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		<id>http://magmmlcontest.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=165.230.225.29</id>
		<title>Make a Good Mega Man Level Contest - User contributions [en]</title>
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		<updated>2026-04-25T09:31:52Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Seven_Force&amp;diff=3028</id>
		<title>Seven Force</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Seven_Force&amp;diff=3028"/>
				<updated>2018-03-05T03:06:14Z</updated>
		
		<summary type="html">&lt;p&gt;165.230.225.29: /* Encounter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|name= [[file:sevenforcemugshot.png|left|Seven Force Arena Mugshot]][[file:sevenforcemugshot.png|right|Seven Force Arena Mugshot]]Seven Force&lt;br /&gt;
|image=[[file:sprSevenForce_Pilot_ACESpark_0.png|124px|Seven Force Pilot Core, Make a Good Mega Man Level 2]]&lt;br /&gt;
|caption=Seven Force's Core, as seen in Make a Good Mega Man Level 2&lt;br /&gt;
|designer= ACESpark&lt;br /&gt;
|gender= Genderless&lt;br /&gt;
|eyecolor = Red&lt;br /&gt;
|IncAppear=[[Make a Good Mega Man Level 2|MaGMML2]]&lt;br /&gt;
|appear2= &lt;br /&gt;
|sprite=&lt;br /&gt;
|}}&lt;br /&gt;
{{quote|ACESpark, you Evil Genius!|HatredElemental|[[https://www.youtube.com/watch?v=JIAwSu_GdrQ Make a Good Mega Man Level 2 Let's Play]]}}&lt;br /&gt;
&lt;br /&gt;
'''Seven Force''' is a machine that can transform into seven unique forms. Each transformation has different moves, vitality, weaknesses and patterns. Despite being a seven phase boss fight, it is ironically not the longest fight in the game. It is based off the boss with the same name in Gunstar Heroes and Alien Soldier and is a tribute to those games, whilst being its own take on the subject and adapted to the Mega Man playstyle.  ACE made Seven Force as a proper demonstration of both a reference to another game and a multi-phase boss fight, something he felt several entries to ''MaGMML2'' had done poorly.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/3&amp;lt;br&amp;gt;1.5/1.5/3.5&amp;lt;br&amp;gt;2/2/4&amp;lt;br&amp;gt;2/2/4&amp;lt;br&amp;gt;1.5/1.5/3.5&amp;lt;br&amp;gt;1/1/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
| hornet = 1&amp;lt;br&amp;gt;1&amp;lt;br&amp;gt;0&amp;lt;br&amp;gt;0&amp;lt;br&amp;gt;0&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;2&lt;br /&gt;
| jewel = 1&amp;lt;br&amp;gt;1&amp;lt;br&amp;gt;5&amp;lt;br&amp;gt;1&amp;lt;br&amp;gt;1&amp;lt;br&amp;gt;1&amp;lt;br&amp;gt;1&lt;br /&gt;
| grab = 1&amp;lt;br&amp;gt;1&amp;lt;br&amp;gt;1&amp;lt;br&amp;gt;5&amp;lt;br&amp;gt;1&amp;lt;br&amp;gt;1&amp;lt;br&amp;gt;1&lt;br /&gt;
| triple = 1&amp;lt;br&amp;gt;4&amp;lt;br&amp;gt;0&amp;lt;br&amp;gt;0&amp;lt;br&amp;gt;1&amp;lt;br&amp;gt;1&amp;lt;br&amp;gt;1&lt;br /&gt;
| wheel = 4&amp;lt;br&amp;gt;1&amp;lt;br&amp;gt;0&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;0&amp;lt;br&amp;gt;0&amp;lt;br&amp;gt;0&lt;br /&gt;
| slash = 1&amp;lt;br&amp;gt;1&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;6&amp;lt;br&amp;gt;1&amp;lt;br&amp;gt;1&lt;br /&gt;
| sakugarne = 1&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;0&amp;lt;br&amp;gt;0&amp;lt;br&amp;gt;3&amp;lt;br&amp;gt;3&amp;lt;br&amp;gt;5&lt;br /&gt;
| arrow = 1&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;1&amp;lt;br&amp;gt;1&amp;lt;br&amp;gt;1&amp;lt;br&amp;gt;1&amp;lt;br&amp;gt;1&lt;br /&gt;
| wire = 1&amp;lt;br&amp;gt;1&amp;lt;br&amp;gt;3&amp;lt;br&amp;gt;6&amp;lt;br&amp;gt;6&amp;lt;br&amp;gt;14&amp;lt;br&amp;gt;5&lt;br /&gt;
| flash = N&amp;lt;br&amp;gt;N&amp;lt;br&amp;gt;N&amp;lt;br&amp;gt;N&amp;lt;br&amp;gt;N&amp;lt;br&amp;gt;N&amp;lt;br&amp;gt;N&lt;br /&gt;
| notes = Damage Table is for each Force in order.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Encounter ==&lt;br /&gt;
===Make a Good Mega Man Level 2===&lt;br /&gt;
Seven Force is the boss of ACESpark's [[Wily Star II]] stage, the [[Unobtainium Mine]]. It shares similarities to the Alien Soldier version of Seven Force in that each force is fought in sequence rather than chosen randomly. Should the player die to any of these, they may restart at the phase they were defeated at, at the cost of the Noble Nickel the boss is guarding.  Defeating all the Forces using only the buster unlocks the [[Davwin Armanios|Davwin]] costume.&lt;br /&gt;
&lt;br /&gt;
===Barbarian Force===&lt;br /&gt;
[[File:Wily5 SevenForce1 BarbarianForce.png|thumb|left|Barbarian Force]]The fight starts with Barbarian Force, a force that is based visually off Soldier Force from the original Gunstar Heroes. It is a humanoid shaped mech armed with throwing grenades, a spread shot, and a whirling flail at the end of its left arm. It chooses from these attacks randomly, but cannot pull off the same attack twice in a row.&lt;br /&gt;
&lt;br /&gt;
===Piranha Force===&lt;br /&gt;
[[File:Wily5 SevenForce2 PiranhaForce.png|thumb|right|Piranha Force]]Piranha Force is armed with a orb launcher, which fires bouncing shots that must be shot down by the player, and releases two types of Urchin, one that rolls about the screen, and another which rebounds off the wall. It will occasionally charge the player, which is when it releases the larger urchin. Unlike Barbarian, there is no RNG in the fight.&lt;br /&gt;
&lt;br /&gt;
===Solar Force===&lt;br /&gt;
[[File:Wily5 SevenForce3 SolarForce.png|thumb|left|Solar Force]]The third force, Solar Force is a pinwheel form, visually based off Urchin Force from the original Gunstar Heroes, its primary cause of attack is contact damage, although it does fire the occasional small pellet towards the player. It rolls around the sides of the arena, changing hue when it prepares to ram the player directly. There is limited RNG in when Solar decides to ram the player, but there is plenty of warning given. This is regarded as the easiest of the Forces by the playerbase. This phase makes use of the Magnet Shield gimmick in the stage, and is useful in helping jump over Solar Force should it decide to ram you from a horizontal position. The Magnet Shield can provide protection from the projectiles created by this boss, and there are three Plant Man platforms in the middle of the room that aid in dodging its attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Falcon Force===&lt;br /&gt;
[[File:Wily5 SevenForce4-FalconForce.png|thumb|right|Falcon Force]]Falcon Force is a bird shaped force visually based off Eagle Force from the original Gunstar Heroes. It is far more animated than its original counterpart. It attacks by releasing a massive volley of lasers in haphazard (but not random) directions and by firing off Missiles, which explode into debris upon contact with the wall or being shot. This form is unique in having virtually no hit invulnerability. When it dives off screen, where it reappears is equal in distance to the screen to where Mega Man is, the further Mega Man is away from the middle of the screen, the further Falcon itself rises away from the middle, meaning the worst place to allow Falcon to dive is the middle of the screen itself. There is no RNG in this fight.&lt;br /&gt;
&lt;br /&gt;
===Lobster Force===&lt;br /&gt;
[[File:Wily5 SevenForce5 LobsterForce.png|thumb|left|Lobster Force]]Lobster Force shares similarities to the Crab Force from Gunstar Heroes, it uses a wide variety of projectile attacks, including firing rockets from its claws, launching said claws at the player, firing a rapid succession of smaller shots, creating a barrier that must either be dodged or shot down, and finally creating an urchin that rolls across the bottom of the screen attached to a Guts Lift holder. It chooses its attacks randomly, but cannot choose the same attack if it has already two different attacks beforehand. There are three Plant Man platforms in this room as well, which are necessary to stand on in order to hit it with the Buster; however, it has the unique ability to close open platforms with the claw launch attack.&lt;br /&gt;
&lt;br /&gt;
===Devil Force===&lt;br /&gt;
[[File:Wily5 SevenForce6 DevilForce.png|thumb|right|Devil Force]]Devil Force is based off the Mega Man boss of the same name, Devil Force releases from its lower half orbs in a predetermined pattern. Once all orbs have been released, it crosses the screen and attacks using a spiked thread. There is no RNG in this fight. Unlike most Devil bosses, Devil Force is always open to damage, so it dies far quicker than is usual for a Devil boss.&lt;br /&gt;
&lt;br /&gt;
===Sakugarne Force===&lt;br /&gt;
[[File:Wily5 SevenForce7 SakugarneForce.png|thumb|left|Sakugarne Force]]The final Force, Sakugarne Force takes the form of [[Quint|Quint's]] [[Sakugarne|signature weapon]]. It bounces around the screen attempting to crush the player, stopping periodically to release waves of rocks, much like the original Quint fight. After doing so, it will leap into the air and attempt to land directly atop the player. There is no RNG in this fight. Like Solar, this form makes use of the Magnet Shield gimmick, which causes the player to be constantly in a state of movement if they are facing away from the magnets. The Magnet Shield can provide protection from the projectiles created by this boss.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* During development of Seven Force, ACE considered having it be controlled by an internal pilot, similar to a Wily Machine.  He considered having it be controlled by Davwin, [[Quint]], and even Gunstar Green himself before ultimately deciding to simply make it its own independent machine.&lt;br /&gt;
* In the boss corridor leading to Seven Force, seven statues of Robot Masters ([[Volt Man]], [[Crash Man]], [[Toad Man]], [[Komuso Man]], [[Gravity Man]], [[Top Man]], and [[Guts Man]]) can be seen, and as the player passes them, their colors become faded and they emit a ball of energy that quickly flies offscreen.  Shortly before the battle begins, the core of Seven Force can be seen with these balls of energy orbiting it, implying that each Force was inspired by one of the Robot Masters; however, ACE claims he did this effect solely because he thought it looked cool, and there is no correlation between them.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Fortress Guardian]][[Category:Make a Good Mega Man Level 2]]&lt;/div&gt;</summary>
		<author><name>165.230.225.29</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Cut_Content&amp;diff=1923</id>
		<title>Cut Content</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Cut_Content&amp;diff=1923"/>
				<updated>2017-12-20T02:33:54Z</updated>
		
		<summary type="html">&lt;p&gt;165.230.225.29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating video games is a long and hard process, and some things are bound to end up being left on the cutting room floor, especially when there's a deadline to be met. Make A Good Mega Man Level series is no exception, and many things had to be cut for time.&lt;br /&gt;
&lt;br /&gt;
== Make A Good Mega Man Level ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Individual Stages ===&lt;br /&gt;
* [[Citadel Basement]] was planned to have a boss called &amp;quot;Rail Hunter&amp;quot;. This had to be scrapped due to time. &lt;br /&gt;
&lt;br /&gt;
=== Other Cut Content ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Make A Good Mega Man Level 2 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Differences between results stream and public release===&lt;br /&gt;
On May of 2017 [[Flashman85]] was given an incomplete version of the game in order to announce the results and show off the levels via livestream. This incomplete version resembled the completed version for the most part, but still had a lot of noticeable differences. &lt;br /&gt;
&lt;br /&gt;
Content not in the results stream but added afterwards (such as the Clown Man NPC) should not be noted on this page. This is cut content, not added content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The battle with [[Scorch Man]] had the Scorch Man from Mega Man Eternal, as well as the one from Mega Man Sunrise. Furthermore, two other Robot Masters from Mega Man Eternal appeared as NPCs. Jolt Man could be found in [[Chateau Chevaleresque]] while Illusion Man could be found in [[Tier 5 (MaGMML2)|Tier 5]]. Following objections of Eternal's creator, Scorch Man was replaced with Scorch Man from Zook Hero Z, Jolt Man was replaced with Storm Man, while Illusion Man was just removed completely.&lt;br /&gt;
* The first tier's hub was originally green colored.&lt;br /&gt;
* Bad Scissors Day Cut Man unlocked for giving Knight Man enough Nickels. In the public release, he's unlocked from completing Escape Sequence while Doropie, Hair, Rokko Chan, Mega Man?, and Rockman CX are unlocked from Knight Man.&lt;br /&gt;
* The Mega Buster upgrade costed less. This was changed due it being deemed too powerful for its price at the time.&lt;br /&gt;
* Pepsi Man, instead of being the licensed character, was instead Pepsi Man from ''Mega Man FU: The Dankest Meme''. This was changed later when the devs decided they did not want to reference unreleased fan games. ''Mega Man FU'' was later cancelled.&lt;br /&gt;
&lt;br /&gt;
===Individual Stages ===&lt;br /&gt;
* RedBlupi stated there were a few things he wanted to implement in [[Cyber Man (Stage)|Cyber Man]] but couldn't due to the deadline. He wanted to implement a bonus stage similar to the one in ''Mega Man Final 3'', and he wanted to give [[Cyber Man]] an attack where he turns giant and tries to crush Mega Man with his fists.&lt;br /&gt;
* [[Inner Sanctum]]'s original name was &amp;quot;Throne Gate&amp;quot;. &lt;br /&gt;
** A pink [[Toad Man]] was originally going to be a miniboss in this stage, along with [[Gravity Man]]. It would only be able to be damaged by [[Wheel Cutter]]. This Toad Man can still appear with the Surprise Bosses [[Cheat Mode|cheat]] on. &lt;br /&gt;
* As stated at the end of the level, Shovel Knight was planned to be the boss of [[Shovel Knight|his titular level]]. This wasn't implemented due to the creator &amp;quot;had to prioritize other things in [their] life at the moment&amp;quot;.&lt;br /&gt;
* [[MegaLondo]] was originally conceived as a ''Castlevania'' stage with a Wily Dracula as the boss. Lambda stated that time restraints caused him to scrap that boss and he changed it to a ''Dark Souls'' themed level.&lt;br /&gt;
* [[Bouncy Castle]]'s original name was &amp;quot;Bouncy Calamity&amp;quot; during submission, but it was misnamed after the level was inserted.&lt;br /&gt;
** Additionally, when the level was in development, the bouncing effect used to be constant and more intense instead of occurring in set periods, this was changed as several people became nauseous when an initial beta of the level was offered for testing.&lt;br /&gt;
* [[Coyote Man]] was going to have a miniboss called Mega Mizzile. Cheez thought he wouldn't have time to finish it, and so put an &amp;quot;On Strike!&amp;quot; sign in its room. He then had more time than he thought, but liked having the &amp;quot;On Strike!&amp;quot; sign and ultimately did not implement Mega Mizzile.&lt;br /&gt;
&lt;br /&gt;
====Other cut content from the game====&lt;br /&gt;
* Originally, [[Match Blast]] was to be themed after Boil Man. While this was changed, the color palette was reused for [[Carry]].&lt;br /&gt;
* There was planned to be a level where you play as [[Alter Man]], called Alter Man's Revenge. This would involve him fighting other Robot Masters and gaining their weapons, which would be how the player would unlock them in-game. Shinryu scrapped this due to time.&lt;br /&gt;
* Another planned way to unlock the alternate weapon set would be upon completion of the Pit of Pits. This was deemed too challenging, thus its now just a reward for Noble Nickels. &lt;br /&gt;
* Ryu and Duo were planned to be costumes, though were scrapped for time and not having all the sprites needed.&lt;br /&gt;
* A Chimerabot combining [[Haunt Man (Boss)|Haunt Man]] with Launch Man and Shuttle Man was planned, but the code was deemed too complex to work with. This was replaced with the Chimerabot that combines Joe Man and Bond Man.&lt;br /&gt;
* Rail Hunter was planned to be a statue boss, though this was scrapped. The statue that would have accessed this boss still remains in the Tier 10 hub.&lt;/div&gt;</summary>
		<author><name>165.230.225.29</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Autobounce&amp;diff=1706</id>
		<title>Autobounce</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Autobounce&amp;diff=1706"/>
				<updated>2017-12-06T23:46:47Z</updated>
		
		<summary type="html">&lt;p&gt;165.230.225.29: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#8D83AB&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name=Autobounce&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number= &lt;br /&gt;
|designer= Garirry&lt;br /&gt;
|programmer= Garirry&lt;br /&gt;
|gender= &lt;br /&gt;
|eyecolor = Varies&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Copy&lt;br /&gt;
|weak= Varies&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Inner Sanctum]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Autobounce''' is a boss in ''[[Make a Good Mega Man Level 2]]''. It appears at the end of the fourth [[Wily Star II]] stage, [[Inner Sanctum]].&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
Autobounce, fittingly enough, spends the fight bouncing around the room. It is only vulnerable to one special weapon at a time, denoted by its current appearance and color scheme (which changes after the player lands a hit on it). It always starts vulnerable to [[Wheel Cutter]], but after that it changes its appearance at random. Autobounce telegraphs all of its attacks by flashing white and playing a sound effect; its attacks come out faster as it loses more health. Its attacks are as follows:&lt;br /&gt;
* [[Hornet Chaser]]: Shoots a trail of explosions that homes in on the player.&lt;br /&gt;
* [[Jewel Satellite]]: Shoots a [[Gemini Laser]] projectile at the nearest wall.&lt;br /&gt;
* [[Grab Buster]]: Shoots three Grab Buster shots in a line. These shots heal Autobounce for 2 HP if they connect.&lt;br /&gt;
* [[Triple Blade]]: Fires two blades into the air that then fall to the ground.&lt;br /&gt;
* [[Slash Claw]]: Releases a burst of energy surrounding it. In this form, Autobounce speeds up over time until it is hit.&lt;br /&gt;
* [[Wheel Cutter]]: Shoots two [[Metal Blade]] projectiles.&lt;br /&gt;
* [[Sakugarne]]: Releases two rocks from its head that break apart into two smaller rocks upon hitting the ground.&lt;br /&gt;
* [[Super Arrow]]: Shoots a buster shot that spreads into a wide arc upon hitting a wall, similar to [[Centaur Man]]'s attack.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 0/0/0&lt;br /&gt;
| hornet = 2&lt;br /&gt;
| jewel = 2&lt;br /&gt;
| grab = 2&lt;br /&gt;
| triple = 2&lt;br /&gt;
| slash = 2&lt;br /&gt;
| wheel = 2&lt;br /&gt;
| sakugarne = 2&lt;br /&gt;
| wire = 0&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = Alter weapons are disabled against Autobounce, and it is only vulnerable to one weapon at a time.&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Autobounce originally had 56 HP instead of 28 HP, but weapons did 4 damage to it instead of 2. &lt;br /&gt;
* Autobounce's Grab Buster attack was nerfed in Version 1.3.0. Before this version, it fired an additional shot, and healed for 4 HP instead of 2.&lt;br /&gt;
* Because Autobounce is immune to the Mega Buster at all times, it is one of two bosses (alongside [[Wily Machine SWORD]]) in the [[True Arena]] where using special weapons is allowed for the &amp;quot;Masochist&amp;quot; [[Challenge Tent|challenge]].&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
[[Category:Fortress Guardian]][[Category:Wily Star]]&lt;/div&gt;</summary>
		<author><name>165.230.225.29</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Autobounce&amp;diff=1705</id>
		<title>Autobounce</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Autobounce&amp;diff=1705"/>
				<updated>2017-12-06T23:43:53Z</updated>
		
		<summary type="html">&lt;p&gt;165.230.225.29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#8D83AB&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name=Autobounce&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number= &lt;br /&gt;
|designer= Garirry&lt;br /&gt;
|programmer= Garirry&lt;br /&gt;
|gender= &lt;br /&gt;
|eyecolor = Varies&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Copy&lt;br /&gt;
|weak= Varies&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Inner Sanctum]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Autobounce''' is a boss in ''[[Make a Good Mega Man Level 2]]''. It appears at the end of the fourth [[Wily Star II]] stage, [[Inner Sanctum]].&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
Autobounce, fittingly enough, spends the fight bouncing around the room. It is only vulnerable to one special weapon at a time, denoted by its current appearance and color scheme (which changes after the player lands a hit on it). It always starts vulnerable to [[Wheel Cutter]], but after that it changes its appearance at random. Autobounce telegraphs all of its attacks by flashing white and playing a sound effect; its attacks come out faster as it loses more health. Its attacks are as follows:&lt;br /&gt;
* [[Hornet Chaser]]: Shoots a trail of explosions that homes in on the player.&lt;br /&gt;
* [[Jewel Satellite]]: Shoots a [[Gemini Laser]] projectile at the nearest wall.&lt;br /&gt;
* [[Grab Buster]]: Shoots three Grab Buster shots in a line. These shots heal Autobounce for 2 HP if they connect.&lt;br /&gt;
* [[Triple Blade]]: Fires two blades into the air that then fall to the ground.&lt;br /&gt;
* [[Slash Claw]]: Releases a burst of energy surrounding it. In this form, Autobounce speeds up over time until it is hit.&lt;br /&gt;
* [[Wheel Cutter]]: Shoots two [[Metal Blade]] projectiles.&lt;br /&gt;
* [[Sakugarne]]: Releases two rocks from its head that break apart into two smaller rocks upon hitting the ground.&lt;br /&gt;
* [[Super Arrow]]: Shoots a buster shot that spreads into a wide arc upon hitting a wall, similar to [[Centaur Man]]'s attack.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 0/0/0&lt;br /&gt;
| hornet = 2&lt;br /&gt;
| jewel = 2&lt;br /&gt;
| grab = 2&lt;br /&gt;
| triple = 2&lt;br /&gt;
| slash = 2&lt;br /&gt;
| wheel = 2&lt;br /&gt;
| sakugarne = 2&lt;br /&gt;
| wire = 0&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = Alter weapons are disabled against Autobounce, and it is only vulnerable to one weapon at a time.&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Autobounce originally had 56 HP instead of 28 HP, but weapons did 4 damage to it instead of 2. &lt;br /&gt;
* Autobounce's Grab Buster attack was nerfed in Version 1.3.0. Before this version, it fired an additional shot, and healed for 4 HP instead of 2.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
[[Category:Fortress Guardian]][[Category:Wily Star]]&lt;/div&gt;</summary>
		<author><name>165.230.225.29</name></author>	</entry>

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