''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RushBikeIcon.png]]&lt;br /&gt;
|[[Rush Bike]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''[[Mega Man 8]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MagnetBeamIcon.png]]&lt;br /&gt;
|[[Magnet Beam]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''[[Mega Man 1]]''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Contest Weapons===&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;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Weapon&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Original Robot Master&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MixTapeIcon.png]]&lt;br /&gt;
|[[Mix Tape]]&lt;br /&gt;
|[[Cassette Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LanternFlareIcon.png]]&lt;br /&gt;
|[[Lantern Flare]]&lt;br /&gt;
|[[Lantern Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PrismaticLaserIcon.png]]&lt;br /&gt;
|[[Prismatic Laser]]&lt;br /&gt;
|[[Prism Woman]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BeetTillerIcon.png]]&lt;br /&gt;
|[[Beet Tiller]]&lt;br /&gt;
|[[Beet Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RecCanIcon.png]]&lt;br /&gt;
|[[Rec Can]]&lt;br /&gt;
|[[Rec Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BansheeWailIcon.png]]&lt;br /&gt;
|[[Banshee Wail]]&lt;br /&gt;
|[[Banshee Woman]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PropellerVortexIcon.png]]&lt;br /&gt;
|[[Propeller Vortex]]&lt;br /&gt;
|[[Propeller Woman]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ElectroCableIcon.png]]&lt;br /&gt;
|[[Electro Cable]]&lt;br /&gt;
|[[Cable Woman]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TrackShoesIcon.png]]&lt;br /&gt;
|[[Track Shoes]]&lt;br /&gt;
|[[Shoe Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RoyalGuardIcon.png]]&lt;br /&gt;
|[[Royal Guard]]&lt;br /&gt;
|[[King Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BaitBobberIcon.png]]&lt;br /&gt;
|[[Bait Bobber]]&lt;br /&gt;
|[[Reel Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PowerLineIcon.png]]&lt;br /&gt;
|[[Power Line]]&lt;br /&gt;
|[[Static Man]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hub==&lt;br /&gt;
The hub of the third game is even larger than the second. Rather than a festival hosted outside Dr. Light's Lab, it takes place within a large sprawling area, with the &amp;quot;Hub&amp;quot; itself being &amp;quot;Victor Heights&amp;quot;, an inn where most of the story happens. Tiers can only be accessed by usage of the Brochure to travel to each Tier's Bus Stop. &lt;br /&gt;
This game's equivalent to &amp;quot;Chateau Chevaleresque&amp;quot; is the [[Magic Card Casino]] run by Magic Man, which not only hosts various NPCs to talk to, but offers a variety minigames for Bolts.&lt;br /&gt;
===Areas===&lt;br /&gt;
* [[Victor Heights]]&lt;br /&gt;
* [[Magic Card Casino]]&lt;br /&gt;
* [[The Arena|Limestone Pagoda]]&lt;br /&gt;
* [[Tier 1 (MaGMML3)|Tier 1 - Old Wily Fortress]]&lt;br /&gt;
* [[Tier 2 (MaGMML3)|Tier 2 - The Scrapyard]]&lt;br /&gt;
* [[Tier 3 (MaGMML3)|Tier 3 - The Sewers]]&lt;br /&gt;
* [[Tier 4 (MaGMML3)|Tier 4 - Sheriff's Jailhouse]]&lt;br /&gt;
* [[Tier 5 (MaGMML3)|Tier 5 - Gravity Gift Shop]]&lt;br /&gt;
* [[Tier 6 (MaGMML3)|Tier 6 - Cryo Laboratory]]&lt;br /&gt;
* [[Tier 7 (MaGMML3)|Tier 7 - Pine Forest]]&lt;br /&gt;
* [[Tier 8 (MaGMML3)|Tier 8 - Costume Party]]&lt;br /&gt;
* [[Tier 9 (MaGMML3)|Tier 9 - The Taste Collective]]&lt;br /&gt;
* [[Tier 10 (MaGMML3)|Tier 10 - The Rave]]&lt;br /&gt;
* [[Tier 11 (MaGMML3)|Tier 11 - Grand Library]]&lt;br /&gt;
* [[Tier 12 (MaGMML3)|Tier 12 - Power Factory]]&lt;br /&gt;
* [[Tier 13 (MaGMML3)|Tier 13 - Movie Theater]]&lt;br /&gt;
* [[Tier 14 (MaGMML3)|Tier 14 - World-Class Gym]]&lt;br /&gt;
* [[Tier 15 (MaGMML3)|Tier 15 - Festival Grounds]]&lt;br /&gt;
* [[Wily Stadium|Tier W - Wily Stadium]]&lt;br /&gt;
* [[Tier X (MaGMML3)|Tier X- The Grey Isles]]&lt;br /&gt;
* [[NEO Pit of Pits]]&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
===Devkit Enemies===&lt;br /&gt;
====New====&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[Ace Manbow]]&lt;br /&gt;
* [[Adamski]]&lt;br /&gt;
* [[Alabell]]&lt;br /&gt;
* [[Arigock G]]&lt;br /&gt;
* [[Armaroid]]&lt;br /&gt;
* [[Baby Flies]]&lt;br /&gt;
* [[Ballonboo]]&lt;br /&gt;
* [[Bari III]]&lt;br /&gt;
* [[Big Stomper]]&lt;br /&gt;
* [[Bikky Bomb]]&lt;br /&gt;
* [[Biree Spark]]&lt;br /&gt;
* [[Birdy]]&lt;br /&gt;
* [[Bokazurah]]&lt;br /&gt;
* [[Boostun]]&lt;br /&gt;
* [[Bombomboy]]&lt;br /&gt;
* [[Bomb Potton]]&lt;br /&gt;
* [[Bubukan MK-II]]&lt;br /&gt;
* [[Bunby Catcher]]&lt;br /&gt;
* [[Byouz]]&lt;br /&gt;
* [[Camouflametall]]&lt;br /&gt;
* [[Cannon Roader]]&lt;br /&gt;
* [[Cargou Q]]&lt;br /&gt;
* [[Chainsoar]]&lt;br /&gt;
* [[Chuckmagnet]]&lt;br /&gt;
* [[Chunco]]&lt;br /&gt;
* [[Classical Cannon]]&lt;br /&gt;
* [[Cyorown]]&lt;br /&gt;
* [[Darspider]]&lt;br /&gt;
* [[Deispider]]&lt;br /&gt;
* [[Detarnayappa]]&lt;br /&gt;
* [[Diarn]]&lt;br /&gt;
* [[Docbaton]]&lt;br /&gt;
|&lt;br /&gt;
* [[Dockalocker]]&lt;br /&gt;
* [[Doncatch]]&lt;br /&gt;
* [[Elecit]]&lt;br /&gt;
* [[Fankurow]]&lt;br /&gt;
* [[Feeber]]&lt;br /&gt;
* [[Fire Totem]]&lt;br /&gt;
* [[Flower Presenter]]&lt;br /&gt;
* [[Fooley]]&lt;br /&gt;
* [[Fukuhorn]]&lt;br /&gt;
* [[Furaibon]]&lt;br /&gt;
* [[G.S.Q]]&lt;br /&gt;
* [[Gagabyoall]]&lt;br /&gt;
* [[Garinkou]]&lt;br /&gt;
* [[Giant Springer]]&lt;br /&gt;
* [[Glooper]]&lt;br /&gt;
* [[Gobots]]&lt;br /&gt;
* [[Gunner Joe]]&lt;br /&gt;
* [[Haiker N]]&lt;br /&gt;
* [[Hammerfall]]&lt;br /&gt;
* [[Handoo]]&lt;br /&gt;
* [[Hell Metall DX]]&lt;br /&gt;
* [[Hoohoo]]&lt;br /&gt;
* [[Hornet Racer]]&lt;br /&gt;
* [[Illusian]]&lt;br /&gt;
* [[Jump Roller]]&lt;br /&gt;
* [[Kakinbatank]]&lt;br /&gt;
* [[Kaminari Kogoro]]&lt;br /&gt;
* [[Kaona Geeno]]&lt;br /&gt;
* [[Kintot]]&lt;br /&gt;
* [[Ladder Press]]&lt;br /&gt;
* [[La Jaba]]&lt;br /&gt;
* [[L.E.C]]&lt;br /&gt;
|&lt;br /&gt;
* [[Little Pachipachi]]&lt;br /&gt;
* [[Machine Gun Joe]]&lt;br /&gt;
* [[Malmet]]&lt;br /&gt;
* [[Mecha Pitchan]]&lt;br /&gt;
* [[Merserker]]&lt;br /&gt;
* [[Metall|Metall β]]&lt;br /&gt;
* [[Metall Sniper]]&lt;br /&gt;
* [[Minoan]]&lt;br /&gt;
* [[Molmole]]&lt;br /&gt;
* [[Monkikki]]&lt;br /&gt;
* [[Morning Joe]]&lt;br /&gt;
* [[Neo Heli Metall]]&lt;br /&gt;
* [[New Classical Cannon]]&lt;br /&gt;
* [[Nibul]]&lt;br /&gt;
* [[Nombrellan]]&lt;br /&gt;
* [[Numetall]]&lt;br /&gt;
* [[Octone]]&lt;br /&gt;
* [[Okosutobon]]&lt;br /&gt;
* [[Oshitsu Osarettsu]]&lt;br /&gt;
* [[Ou-Ou]]&lt;br /&gt;
* [[Palm Hopper]]&lt;br /&gt;
* [[Parocket]]&lt;br /&gt;
* [[Pickelman Dada]]&lt;br /&gt;
* [[Pikashu]]&lt;br /&gt;
* [[Piledan]]&lt;br /&gt;
* [[Pointan]]&lt;br /&gt;
* [[Popo Heli]]&lt;br /&gt;
* [[Press'n]]&lt;br /&gt;
* [[Returning Machine Gun Joe]]&lt;br /&gt;
* [[R Suzy]]&lt;br /&gt;
* [[Sakrets]]&lt;br /&gt;
* [[Scissascissor]]&lt;br /&gt;
|&lt;br /&gt;
* [[Searchy]]&lt;br /&gt;
* [[Sepa Roader]]&lt;br /&gt;
* [[Shaboan]]&lt;br /&gt;
* [[Shadow Clone]]&lt;br /&gt;
* [[Shield Attacker RX]]&lt;br /&gt;
* [[Shield Attacker TRL]]&lt;br /&gt;
* [[Shield Guard]]&lt;br /&gt;
* [[Shotom]]&lt;br /&gt;
* [[Shrimparge 91]]&lt;br /&gt;
* [[Shuhorn]]&lt;br /&gt;
* [[Sibul]]&lt;br /&gt;
* [[Smaplar]]&lt;br /&gt;
* [[Snippscissor]]&lt;br /&gt;
* [[Sola 0]]&lt;br /&gt;
* [[Soshi Breaker]]&lt;br /&gt;
* [[Spin Cutter]]&lt;br /&gt;
* [[Sprinklan]]&lt;br /&gt;
* [[Stegorus]]&lt;br /&gt;
* [[Swallowegg]]&lt;br /&gt;
* [[Swim Ball]]&lt;br /&gt;
* [[Tamp]]&lt;br /&gt;
* [[Telly X]]&lt;br /&gt;
* [[Tel Tel]]&lt;br /&gt;
* [[Tomsmort]]&lt;br /&gt;
* [[Tropish]]&lt;br /&gt;
* [[Tsurare Stamp]]&lt;br /&gt;
* [[Turbo Roader]]&lt;br /&gt;
* [[Twin Shooter S]]&lt;br /&gt;
* [[Wall Blaster]]&lt;br /&gt;
* [[Waltriot]]&lt;br /&gt;
* [[Wandering Head]]&lt;br /&gt;
* [[Yonbain]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Returning====&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[Apache Joe]]&lt;br /&gt;
* [[Atomic Chicken]]&lt;br /&gt;
* [[Au-Au]]&lt;br /&gt;
* [[Baby Metall]]&lt;br /&gt;
* [[Batabattan]]&lt;br /&gt;
* [[Batton]]&lt;br /&gt;
* [[Battonton]]&lt;br /&gt;
* [[B Bitter]]&lt;br /&gt;
* [[Beak]]&lt;br /&gt;
* [[Ben K]]&lt;br /&gt;
* [[Big Eye]]&lt;br /&gt;
* [[Big Fish]]&lt;br /&gt;
* [[Big Telly]]&lt;br /&gt;
* [[Bikky]]&lt;br /&gt;
* [[Biree]]&lt;br /&gt;
* [[Biribaree]]&lt;br /&gt;
* [[Blader]]&lt;br /&gt;
* [[Blocky]]&lt;br /&gt;
* [[Bolton and Nutton]]&lt;br /&gt;
* [[Bomb Flier]]&lt;br /&gt;
* [[Bombier]]&lt;br /&gt;
* [[Bomb Thrown]]&lt;br /&gt;
* [[Bomber Pepe]]&lt;br /&gt;
* [[Bombomb]]&lt;br /&gt;
* [[Bounder]]&lt;br /&gt;
* [[Brain Break]]&lt;br /&gt;
* [[Brown]]&lt;br /&gt;
* [[Bubukan]]&lt;br /&gt;
* [[Butterdroid]]&lt;br /&gt;
* [[Camon]]&lt;br /&gt;
* [[Cannon Joe]]&lt;br /&gt;
* [[Cannopeller]]&lt;br /&gt;
* [[Caricarry]]&lt;br /&gt;
* [[Choker Oh]]&lt;br /&gt;
* [[Claw]]&lt;br /&gt;
* [[Cocco]]&lt;br /&gt;
* [[Colton]]&lt;br /&gt;
* [[Corocoro]]&lt;br /&gt;
* [[Crabbot]]&lt;br /&gt;
* [[Crazy Cannon]]&lt;br /&gt;
* [[Crazy Razy]]&lt;br /&gt;
* [[Croaker]]&lt;br /&gt;
* [[Crystal Joe]]&lt;br /&gt;
* [[Curlinger]]&lt;br /&gt;
* [[Cutting Wheel]]&lt;br /&gt;
* [[Cyber Gabyoall]]&lt;br /&gt;
* [[Dachone]]&lt;br /&gt;
* [[Dachone Ltd. Ed.]]&lt;br /&gt;
* [[Dada]]&lt;br /&gt;
* [[Docron]]&lt;br /&gt;
* [[Dompan]]&lt;br /&gt;
* [[Drillun]]&lt;br /&gt;
* [[Elec'n]]&lt;br /&gt;
* [[Electric Gabyoall]]&lt;br /&gt;
|&lt;br /&gt;
* [[Fan Fiend]]&lt;br /&gt;
* [[Fatool]]&lt;br /&gt;
* [[Fire Boy]]&lt;br /&gt;
* [[Fire Telly]]&lt;br /&gt;
* [[Flea]]&lt;br /&gt;
* [[Flying Shell]]&lt;br /&gt;
* [[Foojeen]]&lt;br /&gt;
* [[Gabgyo]]&lt;br /&gt;
* [[Gachappon]]&lt;br /&gt;
* [[Garyoby]]&lt;br /&gt;
* [[Giree]]&lt;br /&gt;
* [[Graviton]]&lt;br /&gt;
* [[Gremlin]]&lt;br /&gt;
* [[Gyoraibo]]&lt;br /&gt;
* [[Gyotot]]&lt;br /&gt;
* [[Haehaey]]&lt;br /&gt;
* [[Hammer Joe]]&lt;br /&gt;
* [[Hari Harry]]&lt;br /&gt;
* [[Have &amp;quot;Su&amp;quot; Bee]]&lt;br /&gt;
* [[Heli Buton]]&lt;br /&gt;
* [[Helipon]]&lt;br /&gt;
* [[Hirarian 427]]&lt;br /&gt;
* [[Hologran]]&lt;br /&gt;
* [[Hopps]]&lt;br /&gt;
* [[Hotchkiss'n]]&lt;br /&gt;
* [[Hothead]]&lt;br /&gt;
* [[Imorm]]&lt;br /&gt;
* [[Irucan]]&lt;br /&gt;
* [[Jamacy]]&lt;br /&gt;
* [[Jet Bomb]]&lt;br /&gt;
* [[Jet Buton]]&lt;br /&gt;
* [[Jumbig]]&lt;br /&gt;
* [[Junk Golem]]&lt;br /&gt;
* [[Katonbyon]]&lt;br /&gt;
* [[Kemumakin]]&lt;br /&gt;
* [[Killer Bullet]]&lt;br /&gt;
* [[Komasaburo]]&lt;br /&gt;
* [[Kouker Q]]&lt;br /&gt;
* [[Lightning Lord]]&lt;br /&gt;
* [[Lyric]]&lt;br /&gt;
* [[M-422A]]&lt;br /&gt;
* [[M-445]]&lt;br /&gt;
* [[Mag Fly]]&lt;br /&gt;
* [[Mantan]]&lt;br /&gt;
* [[Mechakkero]]&lt;br /&gt;
* [[Metall]]&lt;br /&gt;
* [[Metall Cannon]]&lt;br /&gt;
* [[Metall Dance]]&lt;br /&gt;
* [[Metall EX]]&lt;br /&gt;
* [[Metall K1000]]&lt;br /&gt;
* [[Metall Mommy]]&lt;br /&gt;
* [[Metall Run and Gun]]&lt;br /&gt;
|&lt;br /&gt;
* [[Metall Swim]]&lt;br /&gt;
* [[Mizzile]]&lt;br /&gt;
* [[Mole]]&lt;br /&gt;
* [[Molier]]&lt;br /&gt;
* [[Mono Roader]]&lt;br /&gt;
* [[Monking]]&lt;br /&gt;
* [[Mousubeil]]&lt;br /&gt;
* [[Neo Metall]]&lt;br /&gt;
* [[New Shield Attacker]]&lt;br /&gt;
* [[New Shotman]]&lt;br /&gt;
* [[Nitron]]&lt;br /&gt;
* [[Nobita]]&lt;br /&gt;
* [[Octoboss]]&lt;br /&gt;
* [[Octoper OA]]&lt;br /&gt;
* [[Octopus Battery]]&lt;br /&gt;
* [[Pakatto 24]]&lt;br /&gt;
* [[Pandeeta]]&lt;br /&gt;
* [[Parasyu]]&lt;br /&gt;
* [[Peat]]&lt;br /&gt;
* [[Pelicanu]]&lt;br /&gt;
* [[Peng]]&lt;br /&gt;
* [[Penpen]]&lt;br /&gt;
* [[Penpen EV]]&lt;br /&gt;
* [[Peterchy]]&lt;br /&gt;
* [[Petit Devil]]&lt;br /&gt;
* [[Petit Snakey]]&lt;br /&gt;
* [[Pickelman Bull]]&lt;br /&gt;
* [[Picket Man]]&lt;br /&gt;
* [[Pierobot]]&lt;br /&gt;
* [[Pierrobug]]&lt;br /&gt;
* [[Pipi]]&lt;br /&gt;
* [[Piriparee]]&lt;br /&gt;
* [[Pole]]&lt;br /&gt;
* [[Pooker]]&lt;br /&gt;
* [[Potton]]&lt;br /&gt;
* [[Power Muscler]]&lt;br /&gt;
* [[Power Slam]]&lt;br /&gt;
* [[Propeller Eye]]&lt;br /&gt;
* [[Prop-Top]]&lt;br /&gt;
* [[Pukapelly]]&lt;br /&gt;
* [[Pukapucker]]&lt;br /&gt;
* [[Puyoyon]]&lt;br /&gt;
* [[Rabbiton]]&lt;br /&gt;
* [[Rackaser]]&lt;br /&gt;
* [[Ratton]]&lt;br /&gt;
* [[Rembakun]]&lt;br /&gt;
* [[Returning Monking]]&lt;br /&gt;
* [[Returning Sniper Joe]]&lt;br /&gt;
* [[Rider Joe]]&lt;br /&gt;
* [[Ring Ring]]&lt;br /&gt;
* [[Robo-Rabbit]]&lt;br /&gt;
* [[Rock Thrown]]&lt;br /&gt;
|&lt;br /&gt;
* [[Rounder]]&lt;br /&gt;
* [[Sasoreenu]]&lt;br /&gt;
* [[Scworm]]&lt;br /&gt;
* [[Screw Bomber]]&lt;br /&gt;
* [[Sea Mine]]&lt;br /&gt;
* [[Shield Attacker]]&lt;br /&gt;
* [[Shield Attacker GTR]]&lt;br /&gt;
* [[Shigaraky]]&lt;br /&gt;
* [[Shrink]]&lt;br /&gt;
* [[Skeleton Joe]]&lt;br /&gt;
* [[Skullmet]]&lt;br /&gt;
* [[Skull Walker]]&lt;br /&gt;
* [[Sniper Armor]]&lt;br /&gt;
* [[Sniper Joe]]&lt;br /&gt;
* [[Sonic Bill]]&lt;br /&gt;
* [[Space Metall]]&lt;br /&gt;
* [[Spine]]&lt;br /&gt;
* [[Spring Face Bomb]]&lt;br /&gt;
* [[Spring Head]]&lt;br /&gt;
* [[SRU-21/P]]&lt;br /&gt;
* [[Subeil]]&lt;br /&gt;
* [[Submarine Flier]]&lt;br /&gt;
* [[Sumatran]]&lt;br /&gt;
* [[Suzy G]]&lt;br /&gt;
* [[Super Ball Machine Jr.]]&lt;br /&gt;
* [[SW-525]]&lt;br /&gt;
* [[Swallown]]&lt;br /&gt;
* [[Taban]]&lt;br /&gt;
* [[Tadahou]]&lt;br /&gt;
* [[Tackle Fire]]&lt;br /&gt;
* [[Taketento]]&lt;br /&gt;
* [[Tatebo]]&lt;br /&gt;
* [[Tatepakkan]]&lt;br /&gt;
* [[Teck]]&lt;br /&gt;
* [[Telly]]&lt;br /&gt;
* [[Togehero]]&lt;br /&gt;
* [[Tondeall]]&lt;br /&gt;
* [[Tom Boy]]&lt;br /&gt;
* [[Toss Machine]]&lt;br /&gt;
* [[Totem Polen]]&lt;br /&gt;
* [[Tsuranattori]]&lt;br /&gt;
* [[Twin Cannon]]&lt;br /&gt;
* [[Twin Roader]]&lt;br /&gt;
* [[Up'n'Down]]&lt;br /&gt;
* [[V]]&lt;br /&gt;
* [[Walking Bomb]]&lt;br /&gt;
* [[Wall Blaster II]]&lt;br /&gt;
* [[Wander Bell]]&lt;br /&gt;
* [[Watcher]]&lt;br /&gt;
* [[Yaffu]]&lt;br /&gt;
* [[Yambow]]&lt;br /&gt;
* [[Yudon]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Minibosses==&lt;br /&gt;
===Devkit Minibosses===&lt;br /&gt;
====New====&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;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Location&lt;br /&gt;
!Original Game&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GiantMetallCannon.png|center]]&lt;br /&gt;
|[[Giant Metall Cannon]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man IV]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gundrill.png|center]]&lt;br /&gt;
|[[Gundrill]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hyoey.png|center]]&lt;br /&gt;
|[[Hyoey]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tyhorn.png|center]]&lt;br /&gt;
|[[Tyhorn]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TKhamen.png|center]]&lt;br /&gt;
|[[T. Khamen]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MadGrinder.png|center]]&lt;br /&gt;
|[[Mad Grinder]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 7]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ShirokumachineGTV.png|center]]&lt;br /&gt;
|[[Shirokumachine GTV]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 7]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TruckJoe.png|center]]&lt;br /&gt;
|[[Truck Joe]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 7]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MelodyResponseCannon.png|center]]&lt;br /&gt;
|[[Melody Response Cannon]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man &amp;amp; Bass]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BeeBlader.png|center]]&lt;br /&gt;
|[[Bee Blader]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Combiloid.png|center]]&lt;br /&gt;
|[[Combiloid]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:DocKumo.png|center]]&lt;br /&gt;
|[[Doc Kumo]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:KnuckleDuster.png|center]]&lt;br /&gt;
|[[Knuckle Duster]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:OctoGenerator.png|center]]&lt;br /&gt;
|[[Octo Generator]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stompy.png|center]]&lt;br /&gt;
|[[Stompy]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TwinShooterG.png|center]]&lt;br /&gt;
|[[Twin Shooter G]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ChangkeyDragon.png|center]]&lt;br /&gt;
|[[Changkey Dragon]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 9]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hanabiran.png|center]]&lt;br /&gt;
|[[Hanabiran]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 9]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Paozo.png|center]]&lt;br /&gt;
|[[Paozo]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 9]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:StoneHead.png|center]]&lt;br /&gt;
|[[Stone Head]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 9]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Octobulb.png|center]]&lt;br /&gt;
|[[Octobulb]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SuzakAndFenix.png|center]]&lt;br /&gt;
|[[Suzak &amp;amp; Fenix]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TheKeeper.png|center]]&lt;br /&gt;
|[[The Keeper]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tricastle.png|center]]&lt;br /&gt;
|[[Tricastle]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|}&lt;br /&gt;
====Returning====&lt;br /&gt;
* [[Big Snakey]]&lt;br /&gt;
* [[Escaroo]]&lt;br /&gt;
* [[Gamarn and Gamadayu]]&lt;br /&gt;
* [[Giant Metall]]&lt;br /&gt;
* [[Gorilla Tank]]&lt;br /&gt;
* [[Hot Dog]]&lt;br /&gt;
* [[Kabatoncue]]&lt;br /&gt;
* [[Lantern Fish]]&lt;br /&gt;
* [[Metall Potton]]&lt;br /&gt;
* [[Moby]]&lt;br /&gt;
* [[Octoboss]]&lt;br /&gt;
* [[Octoper OA]]&lt;br /&gt;
* [[Penpen Maker]]&lt;br /&gt;
* [[Squidon]]&lt;br /&gt;
* [[Tama]]&lt;br /&gt;
* [[Whopper]]&lt;br /&gt;
&lt;br /&gt;
===Entry Minibosses===&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;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Location&lt;br /&gt;
!Weakness&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chonkbatank.png|center]]&lt;br /&gt;
|[[Kakinbatank|Chonkbatank]]&lt;br /&gt;
|[[Temple of Light and Dark]]&lt;br /&gt;
|[[Laser Trident]]&amp;lt;br&amp;gt;[[Thunder Beam]]&amp;lt;br&amp;gt;[[Break Dash]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TSmasher.png|center]]&lt;br /&gt;
|[[Stompy|T. Smasher]]&lt;br /&gt;
|[[Toxic Trouble]]&lt;br /&gt;
|[[Tornado Blow]]&amp;lt;br&amp;gt;[[Magnetic Shockwave]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lyric.png|center]]&lt;br /&gt;
|[[Lyric|THE ULTIMATE LYRIC]]&lt;br /&gt;
|[[Teetering Over the Edge]]&lt;br /&gt;
|TBA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SchrodingersCatWeakPoint.png|center]]&amp;lt;br&amp;gt;[[File:SchrodingersCat.png|center]]&lt;br /&gt;
|[[Tama|Schrodinger's Cat]]&lt;br /&gt;
|[[Arcane Man -Chaos Tower- (CERN HQ Remains)]]&lt;br /&gt;
|TBA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HadouronCore.png|center]]&lt;br /&gt;
|[[Hadouron Core]]&lt;br /&gt;
|[[Arcane Man -Chaos Tower- (CERN HQ Remains)]]&lt;br /&gt;
|TBA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Megakkero.png|center]]&lt;br /&gt;
|[[Mechakkero|Megakkero]]&lt;br /&gt;
|[[Top Man 2: Spin or Go Home]]&lt;br /&gt;
|[[Ice Wall]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gimmicks==&lt;br /&gt;
===Devkit Gimmicks===&lt;br /&gt;
Every single devkit gimmick from ''[[Make a Good Mega Man Level]]'' and ''[[Make a Good Mega Man Level 2]]'' returns.&lt;br /&gt;
&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;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Location&lt;br /&gt;
!Original Game&lt;br /&gt;
|-&lt;br /&gt;
|[[File:QuickLightingIcon.png|center]] [[File:QuickLightingNormalIcon.png|center]]&lt;br /&gt;
|[[Quick Lighting]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FireSpike.png|center]]&lt;br /&gt;
|[[Fire Spike]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man: Dr. Wily's Revenge]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Icicle.png|center]]&lt;br /&gt;
|[[Icicle]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man: Dr. Wily's Revenge]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SuperCutterRevenge.png|center]]&lt;br /&gt;
|[[Super Cutter Revenge]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man: Dr. Wily's Revenge]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:KamegoroTornadoSpawner.png|center]]&lt;br /&gt;
|[[Kamegoro Tornado Spawner]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TrainShakeIcon.png|center]]&lt;br /&gt;
|[[Train Shake]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 5]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AnglePlatform.png|center]]&lt;br /&gt;
|[[Angle Platform]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man IV]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FluorescentBulb.png|center]]&lt;br /&gt;
|[[Fluorescent Bulb]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man IV]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FusePlatform.png|center]]&lt;br /&gt;
|[[Fuse Platform]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man IV]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GutsHover.png|center]]&lt;br /&gt;
|[[Guts Hover]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man IV]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HunterPlatform.png|center]]&lt;br /&gt;
|[[Hunter Platform]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man IV]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MoveHover.png|center]]&lt;br /&gt;
|[[Move Hover]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man IV]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Napalm.png|center]]&lt;br /&gt;
|[[Napalm]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man IV]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BubbleFloor.png|center]]&lt;br /&gt;
|[[Bubble Floor]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GirderSmall.png|center]] [[File:GirderMedium.png|center]] [[File:GirderLarge.png|center]]&lt;br /&gt;
|[[Girder]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kamapot.png|center]]&lt;br /&gt;
|[[Kamapot]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MercuryBlock.png|center]]&lt;br /&gt;
|[[Mercury Block]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Landmine.png|center]]&lt;br /&gt;
|[[Landmine]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RoomLowGravityIcon.png|center]]&lt;br /&gt;
|[[Room Low Gravity]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TyhornPlatform.png|center]]&lt;br /&gt;
|[[Tyhorn Platform]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:UranusPlatform.png|center]] [[File:UranusPlatformWilyStar.png|center]]&lt;br /&gt;
|[[Uranus Platform]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:VenusWaterfall.png|center]]&lt;br /&gt;
|[[Venus Waterfall]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ControllableLift.png|center]]&lt;br /&gt;
|[[Controllable Lift]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 7]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:JunkMachine.png|center]]&lt;br /&gt;
|[[Junk Machine]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 7]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:JunkMagnet.png|center]]&lt;br /&gt;
|[[Junk Magnet]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 7]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:JunkPlatform.png|center]]&lt;br /&gt;
|[[Junk Platform]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 7]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RevealingTilesIcon.png|center]]&lt;br /&gt;
|[[Revealing Tiles]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 7]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AstroSwitch.png|center]]&lt;br /&gt;
|[[Astro Switch]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 8]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AstroDoor.png|center]]&lt;br /&gt;
|[[Astro Door]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 8]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SkullElevator.png|center]]&lt;br /&gt;
|[[Skull Elevator]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 8]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SkullSwitch.png|center]]&lt;br /&gt;
|[[Skull Switch]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 8]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TenguWindIcon.png|center]]&lt;br /&gt;
|[[Tengu Wind]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 8]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AstroWallIcon.png|center]]&lt;br /&gt;
|[[Astro Wall]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man &amp;amp; Bass]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CFTFConveyor.png|center]]&lt;br /&gt;
|[[Conveyor]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:DanganPlatform.png|center]]&lt;br /&gt;
|[[Dangan Platform]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:KonroPlatform.png|center]]&lt;br /&gt;
|[[Konro Platform]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:OilSlick.png|center]]&lt;br /&gt;
|[[Oil Slick]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man Powered Up]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SwitchBall.png|center]]&lt;br /&gt;
|[[Switch Ball]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man Powered Up]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SwitchBlock.png|center]]&lt;br /&gt;
|[[Switch Block]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man Powered Up]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CopterPlatform.png|center]]&lt;br /&gt;
|[[Copter Platform]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 9]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GravityLiftIcon.png|center]]&lt;br /&gt;
|[[Gravity Lift]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 9]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HanabiranClockArm.png|center]]&lt;br /&gt;
|[[Hanabiran Clock Arm]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 9]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HornetRoll.png|center]]&lt;br /&gt;
|[[Hornet Roll]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 9]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:JewelPlatform.png|center]]&lt;br /&gt;
|[[Jewel Platform]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 9]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MagmaBeam.png|center]]&lt;br /&gt;
|[[Magma Beam]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 9]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wily4Laser.png|center]]&lt;br /&gt;
|[[Wily 4 Laser]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 9]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BladeManSeesaw.png|center]]&lt;br /&gt;
|[[Blade Man Seesaw]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CommandoMine.png|center]]&lt;br /&gt;
|[[Commando Mine]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NitroTruck.png|center]]&amp;lt;br&amp;gt;[[File:NitroTruckLarge.png|center]]&lt;br /&gt;
|[[Nitro Truck]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NitroTruckSignal.png|center]]&lt;br /&gt;
|[[Nitro Truck Signal]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SheepConveyor.png|center]]&lt;br /&gt;
|[[Sheep Conveyor]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SheepPlatform.png|center]]&lt;br /&gt;
|[[Sheep Platform]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:StrikeManSoccerBall.png|center]]&lt;br /&gt;
|[[Strike Man Soccer Ball]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TackleFireDispenser.png|center]]&lt;br /&gt;
|[[Tackle Fire Dispenser]]&lt;br /&gt;
|TBA&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
&lt;br /&gt;
===Devkit Bosses===&lt;br /&gt;
Every single devkit boss from ''[[Make a Good Mega Man Level 2]]'' returns, as well as [[Quick Man]] from ''[[Make a Good 24 Hour Mega Man Level]]''.&lt;br /&gt;
&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;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Location&lt;br /&gt;
!Weakness&lt;br /&gt;
!Original Game&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM1_CutMan.png|center]]&lt;br /&gt;
|[[Cut Man]]&lt;br /&gt;
|[[Cutman's New Warehouse]]&lt;br /&gt;
|[[Break Dash]]&amp;lt;br&amp;gt;[[Rec Can]]&lt;br /&gt;
|''[[Mega Man 1]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GutsMan.png|center]]&lt;br /&gt;
|[[Guts Man]]&lt;br /&gt;
|[[Rec Man]]&amp;lt;br&amp;gt;[[NEO Pit of Pits]] (Guts Man on Ice)&lt;br /&gt;
|[[Break Dash]]&amp;lt;br&amp;gt;[[Mix Tape]]&lt;br /&gt;
|''[[Mega Man 1]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 IceMan.png|center]]&lt;br /&gt;
|[[Ice Man]]&lt;br /&gt;
|[[Walk-in Freezer]]&lt;br /&gt;
|[[Thunder Beam]]&amp;lt;br&amp;gt;[[Electro Cable]]&lt;br /&gt;
|''[[Mega Man 1]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 BombMan.png|center]]&lt;br /&gt;
|[[Bomb Man]]&lt;br /&gt;
|[[Rec Man]]&amp;lt;br&amp;gt;[[Explosives Factory]]&lt;br /&gt;
|[[Magnetic Shockwave]]&amp;lt;br&amp;gt;[[Lantern Flare]]&lt;br /&gt;
|''[[Mega Man 1]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FireMan.png|center]]&lt;br /&gt;
|[[Fire Man]]&lt;br /&gt;
|[[NEO Pit of Pits]] (A Level my Sister Cleared)&lt;br /&gt;
|[[Ice Wall]]&amp;lt;br&amp;gt;[[Banshee Wail]]&lt;br /&gt;
|''[[Mega Man 1]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AirMan.png|center]]&lt;br /&gt;
|[[Air Man]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Spark Chaser]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 BubbleMan.png|center]]&lt;br /&gt;
|[[Bubble Man]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Spark Chaser]]&amp;lt;br&amp;gt;[[Thunder Beam]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 FlashMan.png|center]]&lt;br /&gt;
|[[Flash Man]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Magnetic Shockwave]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 HeatMan.png|center]]&lt;br /&gt;
|[[Heat Man]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Water Shield]]&amp;lt;br&amp;gt;[[Ice Wall]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 WoodMan.png|center]]&lt;br /&gt;
|[[Wood Man]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Tornado Blow]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 PicopicoKun.png|center]]&lt;br /&gt;
|[[Picopico-kun]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Water Shield]]&amp;lt;br&amp;gt;[[Magnetic Shockwave]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 GutsDozer.png|center]]&lt;br /&gt;
|[[Guts Dozer]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Laser Trident]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 BooBeam.png|center]]&lt;br /&gt;
|[[Boobeam Trap]]&lt;br /&gt;
|TBA&lt;br /&gt;
|User Determined&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Enker.png|center]]&lt;br /&gt;
|[[Enker]]&lt;br /&gt;
|[[A piece of cake, but with aesthetics]]&amp;lt;br&amp;gt;[[Temple of Light and Dark]]&amp;lt;br&amp;gt;[[Hunter Tower]]&amp;lt;br&amp;gt;[[Escape From the Wily City]]&amp;lt;br&amp;gt;[[Rec Man]]&lt;br /&gt;
|[[Magnetic Shockwave]]&amp;lt;br&amp;gt;[[Bait Bobber]]&lt;br /&gt;
|''[[Mega Man: Dr. Wily's Revenge]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 HardMan.png|center]]&lt;br /&gt;
|[[Hard Man]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Magnetic Shockwave]]&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Spark.png|center]]&lt;br /&gt;
|[[Spark Man]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Laser Trident]]&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 KamegoroMaker.png|center]]&lt;br /&gt;
|[[Kamegoro Maker]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Spark Chaser]]&amp;lt;br&amp;gt;[[Tornado Blow]]&amp;lt;br&amp;gt;[[Break Dash]]&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 DynaMan.png|center]]&lt;br /&gt;
|[[Dyna Man]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Water Shield]]&amp;lt;br&amp;gt;[[Magnetic Shockwave]]&lt;br /&gt;
|''Mega Man (DOS)''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 SonicMan.png|center]]&lt;br /&gt;
|[[Sonic Man]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Spark Chaser]]&lt;br /&gt;
|''Mega Man (DOS)''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 DustMan.png|center]]&lt;br /&gt;
|[[Dust Man]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Tornado Blow]]&lt;br /&gt;
|''[[Mega Man 4]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 MetallDaddy.png|center]]&lt;br /&gt;
|[[Metall Daddy]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Laser Trident]]&lt;br /&gt;
|''[[Mega Man 4]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 GiantSuzy.png|center]]&lt;br /&gt;
|[[Giant Suzy]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Thunder Beam]]&lt;br /&gt;
|''[[Mega Man III]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Punk.png|center]]&lt;br /&gt;
|[[Punk]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Magnetic Shockwave]]&lt;br /&gt;
|''[[Mega Man III]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:IronBall.png|center]]&lt;br /&gt;
|[[Iron Ball]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Thunder Beam]]&lt;br /&gt;
|''[[Mega Man: The Wily Wars]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 GyroMan.png|center]]&lt;br /&gt;
|[[Gyro Man]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Tornado Blow]]&lt;br /&gt;
|''[[Mega Man 5]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 StoneMan.png|center]]&lt;br /&gt;
|[[Stone Man]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Break Dash]]&lt;br /&gt;
|''[[Mega Man 5]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 DarkMan4.png|center]]&lt;br /&gt;
|[[Dark Man 4]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Magnetic Shockwave]]&lt;br /&gt;
|''[[Mega Man 5]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Ballade.png|center]]&lt;br /&gt;
|[[Ballade]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Break Dash]]&lt;br /&gt;
|''[[Mega Man IV]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 HunterA.png|center]]&lt;br /&gt;
|[[Hunter Type A]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Thunder Beam]]&lt;br /&gt;
|''[[Mega Man IV]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 HunterB.png|center]]&lt;br /&gt;
|[[Hunter Type B]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Magnetic Shockwave]]&lt;br /&gt;
|''[[Mega Man IV]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Blizzard.png|center]]&lt;br /&gt;
|[[Blizzard Man]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Laser Trident]]&lt;br /&gt;
|''[[Mega Man 6]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 YamatoMan.png|center]]&lt;br /&gt;
|[[Yamato Man]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Laser Trident]]&lt;br /&gt;
|''[[Mega Man 6]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Rounder2.png|center]]&lt;br /&gt;
|[[Rounder II]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Laser Trident]]&lt;br /&gt;
|''[[Mega Man 6]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 PowerPiston.png|center]]&lt;br /&gt;
|[[Power Piston]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Spark Chaser]]&amp;lt;br&amp;gt;[[Thunder Beam]]&lt;br /&gt;
|''[[Mega Man 6]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Mercury.png|center]]&lt;br /&gt;
|[[Mercury]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Tornado Blow]]&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Saturn.png|center]]&lt;br /&gt;
|[[Saturn]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Thunder Beam]]&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Uranus.png|center]]&lt;br /&gt;
|[[Uranus]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Break Dash]]&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 GreyDevil.png|center]]&lt;br /&gt;
|[[Grey Devil]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Thunder Beam]]&lt;br /&gt;
|''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Dangan.png|center]]&lt;br /&gt;
|[[Dangan Man]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Water Shield]]&amp;lt;br&amp;gt;[[Ice Wall]]&lt;br /&gt;
|''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Oil.png|center]]&lt;br /&gt;
|[[Oil Man]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Water Shield]]&lt;br /&gt;
|''[[Mega Man Powered Up]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SplashWoman.png|center]]&lt;br /&gt;
|[[Splash Woman]]&lt;br /&gt;
|[[The Haymay Trials]]&amp;lt;br&amp;gt;[[Call Me Ishmael]]&amp;lt;br&amp;gt;[[Gravaqua2o]]&amp;lt;br&amp;gt;[[Hazard Hydro]]&lt;br /&gt;
|[[Spark Chaser]]&amp;lt;br&amp;gt;[[Bait Bobber]]&lt;br /&gt;
|''[[Mega Man 9]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 HornetMan.png|center]]&lt;br /&gt;
|[[Hornet Man]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Ice Wall]]&amp;lt;br&amp;gt;[[Power Line]]&lt;br /&gt;
|''[[Mega Man 9]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 SharkPreview.png|center]]&lt;br /&gt;
|[[Mega Mech Shark]]&lt;br /&gt;
|[[Damp Ruins]]&lt;br /&gt;
|[[Laser Trident]]&amp;lt;br&amp;gt;[[Tornado Blow]]&amp;lt;br&amp;gt;[[Propeller Vortex]]&amp;lt;br&amp;gt;[[Bait Bobber]]&lt;br /&gt;
|''[[Mega Man 9]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 HoneyWoman.png|center]]&lt;br /&gt;
|[[Honey Woman]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Ice Wall]]&lt;br /&gt;
|''[[Mega Man 9]]'' ''(Unused Boss)''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 CommandoMan.png|center]]&lt;br /&gt;
|[[Commando Man]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Break Dash]]&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 SolarMan.png|center]]&lt;br /&gt;
|[[Solar Man]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Water Shield]]&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Robot Masters ===&lt;br /&gt;
The growth of the contest for the third go-around brought a '''significantly''' larger cast of Robot Masters. Only Robot Masters with actual boss fights are listed here, so Robot Masters such as [[Fruit Forest|Citrus Man]] are not listed.&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; text-align:center;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|[[File:OldMan.png]]&amp;lt;br&amp;gt;[[Combust Man|Old Man]]&lt;br /&gt;
|[[File:DischargeMan.png]]&amp;lt;br&amp;gt;[[Discharge Man]]&lt;br /&gt;
|[[File:DecoyMan.png]]&amp;lt;br&amp;gt;[[Decoy Man]]&lt;br /&gt;
|[[File:ArcaneMan.png]]&amp;lt;br&amp;gt;[[Arcane Man]]&lt;br /&gt;
|[[File:AetherMan.png]]&amp;lt;br&amp;gt;[[Aether Man]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|[[File:StallWoman.png]]&amp;lt;br&amp;gt;[[Stall Woman]]&lt;br /&gt;
|[[File:ShapeWoman.png]]&amp;lt;br&amp;gt;[[Shape Woman]]&lt;br /&gt;
|[[File:IdentityMan.png]]&amp;lt;br&amp;gt;[[Identity Man]]&lt;br /&gt;
|[[File:AssaultMan.png]]&amp;lt;br&amp;gt;[[Assault Man]]&lt;br /&gt;
|[[File:RoyalMan.png]]&amp;lt;br&amp;gt;[[Royal Man]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|[[File:SkullSans.png]]&amp;lt;br&amp;gt;[[Skull Sans]]&lt;br /&gt;
|[[File:SolaireMan.png]]&amp;lt;br&amp;gt;[[Solaire Man]]&lt;br /&gt;
|[[File:PoudrinMan.png]]&amp;lt;br&amp;gt;[[Poudrin Man]]&lt;br /&gt;
|[[File:LunarWoman.png]]&amp;lt;br&amp;gt;[[Lunar Woman]]&lt;br /&gt;
|[[File:CelestialWoman.png]]&amp;lt;br&amp;gt;[[Celestial Woman]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|[[File:MirrorWoman.png]]&amp;lt;br&amp;gt;[[Mirror Woman]]&lt;br /&gt;
|[[File:FooMan.png]]&amp;lt;br&amp;gt;[[Foo Man]]&lt;br /&gt;
|[[File:GlitchWoman.png]]&amp;lt;br&amp;gt;[[Glitch Woman]]&lt;br /&gt;
|[[File:ThermalMan.png]]&amp;lt;br&amp;gt;[[Thermal Man]]&lt;br /&gt;
|[[File:GirderMan.png]]&amp;lt;br&amp;gt;[[Girder Man]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|[[File:MoogerMan.png|center]][[Mooger Man]]&lt;br /&gt;
|[[File:TokenWoman.png]]&amp;lt;br&amp;gt;[[Token Woman]]&lt;br /&gt;
|[[File:RockMan.png]]&amp;lt;br&amp;gt;[[Rock Man]]&lt;br /&gt;
|[[File:RecMan.png]]&amp;lt;br&amp;gt;[[Rec Man]]&lt;br /&gt;
|[[File:AlrauneWoman.png]]&amp;lt;br&amp;gt;[[Alraune Woman]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|[[File:HexMan.png]]&amp;lt;br&amp;gt;[[Hex Man]]&lt;br /&gt;
|[[File:SludgeMan.png]]&amp;lt;br&amp;gt;[[Sludge Man]]&lt;br /&gt;
|[[File:GeekMan.png]]&amp;lt;br&amp;gt;[[Geek Man]]&lt;br /&gt;
|[[File:GuitarMan.png]]&amp;lt;br&amp;gt;[[Guitar Man]]&lt;br /&gt;
|[[File:TreasureMan.png]]&amp;lt;br&amp;gt;[[Treasure Man]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|[[File:MetallMan.png]]&amp;lt;br&amp;gt;[[Metall Man]]&lt;br /&gt;
|[[File:WoodManNice.png]]&amp;lt;br&amp;gt;[[Wood Man Nice]]&lt;br /&gt;
|[[File:LanternMan.png]]&amp;lt;br&amp;gt;[[Lantern Man]]&lt;br /&gt;
|[[File:SniperMan.png]]&amp;lt;br&amp;gt;[[Sniper Man]]&lt;br /&gt;
|[[File:GlitzWoman.png]]&amp;lt;br&amp;gt;[[Glitz Woman]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|[[File:BoostMan.png]]&amp;lt;br&amp;gt;[[Boost Man]]&lt;br /&gt;
|[[File:PrismWoman.png]]&amp;lt;br&amp;gt;[[Prism Woman]]&lt;br /&gt;
|[[File:MaGMML3 CableWoman.png]]&amp;lt;br&amp;gt;[[Cable Woman]]&lt;br /&gt;
|[[File:BansheeWoman.png]]&amp;lt;br&amp;gt;[[Banshee Woman]]&lt;br /&gt;
|[[File:PropellerWoman.png]]&amp;lt;br&amp;gt;[[Propeller Woman]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|[[File:PipeMan.png]]&amp;lt;br&amp;gt;[[Pipe Man]]&lt;br /&gt;
|[[File:RookMan.png]]&amp;lt;br&amp;gt;[[Rook Man]]&lt;br /&gt;
|[[File:MafiaMan.png]]&amp;lt;br&amp;gt;[[Mafia Man]]&lt;br /&gt;
|[[File:ShoeMan.png]]&amp;lt;br&amp;gt;[[Shoe Man]]&lt;br /&gt;
|[[File:BeetManSprite.png]]&amp;lt;br&amp;gt;[[Beet Man]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|[[File:CassetteMan.png]]&amp;lt;br&amp;gt;[[Cassette Man]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modified Devkit Robot Masters===&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; text-align:center;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|[[File:RockmanNoConstancyQuickMan.png]]&amp;lt;br&amp;gt;[[Quick Man|Rockman No Constancy Quickman]]&lt;br /&gt;
|[[File:BeeManSprite.png]]&amp;lt;br&amp;gt;[[Hornet Man|Bee Man]]&lt;br /&gt;
|[[File:PerfectSolarMan.png]]&amp;lt;br&amp;gt;[[Solar Man|Perfect Solar Man]]&lt;br /&gt;
|[[File:DarkerMan.png]]&amp;lt;br&amp;gt;[[Dark Man 4|Darker Man]]&lt;br /&gt;
|[[File:DarkEnker.png]]&amp;lt;br&amp;gt;[[Enker|Dark Enker]]&lt;br /&gt;
|[[File:MinerMan.png]]&amp;lt;br&amp;gt;[[Bomb Man|Miner Man]]&lt;br /&gt;
|[[File:SplashWoman.png]]&amp;lt;br&amp;gt;[[Splash Woman|Splash Woman Overdrive]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|[[File:MetalSprite.png]]&amp;lt;br&amp;gt;[[Metal Man|Metal Man Overdrive]]&lt;br /&gt;
|[[File:VeteranZ.png]]&amp;lt;br&amp;gt;[[Flash Man|Veteran Z]]&lt;br /&gt;
|[[File:AirDabMan.png]]&amp;lt;br&amp;gt;[[Air Man|Air Dab Man]]&lt;br /&gt;
|[[File:GildedMan.png]]&amp;lt;br&amp;gt;[[Yamato Man|Gilded Man]]&lt;br /&gt;
|[[File:GlassManC.png]]&amp;lt;br&amp;gt;[[Crash Man|Glass Man C]]&lt;br /&gt;
|[[File:ScorchManV1.png]]&amp;lt;br&amp;gt;[[Dangan Man|Scorch Man V1]]&lt;br /&gt;
|[[File:RadiumMan.png]]&amp;lt;br&amp;gt;[[Pharaoh Man|Radium Man]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|[[File:TopManGreen.png]]&amp;lt;br&amp;gt;[[Top Man|Top Man Green]]&lt;br /&gt;
|[[File:BakeryManTheta.png]]&amp;lt;br&amp;gt;[[Pharaoh Man|Bakery Man Theta]]&lt;br /&gt;
|[[File:BakeryManDelta.png]]&amp;lt;br&amp;gt;[[Saturn|Bakery Man Delta]]&lt;br /&gt;
|[[File:BakeryManOmega.png]]&amp;lt;br&amp;gt;[[Punk|Bakery Man Omega]]&lt;br /&gt;
|[[File:BarrageMan.png]]&amp;lt;br&amp;gt;[[Metal Man|Barrage Man]]&lt;br /&gt;
|[[File:BlackoutMan.png]]&amp;lt;br&amp;gt;[[Dyna Man|Blackout Man]]&lt;br /&gt;
|[[File:BomberJoe.png]]&amp;lt;br&amp;gt;[[Crash Man|Bomber Joe]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|[[File:CaptainNGutsMan.png]]&amp;lt;br&amp;gt;[[Guts Man|Captain N Guts Man]]&lt;br /&gt;
|[[File:MetoolWoman.png]]&amp;lt;br&amp;gt;[[Stone Man|Metool Woman]]&lt;br /&gt;
|[[File:MicroQuickMan.png]]&amp;lt;br&amp;gt;[[Quick Man|Micro Quick Man]]&lt;br /&gt;
|[[File:TemporalMan.png]]&amp;lt;br&amp;gt;[[Flash Man|Temporal Man]]&lt;br /&gt;
|[[File:TempuraMan.png]]&amp;lt;br&amp;gt;[[Flash Man|Tempura Man]]&lt;br /&gt;
|[[File:FakeCycle.png]]&amp;lt;br&amp;gt;[[Quick Man|Fake Cycle]]&lt;br /&gt;
|[[File:DoltMan.png]]&amp;lt;br&amp;gt;[[Dust Man|Dolt Man]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|[[File:BlueCrashMan.png]]&amp;lt;br&amp;gt;[[Crash Man|Blue Crash Man, But With 29 Health]]&lt;br /&gt;
|[[File:QuickMontage.png]]&amp;lt;br&amp;gt;[[Quick Man|Quick Montage]]&lt;br /&gt;
|[[File:JudgementMan.png]]&amp;lt;br&amp;gt;[[Commando Man|Judgement Man]]&lt;br /&gt;
|[[File:PharaohManDark.png]]&amp;lt;br&amp;gt;[[Pharaoh Man|Pharaoh Man in the Dark]]&lt;br /&gt;
|[[File:PottedPlantMan.png]]&amp;lt;br&amp;gt;[[Plant Man|Potted Plant Man]]&lt;br /&gt;
|[[File:CrestMan.png]]&amp;lt;br&amp;gt;[[Bubble Man|Crest Man]]&lt;br /&gt;
|[[File:SparkManFlipBlue.png]][[File:SparkManFlipRed.png]]&amp;lt;br&amp;gt;[[Spark Man|Spark Man Flip]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|[[File:MaGMML3_BlueBomberMan.png]]&amp;lt;br&amp;gt;[[Blue Bomber Man]]&lt;br /&gt;
|[[File:GravityMan.png]]&amp;lt;br&amp;gt;[[Gravity Man|Gravity Man Supreme]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Entry Bosses ===&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;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Location&lt;br /&gt;
!Weakness&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RedDevil.png|center]]&lt;br /&gt;
|[[Grey Devil|Red Devil]]&lt;br /&gt;
|[[Toxic Trouble]]&lt;br /&gt;
|[[Thunder Beam]]&amp;lt;br&amp;gt;[[Power Line]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:QuintsMetMachinePhase1.png|center]]&lt;br /&gt;
|[[Quint's Met Machine]]&lt;br /&gt;
|[[QuintsMetFactory]]&lt;br /&gt;
|[[Laser Trident]], [[Power Line]] (Phase 1)&amp;lt;br&amp;gt;[[Water Shield]], [[Royal Guard]] (Phase 2)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZTank.png|center]]&lt;br /&gt;
|[[Guts Dozer|Z-Tank]]&lt;br /&gt;
|[[The Return of Veteran Z]]&lt;br /&gt;
|[[Laser Trident]]&amp;lt;br&amp;gt;[[Power Line]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:48HEmpressElysia.png|center]]&lt;br /&gt;
|[[Namonaki Robo]]&lt;br /&gt;
|[[Akudama Empire Mothership]]&lt;br /&gt;
|[[Magnetic Shockwave]]&amp;lt;br&amp;gt;[[Banshee Wail]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GrandTellowSprite.png|center]]&lt;br /&gt;
|[[Grand Tellow]]&lt;br /&gt;
|[[Irrigation Irritation]]&lt;br /&gt;
|[[Ice Wall]]&amp;lt;br&amp;gt;[[Power Line]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tier Bosses ===&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;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Location&lt;br /&gt;
!Weakness&lt;br /&gt;
!Original Game&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RegularJoe.png|center]]&lt;br /&gt;
|[[Regular Joe]]&lt;br /&gt;
|[[Tier 1 (MaGMML3)|Tier 1 - Old Wily Fortress]]&lt;br /&gt;
|[[Break Dash]]&amp;lt;br&amp;gt;[[Royal Guard]]&lt;br /&gt;
|Oh Joes! (A Proto Man Adventure)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RepairMan.png|center]]&lt;br /&gt;
|[[Repair Man]]&lt;br /&gt;
|[[Tier 2 (MaGMML3)|Tier 2 - Junkyard]]&lt;br /&gt;
|[[Laser Trident]]&amp;lt;br&amp;gt;[[Rec Can]]&lt;br /&gt;
|Mega Man Rocks!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MuscleJuggler.png|center]]&lt;br /&gt;
|[[Muscle Juggler]]&lt;br /&gt;
|[[Tier 3 (MaGMML3)|Tier 3 - Sewers]]&lt;br /&gt;
|[[Ice Wall]]&amp;lt;br&amp;gt;[[Bait Bobber]]&lt;br /&gt;
|Rocman X / Thunder Blast Man&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MadMan.png|center]]&lt;br /&gt;
|[[Mad Man]]&lt;br /&gt;
|[[Tier 4 (MaGMML3)|Tier 4 - Jailhouse]]&lt;br /&gt;
|[[Magnetic Shockwave]]&amp;lt;br&amp;gt;[[Rec Can]]&lt;br /&gt;
|Mega Man 42&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PuzzleMan.png|center]]&lt;br /&gt;
|[[Puzzle Man]]&lt;br /&gt;
|[[Tier 5 (MaGMML3)|Tier 5 - Gift Shop]]&lt;br /&gt;
|[[Break Dash]]&amp;lt;br&amp;gt;[[Beet Tiller]]&lt;br /&gt;
|Mega Man: Indonesian Artifact&lt;br /&gt;
|-&lt;br /&gt;
|[[File:IceBuster.png|center]]&lt;br /&gt;
|[[Ice Buster]]&lt;br /&gt;
|[[Tier 6 (MaGMML33|Tier 6 - Cryo Lab]]&lt;br /&gt;
|[[Thunder Beam]]&amp;lt;br&amp;gt;[[Power Line]]&lt;br /&gt;
|Quint's Revenge&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BokiLamira.png|center]]&lt;br /&gt;
|[[Boki Lamira]]&lt;br /&gt;
|[[Tier 7 (MaGMML3)|Tier 7 - Fine Pine]]&lt;br /&gt;
|[[Spark Chaser]]&amp;lt;br&amp;gt;[[Prismatic Laser]]&lt;br /&gt;
|Copy Kitty&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MirageMan.png|center]]&lt;br /&gt;
|[[Mirage Man]]&lt;br /&gt;
|[[Tier 8 (MaGMML3)|Tier 8 - Costumes]]&lt;br /&gt;
|[[Spark Chaser]]&amp;lt;br&amp;gt;[[Banshee Wail]]&lt;br /&gt;
|Mega Man Sunrise&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PyreMan.png|center]]&amp;lt;br&amp;gt;[[File:PyreWoman.png|center]]&lt;br /&gt;
|[[Pyre Duo]]&lt;br /&gt;
|[[Tier 9 (MaGMML3)|Tier 9 - Food Court]]&lt;br /&gt;
|[[Tornado Blow]]&amp;lt;br&amp;gt;[[Propeller Vortex]]&lt;br /&gt;
|Mega Man Revolution / Mega Man Revolution Remix&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SoundMan.png|center]]&lt;br /&gt;
|[[Sound Man]]&lt;br /&gt;
|[[Tier 10 (MaGMML3)|Tier 10 - The Rave]]&lt;br /&gt;
|[[Break Dash]]&amp;lt;br&amp;gt;[[Mix Tape]]&lt;br /&gt;
|Mega Man: Dr. Wily's Final Attack&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WizardMan.png|center]]&lt;br /&gt;
|[[Wizard Man]]&lt;br /&gt;
|[[Tier 11 (MaGMML3)|Tier 11 - Library]]&lt;br /&gt;
|[[Magnetic Shockwave]]&amp;lt;br&amp;gt;[[Banshee Wail]]&lt;br /&gt;
|Mega Man SFR (Super Fighting Robot)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ControlMan.png|center]]&amp;lt;br&amp;gt;[[File:MaGMMLTron.png|center]]&lt;br /&gt;
|[[Control Man]] &amp;amp; [[MaGMML-Tron]]&lt;br /&gt;
|[[Tier 12 (MaGMML3)|Tier 12 - Power Plant]]&lt;br /&gt;
|[[Laser Trident]]&amp;lt;br&amp;gt;[[Prismatic Laser]]&lt;br /&gt;
|Ring Man in the Castle &amp;amp; Make a Good Mega Man Level series&lt;br /&gt;
|-&lt;br /&gt;
|[[File:DeathMan.png|center]]&lt;br /&gt;
|[[Death Man]]&lt;br /&gt;
|[[Tier 13 (MaGMML3)|Tier 13 - Theater]]&lt;br /&gt;
|[[Thunder Beam]]&amp;lt;br&amp;gt;[[Electric Cable]]&lt;br /&gt;
|Mega Man Rock Force&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PunchDonkey.png|center]]&lt;br /&gt;
|[[Punch Donkey]]&lt;br /&gt;
|[[Tier 14 (MaGMML3|Tier 14 - World Gym]]&lt;br /&gt;
|[[Ice Wall]], [[Track Shoes]] (Phase 1)&amp;lt;br&amp;gt;[[Ice Wall]], [[Prismatic Laser]] (Phase 2)&lt;br /&gt;
|Mega Man Dongs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stadium Bosses ===&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;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Location&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Weakness&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RegalMachine.png|center]]&lt;br /&gt;
|[[Regal Machine]]&lt;br /&gt;
|[[Chaos Assault]]&lt;br /&gt;
|[[Mega Buster]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FalconRock.png|center]]&lt;br /&gt;
|[[Falcon Rock]]&lt;br /&gt;
|[[Cross Armada]]&lt;br /&gt;
|[[Spark Chaser]]&amp;lt;br&amp;gt;[[Beet Tiller]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NekoMan.png|center]]&lt;br /&gt;
|[[Neko Man]]&lt;br /&gt;
|[[Armory Catastrophe]]&lt;br /&gt;
|[[Water Shield]]&amp;lt;br&amp;gt;[[Lantern Flare]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:KoukerQuge.png|center]]&lt;br /&gt;
|[[Kouker Quge]]&lt;br /&gt;
|[[Be The Smaller Person]]&lt;br /&gt;
|TBA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MetildaMcBossface.png|center]]&lt;br /&gt;
|[[Metilda McBossface]]&lt;br /&gt;
|[[The Level with a Met Pun]]&lt;br /&gt;
|[[Laser Trident]]&amp;lt;br&amp;gt;[[Propeller Vortex]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TengenTophammer.png|center]]&lt;br /&gt;
|[[Tengen Tophammer]]&lt;br /&gt;
|[[The Bronze Yard]]&lt;br /&gt;
|[[Magnetic Shockwave]]&amp;lt;br&amp;gt;[[Propeller Vortex]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SWN001Bass.gif|center]][[file:KillerBass.png|center]]&lt;br /&gt;
|[[Bass]]&lt;br /&gt;
|[[The Greatest Show of All Time]]&lt;br /&gt;
|[[Break Dash]], [[Banshee Wail]] (Phase 1)&amp;lt;br&amp;gt;[[Ice Wall]], [[Bait Bobber]] (Phase 2)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HunterWoman.png|center]]&lt;br /&gt;
|[[Hunter Woman]]&lt;br /&gt;
|[[The Greatest Show of All Time]]&lt;br /&gt;
|[[Spark Chaser]]&amp;lt;br&amp;gt;[[Lantern Flare]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Presto.png|center]]&lt;br /&gt;
|[[Presto]]&lt;br /&gt;
|[[The Greatest Show of All Time]]&lt;br /&gt;
|[[Ice Wall]]&amp;lt;br&amp;gt;[[Beet Tiller]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CerberusMan.png|center]]&lt;br /&gt;
|[[Cerberus Man]]&lt;br /&gt;
|[[The Greatest Show of All Time]]&lt;br /&gt;
|[[Thunder Beam]]&amp;lt;br&amp;gt;[[Rec Can]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ElementMan.png|center]]&lt;br /&gt;
|[[Element Man]]&lt;br /&gt;
|[[The Greatest Show of All Time]]&lt;br /&gt;
|Randomized&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ForgeWoman.png|center]]&lt;br /&gt;
|[[Forge Woman]]&lt;br /&gt;
|[[The Greatest Show of All Time]]&lt;br /&gt;
|[[Magnetic Shockwave]]&amp;lt;br&amp;gt;[[Royal Guard]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WilyMachineSPIRE.png|center]]&lt;br /&gt;
|[[Wily Machine SPIRE]]&lt;br /&gt;
|[[The Greatest Show of All Time]]&lt;br /&gt;
|[[Laser Trident]], [[Track Shoes]] (Phase 1)&amp;lt;br&amp;gt;[[Magnetic Shockwave]], [[Power Line]] (Mini Wily Machines)&amp;lt;br&amp;gt;[[Water Shield]], [[Prismatic Laser]] (Phase 2)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WilyJetFront.png|center]]&lt;br /&gt;
|[[Wily Jet]]&lt;br /&gt;
|[[The Greatest Show of All Time]]&lt;br /&gt;
|[[Tornado Blow]]&amp;lt;br&amp;gt;[[Mix Tape]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tier X Bosses ===&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;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Location&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Weakness&lt;br /&gt;
|-&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Stone Man|Lava Stone Man]]&lt;br /&gt;
|[[Ancient Wastelands Gate]]&lt;br /&gt;
|TBA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:KingLeonis.png|center]]&lt;br /&gt;
|[[King Leonis]]&lt;br /&gt;
|[[Ancient Wastelands Gate]]&lt;br /&gt;
|TBA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stronger.png|center]]&lt;br /&gt;
|[[Stronger]]&lt;br /&gt;
|[[Erm... Watt the Shock!]]&lt;br /&gt;
|TBA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GEORGE.png|center]]&lt;br /&gt;
|[[GEORGE]]&lt;br /&gt;
|[[Smashed Into Pieces]]&lt;br /&gt;
|TBA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SmallFrySwarm.png|center]]&lt;br /&gt;
|[[Small Fry Swarm]]&lt;br /&gt;
|[[Sparkling Shrimp Stew]]&lt;br /&gt;
|TBA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:EyeOfBtdnhan.png|center]]&lt;br /&gt;
|[[Eye of Btd'nhan]]&lt;br /&gt;
|[[Olive Bomber]]&lt;br /&gt;
|TBA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Diabolico.png|center]]&lt;br /&gt;
|[[Diabolico]]&lt;br /&gt;
|[[HI-R@SE B0TANIX]]&lt;br /&gt;
|TBA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:QueenOfHearts.png|center]]&lt;br /&gt;
|[[Queen of Hearts]]&lt;br /&gt;
|[[Mega Man In Wonderland]]&lt;br /&gt;
|TBA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NoteWoman.png|center]]&lt;br /&gt;
|[[Note Woman]]&lt;br /&gt;
|[[Note Woman (stage)|Note Woman]]&lt;br /&gt;
|TBA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MistMan.png|center]]&lt;br /&gt;
|[[Mist Man]]&lt;br /&gt;
|[[Genie's Alley]]&lt;br /&gt;
|TBA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BowlMan.png|center]]&lt;br /&gt;
|[[Bowl Man]]&lt;br /&gt;
|[[Genie's Alley]]&lt;br /&gt;
|TBA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Onox.png|center]]&lt;br /&gt;
|[[Onox]]&lt;br /&gt;
|[[Secret to No One]]&lt;br /&gt;
|TBA&lt;br /&gt;
|-&lt;br /&gt;
|TBA&lt;br /&gt;
|[[Thermae Man]]&lt;br /&gt;
|[[Thermae Man (stage)|Thermae Man]]&lt;br /&gt;
|TBA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Swaduron.png|center]]&lt;br /&gt;
|[[Swaduron]]&lt;br /&gt;
|[[Big Ugly Mess 2: Acting Unwise]]&lt;br /&gt;
|TBA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Impresaria.png|center]]&lt;br /&gt;
|[[Impresaria]]&lt;br /&gt;
|[[Hollow Elysium]]&lt;br /&gt;
|TBA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:VoltManTheAnnihilator.png|center]]&lt;br /&gt;
|[[Volt Man the Annihilator]]&lt;br /&gt;
|[[Return to Universe City V]]&lt;br /&gt;
|TBA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shrine of Nebula Bosses ===&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;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Location&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Weakness&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PillarOfNebula.png|center]]&lt;br /&gt;
|[[Nebula Grey|Pillar of Nebula]]&lt;br /&gt;
|[[Shrine of Nebula]] (6th Floor)&lt;br /&gt;
|[[Mega Buster]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NebulaGrey.png|center]]&lt;br /&gt;
|[[Nebula Grey]]&lt;br /&gt;
|[[Shrine of Nebula]] (6th Floor)&lt;br /&gt;
|[[Mega Buster]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Bosses ===&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;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Location&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Weakness&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SprDreadnought ACESpark 4.png|center‎]]&lt;br /&gt;
|[[Dreadnought]]&lt;br /&gt;
|[[Space Crusade]]&lt;br /&gt;
|[[Thunder Beam]]&amp;lt;br&amp;gt;[[Lantern Flare]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BreakManSprite.png|center]]&lt;br /&gt;
|[[Break Man]]&lt;br /&gt;
|[[The Arena|Colosseum of Cohorts Arena]]&lt;br /&gt;
|[[Tornado Blow]]&amp;lt;br&amp;gt;[[Rec Can]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FakeMan.png|center]]&lt;br /&gt;
|[[Fake Man]]&lt;br /&gt;
|[[The Arena|Master's Mausoleum Arena]]&lt;br /&gt;
|[[Ice Wall]]&amp;lt;br&amp;gt;[[Prismatic Laser]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3_Terra.png|center]]&lt;br /&gt;
|[[Terra]]&lt;br /&gt;
|[[The Arena|Master's Mausoleum Arena]]&lt;br /&gt;
|[[Magnetic Shockwave]]&amp;lt;br&amp;gt;[[Beet Tiller]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CWU-01P.png|center]]&lt;br /&gt;
|[[CWU-01P]]&lt;br /&gt;
|[[The Arena|Skull Caverns Arena]]&lt;br /&gt;
|[[Laser Trident]]&amp;lt;br&amp;gt;[[Bait Bobber]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:YellowDevilSprite.png|center]]&lt;br /&gt;
|[[Tetris Devil]]&lt;br /&gt;
|[[The Arena|Skull Caverns Arena]]&lt;br /&gt;
|[[Thunder Beam]]&amp;lt;br&amp;gt;[[Power Line]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GammaSprite.png|center]]&lt;br /&gt;
|[[Gamma]]&lt;br /&gt;
|[[The Arena|Ghosts of Yamato Arena]]&lt;br /&gt;
|[[Ice Wall]]&amp;lt;br&amp;gt;[[Propeller Vortex]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2 AlterMan.png|center]][[File:MaGMML3_AlterMan.png|center]]&lt;br /&gt;
|[[Alter Man]]&lt;br /&gt;
|[[The Arena|Judge's Choice Arena]]&lt;br /&gt;
|[[Break Dash]], [[Banshee Wail]] (Phase 1)&amp;lt;br&amp;gt;[[Ice Wall]], [[Mix Tape]] (Phase 2)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:VacantAvatar.png|center]]&lt;br /&gt;
|[[Vacant Avatar]]&lt;br /&gt;
|[[The Arena|The True Arena]]&lt;br /&gt;
|[[Magnetic Shockwave]]&amp;lt;br&amp;gt;[[Mix Tape]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ErnestMachineSPIRE.png|center]][[File:ErnestJetFront.png|center]]&lt;br /&gt;
|[[Ernest Will]]&lt;br /&gt;
|[[The Arena|The True Arena]]&lt;br /&gt;
|[[Laser Trident]], [[Track Shoes]] (Ernest Machine SPIRE Phase 1)&amp;lt;br&amp;gt;[[Magnetic Shockwave]], [[Power Line]] (Mini Ernest Machines)&amp;lt;br&amp;gt;[[Water Shield]], [[Prismatic Laser]] (Ernest Machine SPIRE Phase 2)&amp;lt;br&amp;gt;[[Tornado Blow]], [[Mix Tape]] (Ernest Jet)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SheepMan.png|center]]&lt;br /&gt;
|[[Sheep Man]]&lt;br /&gt;
|[[NEO Pit of Pits]]&lt;br /&gt;
|[[Laser Trident]]&amp;lt;br&amp;gt;[[Magnetic Shockwave]]&amp;lt;br&amp;gt;[[Break Dash]]&amp;lt;br&amp;gt;[[Lantern Flare]]&amp;lt;br&amp;gt;[[Propeller Vortex]]&amp;lt;br&amp;gt;[[Track Shoes]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MagicMan.png|center]]&lt;br /&gt;
|[[Magic Man]]&lt;br /&gt;
|[[Magic Card Casino]]&lt;br /&gt;
|[[Tornado Blow]]&amp;lt;br&amp;gt;[[Propeller Vortex]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[http://magmmlcontest.com/forum/showthread.php?tid=1315 Devkit Release Announcement]&lt;br /&gt;
*[https://docs.google.com/document/d/18mbHMqCaFaKAyO8ZBeHOFnm-BgraUA4skLEQdKst2p8/edit#heading=h.yrkdelxjt2eb MAGMML3 Rules]&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOAMF_ipmHUfgCL2rM5BBnmhWPGla7WOl MAGMML3 Tutorials]&lt;br /&gt;
*[https://docs.google.com/document/d/1Ong3etCO-ArqUAXCEO4k4tFdTebUgpXUTshFhAxaQ68/edit Level Design Tips and Tricks]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
[[Category:Make a Good Mega Man Level 3]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MagnetBeamIcon.png&amp;diff=23308</id>
		<title>File:MagnetBeamIcon.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MagnetBeamIcon.png&amp;diff=23308"/>
				<updated>2024-07-09T13:25:45Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: Snessy the duck uploaded a new version of File:MagnetBeamIcon.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MagnetBeamWep.png&amp;diff=23307</id>
		<title>File:MagnetBeamWep.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MagnetBeamWep.png&amp;diff=23307"/>
				<updated>2024-07-09T13:24:15Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: Snessy the duck uploaded a new version of File:MagnetBeamWep.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Energy_Element&amp;diff=23208</id>
		<title>Energy Element</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Energy_Element&amp;diff=23208"/>
				<updated>2024-07-06T21:27:57Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Element.png|right]]&lt;br /&gt;
&lt;br /&gt;
'''Energy Elements''' are collectible items in the ''Make a Good Mega Man Level'' series. They act as the end-of-level collectible in all ''MaGMML'' games to date, and frequently serve as MacGuffins in a given game's plot, with characters desiring large amounts of them for one reason or another. Collecting an Energy Element refills the player character's health and all weapon energy, and immediately teleports them out of the level. While most Energy Elements can be found sitting at the end of levels, they can also be dropped from defeated bosses.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Under normal circumstances, Energy Elements can be used to power highly advanced machines, such as [[Gamma]] or [[Wily Machine TROPHY]], or even be used for [[simulation]]s, which can accommodate at least up to three of them. However, Energy Elements are highly impressionable by extraplanar energies, absorbing them and growing dramatically in power. Under these circumstances, the owners of large quantities of Energy Elements can utilize them to manipulate the fabric of time and space, or create entirely new objects from their energy. In the events of ''[[Make a Good Mega Man Level:  Episode Zero]]'', it is revealed that several Energy Elements had absorbed energies from the Super Genesis Wave that occurred at the end of the ''Worlds Collide'' arc of the Archie comics and become volatile. These volatile Energy Elements were the reason for the opening of the Wargates seen previously in ''Scooby Doc 4'' and again in ''Episode Zero'' itself.&lt;br /&gt;
&lt;br /&gt;
==Conceptual history==&lt;br /&gt;
[[File:ArchieEnergyElement.png|thumb|right|150px|This is what they were ''supposed'' to look like, but laziness took precedent.]]&lt;br /&gt;
Energy Elements were first mentioned in the manual for ''[[Mega Man 3]]'', as extraterrestrial energy sources gathered to power Gamma. However, they never made a physical appearance in the game itself, nor was there any official Capcom artwork depicting what they looked like. As such, adaptations gave them wildly different designs, with ''Mega Man Megamix'' depicting them as crystals, and the ''Mega Man'' Archie comic drawing them as mechanical disc-like objects.&lt;br /&gt;
&lt;br /&gt;
In the ''MaGMML'' series, they use the appearance of the unnamed level ending orb from [[Mega Man 1|the original ''Mega Man'']], implied by said game's manual to be a Robot Master's &amp;quot;central core&amp;quot;. To [[SnoruntPyro]], the object was a natural choice for a level exit item, and she called them &amp;quot;Energy Elements&amp;quot; after the fact, as while developing the original ''[[Make a Good Mega Man Level]]'' she was unaware that the Archie comics had their own design for them. Despite this, the reused sprite has stuck for the remainder of the series, with ''MaGMML: Episode Zero'''s intro and chapter title art reinterpreting it as a gold crystal orb encased in a metal cross-shaped harness.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Energy Elements are also used as one of the non-boss end-of-level markers in ''Mega Man Maker'', which was first released a year after the original ''MaGMML''.&lt;br /&gt;
* In the original ''MaGMML'''s devkit, collecting an Energy Element would have Mega Man automatically walk right for a few moments before teleporting away, similar to how Mario continues walking after crossing a finish line in ''Super Mario World''. The final game instead has Mega Man stand still for a moment before teleporting, as in most official ''Mega Man'' games. While this change did not impact the majority of levels, it did leave a small part of [[Maze of Death]] designed around the quirk unseen. ''[[Make a Good Mega Man Level Remastered]]'' would later replicate the original devkit behavior specifically for this level.&lt;br /&gt;
* The entries [[Level]], [[Mix &amp;amp; Match]] and [[Cutting Edge Technology]] forgot to put Energy Elements at the end. They were put in post-judging.&lt;br /&gt;
**This makes ''[[Make a Good 24 Hour Mega Man Level]]'' the only contest that did not contain a submission originally lacking an Energy Element.&lt;br /&gt;
* Previously in ''[[Make a Good Mega Man Level 2]]'', [[Zero]] postulated that Energy Elements were themselves sapient, and thus able to react to the whims of their owner. This idea has since been stated to be false.&lt;br /&gt;
&lt;br /&gt;
[[Category:MaGMML Trivia]][[Category:Make a Good Mega Man Level]][[Category:Make a Good Mega Man Level 2]][[Category:Make a Good 24 Hour Mega Man Level]][[Category:Make a Good Mega Man Level 3 Judge Application Levels]][[Category:Make a Good Mega Man Level: Episode Zero]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Quint&amp;diff=22837</id>
		<title>Quint</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Quint&amp;diff=22837"/>
				<updated>2024-07-05T09:23:32Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#B34124&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:QuintMugshot.png|left|Quint's mugshot]][[File:QuintMugshot.png|right|Quint's mugshot]]Quint&lt;br /&gt;
|image=[[File:QuintArt.png ‎|200px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|script=クイント&lt;br /&gt;
|romaji=Kuinto&lt;br /&gt;
|number=SWN-000&lt;br /&gt;
|designer= &lt;br /&gt;
|programmer=[[Renhoek]]&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Blue&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;2 (small rock)&amp;lt;br&amp;gt;2 (big rock)&amp;lt;br&amp;gt;4 (Sakugarne)&lt;br /&gt;
|weapon=[[Sakugarne]]&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Swift&lt;br /&gt;
|weak=[[Flash Stopper]], [[Sakugarne]]{{2}}&amp;lt;br&amp;gt;[[Thunder Beam]]{{3}}&amp;lt;br&amp;gt;[[Concrete Shot]]{{48H}}&amp;lt;br&amp;gt;[[Thunder Wool]], [[Pharaoh Shot]], [[Ice Slasher]]{{Megamix}}&lt;br /&gt;
|affiliations=[[Doctor Thomas Light|Dr. Light]] (official games only)&amp;lt;br&amp;gt;[[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|stage=&lt;br /&gt;
|location='''MaGMML2:'''&amp;lt;br&amp;gt;[[Wily Tower]]&amp;lt;br&amp;gt;[[Airflow Hubble]]&amp;lt;br&amp;gt;[[Quint Stage]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&amp;lt;br&amp;gt;'''MaG48HMML:'''&amp;lt;br&amp;gt;[[Space Pipes]]&amp;lt;br&amp;gt;[[Slipping Through Time]]&lt;br /&gt;
|occupation=Combat Robot&lt;br /&gt;
|OffAppear=[[Mega Man II]]&amp;lt;br&amp;gt;[[Mega Man V]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]] (Boss, NPC, Costume)&amp;lt;br&amp;gt;[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] (Boss)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (NPC)&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:Quint.png‎]]}}&lt;br /&gt;
}}&lt;br /&gt;
'''Quint''' is a boss from ''[[Mega Man II]]''. He is [[Mega Man]] from a peaceful future after being modified and brought back to the present by [[Doctor Albert W. Wily|Dr. Wily]]. In the ''MaGMML'' timeline, however, he eventually becomes his own entity via space-time shenanigans.&lt;br /&gt;
&lt;br /&gt;
Quint is first seen as an NPC in ''[[Make a Good Mega Man Level]]'', hiding in the target practice room under [[Dr. Light's Lab]]. Quint was later made available as a boss in the devkit for ''[[Make a Good Mega Man Level 2]]'', and he appears in the levels [[Wily Tower]], [[Airflow Hubble]], and [[Quint Stage]]. He also appears as a midboss in the [[The Pit of Pits|Pit of Pits]] stage &amp;quot;Showdown at Dusk&amp;quot;, as an NPC in [[Tier 10 (MaGMML2)|Tier 10]], and as a [[Costumes|costume]] unlocked by entering [[Tier X (MaGMML2)|Tier X]].&lt;br /&gt;
&lt;br /&gt;
Like all ''MaGMML2'' devkit bosses, Quint returns in the [[Megamix Engine]], and is planned to appear as a devkit boss for ''[[Make a Good Mega Man Level 3]]''. Before that game's release, however, he appeared in the ''[[Make a Good 48 Hour Mega Man Level]]'' entries [[Space Pipes]] and [[Slipping Through Time]].&lt;br /&gt;
&lt;br /&gt;
In ''[[Make a Good Mega Man Level: Episode Zero]]'', Quint (referred to as &amp;quot;Quirt&amp;quot; in-game) makes a cameo as an NPC in the level [[Entrance Succession]], hiding offscreen to the left of the &amp;quot;Cool Robots Club&amp;quot;. He can be talked to, but he does not say a single word, and instead emits the honk of a [[Nitro Truck]]. He is later again seen in the credits of ''Episode Zero'', standing in [[Chateau Chevaleresque]] with the other two members of the &amp;quot;overused devkit boss royal flush&amp;quot; from ''MaGMML2'', [[Volt Man]] and [[Komuso Man]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Quint's boss fight has been immensely upgraded from the Game Boy games. He starts the fight by summoning his [[Sakugarne]] and mounting it. His pattern then begins with one of two attacks:&lt;br /&gt;
*Scatter four pieces of small debris twice.&lt;br /&gt;
*Scatter two pieces of large debris that each split into two pieces of small debris.&lt;br /&gt;
After using one of these attacks, Quint will proceed to use one of the following attacks before his pattern repeats:&lt;br /&gt;
*Jump to Mega Man's position.&lt;br /&gt;
*Jump to Mega Man's position, and drop his Sakugarne when right over Mega Man, after which his Sakugarne will bounce back up, and Quint will get back on.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable1M&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|metal=2&lt;br /&gt;
|gemini=2&lt;br /&gt;
|solar=1&lt;br /&gt;
|top=1&lt;br /&gt;
|wool=5&lt;br /&gt;
|black=1&lt;br /&gt;
|phar=2/4&lt;br /&gt;
|magic=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 2===&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/2/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|hornet=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|jewel=1&amp;lt;br&amp;gt;2&lt;br /&gt;
|grab=1&amp;lt;br&amp;gt;2&lt;br /&gt;
|triple=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|flash=Y&amp;lt;br&amp;gt;N&lt;br /&gt;
|slash=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|wheel=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|sakugarne=4&amp;lt;br&amp;gt;4&lt;br /&gt;
|wire=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|arrow=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|notes=Top row is damage in ''MaGMML2''; bottom row is damage from ''MaGMML2'' weapons in the Megamix Engine.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 3===&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|spark=2&lt;br /&gt;
|laser=2&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=1&lt;br /&gt;
|thunder=4&lt;br /&gt;
|break=1&lt;br /&gt;
|magnetic=2&lt;br /&gt;
|ice=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 24 Hour Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable24HM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|super=1/1&lt;br /&gt;
|chill=1/0&lt;br /&gt;
|pakkajoe=99&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 48 Hour Mega Man Level===&lt;br /&gt;
{{Damagetable48H&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|flame=2&lt;br /&gt;
|rain=1&lt;br /&gt;
|spark=1&lt;br /&gt;
|snake=1&lt;br /&gt;
|tengu=2/2/0&lt;br /&gt;
|water=1&lt;br /&gt;
|concrete=4&lt;br /&gt;
|homing=2&lt;br /&gt;
|beat=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Megamix Engine===&lt;br /&gt;
{{DamagetableM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|time=N&lt;br /&gt;
|stone=1&lt;br /&gt;
|plant=1&lt;br /&gt;
|block=1&lt;br /&gt;
|ice=4&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Quint's appearance in the original ''MaGMML'' and ''Remastered'' uses his sprites from ''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''. All future appearances instead use his original sprites from ''[[Mega Man II]]'', along with his portrait from ''Wily &amp;amp; Right no Rockboard: That's Paradise!''&lt;br /&gt;
* When playing as [[Roll]] in ''MaGMML2'', Quint will be referred to in the Arena as &amp;quot;Quart&amp;quot; - a reference to his gender-swapped equivalent in the hack ''Roll-Chan World 2''.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
{{MaG48HMML Tier 1}}&lt;br /&gt;
{{MaG48HMML Tier 8}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Devkit Bosses]][[Category:Costume]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=SMB3&amp;diff=22786</id>
		<title>SMB3</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=SMB3&amp;diff=22786"/>
				<updated>2024-07-04T22:36:27Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: yeah I forgot about that one lol, tho I do feel like it's still worth mentioning how it's the shortest name in magmml2. also cleaned up the grammar a bit&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=SMB3&lt;br /&gt;
|rank=65th&lt;br /&gt;
|image=[[File:Smb3-intro01.png|256px]]&lt;br /&gt;
|caption=So if ''Super Mario Bros. 3'' is a play, would this be a simulation of a simulation?&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[Lizardcommando]]&lt;br /&gt;
|composer=Koji Kondo&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;
*[[Apache Joe]]&lt;br /&gt;
*[[Batton]]&lt;br /&gt;
*[[Cocco]]&lt;br /&gt;
*[[Fat Hammer Bro]]&lt;br /&gt;
*[[Hammer Bro]]&lt;br /&gt;
*[[Jet Buton]]&lt;br /&gt;
*[[Killer Bullet]]&lt;br /&gt;
*[[Koopa Hopper]]&lt;br /&gt;
*[[Koopa Joe]]&lt;br /&gt;
*[[Koopa Troopa (SMB3)|Koopa Troopa]]&lt;br /&gt;
*[[Lakitu]]&lt;br /&gt;
*[[Parasyu]]&lt;br /&gt;
*[[Parazooka Troopa]]&lt;br /&gt;
*[[Rifle Koopa]]&lt;br /&gt;
*[[Walking Bomb]]&lt;br /&gt;
*[[War Goomba]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Auto Scroller]]&lt;br /&gt;
*[[Concrete Platform]]&lt;br /&gt;
*[[Destroyable Block]] ([[Slash Claw]])&lt;br /&gt;
*[[Drop Platform]]&lt;br /&gt;
*[[Tomahawk Platform]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Bowser]]&lt;br /&gt;
|other=&lt;br /&gt;
*[[File:Skip.png]] [[Skip Teleporter|Skippable]]&lt;br /&gt;
|music=Super Mario Bros. 3 - Athletic&amp;lt;br&amp;gt;'''Tanks/Airship:''' Super Mario Bros. 3 - Airship&amp;lt;br&amp;gt;'''Boss:''' Super Mario Bros. 3 - Bowser Battle&lt;br /&gt;
|location=[[Tier 3 (MaGMML2)|Tier 3]]&lt;br /&gt;
|previous=[[Chomp Man (stage)|Chomp Man]] &lt;br /&gt;
|next=[[MegaLondo]]&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]]|excerpt from judge comment.}}&lt;br /&gt;
&lt;br /&gt;
'''SMB3''' is the 65th place entry in ''[[Make a Good Mega Man Level 2]]''. The level is based off of ''Super Mario Bros 3'', and features many of that game's graphics as well as ''Mario''-themed enemies (most of which are little more than sprite swaps of normal devkit enemies). There are two main sections of the stage; a normal &amp;quot;athletic&amp;quot; area at the start, and a choice between an airship-themed gauntlet or a battalion of tanks. Both sections are slow enemy-filled [[Auto Scroller|auto-scrolling]] areas, forcing [[Mega Man]] to avoid getting crushed between level terrain and the edge of the screen. At the end, [[Bowser]] is fought as the boss no matter which path is taken.&lt;br /&gt;
&lt;br /&gt;
==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;
==Judge Comments==&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;
*At only four characters, this level has the shortest stage name in ''MaGMML2'', and the second-shortest in any ''MaGMML'' game (only beaten by ''[[Make a Good Mega Man Level 3]]'''s [[wet]])&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;
*The main inspirations for this level were from Super Mario Bros. 3, Metal Slug, and the Mega Man 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. Lizardcommando was, however, not aware of the existence of [[Mega Man World]] from the original ''[[Make a Good Mega Man Level]]''.&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;
*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;
**There were two enemies that were originally planned for the auto-scrolling sections; a Para-Goomba that was supposed to replace the Parasyu, and a Zaku Troopa, a mech resembling a Zaku 1 from ''Mobile Suit Gundam'' 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;
*The second Tomahawk platform section in the Airship Fleet part of the level originally had the cloud platforms from [[Mega Man 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;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 3}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 3 (MaGMML2)]][[Category:Skippable Levels]][[Category:Stages without Collectables]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Quirky_Unconsistent_Incomprehensible_Nonsensical_Track&amp;diff=22771</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=22771"/>
				<updated>2024-07-04T19:39:42Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: /* Trivia */&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;
|gimmicks=&lt;br /&gt;
*[[Building Platform]]&lt;br /&gt;
*[[Concrete Platform]]&lt;br /&gt;
*[[Count Bomb]]&lt;br /&gt;
*[[Falling Platform]] (MM5)&lt;br /&gt;
*[[Key Barrier]]&lt;br /&gt;
*[[Spring]]&lt;br /&gt;
*[[Yoku Block]]&lt;br /&gt;
*Yoku Spike&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;
*Weapons Disabled (All except [[Mega Buster]] and [[Slash Claw]])&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|when they somehow bork the camera|[[ACESpark]]|during his review.}}&lt;br /&gt;
'''Quirky Unconsistent Incomprehensible Nonsensical Track''', or 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;
==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;
==Trivia==&lt;br /&gt;
*Despite the level seemingly being named after him, [[Quint]] is nowhere to be found in the entry.&lt;br /&gt;
*This is one of only two stages in MaGMML2 that has a consistent camera glitch, due to the room height of the level not being a multiple of 224 pixels. The other, ironically, is [[Quint Stage]].&lt;br /&gt;
*This is both the lowest-ranked level that disables weapons and the lowest-ranked level to have keys.&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:Make a Good Mega Man Level 2 Entries]][[Category: Tier 1 Stages]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Mega_Man_Saves_Canada_from_the_Evil_Clutches_of&amp;diff=22766</id>
		<title>Mega Man Saves Canada from the Evil Clutches of</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Mega_Man_Saves_Canada_from_the_Evil_Clutches_of&amp;diff=22766"/>
				<updated>2024-07-04T19:20:03Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: /* Trivia */&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;
|rank=75th&lt;br /&gt;
|image=[[File:MaG48HMML-75-MegaManSavesCanadaFromTheEvilClutchesOf.png|256px]]&lt;br /&gt;
|caption=Bet ya were expectin' an ice level, eh?&lt;br /&gt;
|game=''[[Make a Good 48 Hour Mega Man Level]]'' &lt;br /&gt;
|creator=[[MiniMacro]]&lt;br /&gt;
|composer=[[MiniMacro]], Ludwig Van Beethoven (originals)&amp;lt;br&amp;gt;Unknown Remixer (cover)&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=27&lt;br /&gt;
|judge2=63&lt;br /&gt;
|judge3=50&lt;br /&gt;
|judge4=59&lt;br /&gt;
|totalscore=49.75&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|box=&lt;br /&gt;
*[[Butterdroid]]&lt;br /&gt;
*[[Metall EX]]&lt;br /&gt;
*[[Okosutobon]]&lt;br /&gt;
*[[Blade Man Seesaw]]&lt;br /&gt;
*[[Daidine]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Butterdroid]]&lt;br /&gt;
*[[Diarn]]&lt;br /&gt;
*[[Metall EX]]&lt;br /&gt;
*[[Okosutobon]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Blade Man Seesaw]]&lt;br /&gt;
*[[Daidine]]&lt;br /&gt;
*[[Key Barrier]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Gyro Man|The City of St. Petersburg]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Stage 1&amp;lt;br&amp;gt;'''Element:''' Ode to Joy&lt;br /&gt;
|location=[[Tier 4 (MaG48HMML)|Tier 4]]&lt;br /&gt;
|previous=[[Stormy Tower]]&lt;br /&gt;
|next=[[Gettin' Out Of Dogecity]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Sometimes I wish Canada was real...|[[Gyro Man|The City of St. Petersburg]]|}}&lt;br /&gt;
'''Mega Man Saves Canada from the Evil Clutches of''' is the 75th place entry in ''[[Make a Good 48 Hour Mega Man Level]]''. The level is set in a (presumably Canadian) hydroelectric plant filled with a number of platforming setups (many of which were noted as &amp;quot;feeling unfinished&amp;quot;) based around [[Daidine]]s and [[Blade Man Seesaw]]s, as well as many [[Okosutobon]]s that have to be avoided. It is also notable for its memorably esoteric ending.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Right from the start, going left leads to a surprise: a [[Diarn]] that drops an E-Tank when destroyed. The Diarn and its payload both respawn when scrolled offscreen, making it convenient for farming E-Tanks. After a couple of screens with some [[Daidine]]s and [[Butterdroid]]s (including a Butterdroid that spawns a Daidine when killed), you'll come across a pit with a large Life Energy in front of a cluster of [[Okosutobon]]s. Dropping down the pit lands [[Mega Man]] on one end of a [[Blade Man Seesaw]]. You can continue jumping on the seesaw to reach the ledge on the right to progress, or let it reset and ride it to the beginning of its track on the far left to pick up another E-Tank (just in case you need one) along with a Daidine that will take Mega Man back to the right. Further up ahead is a complex platforming section of Daidines and seesaws that, unfortunately, doesn't serve much of a purpose as most of this section can be skipped by jumping down in the right spot, into a spike drop lined with many Okosutobons. &lt;br /&gt;
&lt;br /&gt;
At the bottom of the drop is an underwater section and, progressing to the left, a [[Key Barrier]] you'll have to find the key to to get past. Shoot down the enemies ahead of you, jump to the first seesaw over the spike pit, then immediately jump to the second. Hop on the seesaws other platform to activate it, then let it reset to the left. Jump to the third vertical seesaw and quickly shoot the [[Metall EX]] on the platform by the ladder, then jump to it to climb out of the water temporarily. You'll see a second Key Barrier in the room above, but for now hop on the Daidine in front of you to ride over the corridor and the Okosutobons in it to grab the key for the first barrier, and you'll be deposited right in front of it. Unlock the barrier and climb up, then ride the Daidine over to the waterway above the corridor from before. Get rid of the Okosutobon by shooting them one at a time and dodging them until they explode, then kill the Metall EX in front of you for the key to the second barrier.&lt;br /&gt;
&lt;br /&gt;
Past the next checkpoint, you can head to the left to progress, or drop down the pit on to an alternate path: a system of Daidines above a spike pit that eventually leads to yet another E-Tank, this one guarded by another Metall EX on a ledge. After grabbing it, leap to the ladders and climb up to return to the main path. The final challenge of the level requires you to platform across several Blade Man seesaws to climb a short vertical shaft. This can be somewhat tricky as the second and third seesaws' platforms can overlap, making it difficult to land on the one needed to move the seesaw along, as well as the row of spikes in the middle forcing you to control your jump height. Once you're past it, shoot the Butterdroid while riding the Daidines to the next vertical seesaws, then keep ascending the shaft until you're at the top. Destroy the Butterdroid here to make another Daidine spawn, then head into the next room and ride one last Daidine over the spikes and the large nest of Okosutobons, then get ready to defend the Great White North from the menace of...&lt;br /&gt;
&lt;br /&gt;
[[File:LinesCityofStPetersburg.png|thumb|center|...yep.]]&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma=The geometry of this level just doesn't make sense to me. There are so many skips and pointless side paths that make no sense. For example, before the first main vertical room, you can skip a really simple room by going to the right before you go up to enter the same room maybe 5 tiles above. Same deal after the later checkpoint, you can skip a room if you just go to the left instead of down to the left and up. I just don't understand this whole level. There are legitimate challenges, so it isn’t a troll level, but I do not understand most of the decisions when it came to making this, or the boss at the end, or the hidden music. What the hell?&lt;br /&gt;
|parmascore=27&lt;br /&gt;
|pjdesign=8&lt;br /&gt;
|pjcreativity=4&lt;br /&gt;
|pjfunction=5&lt;br /&gt;
|pjfun=4&lt;br /&gt;
|pjaesthetics=6&lt;br /&gt;
|pk=Aside from the Butterdroids that spawned the Spinning Platform when defeated, and a few super-fast Spinning Platforms, not much really stands out in this level. It would have been cool to see more usage from that Butterdroid idea, and it would have given the level a lot of creative opportunities. As it is, there’s nothing fundamentally bad or broken about it, except for the first key door, which you can just jump over, making the first key useless. Also, there was one ladder that you can’t go back down on, as it acts as a pit. Nothing too bad, but it’s still there. The ending...confused me. It’s probably some reference I’m not getting, but it left me confused, and wishing for an actual boss battle. One big question still lingers though...if you die in this stage, do you die in real life?&lt;br /&gt;
|pkscore=63&lt;br /&gt;
|pkdesign=20&lt;br /&gt;
|pkcreativity=9&lt;br /&gt;
|pkfunction=8&lt;br /&gt;
|pkfun=16&lt;br /&gt;
|pkaesthetics=10&lt;br /&gt;
|m-jacq=This is a very Canadian level - spacious, low-key, and kind to a fault. Honestly, though, it's that very kindness that makes me think less of the level, because it feels like most of the level discourages effort. For instance, after you fall on the first seesaw, you're rewarded with an E-tank for not progressing. The section where you move downwards on the seesaw is easy to skip with a blind jump. Rather than get the first key legit, you can hop out of bounds and over onto the ladder (which got this level a big functionality dock, incidentally). The boss fight is a literal joke, albeit an admirably restrained one. This isn't offensively bad by any stretch - some of the seesaw setups towards the end are fun, for instance - but the entire level felt like it was hedging. &amp;quot;Here's a platforming challenge you can do if you want. Or you can, like, not do it. Whatever floats your boat, uwu.&amp;quot; I suspect a lot of people will appreciate the level for that; me, I found myself wishing you'd been a little more assertive.&lt;br /&gt;
|m-jacqscore=50&lt;br /&gt;
|mjdesign=11&lt;br /&gt;
|mjcreativity=12&lt;br /&gt;
|mjfunction=5&lt;br /&gt;
|mjfun=11&lt;br /&gt;
|mjaesthetics=11&lt;br /&gt;
|freems=Baffling ending aside, there were definitely a few oddities with that level. It was overall put together well, but just a few things were not thought through completely. For example, the long vertical screen with a bunch of seesaws and spinning platforms taking you down is nice in theory, but most of that screen can just be ignored by, well, dropping down. The other vertical screen doesn't share that problem as you're going up, but man is falling down annoying as a result. The usage of keys was also just strange considering it really didn't add much to the level at all. It was just a weird way of splitting a room in half, and then making sure that you do absolutely kill this one random Met. The spinning platforms speed being so all over the place from platform to platform can also easily mess someone up when it's their first time playing through the level. That and for some strange reason, in one room (where it was nothing but spinning platforms and a large bed of spikes on the ground) one of the platforms just didn't spawn properly. You can guess how well that ended up. There are definitely good ideas going on here, it's just that not every idea exactly worked in execution.&lt;br /&gt;
|freemsscore=59&lt;br /&gt;
|frdesign=20&lt;br /&gt;
|frcreativity=8&lt;br /&gt;
|frfunction=7&lt;br /&gt;
|frfun=14&lt;br /&gt;
|fraesthetics=10&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* At nine words and 39 characters, this level has the longest stage name in ''MaG48HMML'', and the third-longest in any ''MaGMML'' game (only beaten by ''[[Make a Good Mega Man Level 2]]'''s [[But It Lacked the Depth to Convince Me That This is Really Hell]] and [[Quirky Unconsistent Incomprehensible Nonsensical Track]], respectively).&lt;br /&gt;
* The flowing water in the level was animated much faster in the original version of the game. Version 1.1 would slow it down a tad due to complaints about the speed of the animation being hard on the eyes.&lt;br /&gt;
* The screen transition from the ladder beneath the second Key Barrier is mistakenly flagged as one-way, so trying to climb down the ladder again is treated as falling into a bottomless pit.&lt;br /&gt;
** It is possible to skip past both Key Barriers by jumping off this ladder to the left. This will put you on the next screen and trigger the checkpoint, but will also trap you beneath the level geometry and force you to respawn, making it unideal for speed runs.&lt;br /&gt;
* Both the portrait of The City of St. Petersburg and the music that plays just before the Energy Element come from the main menu of the Russian Dendy game ''[https://www.youtube.com/watch?v=KpT8WfJFCX8 Lines]''.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaG48HMML Tier 4}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good 48 Hour Mega Man Level Stages]][[Category:Tier 4 (MaG48HMML)]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</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=22765</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=22765"/>
				<updated>2024-07-04T19:14:50Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: /* Trivia */&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:MaGMML2-26-ButItLackedTheDepthToConvinceMeThatThisIsReallyHell.png|256px]]&lt;br /&gt;
|caption=This really is hell.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[Phoba555]]&lt;br /&gt;
|composer=Mao Hamamoto/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=[[File:Nickel.png|Be sure to jump when you see the first rabbit]][[File:Nickel.png|Jump down in the star field]][[File:Nickel.png|Jump down in the star field a second time, and slide too.]][[File:Nickel.png|After the starfield, jump down; why land on the floor when you can land on the ceiling?]][[File:Nickel.png|Jump when you see the last rabbit in the first area.]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Big Telly]]&lt;br /&gt;
*[[Bombomb]]&lt;br /&gt;
*[[Cannopeller]]&lt;br /&gt;
*[[Crazy Cannon]]&lt;br /&gt;
*[[Cyber Gabyoall]]&lt;br /&gt;
*[[Drillun]]&lt;br /&gt;
*[[Hologran]]&lt;br /&gt;
*[[Kemumakin]]&lt;br /&gt;
*[[Metall EX]]&lt;br /&gt;
*[[Nobita]]&lt;br /&gt;
*[[Petit Devil]] (Green, Yellow)&lt;br /&gt;
*[[Rabbiton]]&lt;br /&gt;
*[[Ring Ring]]&lt;br /&gt;
*[[Shield Attacker]]&lt;br /&gt;
*[[Space Metall]]&lt;br /&gt;
*[[Tatebo]]&lt;br /&gt;
*[[Teck]]&lt;br /&gt;
*[[Tsuranattori]]&lt;br /&gt;
*[[Twin Roader]]&lt;br /&gt;
*[[Wall Blaster II]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Auto Scroller]]&lt;br /&gt;
*[[Boubou]]&lt;br /&gt;
*[[Brightman Platform]] (Green)&lt;br /&gt;
*[[Building Platform]]&lt;br /&gt;
*[[Count Bomb]]&lt;br /&gt;
*[[Daidine]]&lt;br /&gt;
*[[Drop Platform]]&lt;br /&gt;
*[[Falling Platform]] (MM5)&lt;br /&gt;
*[[Frost Sled]]&lt;br /&gt;
*[[Gravity Flip]]&lt;br /&gt;
*[[Press]]&lt;br /&gt;
*[[Rotating Spike Platform]]&lt;br /&gt;
*[[Tomahawk Platform]]&lt;br /&gt;
*[[Sideway Elevator]]&lt;br /&gt;
*[[Sign (Mega Man 8)]] (Jump, Slide)&lt;br /&gt;
*[[Sparkman Platform]]&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 (stage)|Force Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|This really is Hell|Mega Man|Upon facing the boss}}&lt;br /&gt;
'''But It Lacked the Depth To Convince Me That This is Really Hell''', sometimes shortened to '''But It Lacked the Depth''' or simply '''Lacked the Depth''', is the 26th place level in ''[[Make a Good Mega Man Level 2]]''. It contains several [[Frost Sled]] sections, as well as a few sections using [[Brightman Platform]]s and the [[Sideway Elevator]].&lt;br /&gt;
&lt;br /&gt;
==Strategy== &lt;br /&gt;
{{NeedsStrategy}}&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 [[Hologran]] 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;
==Judge Comments==&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 = The concept is great and the level is mostly enjoyable, but it suffers so much from awful enemy choice in the board sections. And it doesn't really get better in-between them, as there's often extreme precision that's needed in order to avoid getting hit. At least the level looks good and the boss is pretty fun, though it still could be better.&lt;br /&gt;
|garirryscore = 34&lt;br /&gt;
|gadesign = 7&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 11&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|gadesignnote = Most of the level is filled with poor enemy choice for the board section and certain parts in-between can have stuff that is hard to avoid. Also those NN are so densely packed.&lt;br /&gt;
|gafunnote = It's enjoyable, granted, but it gets frustrating very quickly.&lt;br /&gt;
|gacreativitynote = I liked the ideas here. Nothing too extraordinary here but I think it's still decently done.&lt;br /&gt;
|gaaestheticsnote = Looks and sounds very good.&lt;br /&gt;
|gafunctionnote = Has a game-breaking bug and some other kinda important bugs.&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;
==Trivia==&lt;br /&gt;
*At thirteen words and 51 characters, But It Lacked the Depth to Convince Me That This is Really Hell has the longest name out of any ''Make a Good Mega Man Level'' entry, barely beating out [[Quirky Unconsistent Incomprehensible Nonsensical Track]] by one character.&lt;br /&gt;
**When using Family Text Mode, this level's name is humorously changed to &amp;quot;But It Lacked the Depth To Convince Me That This is Really '''Hello Kitty'''&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 8}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 8 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=SMB3&amp;diff=22755</id>
		<title>SMB3</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=SMB3&amp;diff=22755"/>
				<updated>2024-07-04T12:57:31Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: /* Trivia */&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=SMB3&lt;br /&gt;
|rank=65th&lt;br /&gt;
|image=[[File:Smb3-intro01.png|256px]]&lt;br /&gt;
|caption=So if ''Super Mario Bros. 3'' is a play, would this be a simulation of a simulation?&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[Lizardcommando]]&lt;br /&gt;
|composer=Koji Kondo&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;
*[[Apache Joe]]&lt;br /&gt;
*[[Batton]]&lt;br /&gt;
*[[Cocco]]&lt;br /&gt;
*[[Fat Hammer Bro]]&lt;br /&gt;
*[[Hammer Bro]]&lt;br /&gt;
*[[Jet Buton]]&lt;br /&gt;
*[[Killer Bullet]]&lt;br /&gt;
*[[Koopa Hopper]]&lt;br /&gt;
*[[Koopa Joe]]&lt;br /&gt;
*[[Koopa Troopa (SMB3)|Koopa Troopa]]&lt;br /&gt;
*[[Lakitu]]&lt;br /&gt;
*[[Parasyu]]&lt;br /&gt;
*[[Parazooka Troopa]]&lt;br /&gt;
*[[Rifle Koopa]]&lt;br /&gt;
*[[Walking Bomb]]&lt;br /&gt;
*[[War Goomba]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Auto Scroller]]&lt;br /&gt;
*[[Concrete Platform]]&lt;br /&gt;
*[[Destroyable Block]] ([[Slash Claw]])&lt;br /&gt;
*[[Drop Platform]]&lt;br /&gt;
*[[Tomahawk Platform]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Bowser]]&lt;br /&gt;
|other=&lt;br /&gt;
*[[File:Skip.png]] [[Skip Teleporter|Skippable]]&lt;br /&gt;
|music=Super Mario Bros. 3 - Athletic&amp;lt;br&amp;gt;'''Tanks/Airship:''' Super Mario Bros. 3 - Airship&amp;lt;br&amp;gt;'''Boss:''' Super Mario Bros. 3 - Bowser Battle&lt;br /&gt;
|location=[[Tier 3 (MaGMML2)|Tier 3]]&lt;br /&gt;
|previous=[[Chomp Man (stage)|Chomp Man]] &lt;br /&gt;
|next=[[MegaLondo]]&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]]|excerpt from judge comment.}}&lt;br /&gt;
&lt;br /&gt;
'''SMB3''' is the 65th place entry in ''[[Make a Good Mega Man Level 2]]''. The level is based off of ''Super Mario Bros 3'', and features many of that game's graphics as well as ''Mario''-themed enemies (most of which are little more than sprite swaps of normal devkit enemies). There are two main sections of the stage; a normal &amp;quot;athletic&amp;quot; area at the start, and a choice between an airship-themed gauntlet or a battalion of tanks. Both sections are slow enemy-filled [[Auto Scroller|auto-scrolling]] areas, forcing [[Mega Man]] to avoid getting crushed between level terrain and the edge of the screen. At the end, [[Bowser]] is fought as the boss no matter which path is taken.&lt;br /&gt;
&lt;br /&gt;
==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;
==Judge Comments==&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;
*At only 4 characters, SMB3 has the shortest name of any ''Make a Good Mega Man Level'' entry, barely beating out [[Level]] from the original ''[[Make a Good Mega Man Level]]'' and [[x6meme]] from ''[[Make a Good Mega Man Level 3]]''.&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;
*The main inspirations for this level were from Super Mario Bros. 3, Metal Slug, and the Mega Man 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;
*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;
*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;
*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 from the anime Mobile Suit Gundam 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;
*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;
&lt;br /&gt;
{{MaGMML2 Tier 3}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 3 (MaGMML2)]][[Category:Skippable Levels]][[Category:Stages without Collectables]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=SMB3&amp;diff=22754</id>
		<title>SMB3</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=SMB3&amp;diff=22754"/>
				<updated>2024-07-04T12:56:43Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: /* Trivia */&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=SMB3&lt;br /&gt;
|rank=65th&lt;br /&gt;
|image=[[File:Smb3-intro01.png|256px]]&lt;br /&gt;
|caption=So if ''Super Mario Bros. 3'' is a play, would this be a simulation of a simulation?&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[Lizardcommando]]&lt;br /&gt;
|composer=Koji Kondo&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;
*[[Apache Joe]]&lt;br /&gt;
*[[Batton]]&lt;br /&gt;
*[[Cocco]]&lt;br /&gt;
*[[Fat Hammer Bro]]&lt;br /&gt;
*[[Hammer Bro]]&lt;br /&gt;
*[[Jet Buton]]&lt;br /&gt;
*[[Killer Bullet]]&lt;br /&gt;
*[[Koopa Hopper]]&lt;br /&gt;
*[[Koopa Joe]]&lt;br /&gt;
*[[Koopa Troopa (SMB3)|Koopa Troopa]]&lt;br /&gt;
*[[Lakitu]]&lt;br /&gt;
*[[Parasyu]]&lt;br /&gt;
*[[Parazooka Troopa]]&lt;br /&gt;
*[[Rifle Koopa]]&lt;br /&gt;
*[[Walking Bomb]]&lt;br /&gt;
*[[War Goomba]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Auto Scroller]]&lt;br /&gt;
*[[Concrete Platform]]&lt;br /&gt;
*[[Destroyable Block]] ([[Slash Claw]])&lt;br /&gt;
*[[Drop Platform]]&lt;br /&gt;
*[[Tomahawk Platform]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Bowser]]&lt;br /&gt;
|other=&lt;br /&gt;
*[[File:Skip.png]] [[Skip Teleporter|Skippable]]&lt;br /&gt;
|music=Super Mario Bros. 3 - Athletic&amp;lt;br&amp;gt;'''Tanks/Airship:''' Super Mario Bros. 3 - Airship&amp;lt;br&amp;gt;'''Boss:''' Super Mario Bros. 3 - Bowser Battle&lt;br /&gt;
|location=[[Tier 3 (MaGMML2)|Tier 3]]&lt;br /&gt;
|previous=[[Chomp Man (stage)|Chomp Man]] &lt;br /&gt;
|next=[[MegaLondo]]&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]]|excerpt from judge comment.}}&lt;br /&gt;
&lt;br /&gt;
'''SMB3''' is the 65th place entry in ''[[Make a Good Mega Man Level 2]]''. The level is based off of ''Super Mario Bros 3'', and features many of that game's graphics as well as ''Mario''-themed enemies (most of which are little more than sprite swaps of normal devkit enemies). There are two main sections of the stage; a normal &amp;quot;athletic&amp;quot; area at the start, and a choice between an airship-themed gauntlet or a battalion of tanks. Both sections are slow enemy-filled [[Auto Scroller|auto-scrolling]] areas, forcing [[Mega Man]] to avoid getting crushed between level terrain and the edge of the screen. At the end, [[Bowser]] is fought as the boss no matter which path is taken.&lt;br /&gt;
&lt;br /&gt;
==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;
==Judge Comments==&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;
*At only 4 characters, SMB3 has the shortest name of any ''Make a Good Mega Man Level'' entry, barely beating out [[Level]] from the original ''[[Make a Good Mega Man Level]] and [[x6meme]] from ''[[Make a Good Mega Man Level 3]]''.&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;
*The main inspirations for this level were from Super Mario Bros. 3, Metal Slug, and the Mega Man 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;
*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;
*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;
*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 from the anime Mobile Suit Gundam 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;
*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;
&lt;br /&gt;
{{MaGMML2 Tier 3}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 3 (MaGMML2)]][[Category:Skippable Levels]][[Category:Stages without Collectables]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Kamikamin_(Box_Cartel)&amp;diff=22753</id>
		<title>Kamikamin (Box Cartel)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Kamikamin_(Box_Cartel)&amp;diff=22753"/>
				<updated>2024-07-04T12:45:01Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#9C9C9C&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:KamikaminMugshot.png|left|Kamikamin's mugshot]]Kamikamin[[File:KamikaminMugshot.png|right|Kamikamin's mugshot]]&lt;br /&gt;
|image=[[File:KamikaminCartelArt.png|250px|Artwork by Spin Attaxx]]&lt;br /&gt;
|caption= Artwork by '''Spin Attaxx'''&lt;br /&gt;
|script=カミカミーン&lt;br /&gt;
|romaji=Kamikamīn&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[ParmaJon]], [[CSketch]]&lt;br /&gt;
|programmer=[[Big Fish (user)|Big Fish]]&lt;br /&gt;
|artist=pegg&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Brown&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;3 (coin, bomb, CD, cannonball, gem)&amp;lt;br&amp;gt;2 (small spark, CD debris)&amp;lt;br&amp;gt;4 (large spark, cannonball explosion)&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Neutral&lt;br /&gt;
|weak=[[Concrete Shot]]&lt;br /&gt;
|affiliations=[[Box Cartel]]&lt;br /&gt;
|stage=[[Tier 2 (MaG48HMML)|Tier 2]]&lt;br /&gt;
|location=[[Pandora's Parlor]]&lt;br /&gt;
|occupation=Reconnaissance Agent&amp;lt;br&amp;gt;Criminal&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] (Boss, NPC)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:KamikaminBoxCartel.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Hmph! No need to show your gratitude, senpai! Really, I was so scared back there, I almost bit my tongue...|Kamikamin|[[Make a Good 48 Hour Mega Man Level]]}}&lt;br /&gt;
&lt;br /&gt;
'''Kamikamin''' (also known as '''Sakkaku-Kamikamin''') is a member of the [[Box Cartel]] and one of the major antagonists of ''[[Make a Good 48 Hour Mega Man Level]]''. Distinguished from other Kamikamins by the skull on top of his lid, he is a &amp;quot;Hidden Arts Yakuza&amp;quot; with ninja-like techniques, which he uses in his role as a reconnaissance agent. Although he puts on a tough and unfettered facade, he is easily intimidated and prone to mumbling out loud.&lt;br /&gt;
&lt;br /&gt;
Kamikamin is the first Box Cartel agent [[Mega Man]] must fight, and is located in [[Tier 2 (MaG48HMML)|Tier 2]] of the [[SS Elroy]] after collecting 15 [[Energy Element]]s. He reappears later on to rescue his friend [[Dockalocker (Box Cartel)|Dockalocker]] after his own battle with Mega Man, and also appears in intermissions with the rest of the Box Cartel. Later, in [[Pandora's Parlor]], Kamikamin acts as the first Cartel member Mega Man must rematch.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Kamikamin uses one of five attacks, each chosen in a semi-random order. However, he will never use the same attack twice in a row:&lt;br /&gt;
* A coin flies out of his mouth, which splits into nine anti-gravity coins that drop towards Mega Man one by one.&lt;br /&gt;
* He fires a large spark in the air, before jumping after Mega Man five times. The spark splits into two ground-crawling sparks on impact with the floor, and both sparks drop downwards when Mega Man is beneath them.&lt;br /&gt;
* He shoots a cannonball offscreen, before vomiting a series of gems in an arc at Mega Man twice. The cannonball rolls to the other side of the screen in the background, before returning to the foreground to damage Mega Man.&lt;br /&gt;
* He jumps after Mega Man three times, each time shooting a bomb encased in a bubble. These bombs float towards Mega Man while drifting downwards, and emit a spherical explosion after hitting the ground.&lt;br /&gt;
* He jumps across the room and upchucks two cracked CDs, which drop to the ground and shatter into a four-way spreadshot of shrapnel.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable48H&lt;br /&gt;
|buster=1/1/2&lt;br /&gt;
|flame=1&lt;br /&gt;
|rain=1&lt;br /&gt;
|spark=1&lt;br /&gt;
|snake=1&lt;br /&gt;
|tengu=1/1/2&lt;br /&gt;
|water=1&lt;br /&gt;
|concrete=3&lt;br /&gt;
|homing=1&lt;br /&gt;
|beat=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The &amp;quot;sakkaku&amp;quot; in Kamikamin's nickname can mean &amp;quot;illusion&amp;quot; in Japanese, befitting his ninja techniques.&lt;br /&gt;
* Kamikamin's portrait shows the skull on his lid jutting out far more than either his in-game sprite or official art.&lt;br /&gt;
* Originally, Kamikamin was conceived as a scrap-eating glutton who believed [[Doctor Albert W. Wily|Dr. Wily]] was personally feeding him broken machines he threw away. His dialogue before his refight in Pandora's Parlor is the only remnant of this abandoned characterization.&lt;br /&gt;
* Early designs for Kamikamin gave him more of a pirate motif, including a beard and a skull-emblazoned tricorne.&lt;br /&gt;
* He was forced to eat cement when he was 6.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaG48HMML Tier 2}}&lt;br /&gt;
{{MaG48HMML Cartel Hideout}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Bosses]][[Category:Make a Good 48 Hour Mega Man Level Bosses]][[Category:Tier 2 (MaG48HMML)]][[Category:Cartel Hideout]][[Category:MaGMML Original Characters]][[Category:Devteam Characters]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=SRARA&amp;diff=22752</id>
		<title>SRARA</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=SRARA&amp;diff=22752"/>
				<updated>2024-07-04T12:41:13Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg= #9C9C9C&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= [[File:SRARALogo.png|left|SRARA's logo]][[File:SRARALogo.png|right|SRARA's logo]]Simulation Recon and Regulation Administration&lt;br /&gt;
|image=[[File:SRARAArt.png|270px|Artwork by Spin Attaxx]]&lt;br /&gt;
|caption= Artwork by '''Spin Attaxx'''&lt;br /&gt;
|script=&lt;br /&gt;
|romaji=&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[snoruntpyro]]&lt;br /&gt;
|programmer=&lt;br /&gt;
|artist=[[Enjl]]&amp;lt;br&amp;gt;[[Cresh]] (SRARA Joe)&lt;br /&gt;
|gender=&lt;br /&gt;
|eyecolor=&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=&lt;br /&gt;
|at=&lt;br /&gt;
|attack=&lt;br /&gt;
|type=&lt;br /&gt;
|weak=&lt;br /&gt;
|affiliations=Themselves&lt;br /&gt;
|stage=[[Null and Void (Episode Zero)|Null and Void]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=&amp;quot;Festival Inspectors&amp;quot;&amp;lt;br&amp;gt;Criminals&amp;lt;br&amp;gt;Nincompoops&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Bosses, NPCs)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:SRARA.png]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Simulation Recon and Regulation Administration''' (commonly shortened as '''SRARA''') are a quartet of robots who appear as the main villains of ''[[Make a Good Mega Man Level: Episode Zero]]''. Supposedly a team of [[simulation]] inspectors, they are really a group of insane nuisances who harass festival staff while stealing important festival stock and research - in particular, [[Energy Element]]s - for their own mysterious ends. The group consists of four versions of recurring enemy types in the classic ''Mega Man'' series; a [[SRARA Joe|Sniper Joe]], an [[SRARA Up n' Down|Up'n'Down]], a [[SRARA Shield Attacker|Shield Attacker]], and their leader, a [[SRARA Met|Met]].&lt;br /&gt;
&lt;br /&gt;
==''Make a Good Mega Man Level: Episode Zero''==&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
SRARA is first encountered in Chapter 1 of the game, interrogating [[Sophie Hyde|Dr. Hyde]] in [[Mega City]] over [[Tier 1 (MaGMML2)|her memory simulation]]. [[Zero]] fights and chases off SRARA Up n' Down, and learns from Dr. Hyde that they stole four chips used for her [[Blank Drive|drive system]]. He runs into them again in the same chapter after completing [[Subterranean Stronghold]], where he finds SRARA Up n' Down and SRARA Shield Attacker looking for Energy Elements. By the start of Chapter 2, Zero is tasked by Agents [[Roslyn Krantz|Krantz]] and [[Gilbert D. Stern|Stern]] to covertly apprehend SRARA, and both SRARA Joe and SRARA Shield Attacker confront him at differing points in the chapter.&lt;br /&gt;
&lt;br /&gt;
After Zero is abruptly cast aside by [[Dr. Wily]], he is alerted to [[S.R.A.R.A. HQ|SRARA's island hideout]] after [[Duo]] crash-lands into it. However, SRARA is nowhere to be found, with Duo theorising that they used their stockpile of stolen Energy Elements to flee into [[Tier X (MaGMML2)|the void between worlds]]. The pair follow after them, and learn from SRARA Met that they plan to gather even more Energy Elements and combine their power with Tier X to shape reality to their whims. Eventually, the race to gather as many Elements as possible causes [[Null and Void (Episode Zero)|a giant castle]] to form, with SRARA making their way inside while Zero chases them down.&lt;br /&gt;
&lt;br /&gt;
At the top of the castle, SRARA stalls for time by fighting Zero one last time, with every member attacking him in a random order, one after another, while using extra attacks and faster movement, but they are still unable to defeat him. However, their actions inadvertently corrupted the gathered Energy Elements, which knock all four members offline before creating [[Unununium]]. Once [[Trio]] is revived after Unununium's defeat, he blasts away the floor the inactive SRARA members lie on, sending them falling down. After Trio's second destruction, the four regain consciousness somewhere in Tier X, but without any Energy Elements (to SRARA Met's anger).&lt;br /&gt;
&lt;br /&gt;
Though their backstory is never discussed in ''Episode Zero'''s plot, their [[CD]] entry and areas in S.R.A.R.A. HQ go deeper into it; they were originally genuine inspection robots, but became criminals shortly after an illegal experiment related to simulations took place. Additionally, a recall notice in their hideout hints that the four possess the same defective IC chip program that [[Justice Man]] used, and that their mental instabilities are caused by said program degrading their cognitive circuits.&lt;br /&gt;
{{-}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* SRARA are the first primary villains of a ''MaGMML'' game who aren't Dr. Wily, nor affiliated with him.&lt;br /&gt;
* As a set of &amp;quot;uplifted&amp;quot; minor enemies, the individual members of SRARA are consistently referred to by gender-neutral pronouns.&lt;br /&gt;
* Coincidentally, three of the four SRARA members (Met, Joe, and Shield Attacker) are part of what [[SnoruntPyro]] has dubbed the &amp;quot;Terrible Trio&amp;quot;, referring to recurring shielded enemies that are often overused by level designers. She has since clarified that the three SRARA members aren't a reference to this idea, and that they were in place before the term was coined. They were, however, intentionally chosen to be references to generally overused recurring ''Mega Man'' enemies (with SRARA Up n' Down representing interchangeable pit-dwelling enemies).&lt;br /&gt;
* With the exception of Sizzling Threat, every difficulty option in [[The Ultimate Choice]] has at least one SRARA member as a boss.&lt;br /&gt;
* If SRARA Met is the first SRARA member to be faced in Null and Void, an extra bit of dialogue will appear.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 3}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level: Episode Zero]][[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]][[Category:MaGMML Original Characters]][[Category:Devteam Characters]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_Mega_Man_Level&amp;diff=22751</id>
		<title>Make a Good Mega Man Level</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_Mega_Man_Level&amp;diff=22751"/>
				<updated>2024-07-04T12:24:17Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfo&lt;br /&gt;
|title= Make a Good Mega Man Level&lt;br /&gt;
|image= [[File:MaGMML_Title.png|Make a Good Mega Man Level]]&lt;br /&gt;
|caption= Make a Good Mega Man Level Title Screen&lt;br /&gt;
|developer= [[SnoruntPyro]]&lt;br /&gt;
|publisher=&lt;br /&gt;
|director=&lt;br /&gt;
|producer=&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer= [[Blyka]]/[[SnoruntPyro]]&lt;br /&gt;
|artist=&lt;br /&gt;
|writer=&lt;br /&gt;
|composer=&lt;br /&gt;
|series= Mega Man (Classic)&lt;br /&gt;
|platforms= PC&lt;br /&gt;
|releasedate= May 23, 2016&lt;br /&gt;
|rerelease=&lt;br /&gt;
|version= 1.6&lt;br /&gt;
|genre=Action / Platform&lt;br /&gt;
|modes=&lt;br /&gt;
|media=[//drive.google.com/open?id=0BwNgH5m8BAUzNzBpR2RnV2dXd2s Digital download] ([//www.mediafire.com/?iqq2aa5at3umv4a mirror])&lt;br /&gt;
|input=Keyboard&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I couldn't come up with a better description okay|[[SnoruntPyro]] on the contest|}}&lt;br /&gt;
 &lt;br /&gt;
'''''Make a Good Mega Man Level''''', also known as '''''MaGMML''''' and '''''MaGMML1''''', is the first in the ''MaGMML'' series, taking place from 2015-2016. The premise, inspired by the ''[https://talkhaus.raocow.com/viewtopic.php?f=26&amp;amp;t=7065 Make a Good Level]'' contests from Talkhaus, was to try and build the best level in a Mega Man engine that the contestants could, with this being accomplished with a modified Blyka's Engine, put together in Game Maker 8.0 Pro. Being the first in the series, there were quite a few quirks, such as a very badly put together rubric taken directly from ''MaGLX2'', and the game being in Blyka's Engine rather than the Mega Engine. Also, unlike its successors, the devkit was request-only out of paranoia that the ''MaGMML1'' engine would become the basis for a ton of crappy, low effort fangames that just used all the assets it had and nothing else. Needless to say, this was unfounded. The contest had twenty entries overall, split into five tiers of four levels each, with six Wily stages by the judges and four Tier Bosses. The contest was judged by [[SnoruntPyro]], [[Cheez8]], [[Duvi0]], [[Mick Galbani]] and [[MrKyurem]].&lt;br /&gt;
 &lt;br /&gt;
A remake, ''[[Make a Good Mega Man Level Remastered]]'', was [https://www.youtube.com/watch?v=fYrxyHXkoqw&amp;amp;feature=youtu.be revealed] on the second anniversary of the game's release, and was officially released one year later, on the third anniversary.&lt;br /&gt;
 &lt;br /&gt;
== Story ==&lt;br /&gt;
The game begins with a traditional intro cutscene explaining that since it had been months since [[Doctor Albert W. Wily|Dr. Wily]]'s last defeat, the people of &amp;quot;[INSERT NAME OF MEGA MAN'S CITY HERE]&amp;quot; (understandably renamed to Mega City in later games and ''Remastered''), were setting up a festival to celebrate the new peacetime. Predictably, Dr. Wily shows up and scatters the festival's [[Energy Element|Energy Elements]], announcing yet another plan to take over the world and daring [[Mega Man]] to get past his unbreakable barrier by [[Wily Castle|his newest castle.]] [[Doctor Thomas Light|Dr. Light]] finds out that 24 Energy Elements will be able to break the barrier, and sends out Mega Man to the festival to collect them all.&lt;br /&gt;
 &lt;br /&gt;
Soon, Mega Man finds out that Dr. Wily has revived some fangame robot masters to stand in his way, but not much else comes of this. Once all 24 Energy Elements are collected, Mega Man returns to the lab to find out that Dr. Wily had broken in and left a note for Mega Man, challenging him to invade his fortress. Mega Man, as usual, gets in and clears it out, cornering Dr. Wily. After destroying his newest Wily Machine, Wily tells Mega Man that it's not over yet, and that he has yet to face his greatest creation ever. Mega Man chases Dr. Wily to a space platform, where a [[Zero|strange robot]] drops down. Mega Man battles this robot, but it turns out to be a weak piece of crap, only built to let Dr. Wily escape once again. Mega Man escapes the self-destructing castle, and the ordeal is over.&lt;br /&gt;
 &lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Gameplay is essentially the same as a typical NES classic ''Mega Man'' game. Being based on Blyka's Engine, the game shares the most similarities with ''Mega Man 5'', and is the only ''MaGMML'' game to run at 30 FPS instead of 60. Mega Man starts the game with a full arsenal already in hand, voted in by the Talkhaus community. The goal of each stage is to get to the end and claim the [[Energy Element]]. Each level is placed in a tier based on how high of a score it got and a hub world is used to connect them all, with each tier having four levels each and a boss fight based on a fangame boss (except for Tier 5).&lt;br /&gt;
 &lt;br /&gt;
=== Weapons ===&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;&lt;br /&gt;
!&lt;br /&gt;
!Weapon&lt;br /&gt;
!Original Robot Master&lt;br /&gt;
!Original Game&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML Icon1.gif]]&lt;br /&gt;
|[[Metal Blade]]&lt;br /&gt;
|[[Metal Man]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML Icon2.gif]]&lt;br /&gt;
|[[Gemini Laser]]&lt;br /&gt;
|[[Gemini Man]]&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML Icon3.gif]]&lt;br /&gt;
|[[Solar Blaze]]&lt;br /&gt;
|[[Solar Man]]&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML Icon4.gif]]&lt;br /&gt;
|[[Top Spin]]&lt;br /&gt;
|[[Top Man]]&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML Icon5.gif]]&lt;br /&gt;
|[[Thunder Wool]]&lt;br /&gt;
|Sheep Man&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML Icon6.gif]]&lt;br /&gt;
|[[Black Hole Bomb]]&lt;br /&gt;
|[[Galaxy Man]]&lt;br /&gt;
|''[[Mega Man 9]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML Icon7.gif]]&lt;br /&gt;
|[[Pharaoh Shot]]&lt;br /&gt;
|[[Pharaoh Man]]&lt;br /&gt;
|''[[Mega Man 4]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML Icon8.gif]]&lt;br /&gt;
|[[Magic Card]]&lt;br /&gt;
|Magic Man&lt;br /&gt;
|''[[Mega Man &amp;amp; Bass]]''&lt;br /&gt;
|-style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RushCoilIcon.png]]&lt;br /&gt;
|[[Rush#Rush_Coil|Rush Coil]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RushJetIcon.png]]&lt;br /&gt;
|[[Rush#Rush_Jet|Rush Jet]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''[[Mega Man 4]]'' (Variant)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Entries ==&lt;br /&gt;
[[File:GlassManSnip.PNG|thumb|right|250px|Glass Man, the winning entry.]]&lt;br /&gt;
The first contest garnered a total of twenty entries.&lt;br /&gt;
 &lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*[[Chroma Key]]&lt;br /&gt;
*[[Citadel Basement]]&lt;br /&gt;
*[[City War]]&lt;br /&gt;
*[[Glass Man (stage)|Glass Man]]&lt;br /&gt;
*[[Hard to See Land]]&lt;br /&gt;
*[[Level]]&lt;br /&gt;
*[[Maze of Death]]&lt;br /&gt;
*[[Mega Man World]]&lt;br /&gt;
*[[Midnight Snow]]&lt;br /&gt;
*[[Napalm Forest and Caves]]&lt;br /&gt;
|&lt;br /&gt;
*[[NEON GRAVITY]]&lt;br /&gt;
*[[Objective: Vain Space]]&lt;br /&gt;
*[[Research Facility]]&lt;br /&gt;
*[[Sky Ziggurat]]&lt;br /&gt;
*[[Spiky Meltdown]]&lt;br /&gt;
*[[Sunset Siege]]&lt;br /&gt;
*[[The Quickening]]&lt;br /&gt;
*[[Thunderclyffe Plant]]&lt;br /&gt;
*[[Under Construction]]&lt;br /&gt;
*[[Wily Combo]]&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
== Hub ==  &lt;br /&gt;
The game is set entirely in [[Dr. Light's Lab]]. As more Energy Elements are collected, more Robot Masters show up.&lt;br /&gt;
 &lt;br /&gt;
=== Areas ===&lt;br /&gt;
* [[Tier 1 (MaGMML)|Tier 1]]&lt;br /&gt;
* [[Tier 2 (MaGMML)|Tier 2]]&lt;br /&gt;
* [[Tier 3 (MaGMML)|Tier 3]]&lt;br /&gt;
* [[Tier 4 (MaGMML)|Tier 4]]&lt;br /&gt;
* [[Tier 5 (MaGMML)|Tier 5]]&lt;br /&gt;
* [[Wily Castle|Dr. Wily Stages - Wily Castle]]&lt;br /&gt;
* [[Eddie's Shop]]&lt;br /&gt;
* [[The Arena]]&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
[[File:CroakerArt.jpg|thumb|right|200px|[[Croaker]], a beloved enemy from this game.]]&lt;br /&gt;
===Devkit Enemies===&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[Batabattan]]&lt;br /&gt;
* [[Batton]]&lt;br /&gt;
* [[Beak]]&lt;br /&gt;
* [[Big Eye]]&lt;br /&gt;
* [[Big Fish]]&lt;br /&gt;
* [[Bikky]]&lt;br /&gt;
* [[Blader]]&lt;br /&gt;
* [[Blocky]]&lt;br /&gt;
* [[Bolton and Nutton]]&lt;br /&gt;
* [[Bomb Flier]]&lt;br /&gt;
* [[Bomb Thrown]]&lt;br /&gt;
* [[Bomber Pepe]]&lt;br /&gt;
* [[Bombomb]]&lt;br /&gt;
* [[Cannon]]&lt;br /&gt;
* [[Cannon Joe]]&lt;br /&gt;
* [[Chibee]]&lt;br /&gt;
* [[Claw]]&lt;br /&gt;
* [[Crabbot]]&lt;br /&gt;
* [[Crazy Cannon]]&lt;br /&gt;
* [[Crazy Razy]]&lt;br /&gt;
* [[Croaker]]&lt;br /&gt;
* [[Curlinger]]&lt;br /&gt;
* [[Dada]]&lt;br /&gt;
* [[Docron]]&lt;br /&gt;
* [[Elec'n]]&lt;br /&gt;
* [[Fan Fiend]]&lt;br /&gt;
* [[Fire Telly]]&lt;br /&gt;
* [[Flea]]&lt;br /&gt;
* [[Flying Shell]]&lt;br /&gt;
* [[Gabgyo]]&lt;br /&gt;
|&lt;br /&gt;
* [[Gachappon]]&lt;br /&gt;
* [[Garyoby]]&lt;br /&gt;
* [[Giree]]&lt;br /&gt;
* [[Gyotot]]&lt;br /&gt;
* [[Haehaey]]&lt;br /&gt;
* [[Hammer Joe]]&lt;br /&gt;
* [[Hari Harry]]&lt;br /&gt;
* [[Have &amp;quot;Su&amp;quot; Bee]]&lt;br /&gt;
* [[Helipon]]&lt;br /&gt;
* [[Hologran]]&lt;br /&gt;
* [[Hothead]]&lt;br /&gt;
* [[Imorm]]&lt;br /&gt;
* [[Jamacy]]&lt;br /&gt;
* [[Jet Bomb]]&lt;br /&gt;
* [[Jet Buton]]&lt;br /&gt;
* [[Jumbig]]&lt;br /&gt;
* [[Killer Bullet]]&lt;br /&gt;
* [[Komasaburo]]&lt;br /&gt;
* [[Kouker Q]]&lt;br /&gt;
* [[Lyric]]&lt;br /&gt;
* [[M-422A]]&lt;br /&gt;
* [[M-445]]&lt;br /&gt;
* [[Mag Fly]]&lt;br /&gt;
* [[Mantan]]&lt;br /&gt;
* [[Mechakkero]]&lt;br /&gt;
* [[Metall]]&lt;br /&gt;
* [[Metall K1000]]&lt;br /&gt;
* [[Metall Swim]]&lt;br /&gt;
* [[Mizzile]]&lt;br /&gt;
* [[Mole]]&lt;br /&gt;
|&lt;br /&gt;
* [[Molier]]&lt;br /&gt;
* [[Mono Roader]]&lt;br /&gt;
* [[Monking]]&lt;br /&gt;
* [[Mousubeil]]&lt;br /&gt;
* [[Neo Metall]]&lt;br /&gt;
* [[New Shotman]]&lt;br /&gt;
* [[Nobita]]&lt;br /&gt;
* [[Octopus Battery]]&lt;br /&gt;
* [[Pakatto 24]]&lt;br /&gt;
* [[Pandeeta]]&lt;br /&gt;
* [[Parasyu]]&lt;br /&gt;
* [[Pelicanu]]&lt;br /&gt;
* [[Peng]]&lt;br /&gt;
* [[Penpen]]&lt;br /&gt;
* [[Peterchy]]&lt;br /&gt;
* [[Petit Snakey]]&lt;br /&gt;
* [[Pickelman Bull]]&lt;br /&gt;
* [[Picket Man]]&lt;br /&gt;
* [[Pierobot]]&lt;br /&gt;
* [[Pipi]]&lt;br /&gt;
* [[Pole]]&lt;br /&gt;
* [[Potton]]&lt;br /&gt;
* [[Power Muscler]]&lt;br /&gt;
* [[Prop-Top]]&lt;br /&gt;
* [[Pukapelly]]&lt;br /&gt;
* [[Ratton]]&lt;br /&gt;
* [[Returning Monking]]&lt;br /&gt;
* [[Returning Sniper Joe]]&lt;br /&gt;
* [[Ring Ring]]&lt;br /&gt;
* [[Screw Bomber]]&lt;br /&gt;
|&lt;br /&gt;
* [[Scworm]]&lt;br /&gt;
* [[Sea Mine]]&lt;br /&gt;
* [[Shield Attacker]]&lt;br /&gt;
* [[Shigaraky]]&lt;br /&gt;
* [[Shrink]]&lt;br /&gt;
* [[Skeleton Joe]]&lt;br /&gt;
* [[Skullmet]]&lt;br /&gt;
* [[Sniper Armor]]&lt;br /&gt;
* [[Sniper Joe]]&lt;br /&gt;
* [[Spine]]&lt;br /&gt;
* [[Spring Head]]&lt;br /&gt;
* [[Subeil]]&lt;br /&gt;
* [[Sumatran]]&lt;br /&gt;
* [[Super Ball Machine Jr.]]&lt;br /&gt;
* [[Suzy G]]&lt;br /&gt;
* [[Taban]]&lt;br /&gt;
* [[Tackle Fire]]&lt;br /&gt;
* [[Taketento]]&lt;br /&gt;
* [[Telly]]&lt;br /&gt;
* [[Togehero]]&lt;br /&gt;
* [[Tondeall]]&lt;br /&gt;
* [[Tom Boy]]&lt;br /&gt;
* [[Up'n'Down]]&lt;br /&gt;
* [[Walking Bomb]]&lt;br /&gt;
* [[Watcher]]&lt;br /&gt;
* [[Yambow]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Custom Enemies===&lt;br /&gt;
* [[Big Stomper]]&lt;br /&gt;
* [[Blocky (Everything's Blowing Up)‏]]&lt;br /&gt;
* [[Cactton]]&lt;br /&gt;
* [[Charlie]]&lt;br /&gt;
* [[Cloud Bomber]]&lt;br /&gt;
* [[Egg]]&lt;br /&gt;
* [[Gagabyoall]]&lt;br /&gt;
* [[Goombot 156]]&lt;br /&gt;
* [[Hammer Joe (Mega Man World)]]&lt;br /&gt;
* [[Koopoid]]&lt;br /&gt;
* [[Monty G]]&lt;br /&gt;
* [[Munchoid]]&lt;br /&gt;
* [[R Suzy]]&lt;br /&gt;
* [[Trappon F]]&lt;br /&gt;
* [[Vitreous]]&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
===Devkit Minibosses===&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;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Locations&lt;br /&gt;
!Original Game&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HotDog.png|center]]&lt;br /&gt;
|[[Hot Dog]]&lt;br /&gt;
|[[Chroma Key]]&amp;lt;br&amp;gt;[[Thunderclyffe Plant]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LanternFish.png|center]]&lt;br /&gt;
|[[Lantern Fish]]&lt;br /&gt;
|[[Napalm Forest and Caves]]&amp;lt;br&amp;gt;[[Maze of Death]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BigSnakey.png|center]]&lt;br /&gt;
|[[Big Snakey]]&lt;br /&gt;
|[[Chroma Key]]&amp;lt;br&amp;gt;[[Wily Combo]]&amp;lt;br&amp;gt;[[Maze of Death]]&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PenpenMaker.png|center]]&lt;br /&gt;
|[[Penpen Maker]]&lt;br /&gt;
|[[Midnight Snow]]&amp;lt;br&amp;gt;[[Cannon Deck]]&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tama.png|center]]&lt;br /&gt;
|[[Tama]]&lt;br /&gt;
|[[Spiky Meltdown]]&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Entry Minibosses===&lt;br /&gt;
''MaGMML1'' has three custom minibosses, one of which appears in two variations in its stage.&lt;br /&gt;
 &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;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Level&lt;br /&gt;
!Weakness&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WilyArchives.png|center]]&lt;br /&gt;
|[[Wily Archives|Wily Archives #1]]&lt;br /&gt;
|[[Research Facility]]&lt;br /&gt;
|[[Thunder Wool]] ([[Yellow Devil]])&lt;br /&gt;
[[Magic Card]] ([[Mecha Dragon]])&lt;br /&gt;
 &lt;br /&gt;
[[Top Spin]] ([[Kamegoro Maker]])&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WilyArchives.png|center]]&lt;br /&gt;
|[[Wily Archives|Wily Archives #2]]&lt;br /&gt;
|[[Research Facility]]&lt;br /&gt;
|[[Black Hole Bomb]] (Cossack Catcher)&lt;br /&gt;
[[Gemini Laser]] (Dark Man 3)&lt;br /&gt;
 &lt;br /&gt;
[[Metal Blade]] (Mechazaurus)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TheMoon.gif|center]]&lt;br /&gt;
|[[The Moon]]&lt;br /&gt;
|[[NEON GRAVITY]]&lt;br /&gt;
|[[Solar Blaze]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ronrez.gif|center]]&lt;br /&gt;
|[[Ronrez]]&lt;br /&gt;
|[[Mega Man World]]&lt;br /&gt;
|[[Pharaoh Shot]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Robot Masters ===&lt;br /&gt;
''MaGMML1'' features a grand total of a single Robot Master, from the winning stage [[Glass Man (stage)|Glass Man]].&lt;br /&gt;
 &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;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Level&lt;br /&gt;
!Weakness&lt;br /&gt;
!Special Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GlassMan.png]]&lt;br /&gt;
|[[Glass Man]]&lt;br /&gt;
|[[Glass Man (stage)|Glass Man]]&lt;br /&gt;
|[[Gemini Laser]]&lt;br /&gt;
|[[Power Orb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Entry Bosses ===&lt;br /&gt;
Aside from [[Glass Man]], there are 3 other entry bosses.&lt;br /&gt;
 &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;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Level&lt;br /&gt;
!Weakness&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WilyArchives.png|center]]&lt;br /&gt;
|[[Wily Archives|Wily Archives #3]]&lt;br /&gt;
|[[Research Facility]]&lt;br /&gt;
|[[Magic Card]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GravityMachine.gif|center]]&lt;br /&gt;
|[[Gravity Machine]]&lt;br /&gt;
|[[NEON GRAVITY]]&lt;br /&gt;
|[[Black Hole Bomb]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Birdo.gif|center]]&lt;br /&gt;
|[[Birdo]]&lt;br /&gt;
|[[Mega Man World]]&lt;br /&gt;
|[[Metal Blade]]&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Tier Bosses ===&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;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Tier&lt;br /&gt;
!Weakness&lt;br /&gt;
!Original Game&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML Tier Joltman.gif|center]]&lt;br /&gt;
|[[Jolt Man]]&lt;br /&gt;
|[[Tier 1 (MaGMML)|Tier 1]]&lt;br /&gt;
|[[Gemini Laser]]&lt;br /&gt;
|''Mega Man Eternal''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:DaggerMan.png|center]]&lt;br /&gt;
|[[Dagger Man]]&lt;br /&gt;
|[[Tier 2 (MaGMML)|Tier 2]]&lt;br /&gt;
|[[Magic Card]]&lt;br /&gt;
|''Mega Man Super Fighting Robot''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:YokuMan.png|center]]&lt;br /&gt;
|[[Yoku Man]]&lt;br /&gt;
|[[Tier 3 (MaGMML)|Tier 3]]&lt;br /&gt;
|[[Pharaoh Shot]]&lt;br /&gt;
|''Mega Man Unlimited''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:JusticeMan.png|center]]&lt;br /&gt;
|[[Justice Man]]&lt;br /&gt;
|[[Tier 4 (MaGMML)|Tier 4]]&lt;br /&gt;
|[[Metal Blade]]&lt;br /&gt;
|''Mega Man: Rock Force''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fortress Bosses ===&lt;br /&gt;
Every fortress stage has one boss, except the [[Flashback Database]], which has two.&lt;br /&gt;
 &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;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Level&lt;br /&gt;
!Weakness&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GhostofMegaMan3.gif|center]]&lt;br /&gt;
|[[Ghost of Mega Man 3]]&lt;br /&gt;
|[[Cannon Deck]]&lt;br /&gt;
|[[Thunder Wool]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ChangkeyMaster.gif|center]]&lt;br /&gt;
|[[Changkey Master]]&lt;br /&gt;
|[[Dr. Wily's Incinerator Chute]]&lt;br /&gt;
|[[Top Spin]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ShadowMorpher.gif|center]]&lt;br /&gt;
|[[Shadow Morpher]]&lt;br /&gt;
|[[Be the Bigger Person]]&lt;br /&gt;
|Itself&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NeonGlassBirdo.gif|center]]&lt;br /&gt;
|[[Neon Glass Birdo on a Guts Lift]]&lt;br /&gt;
|[[Hall of Fame]]&lt;br /&gt;
|[[Solar Blaze]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AirCapsule.gif|center]]&lt;br /&gt;
|[[Air Capsule]]&lt;br /&gt;
|[[Everything's Blowing Up]]&lt;br /&gt;
|[[Thunder Wool]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TrophyMachine.gif|center]]&lt;br /&gt;
|[[Wily Machine TROPHY]]&lt;br /&gt;
|[[Flashback Database]]&lt;br /&gt;
|[[Pharaoh Shot]] (Phase 1)&amp;lt;br&amp;gt;[[Gemini Laser]] (Phase 2)&amp;lt;br&amp;gt;[[Thunder Wool]] (Phase 3)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZeroSprite.gif|center]]&lt;br /&gt;
|[[Zero]]&lt;br /&gt;
|[[Flashback Database]]&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extra Bosses===&lt;br /&gt;
These bosses are fought post-game, after the main storyline.&lt;br /&gt;
 &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;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Level&lt;br /&gt;
!Weakness&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BrightMan.gif|center]]&lt;br /&gt;
|[[Bright Man]]&lt;br /&gt;
|[[Dr. Light's Lab]]&lt;br /&gt;
|[[Pharaoh Shot]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML_ZeroSoul.gif|center]]&lt;br /&gt;
|[[Zero|Zero Soul]]&lt;br /&gt;
|[[The Arena]]&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Unlike its successors, the weapon poll did not seperate the weapons into categories, creating significant overlap in the arsenal. The weapon poll was also ran on Talkhaus before the contest was even put on Sprites Inc..&lt;br /&gt;
* Explosions that are supposed to deal damage to Mega Man... don't. This means several enemies and gimmicks (such as [[Killer Bullet]]s, [[Count Bomb]]s, and [[Walking Bomb]]s) are far less effective than they're supposed to be.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{MaGMML}}&lt;br /&gt;
 &lt;br /&gt;
[[Category:Games]][[Category:Make a Good Mega Man Level]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Horizon_Zero&amp;diff=22716</id>
		<title>Horizon Zero</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Horizon_Zero&amp;diff=22716"/>
				<updated>2024-07-03T14:59:12Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: &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=Horizon Zero&lt;br /&gt;
|image=[[File:MAGMMLEZ-CH2-HorizonZero.png|256px]]&lt;br /&gt;
|caption=Ah, what a beautiful, totally not alien sunset...&lt;br /&gt;
|game=''[[Make a Good Mega Man Level: Episode Zero]]''&lt;br /&gt;
|creator=[[NBlast]]&lt;br /&gt;
|rank=Chapter 2&lt;br /&gt;
|composer=Woofle, [[Strife]]&lt;br /&gt;
|artist=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables=[[File:CD.png]][[File:CD.png]][[File:CD.png]]&amp;lt;br&amp;gt;037: [[Launch Man &amp;amp; Shuttle Man]]&amp;lt;br&amp;gt;062: [[Sparky]]&amp;lt;br&amp;gt;104: [[CD]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Chain Lightning]]&lt;br /&gt;
*[[Fleet Missile]]&lt;br /&gt;
*[[Roller]]&lt;br /&gt;
*[[Spider Beamer]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Ball Bouncer]]&lt;br /&gt;
*[[Crate]]&lt;br /&gt;
*[[Push Wave]]&lt;br /&gt;
*[[Rail Platform]]&lt;br /&gt;
*[[Reflect Block]]&lt;br /&gt;
*[[Screw Platform]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Sparky]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Freedom Planet - Horizon Starport&amp;lt;br&amp;gt;'''Boss:''' Freedom Planet - Bossoft (Aquatic Boss Battle)&lt;br /&gt;
|location=&lt;br /&gt;
|previous=[[Offshore Hangar Cluster]]&lt;br /&gt;
|next=&lt;br /&gt;
}}&lt;br /&gt;
'''Horizon Zero''' is the ninth and final level on the path to the [[Flame Chip]] in Chapter 2 of ''[[Make a Good Mega Man Level: Episode Zero]]''. As [[Zero]] closes in on the location of one of [[Sophie Hyde|Dr. Hyde]]'s stolen Drive system chips, he enters a mysterious, alien area of unknown origin, regarded as a spatial anomaly and popular attraction for urban explorers. Strange robots and machines bedevil Zero here, as well as a variety of gimmicks that make him move faster across the stage. Also present are small crystals scattered throughout the stage and inside [[Crate]]s - collecting one gives Zero the equivalent of one Bolt.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Beginning in an open area, the stage introduces two enemies - the airborne [[Fleet Missile]]s, and the ground-trawling [[Roller]]s - as well as pink [[Screw Platform]]s that move up and down. After a short [[Ball Bouncer]] ride, Zero comes across a set of airborne pink Screw Platforms hovering over ground patrolled by Rollers; by airdashing across them, he can obtain not just crystals, but also a [[CD]] hovering in the air. On the next screen is a zigzagging area filled with Rollers, with a Ball Bouncer quickly cutting through them. Shortly afterwards is a long horizontal area with the first appearances of [[Chain Lightning]]s and [[Rail Platform]]s, the latter of which move so long as Zero stands on them. Later on, [[Spider Beamer]]s are seen on the walls, with three ways of getting through the area. Zero can either use a set of Rail Platforms up top, fight his way through the Chain Lightnings on the bottom, or use a Ball Bouncer to reach the second checkpoint.&lt;br /&gt;
&lt;br /&gt;
It is here that Zero encounters blue Screw Platforms that drop so long as he stands on one, as well as non-lethal electrified floors. After a brief section where Rail Platforms are used to stay above the electricity, he comes to a corridor divided in two; the bottom half containing a Rail Platform ride over electricity, and the top half filled with Spider Beamers on the ceiling, with an E-Tank and a crystal-filled Crate up for grabs if he braves them. After the checkpoint, Zero must airdash across Screw Platforms (often between gaps lined with electric generators) while avoiding a bottomless pit. One part notably has him ride Rail Platforms along the bottom of the screen, before being sent upwards and backwards by a Ball Bouncer to the top half, where he reaches a ladder. Up this ladder is an inaccessible CD in the top-left, and a Rail Platform ride to the fourth checkpoint. By jumping into a small alcove under the platform, Zero can reach the CD (and two Crates) by airdashing between electric generators to enter a teleporter on the other side.&lt;br /&gt;
&lt;br /&gt;
After a small convoy of Rollers, Zero finds [[Push Wave]]s arranged in plus shapes. Multiple screens make him enter specific fields (typically ones that push Zero upwards) to go where he needs to. One platforming section with Screw Platforms and Rail Platforms later, and Zero drops into an electrified hallway, with the only safe path lying under small gaps with right-facing Push Waves that require dashing under. On the leftmost side of the hallway is a Ball Bouncer, which takes him safely across the many electric generators to an area with a bottomless pit and Rail Platforms, with Push Waves trying to send Zero into the chasm below. After taking a roundabout path from one screen to another and back again, the fifth checkpoint is reached. Taking place over another giant pit, Zero must use airdashes to reach Rail Platforms that will take him in the opposite direction, and thus making the jump to the next platform slightly harder. At the end is a large collection of Push Waves, which are needed to reach one of two ladders. While the right ladder is easier to access, the left ladder leads to a Crate and the third and final CD in the stage, which are inaccessible otherwise.&lt;br /&gt;
&lt;br /&gt;
The final stretch of the level is a free-scrolling vertical climb combining gimmicks from the entire stage. The bottom-most layer has Screw Platforms for Zero to jump on, followed by a Ball Bouncer ride upwards. Two Rail Platforms over electricity follow, with the second one threatening to send him into an electrified wall (behind which are [[Reflect Block]]s protecting a Chain Lightning). A group of Spider Beamers threaten Zero, before he reaches one final Push Wave puzzle. By sending himself upwards to the top using them, he will reach the door to the boss, [[Sparky]].&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&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;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneWily.png]]&lt;br /&gt;
|Dr. Wily&lt;br /&gt;
|Horizon Zero?&lt;br /&gt;
Venturing into there, eh? Not surprised an Energy Element ended up there. That place is crazy.&lt;br /&gt;
&lt;br /&gt;
Showed up one day and nobody knows why. Government is trying to cover it up, but they're not doing a good job.&lt;br /&gt;
&lt;br /&gt;
Maybe I could use the Reality Core to warp it away and everyone will love me! Hehehe.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKrantz.png]]&lt;br /&gt;
|Agent Krantz&lt;br /&gt;
|'''Krantz:''' Horizon Zero?&lt;br /&gt;
That place is being investigated as a spatial anomaly. The primary thing being investigated is those mysterious crystals.&lt;br /&gt;
&lt;br /&gt;
The materials they're made out of equate to exactly one bolt, but there's a surprising number of them.&lt;br /&gt;
&lt;br /&gt;
Everything is unique there, but just to name a few highlights...&lt;br /&gt;
&lt;br /&gt;
The missiles have a heat-seeking property, but try to aim behind you before charging forward.&lt;br /&gt;
&lt;br /&gt;
Chain Lightnings will move their chain around briefly before charging them with electricity.&lt;br /&gt;
&lt;br /&gt;
Rollers will charge at you, but as they get close they'll jump before firing a bullet at you.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' What about obstacles?&lt;br /&gt;
&lt;br /&gt;
'''Krantz:''' You mean the floating corkscrews that move downward when standing on them if they're &amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;blue?&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Or the Ball Bouncers that make you a sphere of mayhem?&lt;br /&gt;
&lt;br /&gt;
There's also Rail Platforms that speed up as you stand on them.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' If this place was not so deadly, I would think it was an amusement park...&lt;br /&gt;
&lt;br /&gt;
'''Krantz:''' Oh! Did I mention the gravity fields?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneGalaxy.png]]&lt;br /&gt;
|Galaxy Man&lt;br /&gt;
|'''(CD #1):''' Oh, so near the beginning, it should be in plain sight!&lt;br /&gt;
Just hop across and airdash across all the floating gear thingies and squeeze through the gaps.&lt;br /&gt;
&lt;br /&gt;
'''(CD #2):''' Your eyes should be drawn right to the prize for this one! Right in plain sight!&lt;br /&gt;
&lt;br /&gt;
Be on the lookout for any suspicious secret passages that could take you straight to that nook.&lt;br /&gt;
&lt;br /&gt;
'''(CD #3):''' So for this one, you gotta look for a little passage high up, near all those wind block things!&lt;br /&gt;
&lt;br /&gt;
After that, do your best to get up to that super-high ladder with all your airdashing!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneYamato.png]]&lt;br /&gt;
|Yamato Man&lt;br /&gt;
|Sparky? That sounds like a dog's name, not an alien worm name.&lt;br /&gt;
They're a one-trick pony, too; their only form of attack is firing their guns upward or downward, but the types of bullets&amp;lt;br&amp;gt;they fire might have different effects!&lt;br /&gt;
&lt;br /&gt;
In particular, if they fire purple crystals, they'll stop at either ground level or slightly above you, and explode into two&amp;lt;br&amp;gt;purple fire waves after a delay!&lt;br /&gt;
&lt;br /&gt;
If they fire a lot of these in a row, it'll get very hectic, so don't forget about the delay!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKnives.png]]&lt;br /&gt;
|Knives&lt;br /&gt;
|'''Knives:''' Awww, lame! That spot's WAY too popular. All the urban explorers'll cramp our style!&lt;br /&gt;
I thought you had better taste and KNOWLEDGE than that, Zero!!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Well, I thought you would be a fan of all the weapons that could possibly shoot at you.&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' Good job on considering my tastes, but again, TOO popular!!&lt;br /&gt;
&lt;br /&gt;
That place is just a front for the real conspiracies, anyways! There's no cover-up for that place!&lt;br /&gt;
&lt;br /&gt;
They WANTED us to find it and have it distract us from the real issues, like the giant rubber duck!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Horizon Zero is based on a cut level from the game ''Freedom Planet'' named Horizon Starport, and reuses its tileset, music, and enemy roster. It would have been added in a set of DLC alongside a playable Torque, whom the stage was designed around, but said DLC became indefinitely postponed and was eventually fully cancelled.&lt;br /&gt;
* The number of Bolts that can be gathered by collecting the crystals in this stage makes Horizon Zero an ideal place to quickly get Bolts.&lt;br /&gt;
* [[Launch Man &amp;amp; Shuttle Man]]'s CD is found in Horizon Zero; fittingly, the duo's creator, [[Strife]], is also the lead developer of ''Freedom Planet''.&lt;br /&gt;
* The spaceship that appears in the background throughout the stage is the Absolution, the personal spaceship of ''Freedom Planet'''s villain, Lord Brevon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Flame}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level: Episode Zero Stages]] [[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Punk&amp;diff=22660</id>
		<title>Punk</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Punk&amp;diff=22660"/>
				<updated>2024-07-02T11:02:11Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: /* Custom Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#7D7F85&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:PunkMugshot.png|left]][[File:PunkMugshot.png|right]]Punk&lt;br /&gt;
|image=[[File:PunkArt.jpg|300px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|script=パンク&lt;br /&gt;
|romaji=Panku&lt;br /&gt;
|number=MKN-002&lt;br /&gt;
|designer=Keiji Inafune&lt;br /&gt;
|programmer=[[ACESpark]]&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Purple&lt;br /&gt;
|at=6 (contact)&amp;lt;br&amp;gt;6 (Screw Crusher)&lt;br /&gt;
|weapon=Screw Crusher&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack= &lt;br /&gt;
|type=Cutter, Impact&lt;br /&gt;
|weak=[[Break Dash]], [[Magnetic Shockwave]]{{3}}&amp;lt;br&amp;gt;[[Tengu Blade]], [[Salt Water]]{{48H}}&amp;lt;br&amp;gt;[[Icicle Chip]] ([[Z-Saber]], [[Blank Drive]]){{EZ}}&amp;lt;br&amp;gt;[[Gemini Laser]], [[Slash Claw]]{{Megamix}}&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|stage=&lt;br /&gt;
|location='''MaG48HMML:'''&amp;lt;br&amp;gt;[[Obligatory Enemy Spam Level]]&amp;lt;br&amp;gt;[[Scrub City]]&amp;lt;br&amp;gt;[[Rocky Blocky Cavern]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Subterranean Stronghold]]&lt;br /&gt;
|occupation=Mega Man Killer&lt;br /&gt;
|OffAppear=[[Mega Man III]]&amp;lt;br&amp;gt;[[Mega Man V]]&amp;lt;br&amp;gt;[[Mega Man 10]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|MaGMML3]] (Boss)&amp;lt;br&amp;gt;[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] (Boss)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss, NPC)&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:MaGMML3 Punk.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
'''Punk''' is a boss from ''[[Mega Man III]]''. He was built by [[Doctor Albert W. Wily|Dr. Wily]] as the second of the Mega Man Killers; a group of robots designed specifically to destroy [[Mega Man]]. Punk's primary means of achieving this is his Screw Crusher, which can be thrown fast enough to trick Mega Man into jumping towards it. He can also curl up into an invincible ball form.&lt;br /&gt;
&lt;br /&gt;
In ''[[Make a Good Mega Man Level 2]]'', he appears as an NPC in [[Tier 4 (MaGMML2)|Tier 4]].&lt;br /&gt;
&lt;br /&gt;
Alongside fellow Mega Man Killers [[Enker]] and [[Ballade]], Punk was added as a premade boss in the [[Megamix Engine]], and appears in ''[[Make a Good Mega Man Level 3]]'' and ''[[Make a Good 48 Hour Mega Man Level]]'' as a devkit boss. Prior to either game's release, however, he appeared in ''[[Make a Good Mega Man Level: Episode Zero]]'' as the boss of [[Subterranean Stronghold]], and as a NPC in [[Dr. Wily's Secret Bunker]]. He later appeared in ''MaG48HMML'' as the boss of [[Obligatory Enemy Spam Level]] (in which two of him are fought simultaneously), [[Scrub City]] and [[Rocky Blocky Cavern]]. In the same game, he also appears as a reskinned boss in [[Mystic Museum]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Punk will start the battle by curling up into a ball (in which he is protected from most attacks) and flying forward at one of three heights; one height is high enough that Mega Man can either slide under Punk or jump over him, another absolutely requires Mega Man to jump over him, while the third can go over Mega Man if he stands still (but can potentially crash into him if he jumps). Punk will then throw three Screw Crushers at Mega Man before restarting his pattern.&lt;br /&gt;
&lt;br /&gt;
==Custom Variants==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; |Sprite&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; |Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |MaGMML Appearance(s)&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Location(s)&lt;br /&gt;
! width=&amp;quot;20%|Description&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Designer(s)&lt;br /&gt;
&amp;lt;!--! width=&amp;quot;7%&amp;quot; |Notes--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:48HEmpressElysia.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Empress Elysia&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[Make a Good 48 Hour Mega Man Level|MaG48HMML]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Mystic Museum]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|The penultimate boss in the NES game, ''The Krion Conquest''. Despite the name, this character is not actually Empress Elysia, the game's main antagonist and final boss; this particular boss goes unnamed in the original game.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Vic Tokai, [[Shinryu]]&lt;br /&gt;
&amp;lt;!--| style=&amp;quot;text-align: center;&amp;quot;|--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable1M&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|metal=1&lt;br /&gt;
|gemini=5&lt;br /&gt;
|solar=2&lt;br /&gt;
|top=0&lt;br /&gt;
|wool=0&lt;br /&gt;
|black=1*&lt;br /&gt;
|phar=1/3&lt;br /&gt;
|magic=2&lt;br /&gt;
|notes=*Can bypass Punk's invincibility when he's in his ball form.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 2{{Megamix}}===&lt;br /&gt;
{{Damagetable2M&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|hornet=1&lt;br /&gt;
|jewel=2&lt;br /&gt;
|grab=1&lt;br /&gt;
|triple=0&lt;br /&gt;
|flash=N&lt;br /&gt;
|slash=4*&lt;br /&gt;
|wheel=0&lt;br /&gt;
|sakugarne=2*&lt;br /&gt;
|wire=1&lt;br /&gt;
|arrow=2&lt;br /&gt;
|notes=*Can bypass Punk's invincibility when he's in his ball form.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 3===&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|thunder=1&lt;br /&gt;
|tornado=0&lt;br /&gt;
|laser=2*&lt;br /&gt;
|water=2&lt;br /&gt;
|ice=1&lt;br /&gt;
|break=4*&lt;br /&gt;
|spark=1&lt;br /&gt;
|magnetic=6&lt;br /&gt;
|notes=*Can bypass Punk's invincibility when he's in his ball form.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 24 Hour Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable24HM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|super=1/1&lt;br /&gt;
|chill=0/0&lt;br /&gt;
|pakkajoe=99&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 48 Hour Mega Man Level===&lt;br /&gt;
====Devkit====&lt;br /&gt;
{{Damagetable48H&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|flame=2&lt;br /&gt;
|rain=3*&lt;br /&gt;
|spark=0&lt;br /&gt;
|snake=0&lt;br /&gt;
|tengu=0/0/4&lt;br /&gt;
|water=5&lt;br /&gt;
|concrete=1&lt;br /&gt;
|homing=1&lt;br /&gt;
|beat=1&lt;br /&gt;
|notes=*Can bypass Punk's invincibility when he's in his ball form.&lt;br /&gt;
}}&lt;br /&gt;
====Empress Elysia====&lt;br /&gt;
{{Damagetable48H&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|flame=0&lt;br /&gt;
|rain=1*&lt;br /&gt;
|spark=1&lt;br /&gt;
|snake=4&lt;br /&gt;
|tengu=3/3/3*&lt;br /&gt;
|water=1&lt;br /&gt;
|concrete=N/A†&lt;br /&gt;
|homing=1&lt;br /&gt;
|beat=1&lt;br /&gt;
|notes=*Can bypass boss's invincibility when she's in her bird form.&amp;lt;br&amp;gt;†Weapon is disabled during the battle.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level: Episode Zero===&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=2&lt;br /&gt;
|saber=4*&lt;br /&gt;
|burst=3&lt;br /&gt;
|drive=10*&lt;br /&gt;
|cutbuster=0&lt;br /&gt;
|cutsaber=0&lt;br /&gt;
|cutburst=0&lt;br /&gt;
|cutdrive=0&lt;br /&gt;
|flamebuster=1&lt;br /&gt;
|flamesaber=1*&lt;br /&gt;
|flameburst=1&lt;br /&gt;
|flamedrive=1*&lt;br /&gt;
|icebuster=4&lt;br /&gt;
|icesaber=8*&lt;br /&gt;
|iceburst=6&lt;br /&gt;
|icedrive=8&lt;br /&gt;
|zapbuster=1&lt;br /&gt;
|zapsaber=1*&lt;br /&gt;
|zapburst=1&lt;br /&gt;
|zapdrive=2*&lt;br /&gt;
|psybuster=1&lt;br /&gt;
|psysaber=2*†&lt;br /&gt;
|psyburst=2&lt;br /&gt;
|psydrive=2&lt;br /&gt;
|notes=*Can bypass Punk's invincibility when he's in his ball form.&amp;lt;br&amp;gt;†Reflected projectiles do 3 damage.&lt;br /&gt;
}}&lt;br /&gt;
===Megamix Engine===&lt;br /&gt;
{{DamagetableM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|time=N&lt;br /&gt;
|stone=0&lt;br /&gt;
|plant=0&lt;br /&gt;
|block=0&lt;br /&gt;
|ice=0&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* In the second boss rush video showcasing ''Make a Good Mega Man Level 3''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s new devkit bosses, Punk used different sound effects, such as the Screw Crusher using the Metal Blade's sound effect. By the time of the [[Megamix Engine]]'s release, he uses the sounds from his fight in ''[[Mega Man 10]]''.&lt;br /&gt;
* The Punk battle in Subterranean Stronghold is slightly modified from its base design: specifically, Punk will throw four Screw Crushers every time instead of three.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
{{MaG48HMML Tier 3}}&lt;br /&gt;
{{MaG48HMML Tier 7}}&lt;br /&gt;
{{MaG48HMML Tier 11}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
{{MaGMMLEZ Chapter 1}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Devkit Bosses]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Hard_to_See_Land&amp;diff=22659</id>
		<title>Hard to See Land</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Hard_to_See_Land&amp;diff=22659"/>
				<updated>2024-07-02T10:50:57Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: &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= Hard to See Land&lt;br /&gt;
|rank = 10th&lt;br /&gt;
|image= [[File:MaGMML1-10-HardToSeeLand.png]]&lt;br /&gt;
|caption= I mean, it's SORT of difficult to see...&lt;br /&gt;
|game=''[[Make a Good Mega Man Level]]'' ''([[Make a Good Mega Man Level Remastered|Remastered]])''&lt;br /&gt;
|creator= [[ParmaJon]]&lt;br /&gt;
|composer= Murzain&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 = 1&lt;br /&gt;
|judge1 = 61&lt;br /&gt;
|judge2 = 62&lt;br /&gt;
|judge3 = 32&lt;br /&gt;
|judge4 = 58&lt;br /&gt;
|judge5 = 49&lt;br /&gt;
|totalscore = 52.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables =&lt;br /&gt;
|enemies = &lt;br /&gt;
* [[Batton]]&lt;br /&gt;
* [[Bikky]]&lt;br /&gt;
* [[Crazy Cannon]]&lt;br /&gt;
* [[Fan Fiend]]&lt;br /&gt;
* [[Metall]]&lt;br /&gt;
* [[Metall K1000]]&lt;br /&gt;
* [[Peterchy]]&lt;br /&gt;
* [[Returning Sniper Joe]]&lt;br /&gt;
* [[Screw Bomber]]&lt;br /&gt;
* [[Spine]]&lt;br /&gt;
* [[Telly]]&lt;br /&gt;
* [[Tondeall]]&lt;br /&gt;
|gimmicks =&lt;br /&gt;
* [[Cossack Platform]]&lt;br /&gt;
* [[Crystal Generator]]&lt;br /&gt;
* [[Destroyable Block]] ([[Top Spin]])&lt;br /&gt;
* [[Guts Lift]]&lt;br /&gt;
* [[Top Lift]]&lt;br /&gt;
* [[Yoku Block]]&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
|music = MaGMML - Hard to See Land&lt;br /&gt;
|location = [[Tier 3 (MaGMML)|Tier 3]]&lt;br /&gt;
|previous = [[Napalm Forest and Caves]] &lt;br /&gt;
|next = [[Maze of Death]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|It was at this point that Mega Man realised something was wrong.﻿|SuperMetalSonic360|commenting on how broken the level is on his playthrough.}}&lt;br /&gt;
&lt;br /&gt;
'''Hard to See Land''' is the 10th place entry in ''[[Make a Good Mega Man Level]]''. It is a stage that mostly focuses on platforming puzzles.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level starts with a vertical drop, with [[Mega Man]] landing among six [[Screw Bomber]]s. To the right of this area is a split path. The lower path involves avoiding [[Returning Sniper Joe]]s and [[Crazy Cannon]]s before carefully jumping over Cossack Platforms, while the upper path is a set of Yoku Block patterns ending with a 1-Up and an E-Tank. The two paths merge into a series of jumps across Top Lifts with [[Telly|Tellies]] serving as additional obstacles, and a [[Fan Fiend]] blocking the end of the room. After going down and through a small room with three [[Peterchy|Peterchies]], Mega Man faces a long room with several different enemies serving as obstacles, most prominently Tellies and [[Batton]]s, with a [[Tondeall]], a [[Metall]], a [[Bikky]], a Returning Sniper Joe, and a Crazy Cannon also blocking the path. After that is a vertical room where Mega Man must ride Top Lifts (and a Cossack Platform) to the top while breaking [[Destroyable Block|Top Barriers]]. The following room is a long horizontal area combining Crystal Generators with various platforms. Mega Man must jump across Guts Lifts, Cossack Platforms, and Drop Platforms while avoiding the aforementioned crystals, as well as Tondealls, [[Metall K1000]]s, and a Bikky. The stage then ends with a drop through five differently-colored rooms, with the [[Energy Element]] at the bottom.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment1&lt;br /&gt;
|pyro = The vertical top section was a super neat idea, but thanks to a combination of the jankiness of the vertical scrolling and my programming incompetence with the tops it became a bit on the 'eh' side. The rest of the level was...okay? It was just 'fine' in my book, except for the end with the solid colors, ow that hurt my eyes.&lt;br /&gt;
|pyroscore = 61&lt;br /&gt;
|sppersonal = 13&lt;br /&gt;
|spother = 16&lt;br /&gt;
|spunique = 12&lt;br /&gt;
|spcreativity = 11&lt;br /&gt;
|spgraphics = 4&lt;br /&gt;
|spmusic = 5&lt;br /&gt;
|cheez = I don't really see what's hard to see about this place. Is that the joke...? How meta. It's interesting seeing this basically be a pure platforming stage in an engine that rarely deals in them. Many enemies seemed like an afterthought until I realized that. Makes it hard to judge, but for a different kind of challenge, it was fun enough.&lt;br /&gt;
|cheezscore = 62&lt;br /&gt;
|c8personal = 14&lt;br /&gt;
|c8other = 10&lt;br /&gt;
|c8unique = 11&lt;br /&gt;
|c8creativity = 10&lt;br /&gt;
|c8graphics = 9&lt;br /&gt;
|c8music = 8&lt;br /&gt;
|duvi = I hated this level... until the second half. What the hell is with the first couple screens, dude?!&lt;br /&gt;
|duviscore = 32&lt;br /&gt;
|d0personal = 5&lt;br /&gt;
|d0other = 10&lt;br /&gt;
|d0unique = 5&lt;br /&gt;
|d0creativity = 7&lt;br /&gt;
|d0graphics = 3&lt;br /&gt;
|d0music = 2&lt;br /&gt;
|mick = This was a fairly interesting level. You had a definite concept in the level graphics, and the level makes fairly good use of various platform types. Generally speaking I can't complain. That being said, the sudden bright colors right at the end of the level is something I'm going to have to dock you for, that was quite hard on the eyes. I prefer needing something being hard to see in terms of squinting, not its hard to see because its too freaking brihgt.&lt;br /&gt;
|mickscore = 58&lt;br /&gt;
|mgpersonal = 17&lt;br /&gt;
|mgother = 15&lt;br /&gt;
|mgunique = 9&lt;br /&gt;
|mgcreativity = 8&lt;br /&gt;
|mggraphics = 3&lt;br /&gt;
|mgmusic = 6&lt;br /&gt;
|kyurem = I am glad that this level didn't live up to its name (until the boss room, that is) - despite some rather easy-to-see flaws, like some unfair portions of the level (crystal section comes to mind), this level had some neat ideas, including the vertical scrolling section.&lt;br /&gt;
|kyuremscore = 49&lt;br /&gt;
|mkpersonal = 15&lt;br /&gt;
|mkother = 15&lt;br /&gt;
|mkunique = 12&lt;br /&gt;
|mkcreativity = 8&lt;br /&gt;
|mkgraphics = 4&lt;br /&gt;
|mkmusic = 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The long vertical room was intended to be divided into individual screens after ParmaJon ran into issues with vertical scrolling during development, but the scrolling wound up being preserved in the final game. ''[[Make a Good Mega Man Level Remastered]]'' divides the screens up as intended (as well as giving the boss doors their intended graphics, which are background tiles in the original game).&lt;br /&gt;
* This level features the only original music track in the entirety of ''MaGMML1'', thus also making it the first piece of original music in the series as a whole.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML Tier 3}}&lt;br /&gt;
{{MaGMML}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level Stages]][[Category:Tier 3 (MaGMML)]][[Category:Stages]][[Category:Make a Good Mega Man Level]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Metall&amp;diff=22461</id>
		<title>Metall</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Metall&amp;diff=22461"/>
				<updated>2024-06-30T15:06:36Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{enemy&lt;br /&gt;
|name=Metall&lt;br /&gt;
|image=[[File:DennisArtwork.jpg|230px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|jname=&lt;br /&gt;
|script=メットール&amp;lt;br&amp;gt;メットールβ&lt;br /&gt;
|romaji=Mettōru&amp;lt;br&amp;gt;Mettōruβ&lt;br /&gt;
|altname=Met (''Mega Man'' US Manual)&amp;lt;br&amp;gt;Mettool (''Mega Man X'' ending, ''Mega Man Battle Network'' tutorial)&amp;lt;br&amp;gt;Hard Hat/Hard Hat Hooligan (Nintendo Power)&amp;lt;br&amp;gt;Helmet (Game Gear ''Mega Man'' manual)&amp;lt;br&amp;gt;Mushroom (''Mega Man: Battle and Chase'' European manual)&amp;lt;br&amp;gt;Mettaur (''Mega Man X-Mega Man X5'', ''Mega Man Battle Network'' series, ''Mega Man ZX'' series, ''Super Smash Bros.'' series)&amp;lt;br&amp;gt;Metall β (''Mega Man 9'' variant)&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=[[snoruntpyro]]{{1}}&amp;lt;br&amp;gt;[[WreckingPrograms]]{{2}}{{3}}&amp;lt;br&amp;gt;[[Spin Attaxx]] (Metall β){{3}}&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=1&lt;br /&gt;
|at=1 (contact)&amp;lt;br&amp;gt;2 (projectile)&lt;br /&gt;
|weak=&lt;br /&gt;
|category=Mets&lt;br /&gt;
|location='''MaGMML(1R):'''&amp;lt;br&amp;gt;[[City War]]&amp;lt;br&amp;gt;[[Chroma Key]]&amp;lt;br&amp;gt;[[Napalm Forest and Caves]]&amp;lt;br&amp;gt;[[Under Construction]]&amp;lt;br&amp;gt;[[NEON GRAVITY]]&amp;lt;br&amp;gt;[[Be the Bigger Person]]{{1}}&amp;lt;br&amp;gt;[[Hall of Fame]]{{1R}}&amp;lt;br&amp;gt;[[Flashback Database]]&amp;lt;br&amp;gt;'''MaGMML2:'''&amp;lt;br&amp;gt;[[Rush City]]&amp;lt;br&amp;gt;[[Something Original]]&amp;lt;br&amp;gt;[[Forgotten Fortress]]&amp;lt;br&amp;gt;[[Joe Destruction Co.]]&amp;lt;br&amp;gt;[[Orbital Station]]&amp;lt;br&amp;gt;[[Maze of Significantly Less Death]]&amp;lt;br&amp;gt;[[Lava Factory]]&amp;lt;br&amp;gt;[[Gunpowder Cellar]]&amp;lt;br&amp;gt;[[Fortified Lab]]&amp;lt;br&amp;gt;[[City Under Siege]]&amp;lt;br&amp;gt;[[Classic Castle]]&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;[[Deep Thoughts]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&amp;lt;br&amp;gt;'''MaG48HMML:'''&amp;lt;br&amp;gt;[[Darkwing City]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Explosive Freefall]]&amp;lt;br&amp;gt;[[Springy Scaffolding]]&amp;lt;br&amp;gt;'''MaGMML3 Judge Application Levels:'''&amp;lt;br&amp;gt;[[Coptar Man]]&amp;lt;br&amp;gt;[[Gate 303]]&lt;br /&gt;
|OffAppear=[[Mega Man 1|Mega Man]]&amp;lt;br&amp;gt;[[Mega Man: Dr. Wily's Revenge]]&amp;lt;br&amp;gt;[[Mega Man III]]&amp;lt;br&amp;gt;[[Mega Man: The Wily Wars]]&amp;lt;br&amp;gt;[[Mega Man Powered Up]]&amp;lt;br&amp;gt;[[Mega Man 9]] (Metall β)&amp;lt;br&amp;gt;[[Mega Man 11]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (Enemy)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]] (Enemy, Costume)&amp;lt;br&amp;gt;[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] (Enemy, Costume)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Enemy)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3 Judge Application Levels|MaGMML3 Judge Application Levels]] (Enemy)&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:Metall.png]]&lt;br /&gt;
}}&lt;br /&gt;
'''Metall''' is an enemy from the original ''[[Mega Man 1|Mega Man]]''. It is the first of the &amp;quot;Met&amp;quot; (or Metall, or Metool, or Mettaur, or Hard Hat, or... really, a lot of English names) series of robots, and notably lacks feet, and therefore can't move. This iteration reappeared in ''[[Mega Man 9]]'' as the functionally and (save for a shine on its helmet) physically identical '''Metall β'''; as such, this article covers both variants.&lt;br /&gt;
&lt;br /&gt;
Metall was first made available in the devkit for the original ''[[Make a Good Mega Man Level]]'' contest, where it appeared in the entries [[City War]], [[Chroma Key]], [[Napalm Forest and Caves]], and [[NEON GRAVITY]], as well as the Wily stages [[Be the Bigger Person]] and [[Flashback Database]]. In ''[[Make a Good Mega Man Level Remastered]]'', Metalls aren't present in the redesigned Be the Bigger Person, but have been added to the redesigned [[Hall of Fame]].&lt;br /&gt;
&lt;br /&gt;
It returned in ''[[Make a Good Mega Man Level 2]]'', where it appeared in ten entries, and is one of [[Dennis]]'s forms in [[Launch Man &amp;amp; Shuttle Man (stage)|Launch Man &amp;amp; Shuttle Man]]. It also appears in the Wily stages [[Classic Castle]] and [[Reality Core]], the [[Tier X (MaGMML2)|Tier X]] level [[Deep Thoughts]], and the [[The Pit of Pits|Pit of Pits]] sublevels &amp;quot;Chroma Key?&amp;quot;, &amp;quot;da ba dee da ba di&amp;quot;, &amp;quot;MEG4KMAN&amp;quot;, &amp;quot;Mega Man a - Area 1&amp;quot;, &amp;quot;Mega Man a - Area 3&amp;quot;, &amp;quot;Spiky Meltdown?&amp;quot;, and &amp;quot;To the top&amp;quot;. The game also includes a Metall [[Costumes|costume]], albeit one that resembles the later Metall variants more than the original. It also appears in the [[Make a Good Mega Man Level 3 Judge Application Levels|''Make a Good Mega Man Level 3'' Judge Application Levels]] [[Coptar Man]] and [[Gate 303]].&lt;br /&gt;
&lt;br /&gt;
Following the release of the [[Megamix Engine]] (which now included Metall β), Metall appeared in the ''[[Make a Good Mega Man Level: Episode Zero]]'' levels [[Explosive Freefall]] and [[Springy Scaffolding]]. It returned in ''[[Make a Good 48 Hour Mega Man Level]]'' as both a costume and an enemy, though only the entry [[Darkwing City]] used it in the latter role.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Metall hides inside an impermeable helmet, only emerging to shoot a triple shot at [[Mega Man]] when he gets close. There is a small delay between it opening and it firing, giving Mega Man ample time to destroy it before it can get its attack off. Alternatively, a few weapons such as the [[Black Hole Bomb]] are able to bypass the helmet's protection. Though functionally the same, Metall β's triple shot uses different, more generic shot graphics compared to the original's triple shot.&lt;br /&gt;
&lt;br /&gt;
In ''Make a Good Mega Man Level'', the number of shots a Metall could fire was customizable via creation code, which was utilized by Under Construction to have Metalls that only shoot one projectile straight ahead. ''Make a Good Mega Man Level Remastered'' preserves this behaviour for all Metalls in the level.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===Devkit===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; |Sprite&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; |Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Official Appearance(s)&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |MaGMML Appearance(s)&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; |Location(s)&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; |Description&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Designer(s)&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |HP&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:MetallBeta.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Metall β&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[Mega Man 9]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[Make a Good 48 Hour Mega Man Level|MaG48HMML]]''&amp;lt;br&amp;gt;''[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]''&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|'''MaG48HMML:'''&amp;lt;br&amp;gt;[[Pandora's Parlor]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Kingdom Crisis]] ● [[Pepsi Zero]] ● [[Null and Void (Episode Zero)|Null and Void]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A Metall variant with a shine on its helmet and different projectile graphics.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Spin Attaxx]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|1 (contact)&amp;lt;br&amp;gt;2 (projectile)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Custom===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; |Sprite&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; |Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |MaGMML Appearance(s)&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Location(s)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Description&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Designer(s)&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |HP&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:MetallMommy.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Metall (Mega Man 6)&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[MaGMML2]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Joe Man (stage)|Joe Man]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A stationary Metall that acts identically to the original. &lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Zieldak]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|4 (contact)&amp;lt;br&amp;gt;2 (projectile)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:MetallMommy.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Met (Quarantine Woman)&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[MaGMML2]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Quarantine Woman (stage)|Quarantine Woman]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A Metall that shoots five projectiles at once, instead of the typical three. Unlike normal Metalls, they only open their helmets when their shots are no longer onscreen, ignoring Mega Man's proximity entirely.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[NaOH]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|1 (contact)&amp;lt;br&amp;gt;2 (projectile)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:Metloon.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Metloon&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[MaGMML2]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Smed's Big Annoying Mess of a Level]] ● [[Reality Core]] ● [[Deep Thoughts]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A Metall themed after Swadloon from the ''Pokémon'' franchise that appears in ''Make a Good Mega Man Level 2''. Unlike normal Metalls, it has feet and fires only one projectile straight ahead, but it remains rooted to one spot.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Smedis2]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|4 (contact)&amp;lt;br&amp;gt;2 (projectile)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:SKMet.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|SK Met&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[MaGMML2]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Shovel Knight]] ● [[Deep Thoughts]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A Metall that resembles a Blorb from the video game ''Shovel Knight''. It acts identically to the original Metall.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Dylan Labiuk]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|1 (contact)&amp;lt;br&amp;gt;2 (projectile)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:Remettaur.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Remettaur&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[MaGMML2]]''&amp;lt;br&amp;gt;''[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|'''MaGMML2:'''&amp;lt;br&amp;gt;[[The Pit of Pits]] (Mega Man a - Area 1, Mega Man a - Area 2, Mega Man a - Area 3)&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Construction of Constructions]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A Metall from the ''Mega Man a'' minigame in ''Mega Man ZX Advent''.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Zieldak]]{{2}}&amp;lt;br&amp;gt;[[Yoshiatom]]{{EZ}}&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|1 (contact)&amp;lt;br&amp;gt;2 (projectile)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The original ''Make a Good Mega Man Level'' devkit refers to Metall as &amp;quot;'''Met Beta'''&amp;quot;, after the variant from ''Mega Man 9'', though it uses its original ''Mega Man'' sprite.&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]][[Category:Devkit Enemies (MaGMML1)]][[Category:Custom Enemies (MaGMML2)]][[Category:Mega Man 1 Enemies]][[Category:Mega Man 9 Enemies]][[Category:Mets]][[Category:Costume]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Pollution_Park&amp;diff=22454</id>
		<title>Pollution Park</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Pollution_Park&amp;diff=22454"/>
				<updated>2024-06-30T10:15:39Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: &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=Pollution Park&lt;br /&gt;
|rank=5th&lt;br /&gt;
|image=[[File:MaG24HMML-PollutionPark.png]]&lt;br /&gt;
|caption=I don't think this is where we're supposed to dump garbage.&lt;br /&gt;
|game=''[[Make a Good 24 Hour Mega Man Level]]''&lt;br /&gt;
|creator=[[Entity1037]]&lt;br /&gt;
|composer=flashygoodness/dancoot&lt;br /&gt;
|artist=Capcom&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
|gamenum=24h&lt;br /&gt;
|judge1=68&lt;br /&gt;
|judge2=85&lt;br /&gt;
|judge3=57&lt;br /&gt;
|totalscore=70&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|box=&lt;br /&gt;
*[[Gremlin]]&lt;br /&gt;
*[[Junk Block]]&lt;br /&gt;
*[[Splash Woman Water Platform]]&lt;br /&gt;
*[[Wall Blaster II]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Gremlin]]&lt;br /&gt;
*[[Wall Blaster II]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Junk Block]]&lt;br /&gt;
*[[Reflect Block]]&lt;br /&gt;
*[[Splash Woman Water Platform]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Metal Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Super Secret Service - Defend the President&lt;br /&gt;
|location=&lt;br /&gt;
|previous=[[Nauseous Greenhouse]]&lt;br /&gt;
|next=[[Air Trick]]&lt;br /&gt;
}}&lt;br /&gt;
'''Pollution Park''' is the fifth place level in the ''[[Make a Good 24 Hour Mega Man Level]]'' contest. It primarily focuses around [[Junk Block]]s, both as platforms and obstacles.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level starts with a climb up a ladder followed by a long stretch of land with several [[Wall Blaster II]]s and pits in the way. Heading right leads to another extended area, this time filled with Junk Block spawners that serve both as obstacles and as platforms onto raised areas and over pits. After this, an empty room, and a drop down guarded by Junk Blocks and a Wall Blaster II, [[Mega Man]] must traverse three rooms where he must destroy Junk Blocks while maneuvering around [[Reflect Block]]s and Wall Blaster IIs.&lt;br /&gt;
&lt;br /&gt;
Dropping down the last of the 3 aforementioned rooms and going to the right in another empty room leads to a long horizontal area with piles of Junk Blocks above spikes, requiring Mega Man to be careful of what blocks to destroy. [[Gremlin]]s are also hidden behind several of these Junk Blocks. Going to the right in this room and climbing up a ladder in another empty room leads to four sets of puzzles utilizing [[Splash Woman Water Platform]]s, sometimes around spikes. Past the last of these puzzles is a boss corridor, leading up to a fight against [[Metal Man]].&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment24h&lt;br /&gt;
|parmascore=68&lt;br /&gt;
|parma=I do enjoy this stage, but it definitly has some flaws; primarily with the box usage. When you introduced new gimmicks, such as gremlins and then the splash woman platforms it felt like you dropped something else instead of synthesizing them together to make a coherent final challenge. The sections on their own, primarily the junk block section was really fun and used the cannons and the junk blocks together really well. I guess what I really wanted was for there to be something else with the splash platforms. Also I feel like the level never tried to utilize weapons at all. :'(&lt;br /&gt;
&lt;br /&gt;
I feel like this review was kinda negative but honestly, I enjoyed the stage, I just feel like it was so close to being WAY better than it is.&lt;br /&gt;
|mmscore=85&lt;br /&gt;
|mm=This level made great use of the junk blocks. I liked how they were used as both hazards and stepping blocks, and when there were puzzles. The use of the aiming cannons was good, too- I especially liked the rooms with all the junk blocks and the reflective blocks. I tell you, those rooms were a stroke of genius. They required both agility and thinking to figure out how to go through them. Another thing I liked about this level was the aesthetic. Plant Man has a great tileset, and Super Secret Service is always a great music choice. However, I do have some qualms with this level. The Air Man enemies were basically just fodder. They didn't add anything to the level, they just wasted space. They could have been used in conjunction with those rooms from earlier that I mentioned-they would have been a perfect fit there. Another problem I have is the Splash Woman platform rooms. They felt tacked on, and their puzzles felt almost exactly like how they were in Splash Woman s stage. They weren t used very well throughout the level, and they felt like just padding out the length rather than being used consistently. Overall, though, I enjoyed the level!&lt;br /&gt;
|creshscore=57&lt;br /&gt;
|cresh=No super arm blocks. For shame :(&lt;br /&gt;
&lt;br /&gt;
This stage used one specific gimmick really well and it really rode with that theme for well.... most of the stage. You see, the biggest problem I have with this stage is that it has a few gimmicks and enemies that are introduced for a few screens and then either the stage ends or they're just forgotten about entirely.&lt;br /&gt;
&lt;br /&gt;
I found the puzzle screens with the junk blocks and Wallblaster2s to be fun and a good excuse to use reflect blocks, and they don't take so long as to bore the player on second playthroughs.&lt;br /&gt;
&lt;br /&gt;
Overall the stage was fun but kind of short and it didn't really feel like the earlier screens and splash woman platforms went together well in the end at all. It felt like a small part of a different stage, for lack of a better explanation.&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
*''MaG24HMML's'' credits state that only tileset graphics from ''[[Mega Man 6]]'' are used in the level. This is not true, as Magma Man's tileset from ''[[Mega Man 9]]'' is also used, as can be seen in the screenshot above.&lt;br /&gt;
&lt;br /&gt;
{{MaG24HMML}}&lt;br /&gt;
[[Category:Make a Good 24 Hour Mega Man Level]][[Category:Stages]][[Category:Make a Good 24 Hour Mega Man Level Stages]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Taco_Man_(stage)&amp;diff=22336</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=22336"/>
				<updated>2024-06-28T10:02:57Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: &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|256px]]&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=[[SchuSlime64]] (credited to &amp;quot;Satan&amp;quot; in the ''MaGMML2'' 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;
*[[Battonton]]&lt;br /&gt;
*[[Butterdroid]]&lt;br /&gt;
*[[Cannon]]&lt;br /&gt;
*[[Hari Harry]]&lt;br /&gt;
*[[Killer Bullet]]&lt;br /&gt;
*[[M-445]]&lt;br /&gt;
*[[Metall DX]] (walk)&lt;br /&gt;
*[[Petit Devil]] (Green)&lt;br /&gt;
*[[Potton]]&lt;br /&gt;
*[[Screw Bomber]]&lt;br /&gt;
*[[Telly]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Count Bomb]]&lt;br /&gt;
*[[Drop Platform]]&lt;br /&gt;
*[[Sparkman Platform]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Taco Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=MaGMML2 - Taco Man (Listed as AAAAAAAAAAAAAAAAAAAAAAAAAAA in the ''MaGMML2'' 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]]|excerpt from judge comment.}}&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;
==Trivia==&lt;br /&gt;
* A source for Taco Man's infamous music was never found during ''MaGMML2'''s development. In the Sound Test, the song is simply named &amp;quot;AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA&amp;quot;, with &amp;quot;Satan&amp;quot; listed as the composer. Years later, [[SchuSlime64]] would confirm that it was an original composition of theirs, with the song's appearance in ''[[Make a Good Mega Man Level 3]]'' being credited accordingly.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 3}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 3 (MaGMML2)]][[Category:Stages without Collectables]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=String_Theory&amp;diff=22275</id>
		<title>String Theory</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=String_Theory&amp;diff=22275"/>
				<updated>2024-06-27T11:56:03Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: /* Trivia */&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=String Theory&lt;br /&gt;
|image=[[File:MAGMMLEZ-CH2-StringTheory.png|256px]]&lt;br /&gt;
|caption=Behold, true believers! The Sensational Spider-Zero!&lt;br /&gt;
|game=''[[Make a Good Mega Man Level: Episode Zero]]''&lt;br /&gt;
|creator=[[Gannio]]&lt;br /&gt;
|rank=Chapter 2&lt;br /&gt;
|composer=Toby Fox, Konami (originals)&amp;lt;br&amp;gt;GrayTunes, [[DeltaMudkip]] (covers)&lt;br /&gt;
|artist=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables=[[File:CD.png]][[File:CD.png]]&amp;lt;br&amp;gt;074: [[Bone Dragon]]&amp;lt;br&amp;gt;075: [[Recluse Woman]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[B Bitter]]&lt;br /&gt;
*[[Battonton]]&lt;br /&gt;
*[[Deispider]]&lt;br /&gt;
*[[Hothead]]&lt;br /&gt;
*[[Imorm|Glowing Imorm]]&lt;br /&gt;
*[[Kakinbatank]]&lt;br /&gt;
*[[Scissascissor]]&lt;br /&gt;
*[[Spider Cog]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Crystal Generator]]&lt;br /&gt;
*[[Destroyable Block|Meltable Ice]]&lt;br /&gt;
*[[Revealing Tiles]]&lt;br /&gt;
*[[Web Barrier]]&lt;br /&gt;
*[[Web Fence]]&lt;br /&gt;
*[[Web Pendulum]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Spider Potton]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Recluse Woman]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Undertale - Spider Dance&amp;lt;br&amp;gt;'''(Alt):''' Castlevania II: Simon's Quest - Bloody Tears&amp;lt;br&amp;gt;'''Boss:''' Undertale - Spider Dance&amp;lt;br&amp;gt;'''Boss (Alt):''' Castlevania 2 &amp;amp; 3 Boss Medley&lt;br /&gt;
|location=&lt;br /&gt;
|previous=[[Vertical Vine Venture]]&lt;br /&gt;
|next=[[Cursor Corruption]]&lt;br /&gt;
}}&lt;br /&gt;
'''String Theory''' is the third level on the path to the [[Psycho Chip]] in Chapter 2 of ''[[Make a Good Mega Man Level: Episode Zero]]''. Set in a cave system used as a server farm, it is filled with a number of web-themed gimmicks, most prominently [[Web Fence]]s that can be scaled like large ladders, and [[Web Pendulum]]s that use [[Zero]]'s momentum to swing back and forth, and can be cut loose using the [[Z-Saber]] or [[Cutter Chip]]. Naturally, spider-themed enemies are also plentiful, ranging from [[Deispider]]s to the unique [[Spider Cog]] enemy. Even the boss, the Robot Master [[Recluse Woman]], fits in with this spidery theme. It is also a fairly large level, filled with branching paths that have their own secrets and shortcuts.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
In the beginning, the stage introduces Web Fences and Spider Cogs. After climbing for a bit, a W-Tank appears, and can be obtained by using the [[Zap Chip]] and airdashing toward it. Below are [[Imorm|Glowing Imorm]]s, [[B Bitter]]s and [[Web Barrier]]s to stomp through. Coming down and to the right, Zero will find a [[Kakinbatank]], [[Deispider]], and a Web Pendulum to swing around. A [[Spider Potton]], which dispenses Deispiders, can easily be taken out with the [[Z-Burst]]. Going up leads to a checkpoint, which shows a [[Scissascissor]] cutting a Web Pendulum's string. What follows is a long stretch of Web Pendulums over a chasm; using the Z-Saber here is ill-advised, as it can easily cut a pendulum loose by accident. At the end is a row of spikes with a Web Fence placed over it. While climbing upwards is the way to go, building momentum with the last Web Pendulum and then cutting it loose to make it roll will open a shortcut, destroying a wall and several enemies in a straight path forwards. Both paths lead to the second checkpoint, after which is a split path.&lt;br /&gt;
&lt;br /&gt;
===Top Path===&lt;br /&gt;
The top path introduces [[Crystal Generator]]s atop a pit with Web Pendulums. Like the pendulum before, cutting and rolling a pendulum will break a wall to the right, taking Zero to a hidden door over a row of spikes. This door leads to a large room with two Web Pendulums, the rightmost of which must be swung far and then cut to obtain a [[CD]], as well as a shortcut to the end of the level. Below the pendulums is a Kakinbatank that always drops weapon energy, a pit, a door that brings Zero back up to the pendulums, and an exit door that takes him out of the room. Meanwhile, the main path (accessed via Web Fence) contains more Web Pendulums that are needed to reach higher places, before eventually reaching a large outdoors area. By cutting a Web Pendulum here loose, Zero can effortlessly destroy every remaining enemy in his way, up to and including another Spider Potton.&lt;br /&gt;
&lt;br /&gt;
===Bottom Path===&lt;br /&gt;
The bottom path takes Zero to a dark part of the cave, introducing a darkness gimmick using [[Revealing Tiles]]. A small aura of light surrounds Zero and other objects, such as [[Hothead]]s, background torches, and Zap Chip/[[Flame Chip]]-affected weapons. Meanwhile, multiple enemies are coloured pitch-black, helping them blend into the darkness. To proceed, Zero must jump across several dark Web Pendulums (over a bottomless pit, of course) and fight a Kakinbatank at the end of the room. After a few short screens, another Spider Potton appears as a midboss, and just beyond it is the exit, which contains another [[CD]]. With the Flame Chip, some [[Destroyable Block|Meltable Ice]] on the right can be cleared to find an E-Tank.&lt;br /&gt;
&lt;br /&gt;
===Final Stretch===&lt;br /&gt;
No matter the path taken, all paths will lead to the same place; an outdoors area decorated with bricks, indicating that Zero has reached the bell tower. A one-way door on the left will take Zero back to the split path in the caves, allowing for the collection of both CDs without needing to play the entire stage two or more times. The only obstacles guarding the boss door are a Kakinbatank and a Cog Spider. Inside the boss stairway, however, are two more Spider Cogs, but they're easily ignored.&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&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;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneWily.png]]&lt;br /&gt;
|Dr. Wily&lt;br /&gt;
|String Theory?&lt;br /&gt;
Ah, the old bell tower. How'd an Element end up there?! Do they like obnoxiously loud noises?&lt;br /&gt;
&lt;br /&gt;
The place is a bit dusty, though, since... there's no need for a bell tower nowadays.&lt;br /&gt;
&lt;br /&gt;
I could use a change from phone alarms, though, so maybe we should bring it back.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKrantz.png]]&lt;br /&gt;
|Agent Krantz&lt;br /&gt;
|'''Krantz:''' String Theory?&lt;br /&gt;
That cave is apparently being retrofitted to a new type of data storage facility.&lt;br /&gt;
&lt;br /&gt;
It uses web-like wires to transmit data, but the servers they connect to haven't been installed yet.&lt;br /&gt;
&lt;br /&gt;
Thankfully, those wires are strong enough that you can climb on them.&lt;br /&gt;
&lt;br /&gt;
On top of that, the stickiness will prevent you from falling if you get hit.&lt;br /&gt;
&lt;br /&gt;
There's also large &amp;quot;Web Pendulums&amp;quot;. Cutting the string they hang on will cause them to fall.&lt;br /&gt;
&lt;br /&gt;
This can be problematic if you're suspended in midair, but it can be useful if you can get them rolling.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' The area as a whole seems to be dimly lit...&lt;br /&gt;
&lt;br /&gt;
'''Krantz:''' Yeah... apparently they wanted to keep the lighting only for development to save on the electric bill.&lt;br /&gt;
&lt;br /&gt;
I've even heard some of the deeper areas lack any light at all. Do you have anything that could help you see?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneGalaxy.png]]&lt;br /&gt;
|Galaxy Man&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''(CD #1):''' For this one, make sure you take the bottom path in the path split zone place!&lt;br /&gt;
It'll be all dark and spooky and stuff, but the CD'll be in plain sight!&lt;br /&gt;
&lt;br /&gt;
'''(CD #2):''' For this one, make sure you take the top path in the path split area zone!&lt;br /&gt;
&lt;br /&gt;
Right after that, use your saber to release one of those web orbs, and break through that grey wall!&lt;br /&gt;
&lt;br /&gt;
After that, you'll need to figure out some wacky physics to finally snag the CD!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneYamato.png]]&lt;br /&gt;
|Yamato Man&lt;br /&gt;
|'''Yamato Man:''' Recluse Woman?&lt;br /&gt;
Isn't she the security robot for that server farm in the middle of nowhere? Why did they design her after a spider?&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Arachnids are known for spinning and using... ''web.''&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' So they made the security guard a spider for the sake of a bad pun?&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' That seems to be the case, yes.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' I like these guys, whoever they are! As for this security robot, watch out for the venomous shots she aims at you,&amp;lt;br&amp;gt;but also keep an eye on the top of the screen when she swings around, because she'll start dropping tiny robot spiders all over&amp;lt;br&amp;gt;the place!&lt;br /&gt;
&lt;br /&gt;
When injured enough, she'll run off; but use the web she leaves behind to climb up after her!&lt;br /&gt;
&lt;br /&gt;
Haha, I'd kill to have a duel inside a bell tower! It's a very dramatic battlefield!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Do you think the bell could be used by or against me?&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' Hmm... Perhaps if you can reach it.&lt;br /&gt;
&lt;br /&gt;
But unless you have a way to get inside it, I think it's out of the cards for both of you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKnives.png]]&lt;br /&gt;
|Knives&lt;br /&gt;
|'''Knives:''' What, the bell tower place?? Noooo! That stupid spider robot freaks me out.&lt;br /&gt;
&lt;br /&gt;
She'd totally get in our way and ruin the date and stuff. With cobwebs. And stuff.&lt;br /&gt;
&lt;br /&gt;
The spiders aren't even good enough, anyways. They're not even dangerous.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' I do not get you at all.&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' The risk factor's very important in deciding the location, Zero!!&lt;br /&gt;
&lt;br /&gt;
If they were POISONOUS spiders, then we'd be going places!!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* If the shoot button is held while entering String Theory, the level will take on an alternate &amp;quot;daytime&amp;quot; palette, with both the stage and Recluse Woman's boss fight having different music.&lt;br /&gt;
* String Theory and [[Lily Airpad]] are the only levels in ''MaGMML: Episode Zero'' to feature creator-specific vanity plates at their boss doors.&lt;br /&gt;
* The Web Fence object would later be reused for the climbable walls in Tier 14 of ''[[Make a Good Mega Man Level 3]]''.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Psycho}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level: Episode Zero Stages]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Splash_Woman%27s_Revenge&amp;diff=22245</id>
		<title>Splash Woman's Revenge</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Splash_Woman%27s_Revenge&amp;diff=22245"/>
				<updated>2024-06-26T15:48:26Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#366DA8&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= [[File:SplashWomanMugshot.png|left|Splash Woman's mugshot]][[File:SplashWomanMugshot.png|right|Splash Woman's mugshot]]Splash Woman's Revenge&lt;br /&gt;
|image=[[File:SplashWomanArt.jpg|230px|Artwork by Capcom]]&lt;br /&gt;
|caption= Artwork by Capcom&lt;br /&gt;
|script= スプラッシュウーマンズレベンジ&lt;br /&gt;
|romaji = Supurasshu Ūmanzu Rebenji&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[SCMidna]]&lt;br /&gt;
|programmer=[[SCMidna]]&lt;br /&gt;
|artist=[[SCMidna]]&lt;br /&gt;
|gender= Female&lt;br /&gt;
|eyecolor = Blue&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;1 (shark)&amp;lt;br&amp;gt;3 (Laser Trident, large bubble)&amp;lt;br&amp;gt;4 (explosion, shockwave)&amp;lt;br&amp;gt;2 (small bubbles)&lt;br /&gt;
|weapon=[[Laser Trident]]&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type= Water&lt;br /&gt;
|weak=[[Zap Chip]] ([[Z-Saber]])&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Bubble Base]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:SplashWoman.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
'''Splash Woman's Revenge''' is a boss from ''[[Make a Good Mega Man Level: Episode Zero]]''. She is an irate [[Splash Woman]] with the power to summon sharks instead of fish, and blow large bubbes. She appears as the boss of [[Bubble Base]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Splash Woman's Revenge follows the same pattern of vanilla Splash Woman; she sings while moving back and forth, slowly floating to the top of the screen as minions appear before using her [[Laser Trident]] directly above [[Zero]]. Instead of fast fish, she summons slow-moving sharks that take more hits to destroy, and she shoots eight Laser Tridents instead of six. When lunging to the bottom, she creates an explosion and two shockwaves on impact, before blowing a large bubble and tossing it towards Zero and repeating the pattern. When the large bubble hits him (or it is destroyed), it splits into eight smaller bubbles.&lt;br /&gt;
&lt;br /&gt;
The arena Splash Woman's Revenge is fought in also has spikes lining the ceiling, as well as a small row of spikes in the centre of the floor.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=2&lt;br /&gt;
|saber=2&lt;br /&gt;
|burst=2&lt;br /&gt;
|drive=8&lt;br /&gt;
|cutbuster=2&lt;br /&gt;
|cutsaber=2&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=3&lt;br /&gt;
|flamebuster=0&lt;br /&gt;
|flamesaber=0&lt;br /&gt;
|flameburst=0&lt;br /&gt;
|flamedrive=0&lt;br /&gt;
|icebuster=2&lt;br /&gt;
|icesaber=3&lt;br /&gt;
|iceburst=3&lt;br /&gt;
|icedrive=3&lt;br /&gt;
|zapbuster=3&lt;br /&gt;
|zapsaber=5&lt;br /&gt;
|zapburst=4&lt;br /&gt;
|zapdrive=4&lt;br /&gt;
|psybuster=2&lt;br /&gt;
|psysaber=2&lt;br /&gt;
|psyburst=2&lt;br /&gt;
|psydrive=4&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Splash Woman's Revenge's pre-fight dialogue references her (lack of) role in ''[[Make a Good Mega Man Level 2]]'', where no stages used her (aside from one sublevel of the [[The Pit of Pits|Pit of Pits]]), making her most prominent appearance in [[The Arena]], and where she complains about being confined to [[Tier 2 (MaGMML2)|a sewer]].&lt;br /&gt;
** However, this line also acts as a continuity error, as ''Episode Zero'' takes place before the events of ''MaGMML2''.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Psycho}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Sanct&amp;diff=21132</id>
		<title>Sanct</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Sanct&amp;diff=21132"/>
				<updated>2023-12-08T15:10:21Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#6ffff5&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= Sanct&lt;br /&gt;
|image= &lt;br /&gt;
|caption=&lt;br /&gt;
|script= &lt;br /&gt;
|romaji= &lt;br /&gt;
|number= &lt;br /&gt;
|designer=&lt;br /&gt;
|programmer= &lt;br /&gt;
|gender=Female&lt;br /&gt;
|eyecolor= &lt;br /&gt;
|at=&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=&lt;br /&gt;
|attack=&lt;br /&gt;
|type= &lt;br /&gt;
|weak=&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[Tier 8 (MaGMML2)]]&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (NPC)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:SanctSprite.png|30px]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Suspicious, suspicious...|Sanct|confronting Mega Man}}&lt;br /&gt;
'''Sanct''' is a hidden &amp;quot;boss&amp;quot; in ''[[Make a Good Mega Man Level 2]]'', located in the [[Tier 8 (MaGMML2)|Tier 8]] hub, and named after a Talkhaus and SMBX forum member. She can be accessed by using either [[Rush Jet]] or [[Super Arrow]] on the screen with only a ladder, above the entrance to the level [[Aurora Man]]. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Upon entering, Sanct's silhouette will appear and begin to talk to [[Mega Man]]. She will then appear in full before interrogating Mega Man about the bosses he has killed and the [[Energy Element]]s he has collected (whether or not the player has actually done those things). While confronting Mega Man, her sprite grows longer, eventually reaching almost to Mega Man's face.&lt;br /&gt;
&lt;br /&gt;
In response to all the questions and accusations, Mega Man will say &amp;quot;I'm sorry who are you?&amp;quot;. Sanct will then respond by trying to attack. However, as soon as her health bar fills up, Sanct discovers she lacks any means to attack. In response, she flees. The player does not receive any rewards for encountering or &amp;quot;beating&amp;quot; Sanct, it is just an easter egg.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Sanct's &amp;quot;boss battle&amp;quot; is a direct homage to a scene from one of the post-game levels of the ''Super Mario Bros. X'' episode ''2k16 Hypnosis Redo'', which both [[snoruntpyro]] and [[Enjl]] had worked on prior to the ''MaGMML'' series. The original scene can be found [https://www.youtube.com/watch?v=nmHEZ-kqh-8&amp;amp;t=165s here].&lt;br /&gt;
**The final entry in the ''2k1x'' series, ''Subzero Heroes'', would later return the favor by featuring a small reference to ''MaGMML2'' in its opening cutscene news broadcast, complete with a screenshot depicting the festival grounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 8}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]][[Category:Tier 8 (MaGMML2)]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=NinjaUmbreon&amp;diff=21126</id>
		<title>NinjaUmbreon</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=NinjaUmbreon&amp;diff=21126"/>
				<updated>2023-11-17T13:42:32Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''NinjaUmbreon''' is the &amp;quot;designer&amp;quot; of [[Ancient Tomb]], the 75th-place level in [[Make a Good Mega Man Level 2]]. Their stage is infamous for being a blatant attempt to plagiarize Pharaoh Man's stage from ''[[Mega Man 4]]'' (though, contrary to popular belief, they seemingly recreated the stage from scratch rather than editing the version of Pharaoh Man's stage from the MaGMML2 devkit).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{People}}&lt;br /&gt;
[[Category:Contest Participants]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Mario_Land&amp;diff=20590</id>
		<title>Mario Land</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Mario_Land&amp;diff=20590"/>
				<updated>2022-12-14T21:28:39Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: &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=Mario Land&lt;br /&gt;
|rank=X&lt;br /&gt;
|image=[[File:MaGMML2-X-MarioLand.png]]&lt;br /&gt;
|caption=It's-a me!&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[Renhoek]]&lt;br /&gt;
|composer=Bulby&amp;lt;br&amp;gt;Koji Kondo&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=[[Renhoek]]&lt;br /&gt;
|elements=2&lt;br /&gt;
|collectables=[[File:GrayDragonCoin.png|Use your spinjump (Press Up and Jump) to reach the hidden pipe early on.]][[File:GrayDragonCoin.png|While soaring in the sky, stay low to reach a ledge that hides your prize.]][[File:GrayDragonCoin.png|Keep to the lower route, and muster up the courage to reach the lower ledge where it lies.]][[File:GrayDragonCoin.png|Early into the cave, check the pipes attached to the ceiling for a bonus room.]][[File:GrayDragonCoin.png|In the dangerous, but not pitch black, castle, let the vine guide you.]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Banzai Bill]]&lt;br /&gt;
*[[Battonton]]&lt;br /&gt;
*[[Beach Koopa]]&lt;br /&gt;
*[[Bullet Bill]]&lt;br /&gt;
*[[Galoomba]]&lt;br /&gt;
*[[Jumping Piranha Plant]]&lt;br /&gt;
*[[Koopa Troopa (Mario Land)|Koopa Troopa]]&lt;br /&gt;
*[[Nobita]]&lt;br /&gt;
*[[Skeleton Joe]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Ball 'N' Chain]]&lt;br /&gt;
*[[Conveyor]] (MM2, Super Mario World)&lt;br /&gt;
*[[Donut Block]]&lt;br /&gt;
*[[Falling Platform]] (Super Mario World)&lt;br /&gt;
*[[Mario Spinning Platform]]&lt;br /&gt;
*[[Rotating Block]]&lt;br /&gt;
*[[Skewer]]&lt;br /&gt;
*[[Snake Block]]&lt;br /&gt;
*[[Spring]] (Super Mario World)&lt;br /&gt;
*[[Thwomp]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Air Man]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Holo Wily]]&lt;br /&gt;
*[[Unbeatable Air Man]]&lt;br /&gt;
|other=&lt;br /&gt;
* Weapons Disabled (All)&lt;br /&gt;
|music=Super Mario World - Athletic&amp;lt;br&amp;gt;'''Castle''' Super Mario World - Castle&amp;lt;br&amp;gt;'''Holo Wily''' Super Mario World - VS. Bowser&lt;br /&gt;
|location=[[Tier X (MaGMML2)|Tier X]]&lt;br /&gt;
}}&lt;br /&gt;
'''Mario Land''' is a [[Tier X (MaGMML2)|Tier X]] level in ''[[Make a Good Mega Man Level 2]]'', created by [[Renhoek]]. It is a level themed around the ''Super Mario'' series of video games, but compared to levels such as [[Mega Man World]] and [[SMB3]], it stands out, as the player character of the level is not [[Mega Man]], but rather Mario himself.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Being more or less his ''Super Mario World'' gameplay recreated within the ''MaGMML2'' engine, Mario functions very differently from Mega Man. Pressing the fire button allows him to run faster, but he cannot stop immediately, instead having to slow down for a brief period of time after a directional button has been released. Mario's primary method of attacking is a stomp, which deals a set amount of damage. By pressing Up and Jump, he can perform a spin jump that is slightly stronger than the normal stomp, and is capable of breaking blocks and safely jumping on otherwise invincible obstacles.&lt;br /&gt;
&lt;br /&gt;
Mario has three forms: Small Mario, Super Mario, and Fire Mario. The form he's in depends on how much health he has, with him transforming into Fire Mario at high health, and regressing back to Small Mario at low health. Fire Mario can throw fireballs with the fire button, which have the same damage values as the [[Mega Buster]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
At the end of the first room (which consists mostly of [[Galoomba]]s and [[Koopa Troopa (Mario Land)|Koopa Troopa]]s), Mario can decide between two paths. If he goes to the right, he will have to traverse several [[Mario Spinning Platform|rotating platforms]] above pits, with one platform allowing him to grab a Dragon Coin (which functions as a [[Noble Nickel]]). In the next room, Mario warps down into an underground section with several [[Battonton]]s, [[Donut Block]]s, and Munchers. When Mario reaches an area with three pipes on the ceiling, he can hold up while jumping to enter the leftmost pipe and find a secret room with a Dragon Coin. Mario will then be taken back to the cave area. At the end of the cave area is a boss corridor with a checkpoint, which leads to a fight against [[Air Man]].&lt;br /&gt;
&lt;br /&gt;
After defeating Air Man, Mario enters the pipe in the next room to reach a castle area. The first room includes several Spinners and Thwomps, as well as some [[Skeleton Joe]]s. To the left of the final Thwomp is an invisible block that creates a vine when hit from below; climbing up this vine leads to another Dragon Coin. The following room is a long room where Mario must avoid [[Ball 'N' Chain]]s, [[Skewer]]s, and a single [[Nobita]] while riding a [[Snake Block]]. At the end of this room is a door leading to the fight against [[Holo Wily]]; defeating him reveals that [[Bowser]] was controlling the hologram, and he promptly exits while leaving behind a Power Star, which functions as an [[Energy Element]].&lt;br /&gt;
&lt;br /&gt;
If Mario uses a spin jump to go down in the pipe at the end of the first room, he will be taken to a small underground area housing a Dragon Coin. Entering a pipe at the end of the area makes him exit from a giant diagonal pipe, launching him into the clouds, where he faces a long stretch of [[Spring]]s and [[Falling Platform]]s. At the end of the stretch is a block that can be hit from below to reveal a vine, which allows Mario to climb up to the next part of the level. This section of the level includes several [[Bullet Bill]]s and [[Banzai Bill]]s, as well as a Dragon Coin. At the end of the section is a boss corridor and a checkpoint, which precede the fight against [[Unbeatable Air Man]].&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Air Man's appearance in this level is a reference to [https://www.romhacking.net/hacks/1589/ ''Mario vs. Airman''], a romhack of ''Super Mario Bros.'' which, as the name implies, features a boss fight against the eponymous robot master, set to a rendition of ''I Can't Defeat Airman''.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier X}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier X (MaGMML2)]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Air_Man&amp;diff=20589</id>
		<title>Air Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Air_Man&amp;diff=20589"/>
				<updated>2022-12-14T21:20:03Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{robotmaster&lt;br /&gt;
|titlebg=#5B693C&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:AirManMugshot.png|left|Air Man's mugshot]][[File:AirManMugshot.png|right|Air Man's mugshot]]Air Man&lt;br /&gt;
|image=[[File:AirManArt.png|250px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|script=エアーマン&lt;br /&gt;
|romaji=Eāman&lt;br /&gt;
|number=DWN-010&lt;br /&gt;
|designer=Youji Kanazawa&lt;br /&gt;
|programmer=[[Renhoek]]&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|at=6 (contact)&amp;lt;br&amp;gt;3 (Air Shooter)&lt;br /&gt;
|weapon=Air Shooter&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Wind&lt;br /&gt;
|weak=[[Jewel Satellite]], [[Sakugarne]]{{2}}&amp;lt;br&amp;gt;[[Spark Chaser]]{{3}}&amp;lt;br&amp;gt;[[Spark Shock]]{{48H}}&amp;lt;br&amp;gt;[[Zap Chip]] ([[Z-Saber]], [[Z-Burst]], [[Blank Drive]]), [[Icicle Chip]] ([[Blank Drive]]){{EZ}}&amp;lt;br&amp;gt;[[Thunder Wool]], [[Super Arm]], [[Plant Barrier]], [[Block Dropper]]{{Megamix}}&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|stage=&lt;br /&gt;
|location='''MaGMML2:'''&amp;lt;br&amp;gt;[[Mario Land]]&amp;lt;br&amp;gt;'''MaG48HMML:'''&amp;lt;br&amp;gt;[[Gettin' out of Dogecity]]&amp;lt;br&amp;gt;[[Windy Conditions]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Null and Void (Episode Zero)|Null and Void]]&lt;br /&gt;
|occupation=Combat Robot&amp;lt;br&amp;gt;Liar&lt;br /&gt;
|OffAppear=[[Mega Man 2]]&amp;lt;br&amp;gt;[[Mega Man II]]&amp;lt;br&amp;gt;[[Mega Man: The Wily Wars]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]] (Midboss, NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|MaGMML3]] (Boss)&amp;lt;br&amp;gt;[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] (Boss)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:AirMan.png‎]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Were you expecting an 'I Can't Defeat Airman' joke? Sorry to disappoint you, I'm not making one.|Air Man|[[Make a Good Mega Man Level]]}}&lt;br /&gt;
'''Air Man''' is a boss from ''[[Mega Man 2]]''. He is a combat robot built by [[Doctor Albert W. Wily|Dr. Wily]] who has the ability to manipulate wind and create small tornadoes.&lt;br /&gt;
&lt;br /&gt;
He appears in the original ''[[Make a Good Mega Man Level]]'' as an NPC in [[Dr. Light's Lab]], where he insists he will not make any jokes relating to the song &amp;quot;I Can't Defeat Airman&amp;quot; (a Japanese ''Mega Man'' fansong that fans strongly associate with Air Man). At the end of [[Everything's Blowing Up]], he admits that he lied, as he pilots the [[Air Capsule]] while an 8-bit rendition of the aforementioned song plays.&lt;br /&gt;
&lt;br /&gt;
He reappears in ''[[Make a Good Mega Man Level 2]]'' as an NPC in [[Tier 10 (MaGMML2)|Tier 10]], where he claims he won't make any more cheesy jokes. This turns out to be three times as much of a lie: The level he stands next to, [[Boil Man (stage)|Boil Man]], has an upgraded version of the Air Capsule as a secret boss, the same Air Capsule appears as a midboss in the [[Tier X (MaGMML2)|Tier X]] stage [[Deep Thoughts]], and he appears in an upgraded form known as [[Unbeatable Air Man]] at the end of the upper route of [[Mario Land]], another Tier X level. In all three cases, a new 8-bit rendition of &amp;quot;I Can't Defeat Airman&amp;quot; plays. &lt;br /&gt;
&lt;br /&gt;
Air Man also appears in a more standard form as a midboss in the lower route of the Tier X stage [[Mario Land]]. This form of Air Man was later added as a devkit boss in the [[Megamix Engine]], and will thus appears in that capacity in ''[[Make a Good Mega Man Level 3]]''. In ''[[Make a Good 48 Hour Mega Man Level]]'', he is fought as the boss of [[Gettin' out of Dogecity]] (alongside [[Wood Man]]), and [[Windy Conditions]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Air Man follows a simple pattern. He will fire three sets of tornadoes (in varying formations), using his fan to blow both the tornadoes and [[Mega Man]] (or Mario) away from him each time. After he has fired three sets of tornadoes, he will jump twice to reach the other side of the room, and his pattern will repeat.&lt;br /&gt;
&lt;br /&gt;
In ''MaGMML2'', Air Man is fought as Mario when he appears in Mario Land, and as Mega Man when he is fought in the Boss Gallery. His tornadoes also do not reflect projectiles (something amended in his Megamix Engine iteration).&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable1M&lt;br /&gt;
|buster=2/2/4&lt;br /&gt;
|metal=0&lt;br /&gt;
|gemini=2&lt;br /&gt;
|solar=2&lt;br /&gt;
|top=1&lt;br /&gt;
|wool=4&lt;br /&gt;
|black=2&lt;br /&gt;
|phar=1/3&lt;br /&gt;
|magic=0&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 2===&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/2/3&amp;lt;br&amp;gt;2/2/4&lt;br /&gt;
|hornet=1&amp;lt;br&amp;gt;0&lt;br /&gt;
|jewel=3&amp;lt;br&amp;gt;5&lt;br /&gt;
|grab=1&amp;lt;br&amp;gt;2&lt;br /&gt;
|triple=2&amp;lt;br&amp;gt;0&lt;br /&gt;
|flash=N&amp;lt;br&amp;gt;N&lt;br /&gt;
|slash=1&amp;lt;br&amp;gt;0&lt;br /&gt;
|wheel=1&amp;lt;br&amp;gt;0&lt;br /&gt;
|sakugarne=3&amp;lt;br&amp;gt;2&lt;br /&gt;
|wire=1&amp;lt;br&amp;gt;2&lt;br /&gt;
|arrow=2&amp;lt;br&amp;gt;0&lt;br /&gt;
|notes=Top row is damage in ''MaGMML2''; bottom row is damage from ''MaGMML2'' weapons in the Megamix Engine.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 3===&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=2/2/4&lt;br /&gt;
|spark=4&lt;br /&gt;
|laser=2&lt;br /&gt;
|water=0&lt;br /&gt;
|tornado=0&lt;br /&gt;
|thunder=2&lt;br /&gt;
|break=1&lt;br /&gt;
|magnetic=2&lt;br /&gt;
|ice=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 24 Hour Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable24HM&lt;br /&gt;
|buster=2/2/4&lt;br /&gt;
|super=4/4&lt;br /&gt;
|chill=1/2&lt;br /&gt;
|pakkajoe=99&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 48 Hour Mega Man Level===&lt;br /&gt;
{{Damagetable48H&lt;br /&gt;
|buster=2/2/4&lt;br /&gt;
|flame=2&lt;br /&gt;
|rain=1&lt;br /&gt;
|spark=4&lt;br /&gt;
|snake=2&lt;br /&gt;
|tengu=0/0/2&lt;br /&gt;
|water=2&lt;br /&gt;
|concrete=2&lt;br /&gt;
|homing=0&lt;br /&gt;
|beat=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level: Episode Zero===&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=2&lt;br /&gt;
|saber=2&lt;br /&gt;
|burst=2&lt;br /&gt;
|drive=7&lt;br /&gt;
|cutbuster=2&lt;br /&gt;
|cutsaber=2&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=1&lt;br /&gt;
|flamebuster=2&lt;br /&gt;
|flamesaber=2&lt;br /&gt;
|flameburst=2&lt;br /&gt;
|flamedrive=2&lt;br /&gt;
|icebuster=2&lt;br /&gt;
|icesaber=3&lt;br /&gt;
|iceburst=3&lt;br /&gt;
|icedrive=4&lt;br /&gt;
|zapbuster=3&lt;br /&gt;
|zapsaber=4&lt;br /&gt;
|zapburst=4&lt;br /&gt;
|zapdrive=4&lt;br /&gt;
|psybuster=2&lt;br /&gt;
|psysaber=2&lt;br /&gt;
|psyburst=2&lt;br /&gt;
|psydrive=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Megamix Engine===&lt;br /&gt;
{{DamagetableM&lt;br /&gt;
|buster=2/2/4&lt;br /&gt;
|time=N&lt;br /&gt;
|stone=2&lt;br /&gt;
|plant=6&lt;br /&gt;
|block=4&lt;br /&gt;
|ice=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
*In his original form, Air Man is one of the few bosses from Tier X excluded from ''MaGMML2's'' [[The Arena|True Arena]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier X}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
{{MaG48HMML Tier 4}}&lt;br /&gt;
{{MaG48HMML Tier 10}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Midbosses]][[Category:Bosses]][[Category:Devkit Bosses]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_48_Hour_Mega_Man_Level&amp;diff=20584</id>
		<title>Make a Good 48 Hour Mega Man Level</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_48_Hour_Mega_Man_Level&amp;diff=20584"/>
				<updated>2022-12-12T10:27:30Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfo&lt;br /&gt;
|title=Make a Good 48 Hour Mega Man Level&lt;br /&gt;
|image=[[File:MaG48HMMLTitle.png|Make a Good 48 Hour Mega Man Level|256px]]&lt;br /&gt;
|caption=&lt;br /&gt;
|developer=&lt;br /&gt;
|publisher=&lt;br /&gt;
|director=[[ParmaJon]] / [[CSketch]]&lt;br /&gt;
|producer=&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=[[128-Up]] / [[ACESpark]] / [[Beed28]] / [[Big Fish (user)|Big Fish]] / [[Cruise Elroy]] / [[CSketch]] / [[CWU01P]] / [[Fabian]] / [[Flashman85]] / [[Gannio]] / [[NaOH]] / [[PhazonMotherBrain]] / [[Riguor]] / [[Scatman's World]] / [[SnoruntPyro]] / [[Spade_Magnes]] / [[Spin Attaxx]] / [[ThatEntityPerson]] / [[The Stove Guy]] / [[Yoshiatom]] / [[Ziggums]]&lt;br /&gt;
|artist=[[ACESpark]] / [[Art]] / [[Cresh]] / [[E-Clare]] / [[eviemaybe]] / [[gone-sovereign]] / hansungkee / [[Korby]] / [[MelonadeM]] / [[MiniMacro]] / Molly / [[Noivs]] / [[Pachy]] / peggdraws / [[Protty]] / [[Pyhrrous]] / rc / Roxcon / [[Spin Attaxx]] / [[The Stove Guy]] / [[Universal 22]]&lt;br /&gt;
|writer=&lt;br /&gt;
|composer=[[DeltaMudkip]] / [[Freems]] / MarkTherence / [[MelonadeM]] / [[MiniMacro]]&lt;br /&gt;
|series=Mega Man Classic&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|releasedate=September 6, 2021&lt;br /&gt;
|rerelease=&lt;br /&gt;
|version=1.1&lt;br /&gt;
|genre=Action / Platform &lt;br /&gt;
|modes=&lt;br /&gt;
|media=[//drive.google.com/file/d/1-QDQwGg5mNhQ8-A-6tgTqMl_Ml4JMbcT Digital download] ([//www.mediafire.com/file/35gr8mp7pe8ex00/MaG48HMML_1.1.zip/file mirror])&lt;br /&gt;
|input=Keyboard / Controller&lt;br /&gt;
|music=&lt;br /&gt;
}}&lt;br /&gt;
'''''Make a Good 48 Hour Mega Man Level''''', abbreviated as &amp;quot;MaG48HMML&amp;quot; (or sometimes &amp;quot;MaGMML48H&amp;quot;, though technically incorrect,) is the sequel to ''[[Make a Good 24 Hour Mega Man Level]]''. Just like its predecessor, the contest centered around contestants randomly drawing a &amp;quot;box&amp;quot; with specified enemies and gimmicks available in the engine and then having to make a level using those box items in a specified amount of time. Three enemies and two gimmicks were provided in the box, and, as specified by the title, contestants had 48 hours to complete their level. The boxes were handled on Discord, with a bot randomly (Note: Some suspect that it is not actually random, and instead favors fire items and [[Venus Waterfall]]s) generating the boxes.&lt;br /&gt;
&lt;br /&gt;
The contest was conducted using an early version of the [[Megamix Engine]] as a beta test for the engine. Submissions opened on July 25th, 2018, with the bot shutting down on August 23rd, 2018, meaning that the final deadline was August 25th. It was hosted by head judge [[ParmaJon]], with [[M-Jacq]], [[Freems]], and [[PKWeegee]] rounding out the judge panel. It garnered a final count of 107 valid submissions, a surprising increase from ''[[MaGMML2]]''. Judging officially finished on March 29th, 2021, although the final results weren't released to the public until the game itself was released.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=ppOMsrDd5Cg A trailer] was released on August 7th, 2021, confirming a release date of September 4th of that same year. However, the release was postponed by two days due to last-minute development complications, and the game was finally released on September 6th, 2021.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
[[Mega Man]] and his family are on vacation on the cruise ship [[SS Elroy]], which is currently hosting a [[Simulation]] Fair event filled with simulations. After a brief detour to find [[Beat]], Mega Man explores the festival. Some time later, he encounters a [[Kamikamin (Box Cartel)|Kamikamin]], who accidentally reveals he's a member of the &amp;quot;[[Box Cartel]]&amp;quot; before fighting Mega Man, losing, then running away.&lt;br /&gt;
&lt;br /&gt;
Not long after, the SS Elroy is hijacked and held hostage by the Box Cartel, whose members all idolize [[Doctor Albert W. Wily|Dr. Wily]] and wish to become part of his army. With the ship chained to [[Cartel Hideout|their underwater fortress]], the Cartel's leader, [[Don Atetemino]], demands a ransom while challenging Mega Man to stop them. [[Doctor Thomas Light|Dr. Light]] discovers the fortress, but notes that it would be almost impenetrable. Mega Man, recalling [[Make a Good Mega Man Level 2|the Reality Core incident]], comes up with a new plan – gather a large number of [[Energy Element]]s from the Simulation Fair, and use them to create a submarine strong enough to breach the hideout's defenses.&lt;br /&gt;
&lt;br /&gt;
As Mega Man gathers more Elements, the other members of the Box Cartel board the ship to battle him, but none of them are able to defeat him. Meanwhile, Don Atetemino chastises them for their shortcomings, leading to a growing sense of disgruntlement among the Cartel. Eventually, Mega Man gathers enough Energy Elements and (with some help from Dr. Light and [[Joseph]], the ship's engineer) builds [[Pike|a small submarine]] to assault the Cartel Hideout. By the time Mega Man reaches Don Atetemino's lair, the Box Cartel abandon their leader in disgust with his leadership and treatment of them, leaving him to fight Mega Man alone while the police are alerted to the Cartel's location. During their battle, Don Atetemino reveals the Box Cartel's members came to him believing that as one of Dr. Wily's robots, he would let them join the mad scientist, when in reality Wily had abandoned him after the events of ''[[Mega Man 8]]''.&lt;br /&gt;
&lt;br /&gt;
Ultimately, Mega Man proves victorious, with Don Atetemino unable to escape. The Box Cartel, however, have a change of heart and return to support him, recognizing his gruffness towards them as tough love, even after he admits he's no longer part of Wily's forces. With renewed vigor, the Box Cartel proceeds to attack Mega Man simultaneously, and as he calmly teleports out they mistakenly believe they managed to destroy him. The arriving police robots share the same belief, and attempt to arrest the criminals, before the hideout releases the SS Elroy and sinks further beneath the sea, trapping the Box Cartel and the police inside. They all play cards, though, so it's not all bad.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The standard gameplay itself is identical to basically every ''MaGMML'' game starting from ''MaGMML2'', with various concessions such as infinite lives, a dedicated slide button, and shoulder buttons for switching weapons. In addition to these, a new feature, the Weapon Wheel, has been added, and Weapon Tanks are also included.&lt;br /&gt;
&lt;br /&gt;
In addition, ''MaG48HMML'' has a robust inventory system (accessed from the Weapons pause menu with the &amp;quot;shoot&amp;quot; key), with four categories – Items, Beat, Junk, and Quests. Items and Beat Equipment can be toggled on the fly by the player. Junk can be used to craft new Items by [[Joseph]]. Quests are not tangible items, but merely track progress in various tasks across the [[SS Elroy]].&lt;br /&gt;
&lt;br /&gt;
[[Sidequests]] are another new feature added to the game. Around the SS Elroy, players can talk to certain NPCs and complete various objectives to pick up Junk as rewards.&lt;br /&gt;
&lt;br /&gt;
===Special Weapons===&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;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Weapon&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Original Robot Master&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Original Game&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FlameMixerIcon.png]]&lt;br /&gt;
|[[Flame Mixer]]&lt;br /&gt;
|Konro Man&lt;br /&gt;
|''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RainFlushIcon.png]]&lt;br /&gt;
|[[Rain Flush]]&lt;br /&gt;
|[[Toad Man]]&lt;br /&gt;
|''[[Mega Man 4]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SparkShockIcon.png]]&lt;br /&gt;
|[[Spark Shock]]&lt;br /&gt;
|[[Spark Man]]&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SearchSnakeIcon.png]]&lt;br /&gt;
|[[Search Snake]]&lt;br /&gt;
|Snake Man&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TenguBladeIcon.png]]&lt;br /&gt;
|[[Tengu Blade]]&lt;br /&gt;
|Tengu Man&lt;br /&gt;
|''[[Mega Man &amp;amp; Bass]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SaltWaterIcon.png]]&lt;br /&gt;
|[[Salt Water]]&lt;br /&gt;
|Neptune&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ConcreteShotIcon.png]]&lt;br /&gt;
|[[Concrete Shot]]&lt;br /&gt;
|Concrete Man&lt;br /&gt;
|''[[Mega Man 9]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HomingSniperIcon.png]]&lt;br /&gt;
|[[Homing Sniper]]&lt;br /&gt;
|Search Man&lt;br /&gt;
|''[[Mega Man 8]]''&lt;br /&gt;
|-style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RushCoilIcon.png]]&lt;br /&gt;
|[[Rush Coil]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RushJetIcon.png]]&lt;br /&gt;
|[[Rush Jet]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''[[Mega Man 4]] (Variant)''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BeatIcon.png]]&lt;br /&gt;
|[[Beat]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''[[Mega Man 5]]''&lt;br /&gt;
|-&lt;br /&gt;
|-style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TrebleBoostIcon.png]]&lt;br /&gt;
|[[Treble Boost]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''[[Mega Man &amp;amp; Bass]]'' ([[Cheat Mode|Bass Mode]] only)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Entries ==&lt;br /&gt;
107 valid entries were submitted, plus 10 which were disqualified or pulled, making it the largest ''MaGMML'' contest at the time (though eventually surpassed by ''MaGMML3'').&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[A Waste of Space]]&lt;br /&gt;
* [[Abandoned Mine]]&lt;br /&gt;
* [[Air Labs]]&lt;br /&gt;
* [[Alpha-Omega]]&lt;br /&gt;
* [[Ancient Ziggurat]]&lt;br /&gt;
* [[Asinine Factory]]&lt;br /&gt;
* [[Base in the Boondocks]]&lt;br /&gt;
* [[blainz]]&lt;br /&gt;
* [[Braving New Depths]]&lt;br /&gt;
* [[Bunker 20XX]]&lt;br /&gt;
* [[Burning Bunker]]&lt;br /&gt;
* [[Cascade]]&lt;br /&gt;
* [[Caution: Moving Parts]]&lt;br /&gt;
* [[Celestial Resort]]&lt;br /&gt;
* [[Central Computer]]&lt;br /&gt;
* [[Cloudy City]]&lt;br /&gt;
* [[Combustible Alien Variable Events]]&lt;br /&gt;
* [[Combustible Quagmire]]&lt;br /&gt;
* [[Combustion Castle]]&lt;br /&gt;
* [[Commando Caverns]]&lt;br /&gt;
* [[Copper Cave]]&lt;br /&gt;
* [[Cornerstone to Dominate]]&lt;br /&gt;
* [[Cosmological Factory]]&lt;br /&gt;
* [[Cossack's Playground]]&lt;br /&gt;
* [[Crashing in the Dark]]&lt;br /&gt;
* [[Cryonics Lab]]&lt;br /&gt;
* [[Curious Skymachine]]&lt;br /&gt;
|&lt;br /&gt;
* [[Cutting Edge Technology]]&lt;br /&gt;
* [[Darkwing City]]&lt;br /&gt;
* [[Deep Dark Temple]]&lt;br /&gt;
* [[Deep Within the Jungle]]&lt;br /&gt;
* [[Down the Drain]]&lt;br /&gt;
* [[Enkers Revengeance]]&lt;br /&gt;
* [[Exoplanet Everest]]&lt;br /&gt;
* [[Faint Flying Factory]]&lt;br /&gt;
* [[Fire Armed to the Beak]]&lt;br /&gt;
* [[Flamecrush Forest]]&lt;br /&gt;
* [[Flaming Fortress]]&lt;br /&gt;
* [[Flower Core]]&lt;br /&gt;
* [[Flowers and Thorns]]&lt;br /&gt;
* [[Footloose]]&lt;br /&gt;
* [[Forest Castle]]&lt;br /&gt;
* [[Fortified Base]]&lt;br /&gt;
* [[Frigid Inferno]]&lt;br /&gt;
* [[Frozen Lab]]&lt;br /&gt;
* [[Gettin' out of Dogecity]]&lt;br /&gt;
* [[GraviMan INC.]]&lt;br /&gt;
* [[Hopping High Above Danger]]&lt;br /&gt;
* [[Ice Treatment Facility]]&lt;br /&gt;
* [[IHOPEIWIN]]&lt;br /&gt;
* [[Into the Furnace]]&lt;br /&gt;
* [[Just a Space Level]]&lt;br /&gt;
* [[Lasers and Platforms]]&lt;br /&gt;
* [[Lime and Lame]]&lt;br /&gt;
|&lt;br /&gt;
* [[Make a 48 Minute Mega Man Level]]&lt;br /&gt;
* [[Mega Man Saves Canada from the Evil Clutches of]]&lt;br /&gt;
* [[Megatroid]]&lt;br /&gt;
* [[Minari Hydrospace Center]]&lt;br /&gt;
* [[Mmmmmmmmmmmmmmmmmoon Base]]&lt;br /&gt;
* [[Mystic Museum]]&lt;br /&gt;
* [[Obligatory Enemy Spam Level]]&lt;br /&gt;
* [[Oh No]]&lt;br /&gt;
* [[Oh No! More Compactors]]&lt;br /&gt;
* [[One Night in Xanadu]]&lt;br /&gt;
* [[Orbital Assault]]&lt;br /&gt;
* [[Ordinance With Lyrics]]&lt;br /&gt;
* [[Outer Excavation]]&lt;br /&gt;
* [[Perilous Mountain]]&lt;br /&gt;
* [[Pint House Power House]]&lt;br /&gt;
* [[Planet Xanlordus]]&lt;br /&gt;
* [[Realm of the Lich Lord]]&lt;br /&gt;
* [[Robot Recycling Center]]&lt;br /&gt;
* [[Rocky Blocky Cavern]]&lt;br /&gt;
* [[Running Down a Drain]]&lt;br /&gt;
* [[Saturn Fortress]]&lt;br /&gt;
* [[Scissors 'n Shrimps]]&lt;br /&gt;
* [[Scrub City]]&lt;br /&gt;
* [[Seahorse City]]&lt;br /&gt;
* [[Short Base]]&lt;br /&gt;
* [[Short-Tempered Circuit]]&lt;br /&gt;
* [[Sleet Citadel]]&lt;br /&gt;
|&lt;br /&gt;
* [[Slipping Through Time]]&lt;br /&gt;
* [[Sonic Man's Spaceship]]&lt;br /&gt;
* [[Space Pipes]]&lt;br /&gt;
* [[Spicy Banana Bread Storehouse]]&lt;br /&gt;
* [[Spicy Top Action]]&lt;br /&gt;
* [[Stormy Tower]]&lt;br /&gt;
* [[Super Pipe World]]&lt;br /&gt;
* [[Taking a Dip]]&lt;br /&gt;
* [[Tesla Coil]]&lt;br /&gt;
* [[The Abyss]]&lt;br /&gt;
* [[The Bouncy Octa Boom]]&lt;br /&gt;
* [[The End of Needle Man?!]]&lt;br /&gt;
* [[The Tiki Tiki Tiki Tiki Tiki Room]]&lt;br /&gt;
* [[Through the Crabacombs]]&lt;br /&gt;
* [[Toad Man's Underwater Sea Lab]]&lt;br /&gt;
* [[Tower]]&lt;br /&gt;
* [[Twilight Fortress]]&lt;br /&gt;
* [[Untested Rush Job]]&lt;br /&gt;
* [[Void Quest]]&lt;br /&gt;
* [[Volcanic Facility]]&lt;br /&gt;
* [[Warehouse of Conveyors]]&lt;br /&gt;
* [[Water Park Sup]]&lt;br /&gt;
* [[Weapon Testing Facility]]&lt;br /&gt;
* [[Well Oiled Machine]]&lt;br /&gt;
* [[Wily Station]]&lt;br /&gt;
* [[Windy Conditions]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Excluded Entries ===&lt;br /&gt;
''48 Hour'' is the first ''MaGMML'' contest to outright exclude some submitted levels from the final game, most of which were excluded for not following the contest's special rules:&lt;br /&gt;
* Not using box items and/or putting custom objects in a level were grounds for complete removal. Levels excluded for these offenses were &amp;quot;Chaos of the Factory&amp;quot;, &amp;quot;Air Woooosh&amp;quot;, &amp;quot;Do You Have the Guts to Conquer Gravity?&amp;quot;, and &amp;quot;Wasteland Beach&amp;quot;.&lt;br /&gt;
* Partnering up when both players already received a box was disallowed, as this would allow the pair to get up to six boxes. Box swapping in general was also disallowed, both offenses being prohibited under rule 2. &amp;quot;Chaos of the Stone&amp;quot; was excluded for violating this rule.&lt;br /&gt;
* The contest allowed resubmission of entirely new levels to replace previously submitted ones, as long as the submitter still had boxes left. Levels excluded because of resubmission were &amp;quot;Air Control&amp;quot;, &amp;quot;Platform Lab&amp;quot;, and &amp;quot;AAAAAA&amp;quot;.&lt;br /&gt;
* &amp;quot;Night Highway&amp;quot; was disqualified and excluded for being submitted too late.&lt;br /&gt;
* &amp;quot;Air Woooosh&amp;quot; and &amp;quot;thebestleveleverxdlmao&amp;quot; were excluded for being horrendously bad, low-hanging-fruit troll levels. &amp;quot;thebestleveleverxdlmao&amp;quot; also broke a minor rule that discouraged the usage of the placeholder tilesets.&lt;br /&gt;
&lt;br /&gt;
==Hub==	&lt;br /&gt;
The game's hub takes place on the [[SS Elroy]], a cruise ship hosting a simulation fair. Starting off in Dr. Light's Cabin, the ship has a variety of locations and NPCs that gradually open up as they progress. Rather than the majority of the tier entrances being spread out like previous ''MaGMML'' entries, Tiers 2 through 10 are accessed by a central elevator, while only Tiers 1 and 11 have their own unique entrance. Unlike past ''MaGMML'' hubs, nearly every NPC is a minor stage enemy from across the Classic series, with Robot Masters being almost completely absent.&lt;br /&gt;
&lt;br /&gt;
As a first for the series, rather than having a single shop to purchase upgrades, the player purchases upgrades for [[Beat]] using bolts, but gains upgrades by trading in [[Junk]] to Joseph's Workshop. A traditional shop where E-Tanks can be purchased, meanwhile, is completely absent, and ways to acquire them outside of levels are rare. [[Sidequests]] also are introduced here in the series, giving the player a lot more to do in the Hub than usual.&lt;br /&gt;
&lt;br /&gt;
=== Areas ===&lt;br /&gt;
* [[SS Elroy|SS Elroy - Main Hub]]&lt;br /&gt;
* [[Tier 1 (MaG48HMML)|Tier 1 - Lifeboats]]&lt;br /&gt;
* [[Tier 2 (MaG48HMML)|Tier 2 - Cargo Hold]]&lt;br /&gt;
* [[Tier 3 (MaG48HMML)|Tier 3 - Dining Hall]]&lt;br /&gt;
* [[Tier 4 (MaG48HMML)|Tier 4 - Engine Room]]&lt;br /&gt;
* [[Tier 5 (MaG48HMML)|Tier 5 - Minigolf Course]]&lt;br /&gt;
* [[Tier 6 (MaG48HMML)|Tier 6 - Ballroom]]&lt;br /&gt;
* [[Tier 7 (MaG48HMML)|Tier 7 - Art Gallery]]&lt;br /&gt;
* [[Tier 8 (MaG48HMML)|Tier 8 - Library]]&lt;br /&gt;
* [[Tier 9 (MaG48HMML)|Tier 9 - Ice Rink]]&lt;br /&gt;
* [[Tier 10 (MaG48HMML)|Tier 10 - Indoor Water Park]]&lt;br /&gt;
* [[Tier 11 (MaG48HMML)|Tier 11 - Sky Deck]]&lt;br /&gt;
* [[Cartel Hideout|Box Cartel Stages - Cartel Hideout]]&lt;br /&gt;
* [[Deleuze Pipi|Avian Kingdom]]&lt;br /&gt;
* [[Joseph|Joseph's Workshop]]&lt;br /&gt;
* [[Weapon Tutorials|Special Weapon Bootcamp]]&lt;br /&gt;
* [[Costumes|Double Action Boutique]]&lt;br /&gt;
* [[Kickboxing Club]]&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
===Devkit Bosses===&lt;br /&gt;
Every devkit boss available in the [[Megamix Engine]] was available here. However, only a few of them ended up not getting used.&lt;br /&gt;
&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;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Location&lt;br /&gt;
!Weakness&lt;br /&gt;
!Original Game&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM1 CutMan.png|center]]&lt;br /&gt;
|[[Cut Man]]&lt;br /&gt;
|[[Scissors 'n Shrimps]]&lt;br /&gt;
|[[Concrete Shot]]&lt;br /&gt;
|''[[Mega Man 1|Mega Man]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GutsMan.png|center]]&lt;br /&gt;
|[[Guts Man]]&lt;br /&gt;
|[[Outer Excavation]]&amp;lt;br&amp;gt;[[Curious Skymachine]]&lt;br /&gt;
|[[Homing Sniper]]&lt;br /&gt;
|''[[Mega Man 1|Mega Man]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 BombMan.png|center]]&lt;br /&gt;
|[[Bomb Man]]&lt;br /&gt;
|[[Hopping High Above Danger]]&amp;lt;br&amp;gt;[[Bunker 20XX]]&lt;br /&gt;
|[[Flame Mixer]]&lt;br /&gt;
|''[[Mega Man 1|Mega Man]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FireMan.png|center]]&lt;br /&gt;
|[[Fire Man]]&lt;br /&gt;
|[[Burning Bunker]]&amp;lt;br&amp;gt;[[Crashing in the Dark]]&amp;lt;br&amp;gt;[[Spicy Banana Bread Storehouse]]&lt;br /&gt;
|[[Rain Flush]]&amp;lt;br&amp;gt;[[Concrete Shot]]&lt;br /&gt;
|''[[Mega Man 1|Mega Man]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MetalSprite.png|center]]&lt;br /&gt;
|[[Metal Man]]&lt;br /&gt;
|[[Cornerstone to Dominate]]&lt;br /&gt;
|[[Salt Water]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AirMan.png|center]]&lt;br /&gt;
|[[Air Man]]&lt;br /&gt;
|[[Gettin' out of Dogecity]]&amp;lt;br&amp;gt;[[Windy Conditions]]&lt;br /&gt;
|[[Spark Shock]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 BubbleMan.png|center]]&lt;br /&gt;
|[[Bubble Man]]&lt;br /&gt;
|[[Running Down a Drain]]&lt;br /&gt;
|[[Spark Shock]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:QuickMan.png|center]]&lt;br /&gt;
|[[Quick Man]]&lt;br /&gt;
|[[Alpha-Omega]]&amp;lt;br&amp;gt;[[Weapon Testing Facility]]&amp;lt;br&amp;gt;[[Lime and Lame]]&lt;br /&gt;
|[[Search Snake]]&amp;lt;br&amp;gt;[[Tengu Blade]]&amp;lt;br&amp;gt;[[Homing Sniper]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CrashMan.png|center]]&lt;br /&gt;
|[[Crash Man]]&lt;br /&gt;
|[[Ordinance With Lyrics]]&lt;br /&gt;
|[[Tengu Blade]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 FlashMan.png|center]]&lt;br /&gt;
|[[Flash Man]]&lt;br /&gt;
|[[Cryonics Lab]]&lt;br /&gt;
|[[Homing Sniper]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 HeatMan.png|center]]&lt;br /&gt;
|[[Heat Man]]&lt;br /&gt;
|[[Volcanic Facility]]&lt;br /&gt;
|[[Rain Flush]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 WoodMan.png|center]]&lt;br /&gt;
|[[Wood Man]]&lt;br /&gt;
|[[Gettin' out of Dogecity]]&amp;lt;br&amp;gt;[[Flamecrush Forest]]&lt;br /&gt;
|[[Flame Mixer]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 BooBeam.png|center]]&lt;br /&gt;
|[[Boobeam Trap]]&lt;br /&gt;
|[[Combustible Quagmire]]&lt;br /&gt;
|[[Flame Mixer]]&amp;lt;br&amp;gt;[[Spark Shock]]&amp;lt;br&amp;gt;[[Tengu Blade]]&amp;lt;br&amp;gt;[[Salt Water]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Enker.png|center]]&lt;br /&gt;
|[[Enker]]&lt;br /&gt;
|[[Enkers Revengeance]]&lt;br /&gt;
|[[Homing Sniper]]&lt;br /&gt;
|''[[Mega Man: Dr. Wily's Revenge]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GeminiMan.png|center]]&lt;br /&gt;
|[[Gemini Man]]&lt;br /&gt;
|[[The End of Needle Man?!]]&lt;br /&gt;
|[[Search Snake]]&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TopMan.png|center]]&lt;br /&gt;
|[[Top Man]]&lt;br /&gt;
|[[Spicy Top Action]]&lt;br /&gt;
|[[Tengu Blade]]&amp;lt;br&amp;gt;[[Concrete Shot]]&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Spark.png|center]]&lt;br /&gt;
|[[Spark Man]]&lt;br /&gt;
|[[The Abyss]]&amp;lt;br&amp;gt;[[Obligatory Enemy Spam Level]]&amp;lt;br&amp;gt;[[Tesla Coil]]&amp;lt;br&amp;gt;[[The End of Needle Man?!]]&amp;lt;br&amp;gt;[[Short-Tempered Circuit]]&amp;lt;br&amp;gt;[[Lasers and Platforms]]&amp;lt;br&amp;gt;[[Cloudy City]]&lt;br /&gt;
|[[Rain Flush]]&amp;lt;br&amp;gt;[[Spark Shock]]&amp;lt;br&amp;gt;[[Tengu Blade]]&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 KamegoroMaker.png|center]]&lt;br /&gt;
|[[Kamegoro Maker]]&lt;br /&gt;
|[[Cascade]]&lt;br /&gt;
|[[Search Snake]]&amp;lt;br&amp;gt;[[Tengu Blade]]&amp;lt;br&amp;gt;[[Concrete Shot]]&lt;br /&gt;
|''[[Mega Man 3]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 DynaMan.png|center]]&lt;br /&gt;
|[[Dyna Man]]&lt;br /&gt;
|[[Base in the Boondocks]]&lt;br /&gt;
|[[Flame Mixer]]&lt;br /&gt;
|''Mega Man (DOS)''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 SonicMan.png|center]]&lt;br /&gt;
|[[Sonic Man]]&lt;br /&gt;
|[[Sonic Man's Spaceship]]&lt;br /&gt;
|[[Search Snake]]&amp;lt;br&amp;gt;[[Tengu Blade]]&lt;br /&gt;
|''Mega Man (DOS)''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toadsprite.png|center]]&lt;br /&gt;
|[[Toad Man]]&lt;br /&gt;
|[[Robot Recycling Center]] (Toad Man Quadruple)&amp;lt;br&amp;gt;[[Down the Drain]]&amp;lt;br&amp;gt;[[Twilight Fortress]]&amp;lt;br&amp;gt;[[Bunker 20XX]]&amp;lt;br&amp;gt;[[Toad Man's Underwater Sea Lab]]&lt;br /&gt;
|[[Search Snake]]&lt;br /&gt;
|''[[Mega Man 4]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PharaohMan.png|center]]&lt;br /&gt;
|[[Pharaoh Man]]&lt;br /&gt;
|[[Deep Dark Temple]]&lt;br /&gt;
|[[Spark Shock]]&lt;br /&gt;
|''[[Mega Man 4]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 DustMan.png|center]]&lt;br /&gt;
|[[Dust Man]]&lt;br /&gt;
|[[Robot Recycling Center]]&amp;lt;br&amp;gt;[[A Waste of Space]]&amp;lt;br&amp;gt;[[Combustible Alien Variable Events]]&amp;lt;br&amp;gt;[[Into the Furnace]]&lt;br /&gt;
|[[Concrete Shot]]&lt;br /&gt;
|''[[Mega Man 4]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 MetallDaddy.png|center]]&lt;br /&gt;
|[[Metall Daddy]]&lt;br /&gt;
|[[Sleet Citadel]]&amp;lt;br&amp;gt;[[Cossack's Playground]]&amp;lt;br&amp;gt;[[Planet Xanlordus]]&lt;br /&gt;
|[[Salt Water]]&amp;lt;br&amp;gt;[[Flame Mixer]] (Sleet Citadel)&lt;br /&gt;
|''[[Mega Man 4]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Quint.png|center]]&lt;br /&gt;
|[[Quint]]&lt;br /&gt;
|[[Space Pipes]]&amp;lt;br&amp;gt;[[Slipping Through Time]]&lt;br /&gt;
|[[Concrete Shot]]&lt;br /&gt;
|''[[Mega Man II]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 GiantSuzy.png|center]]&lt;br /&gt;
|[[Giant Suzy]]&lt;br /&gt;
|[[Pint House Power House]]&amp;lt;br&amp;gt;[[Fortified Base]]&amp;lt;br&amp;gt;[[Central Computer]]&lt;br /&gt;
|[[Spark Shock]]&lt;br /&gt;
|''[[Mega Man III]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Punk.png|center]]&lt;br /&gt;
|[[Punk]]&lt;br /&gt;
|[[Obligatory Enemy Spam Level]] (Punk Duo)&amp;lt;br&amp;gt;[[Scrub City]]&amp;lt;br&amp;gt;[[Rocky Blocky Cavern]]&lt;br /&gt;
|[[Tengu Blade]]&amp;lt;br&amp;gt;[[Salt Water]]&lt;br /&gt;
|''[[Mega Man III]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:IronBall.png|center]]&lt;br /&gt;
|[[Iron Ball]]&lt;br /&gt;
|[[Faint Flying Factory]]&amp;lt;br&amp;gt;[[Exoplanet Everest]]&amp;lt;br&amp;gt;[[Wily Station]]&lt;br /&gt;
|[[Spark Shock]]&lt;br /&gt;
|''[[Mega Man: The Wily Wars]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GravityMan.png|center]]&lt;br /&gt;
|[[Gravity Man]]&lt;br /&gt;
|[[GraviMan INC.]]&amp;lt;br&amp;gt;[[Frozen Lab]]&lt;br /&gt;
|[[Homing Sniper]]&lt;br /&gt;
|''[[Mega Man 5]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 GyroMan.png|center]]&lt;br /&gt;
|[[Gyro Man]]&lt;br /&gt;
|[[Oh No]]&amp;lt;br&amp;gt;[[Robot Recycling Center]]&amp;lt;br&amp;gt;[[Braving New Depths]]&lt;br /&gt;
|[[Rain Flush]]&lt;br /&gt;
|''[[Mega Man 5]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 StoneMan.png|center]]&lt;br /&gt;
|[[Stone Man]]&lt;br /&gt;
|[[Copper Cave]]&amp;lt;br&amp;gt;[[Just a Space Level]]&lt;br /&gt;
|[[Salt Water]]&lt;br /&gt;
|''[[Mega Man 5]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 DarkMan4.png|center]]&lt;br /&gt;
|[[Dark Man 4]]&lt;br /&gt;
|[[Flower Core]]&amp;lt;br&amp;gt;[[Seahorse City]] (Toxic Seahorse?)&lt;br /&gt;
|[[Rain Flush]]&amp;lt;br&amp;gt;[[Beat]]&lt;br /&gt;
|''[[Mega Man 5]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Ballade.png|center]]&lt;br /&gt;
|[[Ballade]]&lt;br /&gt;
|[[Short Base]]&amp;lt;br&amp;gt;[[Warehouse of Conveyors]]&lt;br /&gt;
|[[Homing Sniper]]&lt;br /&gt;
|''[[Mega Man IV]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 HunterA.png|center]]&lt;br /&gt;
|[[Hunter Type A]]&lt;br /&gt;
|[[GraviMan INC.]]&amp;lt;br&amp;gt;[[Asinine Factory]]&lt;br /&gt;
|[[Homing Sniper]]&lt;br /&gt;
|''[[Mega Man IV]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Blizzard.png|center]]&lt;br /&gt;
|[[Blizzard Man]]&lt;br /&gt;
|[[Air Labs]]&lt;br /&gt;
|[[Tengu Blade]]&lt;br /&gt;
|''[[Mega Man 6]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Plantsprite.png|center]]&lt;br /&gt;
|[[Plant Man]]&lt;br /&gt;
|[[Perilous Mountain]]&amp;lt;br&amp;gt;[[Void Quest]]&lt;br /&gt;
|[[Flame Mixer]]&lt;br /&gt;
|''[[Mega Man 6]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Rounder2.png|center]]&lt;br /&gt;
|[[Rounder II]]&lt;br /&gt;
|[[Forest Castle]]&lt;br /&gt;
|[[Flame Mixer]]&lt;br /&gt;
|''[[Mega Man 6]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 PowerPiston.png|center]]&lt;br /&gt;
|[[Power Piston]]&lt;br /&gt;
|[[Footloose]]&lt;br /&gt;
|[[Homing Sniper]]&lt;br /&gt;
|''[[Mega Man 6]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Mercury.png|center]]&lt;br /&gt;
|[[Mercury]]&lt;br /&gt;
|[[Cosmological Factory]]&amp;lt;br&amp;gt;[[Combustion Castle]]&lt;br /&gt;
|[[Tengu Blade]]&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Saturn.png|center]]&lt;br /&gt;
|[[Saturn]]&lt;br /&gt;
|[[Saturn Fortress]]&amp;lt;br&amp;gt;[[Exoplanet Everest]]&amp;lt;br&amp;gt;[[One Night in Xanadu]]&lt;br /&gt;
|[[Concrete Shot]]&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Uranus.png|center]]&lt;br /&gt;
|[[Uranus]]&lt;br /&gt;
|[[Outer Excavation]]&amp;lt;br&amp;gt;[[Caution: Moving Parts]]&lt;br /&gt;
|[[Tengu Blade]]&lt;br /&gt;
|''[[Mega Man V]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 GreyDevil.png|center]]&lt;br /&gt;
|[[Grey Devil]]&lt;br /&gt;
|[[Through the Crabacombs]]&lt;br /&gt;
|[[Spark Shock]]&lt;br /&gt;
|''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Dangan.png|center]]&lt;br /&gt;
|[[Dangan Man]]&lt;br /&gt;
|[[Ordinance With Lyrics]]&lt;br /&gt;
|[[Concrete Shot]]&lt;br /&gt;
|''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2_KomusoMan.png|center]]&lt;br /&gt;
|[[Komuso Man]]&lt;br /&gt;
|[[Obligatory Enemy Spam Level]]&amp;lt;br&amp;gt;[[Tower]]&lt;br /&gt;
|[[Rain Flush]]&lt;br /&gt;
|''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 Oil.png|center]]&lt;br /&gt;
|[[Oil Man]]&lt;br /&gt;
|[[Well Oiled Machine]]&lt;br /&gt;
|[[Flame Mixer]]&lt;br /&gt;
|''[[Mega Man Powered Up]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 SharkPreview.png|center]]&lt;br /&gt;
|[[Mega Mech Shark]]&lt;br /&gt;
|[[Water Park Sup]] (tail only)&amp;lt;br&amp;gt;[[Minari Hydrospace Center]]&amp;lt;br&amp;gt;[[Planet Xanlordus]]&lt;br /&gt;
|[[Rain Flush]]&amp;lt;br&amp;gt;[[Spark Shock]]&lt;br /&gt;
|''[[Mega Man 9]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 HoneyWoman.png|center]]&lt;br /&gt;
|[[Honey Woman]]&lt;br /&gt;
|[[Taking a Dip]]&amp;lt;br&amp;gt;[[Ancient Ziggurat]]&amp;lt;br&amp;gt;[[Flowers and Thorns]]&lt;br /&gt;
|[[Flame Mixer]]&lt;br /&gt;
|''[[Mega Man 9]]'' ''(Unused Boss)''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 CommandoMan.png|center]]&lt;br /&gt;
|[[Commando Man]]&lt;br /&gt;
|[[Commando Caverns]]&amp;lt;br&amp;gt;[[Orbital Assault]]&lt;br /&gt;
|[[Tengu Blade]]&amp;lt;br&amp;gt;[[Salt Water]]&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM10_ChillMan.png|center]]&lt;br /&gt;
|[[Chill Man]]&lt;br /&gt;
|[[IHOPEIWIN]]&amp;lt;br&amp;gt;[[Ice Treatment Facility]]&lt;br /&gt;
|[[Flame Mixer]]&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML3 SolarMan.png|center]]&lt;br /&gt;
|[[Solar Man]]&lt;br /&gt;
|[[IHOPEIWIN]]&amp;lt;br&amp;gt;[[Flaming Fortress]]&amp;lt;br&amp;gt;[[Spicy Top Action]]&lt;br /&gt;
|[[Rain Flush]]&lt;br /&gt;
|''[[Mega Man 10]]''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modified Bosses===&lt;br /&gt;
As ''MaG48HMML'''s rules strictly banned custom programming, this game has no custom entry bosses to speak of. However, custom graphics were allowed, resulting in a handful of spriteswaps of existing bosses and minibosses.&lt;br /&gt;
&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;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Location&lt;br /&gt;
!Weakness&lt;br /&gt;
|-&lt;br /&gt;
|[[File:48HBombEXE.png|center]]&lt;br /&gt;
|[[Bomb Man|BombMan.EXE]]&lt;br /&gt;
|[[Abandoned Mine]]&lt;br /&gt;
|[[Flame Mixer]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:48HMotherBrain.png|center]]&lt;br /&gt;
|[[Melody Response Cannon|Mother Brain]]&lt;br /&gt;
|[[Megatroid]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:48HStPetersburg.png|center]]&lt;br /&gt;
|[[Gyro Man|The City of St. Petersburg]]&lt;br /&gt;
|[[Mega Man Saves Canada from the Evil Clutches of]]&lt;br /&gt;
|Everything&lt;br /&gt;
|-&lt;br /&gt;
|[[File:48HBandanaWanderBell.png|center]]&lt;br /&gt;
|[[Wander Bell|Bandana Wander Bell]]&lt;br /&gt;
|[[Mmmmmmmmmmmmmmmmmoon Base]]&lt;br /&gt;
|[[Search Snake]]&amp;lt;br&amp;gt;[[Concrete Shot]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:48HQuickDuo.png|center]]&lt;br /&gt;
|[[Quick Man|Quick Man Duo]]&lt;br /&gt;
|[[Super Pipe World]]&lt;br /&gt;
|[[Spark Shock]]&amp;lt;br&amp;gt;[[Salt Water]] (normal)&amp;lt;br&amp;gt;[[Flame Mixer]] (dark)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:48HDarkwingDuck.png|center]]&lt;br /&gt;
|[[Hard Man|Darkwing Duck]]&lt;br /&gt;
|[[Darkwing City]]&lt;br /&gt;
|[[Flame Mixer]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:48HFlameEmojiMan.png|center]]&lt;br /&gt;
|[[Solar Man|🔥 Man]]&lt;br /&gt;
|[[Frigid Inferno]]&lt;br /&gt;
|[[Rain Flush]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:48HLichMan.png|center]]&lt;br /&gt;
|[[Sonic Man|Lich Man]]&lt;br /&gt;
|[[Realm of the Lich Lord]]&lt;br /&gt;
|[[Rain Flush]]&amp;lt;br&amp;gt;[[Salt Water]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:48HEmpressElysia.png|center]]&lt;br /&gt;
|[[Punk|Empress Elysia]]&lt;br /&gt;
|[[Mystic Museum]]&lt;br /&gt;
|[[Search Snake]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:48HNotNapalmMan.png|center]]&lt;br /&gt;
|[[Commando Man|Not Napalm Man]]&lt;br /&gt;
|[[Mystic Museum]]&lt;br /&gt;
|[[Spark Shock]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:48HStoneWizard.png|center]]&lt;br /&gt;
|[[Enker|Statue of Wizard Swenner]]&lt;br /&gt;
|[[Mystic Museum]]&lt;br /&gt;
|[[Tengu Blade]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Box Cartel===&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;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Location&lt;br /&gt;
!Weakness&lt;br /&gt;
|-&lt;br /&gt;
|[[File:KamikaminBoxCartel.png|center]]&lt;br /&gt;
|[[Kamikamin (Box Cartel)|Kamikamin]]&lt;br /&gt;
|[[Tier 2 (MaG48HMML)|Tier 2]]&amp;lt;br&amp;gt;[[Pandora's Parlor]]&lt;br /&gt;
|[[Concrete Shot]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:DockalockerBoxCartel.png|center]]&lt;br /&gt;
|[[Dockalocker (Box Cartel)|Dockalocker]]&lt;br /&gt;
|[[Tier 4 (MaG48HMML)|Tier 4]]&amp;lt;br&amp;gt;[[Pandora's Parlor]]&lt;br /&gt;
|[[Tengu Blade]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BlockyBoxCartel.png|center]]&lt;br /&gt;
|[[Blocky (Box Cartel)|Blocky]]&lt;br /&gt;
|[[Tier 6 (MaG48HMML)|Tier 6]]&amp;lt;br&amp;gt;[[Pandora's Parlor]]&lt;br /&gt;
|[[Salt Water]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SquareMachine.png|center]]&lt;br /&gt;
|[[Square Machine]]&lt;br /&gt;
|[[Tier 9 (MaG48HMML)|Tier 9]]&amp;lt;br&amp;gt;[[Pandora's Parlor]]&lt;br /&gt;
|[[Spark Shock]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fortress Bosses===&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;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Location&lt;br /&gt;
!Weakness&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SeaKingTheAftermath.png|center]]&lt;br /&gt;
|[[Sea King: The Aftermath]]&lt;br /&gt;
|[[Deep Sea Break-In]]&lt;br /&gt;
|[[Salt Water]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ShinsopodWhat&amp;amp;ShinkhangelWhere.png|center]]&lt;br /&gt;
|[[Shinsopod What! &amp;amp; Shinkhangel Where!]]&lt;br /&gt;
|[[Hydrothermal Layer]]&lt;br /&gt;
|[[Search Snake]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:DonAtetemino.png|center]]&lt;br /&gt;
|[[Don Atetemino]]&lt;br /&gt;
|[[Pandora's Parlor]]&lt;br /&gt;
|[[Flame Mixer]] (Phase 1)&amp;lt;br&amp;gt;[[Beat]] (Phase 2)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other Bosses===&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;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Location&lt;br /&gt;
!Weakness&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ShadowClone.png|center]]&lt;br /&gt;
|[[Shadow Imposter]]&lt;br /&gt;
|[[SS Elroy]]&lt;br /&gt;
|[[Spark Shock]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:48HPirateMan.png|center]]&lt;br /&gt;
|[[Pirate Man]]&lt;br /&gt;
|Pirate Man's ship&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* ''MaG48HMML'' is the first contest to retire the Least Favorite concept (after ''MaG24HMML'' omitted Favorites entirely).&lt;br /&gt;
* This is the first ''MaGMML'' game where Dr. Wily makes no appearance.&lt;br /&gt;
* In quite an incredible coincidence, ''MaG48HMML'' contains the same amount of entries as ''MaGMML1'', ''2'' and ''24H'' combined.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Maze_of_Death&amp;diff=20504</id>
		<title>Maze of Death</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Maze_of_Death&amp;diff=20504"/>
				<updated>2022-10-19T06:41:03Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: &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;
|rank= 9th&lt;br /&gt;
|image= [[File:MaGMML1_Maze_of_Death_Barriers.png ]]&lt;br /&gt;
|caption= My head hurts just looking at this.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level]]'' ''([[Make a Good Mega Man Level Remastered|Remastered]])''&lt;br /&gt;
|creator= [[Flashman85]]&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= 1&lt;br /&gt;
|judge1= 93&lt;br /&gt;
|judge2= 89&lt;br /&gt;
|judge3= 78&lt;br /&gt;
|judge4= 30&lt;br /&gt;
|judge5= 29&lt;br /&gt;
|totalscore= 63.8&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements= 1&lt;br /&gt;
|collectables=&lt;br /&gt;
|enemies=&lt;br /&gt;
* [[Beak]]&lt;br /&gt;
* [[Big Fish]]&lt;br /&gt;
* [[Bikky]]&lt;br /&gt;
* [[Cannon Joe]]&lt;br /&gt;
* [[Croaker]]&lt;br /&gt;
* [[Curlinger]]&lt;br /&gt;
* [[Dada]]&lt;br /&gt;
* [[Flea]]&lt;br /&gt;
* [[Giree]]&lt;br /&gt;
* [[New Shotman]]&lt;br /&gt;
* [[Peng]]&lt;br /&gt;
* [[Petit Snakey]]&lt;br /&gt;
* [[Power Muscler]]&lt;br /&gt;
* [[Returning Sniper Joe]]&lt;br /&gt;
* [[Sea Mine]]&lt;br /&gt;
* [[Sniper Joe]]&lt;br /&gt;
* [[Spine]]&lt;br /&gt;
* [[Sumatran]]&lt;br /&gt;
* [[Super Ball Machine Jr.]]&lt;br /&gt;
* [[Taban]]&lt;br /&gt;
* [[Telly]]&lt;br /&gt;
* [[Up'n'Down]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Bouncy Tile]]&lt;br /&gt;
*[[Conveyor]] (MM5 Wheel)&lt;br /&gt;
*[[Destroyable Block]] ([[Metal Blade]], [[Gemini Laser]], [[Solar Blaze]], [[Top Spin]], [[Thunder Wool]], [[Black Hole Bomb]], [[Magic Card]])&lt;br /&gt;
*[[Drill Boulder]]&lt;br /&gt;
*[[Drop Platform]]&lt;br /&gt;
*[[Falling Platform]] (MM5)&lt;br /&gt;
*[[Fire Block]]&lt;br /&gt;
*[[Guts Lift]]&lt;br /&gt;
*[[Needle Press]]&lt;br /&gt;
*[[Pole Egg]]&lt;br /&gt;
*[[Quick Laser]]&lt;br /&gt;
*[[Rolling Drill]]&lt;br /&gt;
*[[Spring]]&lt;br /&gt;
*[[Wanaan]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Big Snakey]]&lt;br /&gt;
*[[Lantern Fish]]&lt;br /&gt;
|bosses=&lt;br /&gt;
|other=&lt;br /&gt;
*[[File:Skip.png]] [[Skip Teleporter|Skippable]]{{1R}}&lt;br /&gt;
*[[File:Duvi0fav.png]] [[Duvi0]]'s Favorite&lt;br /&gt;
|music= Mega Man 9 - Maze of Death (Endless Attack)&lt;br /&gt;
|location= [[Tier 3 (MaGMML)|Tier 3]]&lt;br /&gt;
|previous= [[Hard to See Land]]&lt;br /&gt;
|next= [[Under Construction]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Quick warning - the level to the right of me is very, very long.|[[Flash Man]]|NPC near Maze of Death}}&lt;br /&gt;
'''Maze of Death''' is the 9th place entry in ''[[Make a Good Mega Man Level]].'' The player must navigate several branches of a large maze in order to destroy a series of [[Destroyable Block|barriers]] blocking the exit. Despite a screen count that is only slightly above average (34 screens, some of which are skippable), Maze of Death is widely considered to be the longest submission in the contest due to the amount of backtracking required to destroy every barrier. Maze of Death is also noteworthy for its high level of difficulty (hence the three extra lives next to the level's entrance in the Tier 3 hub), puzzle-oriented challenges, use of player-created shortcuts in lieu of checkpoints, and divisiveness among judges and players alike as a &amp;quot;love it or hate it&amp;quot; level.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
Inspired by the movie ''[https://en.wikipedia.org/wiki/Cube_(film) Cube],'' Maze of Death was originally intended to be a large, square-shaped grid of interconnected single-screen rooms featuring a wide variety of challenges, with two Energy Elements hidden at different points in the maze. However, it became difficult to maintain a sense of fairness and challenge when the player could enter every room from multiple angles. Additionally, the nature of the maze meant that players could stumble on the exit after just a few screens, resulting in a potentially anticlimactic experience. Roughly halfway though development, the barrier gimmick was introduced to add an element of structure to the level design.&lt;br /&gt;
&lt;br /&gt;
The level was restructured to feature a small &amp;quot;cube&amp;quot; (the nine-screen starting area that had already been designed), a connecting hallway, and a large &amp;quot;cube&amp;quot; where players had to destroy a series of barriers from different angles to reach the exit. When it became apparent that the level no longer resembled a maze, additional paths and shortcuts were added. Checkpoints were deliberately omitted, with the rationale that an ever-growing network of shortcuts would be more useful and satisfying to discover than random respawn points that could somehow backfire in such a nonlinear level.&lt;br /&gt;
&lt;br /&gt;
Maze of Death was constructed specifically with experienced ''Mega Man'' players in mind, under the false assumption that players would be able to sample the submitted levels without necessarily needing to beat any of them to reach the end of the game. Flashman85 playtested the finished level extensively, but only one external playtester playtested the level (at a much earlier stage of development).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Don't die.&lt;br /&gt;
[[File:MaGMML1 Maze of Death Map.png|384px|thumb|left|A map of the level, with secret passages shaded gray. You're welcome.]]&lt;br /&gt;
&lt;br /&gt;
The three keys to surviving Maze of Death are to (1) come prepared with as many extra lives, E-Tanks, W-Tanks, and shop upgrades as possible; (2) approach each challenge like a puzzle to be solved; and (3) use special weapons frequently and creatively. It is not uncommon for a playthrough of this stage to take 15 minutes or more, especially on a first attempt.&lt;br /&gt;
&lt;br /&gt;
Rushing ahead is likely to result in disaster; it is possible and indeed advisable to pause for a moment when entering any new screen, sizing up the situation before proceeding. If the action picks up before you are ready to proceed, it's often possible to retreat to the previous room and then return with a better idea of what to expect. Destroy every barrier you come across (except the ones with spikes directly below them), and try taking different paths around the level to reach barriers you're unable to hit from your current position. Destroying barriers clears a path to the exit, but it also opens shortcuts that will significantly reduce the amount of time and risk required to return to an area you've been before...which is especially important because the only checkpoint in the level is on the other side of the boss door.&lt;br /&gt;
&lt;br /&gt;
Many challenges were designed with a specific special weapon in mind. Metal Blade works well in the underwater corridor with the Sea Mines; Gemini Laser can quickly clear the Big Snakey and Cannon Joe rooms if fired in the right places; Top Spin is ideal for the bouncy room with spawning Dadas; Black Hole Bomb absorbs the randomly scattered bullets in the room with the Quick Man background and is devastating on the screen with the Tellys and Pole Eggs (making that screen an excellent spot to quickly farm for power-ups); and Magic Card is strangely effective against the Power Muscler and Rolling Drills, plus it can be used to collect pre-placed power-ups that are out of reach.&lt;br /&gt;
&lt;br /&gt;
One particular trouble spot is the second half of the underwater corridor, where death spikes are hidden behind Sea Mines. One strategy is to proceed slowly, waiting for the Sea Mines to detonate before pushing forward, and relying on very precise jumping or careful use of Rush Jet to reach the end. Another strategy is to deliberately get hit by the Sea Mines and use the ensuing invincibility frames to race past the spikes. Sliding underneath the last two pairs of spikes is preferable to attempting to jump over them. Be sure to destroy the Magic Card barrier at the end of the corridor, and then slide all the way left to destroy the Magic Card barriers at the start of the corridor, to open a shortcut that will allow you to bypass this challenge if you die and restart at the beginning.&lt;br /&gt;
&lt;br /&gt;
Another trouble spot is the room with the Rolling Drills and the spiked floor. Rush Jet can be used to cross the gap if you're fast and keep moving toward the ceiling. Another option is to use the Rolling Drills as platforms: jump on top of the first three, drop down onto the fourth, and then land on the ground and destroy the next Rolling Drill as it emerges from the wall before sliding to the next screen.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:MaGMML1_Maze_of_Death_Water.png|frame|none|alt=Maze of Death Underwater Spike Jump|You can pixel-step to the edge of this spike and jump straight up without exploding. The floor tile can help you judge how close you are.]]&lt;br /&gt;
| [[File:MaGMML1-9-MazeOfDeath3.png|frame|none|alt=Maze of Death Rolling Drill Jumping|You can use the drills as a spiky staircase to success. Look at how fun this must be! Proto Man is clearly having fun.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Players have discovered a few ways to &amp;quot;break&amp;quot; the level and bypass major challenges. For example, on the screen with the Guts Man platforms, Rush Coil can be summoned onto the ladder at the bottom of the screen to propel you to the ladder at the top of the screen. Most notably, it is possible to reach the boss door without destroying the Solar Blaze, Metal Blade, or Magic Card barriers that block the tunnel the player is intended to slide through. After destroying the Sheep Man blocks in front of the boss door, the player may climb up to the previous screen, take damage from the Pole or the fire jets, and drop down the ladder and past the spikes while momentarily invincible. Flashman85 swears you weren't able to do that in the devkit.&lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
This level is skippable in ''[[Make a Good Mega Man Level Remastered]]'' due to the length and dedication required to completing it.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment1&lt;br /&gt;
|pyro = Wow. What an absolutely fantastic level. With a few exceptions (the room with like 5 cannon joes), you can tell that tons of love and care was put into this level, and the level itself is EXTREMELY creative and unique. I LOVE how you used the barriers as ways to connect the whole maze. There were also some REALLY creative rooms built around manipulating your special weapons, and the Black Hole Bomb was definitely used very well here. And I really liked the whole aspect of the stage where you had to destroy the barriers leading to the exit, that was super neat!! Overall an incredibly fun and creative level!&lt;br /&gt;
|pyroscore = 93&lt;br /&gt;
|sppersonal = 25&lt;br /&gt;
|spother = 20&lt;br /&gt;
|spunique = 15&lt;br /&gt;
|spcreativity = 15&lt;br /&gt;
|spgraphics = 9&lt;br /&gt;
|spmusic = 9&lt;br /&gt;
|cheez = Now that was fun! The exploration aspect was actually handled really well, especially with all the permanent shortcuts for backtracking. It was great fun figuring out how to approach each challenge too, and personally, I love the way this stage was designed with copious weapon use in mind. ...Though I can't say I ever figured out the last room.&lt;br /&gt;
|cheezscore = 89&lt;br /&gt;
|c8personal = 24&lt;br /&gt;
|c8other = 19&lt;br /&gt;
|c8unique = 13&lt;br /&gt;
|c8creativity = 14&lt;br /&gt;
|c8graphics = 9&lt;br /&gt;
|c8music = 10&lt;br /&gt;
|duvi = This feels like a Wily level from a really, REALLY good MegaMan fanhack... except for the last room. The last room is kind of garbage.&lt;br /&gt;
|duviscore = 78&lt;br /&gt;
|d0personal = 20&lt;br /&gt;
|d0other = 11&lt;br /&gt;
|d0unique = 15&lt;br /&gt;
|d0creativity = 12&lt;br /&gt;
|d0graphics = 10&lt;br /&gt;
|d0music = 10&lt;br /&gt;
|mick = Agh... Wow... this level is really brutal, like, really really really brutal. I honestly will admit that my heart sank when I first saw there were Force Beams in here, and then it just kept going. This is easily the single most brutal level in here, and its... I really didn't enjoy it, I really truly didn't. It felt frustrating to get through, like some kind of slog, especially since there was no way to guarantee that you didn't just waste a ton of energy on a dead end. Also took entirely too long to pull off.&lt;br /&gt;
|mickscore = 30&lt;br /&gt;
|mgpersonal = 4&lt;br /&gt;
|mgother = 2&lt;br /&gt;
|mgunique = 9&lt;br /&gt;
|mgcreativity = 9&lt;br /&gt;
|mggraphics = 5&lt;br /&gt;
|mgmusic = 7&lt;br /&gt;
|kyurem = It seems you've spent so long thinking about whether you could, you didn't stop to think if you should. Each screen seemed to completely neglect both what was in the screen before it and what the player was prepared for, and with every death, it seemed I made no progress. Eventually, I just looked at the playthrough you posted on Youtube, and it honestly made me somewhat glad I chose to give up, as I would have only been more disappointed at the boss, so to speak.&lt;br /&gt;
|kyuremscore = 29&lt;br /&gt;
|mkpersonal = 1&lt;br /&gt;
|mkother = 3&lt;br /&gt;
|mkunique = 10&lt;br /&gt;
|mkcreativity = 5&lt;br /&gt;
|mkgraphics = 5&lt;br /&gt;
|mkmusic = 5&lt;br /&gt;
}}&lt;br /&gt;
==Easter Eggs==&lt;br /&gt;
Flashman85 has a well-documented dislike of Sniper Joes, particularly after playing numerous fangames that reuse the same few types of Joes in the same few ways. To that end, the Sniper Joe on the screen with the laser emitters can be unceremoniously disposed of by using Thunder Wool to destroy the platform underneath it. A similar approach may be used at the end of the level, where Returning Sniper Joes are being mass-produced: using Solar Blaze to destroy the ice blocks will drop the Joes into the junk heap below, where they belong. Flashman85's utter disdain for enemies popping out of pits is also well documented, so it is only fitting that some Up'n'Downs have made a home in the junk pile...just far enough out of range to not be a nuisance.&lt;br /&gt;
&lt;br /&gt;
There is one additional screen to the right of the Energy Element, which players are unlikely to discover due to programming changes between the devkit and the release version of the game. After collecting an Energy Element in the release version, Mega Man stands still for a moment before teleporting away; in the devkit, Mega Man automatically walks right for a few moments before teleporting away, similar to how Mario continues walking after crossing a finish line in ''Super Mario World.'' The end of Maze of Death is designed so that Mega Man can collect the Energy Element, proceed to the next screen, and march off the edge of a platform into apparent oblivion. Just as the player starts to panic, Mega Man teleports away, with a celebratory [[Big Fish|Victory Fish]] appearing to simultaneously panic the player further and pat the player on the back for a job well done. This quirk is replicated in ''[[Make a Good Mega Man Level Remastered]]'' specifically for Maze of Death.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* As of the release of ''[[Make a Good 48 Hour Mega Man Level]]'', this is the only skippable level in the ''MaGMML'' series to be a judge favorite.&lt;br /&gt;
* The inclusion of a dedicated slide button in ''MaGMML Remastered'' introduced an exploit in the level; on the screen with the Wanaans and Quick Lasers, it's possible to take damage from the rightmost Wanaan and use the invincibility frames from it to slide inside the first Quick Laser hole, skipping a good chunk of the beginning area. As the original game only features the classic Down + Jump slide method, attempting to slide on top of the ladder there would result in you going down it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML Tier 3}}&lt;br /&gt;
{{MaGMML}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level Stages]][[Category:Tier 3 (MaGMML)]][[Category:Favorites]][[Category:Stages]][[Category:Make a Good Mega Man Level]][[Category:Skippable Levels]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Yoku_Block&amp;diff=20459</id>
		<title>Yoku Block</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Yoku_Block&amp;diff=20459"/>
				<updated>2022-09-23T18:11:51Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gimmick&lt;br /&gt;
|align=right&lt;br /&gt;
|name=Yoku Block&lt;br /&gt;
|image=[[File:YokuBlockArt.jpg|230px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|jname=&lt;br /&gt;
|script=&lt;br /&gt;
|romaji=&lt;br /&gt;
|altname=Appearing Block (R20 Rockman &amp;amp; Rockman X Official Complete Works, Mega Man &amp;amp; Bass)&amp;lt;br&amp;gt;Bun Block (Rockman &amp;amp; Forte, Rockman 10, Rockman Rockman)&amp;lt;br&amp;gt;Tenmetsu Block (Rockman Complete Works official website)&amp;lt;br&amp;gt;Vanish Block (Mega Man Powered Up)&lt;br /&gt;
|programmer=[[SnoruntPyro]]&amp;lt;br&amp;gt;[[ThatEntityPerson|Entity1037]] (Yoku Spike)&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=&lt;br /&gt;
|at=&lt;br /&gt;
|type=Platform&amp;lt;br&amp;gt;Damage (Yoku Spike)&lt;br /&gt;
|location='''MaGMML(1R):'''&amp;lt;br&amp;gt;[[The Quickening]]{{1R}}&amp;lt;br&amp;gt;[[Sunset Siege]]&amp;lt;br&amp;gt;[[Wily Combo]]&amp;lt;br&amp;gt;[[Hard to See Land]]&amp;lt;br&amp;gt;[[Thunderclyffe Plant]]&amp;lt;br&amp;gt;[[Flashback Database]]&amp;lt;br&amp;gt;'''MaGMML2:'''&amp;lt;br&amp;gt;[[Snow Man]] (yoku spike only)&amp;lt;br&amp;gt;[[Quirky Unconsistent Incomprehensible Nonsensical Track]] (both)&amp;lt;br&amp;gt;[[The Fall]]&amp;lt;br&amp;gt;[[Yggdrasil]]&amp;lt;br&amp;gt;[[Dragon Lab Lair]]&amp;lt;br&amp;gt;[[Forgotten Fortress]]&amp;lt;br&amp;gt;[[Holy Crap, Mega Man Can Airslide?]]&amp;lt;br&amp;gt;[[Quint Stage]]&amp;lt;br&amp;gt;[[AD 2101]]&amp;lt;br&amp;gt;[[Bouncy Castle]]&amp;lt;br&amp;gt;[[Sector Upsilon 6]]&amp;lt;br&amp;gt;[[The Stage Nobody Asked For]]&amp;lt;br&amp;gt;[[Identity Crisis]]&amp;lt;br&amp;gt;[[Classic Castle]] (both)&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;[[Deep Thoughts]]&amp;lt;br&amp;gt;[[Hardcore Parkour]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&amp;lt;br&amp;gt;[[Null and Void (MaGMML2)|Null and Void]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Temporal Pillar]]&amp;lt;br&amp;gt;[[Construction of Constructions]]&amp;lt;br&amp;gt;[[Entrance to Tier X]] (both)&amp;lt;br&amp;gt;[[Ice Breaker]] (yoku spike only)&lt;br /&gt;
|OffAppear=Mega Man series&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]])&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]]&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:MegaEngineYokuBlock.png|Yoku Block (Default, Mega Engine/Megamix Engine)]] [[File:MegaEngineYokuSpike.png|Yoku Spike (Default, Mega Engine/Megamix Engine)]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Yoku Block''' (a name mainly used by fans; their official name is ''Appearing Block'') is a recurring gimmick in the classic ''Mega Man'' series, making its debut in the original ''[[Mega Man 1|Mega Man]]'', and appearing in nearly every classic ''Mega Man'' platform game since (with notable exceptions including ''[[Mega Man 8]]'', ''[[Mega Man IV]]'', ''[[Mega Man V]]'', ''[[Rockman &amp;amp; Forte: Mirai Kara no Chousensha]]'', and ''Mega Man 3'' for DOS), and even some later series with the ''Mega Man'' title, such as ''Mega Man X'' and ''Mega Man ZX''. It is a block that appears and disappears in a pattern.&lt;br /&gt;
&lt;br /&gt;
Being one of the series' most notorious gimmicks, Yoku Blocks were made available as early as the original ''[[Make a Good Mega Man Level]]'', where they appear in the entries [[Sunset Siege]], [[Wily Combo]], [[Hard to See Land]], and [[Thunderclyffe Plant]], as well as the Wily stage [[Flashback Database]]. [[Yoku Man]] also uses the gimmick in some of his attacks, and in ''[[Make a Good Mega Man Level Remastered]]'', the gimmick appears in a brand new room in [[The Quickening]] if the [[Skip Teleporter]] is taken.&lt;br /&gt;
&lt;br /&gt;
Yoku Blocks return in ''[[Make a Good Mega Man Level 2]]'', where they appear in 12 entries, as well as the Wily stages [[Classic Castle]] and [[Reality Core]], the [[Tier X (MaGMML2)|Tier X]] levels [[Deep Thoughts]] and [[Hardcore Parkour]], the [[The Pit of Pits|Pit of Pits]] mini-stages &amp;quot;Discount Yoku Man&amp;quot;, &amp;quot;Feelings&amp;quot;, &amp;quot;Labyrinthe Throwback&amp;quot;, and &amp;quot;Mega Man a - Area 2&amp;quot;, and in [[Null and Void (MaGMML2)|Null and Void]]. The contest also introduced '''Yoku Spikes''', which appear in [[Snow Man]], [[Quirky Unconsistent Incomprehensible Nonsensical Track]], and Classic Castle.&lt;br /&gt;
&lt;br /&gt;
By contrast, ''[[Make a Good Mega Man Level: Episode Zero]]'' saw more restrained use of Yoku Blocks, with the gimmick only appearing in [[Temporal Pillar]], [[Construction of Constructions]], and [[Entrance to Tier X]]. Yoku Spikes, meanwhile, make two appearances in both Entrance to Tier X and [[Ice Breaker]].&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Yoku Blocks appear and disappear in a set pattern, meant to work alongside other Yoku Blocks to create either a linear path or a group of blocks that must be jumped on in a specific order to get from point A to point B. Yoku Block patterns will often try to throw [[Mega Man]] off by placing a Yoku Block in a location that Mega Man must jump to from a Yoku Block that is just about to disappear, or right above Mega Man so that he must jump straight upwards to avoid being dropped off the block he's currently standing on.&lt;br /&gt;
&lt;br /&gt;
Yoku Spikes function the same as normal Yoku Blocks, except they kill Mega Man upon contact.&lt;br /&gt;
&lt;br /&gt;
===Yoku Block designs===&lt;br /&gt;
Yoku Blocks take on various appearances throughout the series, ranging from blocks from existing ''Mega Man'' games to all-new blocks. The functionality doesn't change between these blocks; just the sprite.&lt;br /&gt;
&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;|Sprite&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Origin&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Appearances&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM2YokuBlock.png|center]]&lt;br /&gt;
|''[[Mega Man 2]]''&lt;br /&gt;
|[[Reality Core]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM2RecoloredYokuBlock.png|center]]&lt;br /&gt;
|''[[Mega Man 2]]'' (recolored)&lt;br /&gt;
|[[The Pit of Pits]] (&amp;quot;Labyrinthe Throwback&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM4YokuBlock.png|center]]&lt;br /&gt;
|''[[Mega Man 4]]''&lt;br /&gt;
|[[The Quickening]]{{1R}}&amp;lt;br&amp;gt;[[Sunset Siege]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM6YokuBlock.png|center]]&lt;br /&gt;
|''[[Mega Man 6]]''&lt;br /&gt;
|[[The Stage Nobody Asked For]]&amp;lt;br&amp;gt;[[Null and Void (MaGMML2)|Null and Void]] (Floor 6)&amp;lt;br&amp;gt;[[The Pit of Pits]] (&amp;quot;Discount Yoku Man&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM9PlugYokuBlock.png|center]]&lt;br /&gt;
|''[[Mega Man 9]]'' (Plug Man's stage)&lt;br /&gt;
|[[Flashback Database]]&amp;lt;br&amp;gt;[[AD 2101]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM9EndlessYokuBlock.png|center]]&lt;br /&gt;
|''[[Mega Man 9]]'' (Endless Attack)&lt;br /&gt;
|[[Wily Combo]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM10Special1YokuBlock.png|center]]&lt;br /&gt;
|''[[Mega Man 10]]'' (Special Stage 1)&lt;br /&gt;
|[[Hard to See Land]]&amp;lt;br&amp;gt;[[Thunderclyffe Plant]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MMWWMagnetYokuBlock.png|center]]&lt;br /&gt;
|''[[Mega Man: The Wily Wars]]'' (Magnet Man's stage, Wily Tower Wily Stage 2)&lt;br /&gt;
|[[Hardcore Parkour]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MegaManZX_a_YokuBlock.png|center]]&lt;br /&gt;
|''Mega Man ZX Advent'' (Mega Man a Minigame)&lt;br /&gt;
|[[The Pit of Pits]] (&amp;quot;Mega Man a - Area 2&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MMUYokuYokuBlock.png|center]]&lt;br /&gt;
|''Mega Man Unlimited'' (Yoku Man's stage)&lt;br /&gt;
|[[Tier 3 (MaGMML)]] (Yoku Man battle){{1}}&amp;lt;br&amp;gt;[[Tier 2 (MaGMML)]] (Yoku Man battle){{1R}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MegaEngineYokuBlock.png|center]][[File:MegaEngineYokuSpike.png|center]]&lt;br /&gt;
|Mega Engine/[[Megamix Engine]] (Default)&lt;br /&gt;
|[[Snow Man]]&amp;lt;br&amp;gt;[[Quirky Unconsistent Incomprehensible Nonsensical Track]]&amp;lt;br&amp;gt;[[The Fall]]&amp;lt;br&amp;gt;[[Dragon Lab Lair]]&amp;lt;br&amp;gt;[[Holy Crap, Mega Man Can Airslide?]]&amp;lt;br&amp;gt;[[Quint Stage]]&amp;lt;br&amp;gt;[[Classic Castle]]&amp;lt;br&amp;gt;[[Deep Thoughts]]&amp;lt;br&amp;gt;[[Ice Breaker]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BBLIRYokuBlock.png|center]]&lt;br /&gt;
|Custom ([[BBLIR]])&lt;br /&gt;
|[[Forgotten Fortress]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Beed28YokuBlock.png|center]]&lt;br /&gt;
|Custom ([[Beed28]])&lt;br /&gt;
|[[Bouncy Castle]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ChikoYokuBlock.png|center]]&lt;br /&gt;
|Custom ([[Chiko]])&lt;br /&gt;
|[[Temporal Pillar]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:M-JacqYokuBlock.png|center]]&lt;br /&gt;
|Custom ([[M-Jacq]])&lt;br /&gt;
|[[Sector Upsilon 6]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ParmaJonYokuBlock.png|center]]&lt;br /&gt;
|Custom ([[ParmaJon]])&lt;br /&gt;
|[[Null and Void (MaGMML2)|Null and Void]] (Floor 5)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RenhoekYokuBlock.png|center]]&lt;br /&gt;
|Custom ([[Renhoek]])&lt;br /&gt;
|[[Null and Void (MaGMML2)|Null and Void]] (Floor 1)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ShinryuYokuBlocks.png|center]]&lt;br /&gt;
|Custom ([[Shinryu]])&lt;br /&gt;
|[[Identity Crisis]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SnoruntPyroYokuBlock.png|center]][[File:SnoruntPyroYokuSpike.png|center]]&lt;br /&gt;
|Custom ([[SnoruntPyro]])&lt;br /&gt;
|[[Entrance to Tier X]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:StrifeFeelItYokuBlock.png|center]]&lt;br /&gt;
|Custom ([[Strife]])&lt;br /&gt;
|[[The Pit of Pits]] (&amp;quot;Feelings&amp;quot;)&amp;lt;br&amp;gt;[[Construction of Constructions]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZatsupachiYokuBlock.png|center]]&lt;br /&gt;
|Custom ([[Zatsupachi]])&lt;br /&gt;
|[[Yggdrasil]]&amp;lt;br&amp;gt;[[Null and Void (MaGMML2)|Null and Void]] (Floor 5)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZiedlakYokuBlock.png|center]]&lt;br /&gt;
|Custom ([[Zieldak]])&lt;br /&gt;
|[[Null and Void (MaGMML2)|Null and Void]] (Floor 3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gimmicks]][[Category:Devkit Gimmicks (MaGMML1)]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Key_Barrier&amp;diff=20416</id>
		<title>Key Barrier</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Key_Barrier&amp;diff=20416"/>
				<updated>2022-08-23T08:03:28Z</updated>
		
		<summary type="html">&lt;p&gt;Snessy the duck: oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gimmick&lt;br /&gt;
|align=right&lt;br /&gt;
|name=Key Barrier&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|jname=&lt;br /&gt;
|script=&lt;br /&gt;
|romaji=&lt;br /&gt;
|altname=&lt;br /&gt;
|programmer=[[SnoruntPyro]]&amp;lt;br&amp;gt;[[The Stove Guy]]&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=&lt;br /&gt;
|at=&lt;br /&gt;
|type=Special Interaction&lt;br /&gt;
|location='''MaGMML2:'''&amp;lt;br&amp;gt;[[Quirky Unconsistent Incomprehensible Nonsensical Track]]&amp;lt;br&amp;gt;[[The Dampening]]&amp;lt;br&amp;gt;[[Forgotten Fortress]]&amp;lt;br&amp;gt;[[Maze of Significantly Less Death]]&amp;lt;br&amp;gt;[[Gunpowder Cellar]]&amp;lt;br&amp;gt;[[Ruined Lab]]&amp;lt;br&amp;gt;[[Sector Upsilon 6]]&amp;lt;br&amp;gt;[[Launch Man &amp;amp; Shuttle Man (stage)|Launch Man &amp;amp; Shuttle Man]]&amp;lt;br&amp;gt;[[Beneath Sand and Rock]]&amp;lt;br&amp;gt;[[Identity Crisis]]&amp;lt;br&amp;gt;[[Classic Castle]]&amp;lt;br&amp;gt;[[Inner Sanctum]]&amp;lt;br&amp;gt;[[Unobtainium Mine]]&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;[[Nightwalk Castle]]&amp;lt;br&amp;gt;[[Wily Fortress VR]]&amp;lt;br&amp;gt;[[Hardcore Parkour]]&amp;lt;br&amp;gt;[[Deep Thoughts]]&amp;lt;br&amp;gt;[[Swiss Hotel]]&amp;lt;br&amp;gt;[[Null and Void (MaGMML2)|Null and Void]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&amp;lt;br&amp;gt;'''MaGMML3 Judge Application Levels:'''&amp;lt;br&amp;gt;[[Gate 303]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Defeat the Giant Spear Man!]]&amp;lt;br&amp;gt;[[Twilight Terrace]]&amp;lt;br&amp;gt;[[Hot Steps]]&amp;lt;br&amp;gt;[[Offshore Hangar Cluster]]&amp;lt;br&amp;gt;[[Pepsi Zero]]&amp;lt;br&amp;gt;[[Stormy Spire]]&amp;lt;br&amp;gt;[[Cursor Corruption]]&amp;lt;br&amp;gt;[[S.R.A.R.A. HQ]]&amp;lt;br&amp;gt;[[Toxic Tunnels]]&amp;lt;br&amp;gt;[[Shift Posting]]&amp;lt;br&amp;gt;[[Ice Breaker]]&amp;lt;br&amp;gt;[[Null and Void (Episode Zero)|Null and Void]]&amp;lt;br&amp;gt;'''Other:'''&amp;lt;br&amp;gt;Proxima Station&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]]&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3 Judge Application Levels|MaGMML3 Judge Application Levels]]&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:KeyBarrier.png|Key Barrier]]&amp;lt;br&amp;gt;[[File:MaGMML2_Key.png|Key (MaGMML2)]] [[File:Key.png|Key (Megamix Engine)]]&amp;lt;br&amp;gt;[[File:MaGMML2_KeyCoin.png|Key Coin (MaGMML2)]] [[File:KeyCoin.png|Key Coin (Megamix Engine)]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Key Barrier''' is a gimmick from the ''Make a Good Mega Man Level'' series. It is a wall that must be unlocked with a Key.&lt;br /&gt;
&lt;br /&gt;
Key Barriers were first made available in the devkit for ''[[Make a Good Mega Man Level 2]]'', where they appeared in 10 entries, as well as the Wily stages [[Classic Castle]], [[Inner Sanctum]], [[Unobtainium Mine]], and [[Reality Core]], the [[Tier X (MaGMML2)|Tier X]] stages [[Hardcore Parkour]], [[Wily Fortress VR]], [[Deep Thoughts]], [[Swiss Hotel]], and [[Null and Void (MaGMML2)|Null and Void]], and the [[The Pit of Pits|Pit of Pits]] sub-level &amp;quot;Water Test&amp;quot;. They also appeared in the Stage 1 ''[[Make a Good Mega Man Level 3 Judge Application Levels|Make a Good Mega Man Level 3 Judge Application Level]]'' [[Gate 303]], and the Stage 2 ''MaGMML3'' judge application level Proxima Station. ''[[Make a Good Mega Man Level: Episode Zero]]'' used them in 12 levels, most prominently in [[Offshore Hangar Cluster]].&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Key Barriers serve as solid objects. If [[Mega Man]] collects a Key in the level, he can use it to unlock a Key Barrier, making it disappear. Mega Man can obtain a Key either by picking up a single key or by picking up a certain amount of Key Coins (the amount required depends).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The design and functionality of Key Barriers are based on the locked doors from ''Zelda II: The Adventure of Link''.&lt;br /&gt;
*In ''MaGMML2'', the sprites for Keys and Key Coins were taken from ''Super Mario Maker'', where they serve as sprites for the game's Key and Key Coin objects when the style of the level is set to ''Super Mario Bros. 3''. Starting with the [[Megamix Engine]], Keys and Key Coins use custom sprites instead.&lt;br /&gt;
*The sound effect used when a Key Barrier is unlocked is the same as when a [[Wheel Cutter]] is released.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gimmicks]][[Category:Devkit Gimmicks (MaGMML2)]]&lt;/div&gt;</summary>
		<author><name>Snessy the duck</name></author>	</entry>

	</feed>