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		<updated>2026-05-26T06:14:37Z</updated>
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	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Wily_Tower&amp;diff=21054</id>
		<title>Wily Tower</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Wily_Tower&amp;diff=21054"/>
				<updated>2023-09-16T15:15:45Z</updated>
		
		<summary type="html">&lt;p&gt;75.27.142.11: /* Strategy */&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=Wily Tower&lt;br /&gt;
|rank=74th&lt;br /&gt;
|image=[[File:WTower.PNG|250px]]&lt;br /&gt;
|caption=Press &amp;quot;2&amp;quot; to win!&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[Shidy]]&lt;br /&gt;
|composer=Inti Creates&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=13&lt;br /&gt;
|judge2=8&lt;br /&gt;
|judge3=6&lt;br /&gt;
|judge4=19&lt;br /&gt;
|judge5=12&lt;br /&gt;
|totalscore=11.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Ben K]]&lt;br /&gt;
*[[Molier]]&lt;br /&gt;
*[[Pakatto 24]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Plantman Platform]]&lt;br /&gt;
*[[Rotating Spike Platform]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Volt Man]]&lt;br /&gt;
*[[Komuso Man]]&lt;br /&gt;
*[[Quint]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man 10 - Abandoned Memory&lt;br /&gt;
|location=[[Tier 2 (MaGMML2)|Tier 2]]&lt;br /&gt;
|previous=[[Ancient Tomb]]&lt;br /&gt;
|next=[[Airflow Hubble]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|&amp;quot;What about the level?&amp;quot; &amp;quot;...level?&amp;quot;|[[ACESpark]]|in his Judge Comic for this level}}&lt;br /&gt;
'''Wily Tower''' is the 74th place level in ''[[Make a Good Mega Man Level 2]]''. Besides small sections in between, this level is mostly bosses. Hilariously, the creator of the level chose [[Volt Man]], [[Komuso Man]], and [[Quint]], the three most commonly used bosses in the development kit.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
In the first room, the player can either choose to go down a room and deal with a few Moliers or take out a Ben K and a Pakkato 24 to reach the boss door below immediately. The boss corridor is a fake lead-up, however, as there is a short spike drop awaiting the player that can be trivialized with Sakugarne. The first boss of this stage, Volt Man, has his weakness in the Slash Claw. It defeats him in merely five hits, dealing a whopping six damage per strike and even piercing his shield. For more daring players, he does have the same weakness in the Super Arrow, but you can hardly hit through his shield with it.&lt;br /&gt;
&lt;br /&gt;
A few rooms further, the player is presented a 1-Up to refill their Life Energy in preparation for the next boss. Be careful grabbing it, however, as the lava immediately behind it is an instant death. Behind the second door lies a Komuso Man fight, also taken straight out of the development kit. Komuso Man's Weakness is the Grab Buster, which can also conveniently heal the player while fighting him. If his clones are hit with a shot though, it's rendered ineffective, so it's advised to only shoot him while he is preparing an attack.&lt;br /&gt;
&lt;br /&gt;
The final section heavily revolves around ladders used in conjunction with the platforms found in Plant Man's Stage. These can easily be opened by any weapon to open your path upward, to the final boss of the level. After one tricky spike jump, it is time to slam gloves with Quart roll says are you ready quart? as she slams her red gloves on top of quarts green gloves and quart says bring it normal me Quart, quite ironically, has her biggest weakness in Sakugarne, dealing four damage per hit.  Due to the nature of the invincibility frames of bosses in this stage, it is advised to always make a big hop on him when using this strategy. If roll fights her past self however, Quart also takes two damage from Triple Blade, Wheel Cutter and Super Arrow and can thus be fought on long range as well. Upon her defeat, she says ok roll you win but next tine we touch/slam gloves it will be your end roll says oh shut up I kicked your ass so go away and then she says fine and then drops the stage's Energy Element.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 3/3/5&amp;lt;br&amp;gt;1/1/3&amp;lt;br&amp;gt;1/2/3&lt;br /&gt;
| hornet = 0&amp;lt;br&amp;gt;0&amp;lt;br&amp;gt;1&lt;br /&gt;
| jewel = 0&amp;lt;br&amp;gt;0&amp;lt;br&amp;gt;1&lt;br /&gt;
| grab = 1&amp;lt;br&amp;gt;4&amp;lt;br&amp;gt;1&lt;br /&gt;
| triple = 1&amp;lt;br&amp;gt;1&amp;lt;br&amp;gt;2&lt;br /&gt;
| slash = 6&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;1&lt;br /&gt;
| wheel = 1&amp;lt;br&amp;gt;4&amp;lt;br&amp;gt;2&lt;br /&gt;
| sakugarne = 3&amp;lt;br&amp;gt;3&amp;lt;br&amp;gt;4&lt;br /&gt;
| wire = 1&amp;lt;br&amp;gt;6&amp;lt;br&amp;gt;1&lt;br /&gt;
| arrow = 6&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;2&lt;br /&gt;
| flash = N&amp;lt;br&amp;gt;N&amp;lt;br&amp;gt;N&lt;br /&gt;
| notes = Damage Table is Volt Man, Komuso Man and Quint in order.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = I'm pretty sure there are about as many bosses in this level as there are enemies. Like all the screens in the level are completely featureless empty rooms. And then the occasional unmodified engine boss. ????????&lt;br /&gt;
|pyroscore = 13&lt;br /&gt;
|spdesign = 2&lt;br /&gt;
|spfun = 2&lt;br /&gt;
|spcreativity = 1&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = You could have done a lot better with the graphics instead of just using black backgrounds. The actual level was only about 40 seconds long, minus the bosses.&lt;br /&gt;
|jupiscore = 8&lt;br /&gt;
|jhdesign = 1&lt;br /&gt;
|jhfun = 3&lt;br /&gt;
|jhcreativity = 0&lt;br /&gt;
|jhaesthetics = 0&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = I don't think I can give many points for a boss rush that's using just vanilla assets. The sections in between the bosses don't feel very planned or consistent, either, but more like filler areas to bridge the gaps between the bosses. This level also lacked testing, as one of the respawn points behave weirdly due to the boss door above it.&lt;br /&gt;
|enjlscore = 6&lt;br /&gt;
|endesign = 0&lt;br /&gt;
|enfun = 1&lt;br /&gt;
|encreativity = 0&lt;br /&gt;
|enaesthetics = 1&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Normally I like the idea of a stage like this, but this one just isn't that good. The level design is awful. Most of the level is either horrible enemy placement, long empty sections, or other fairly serious stage layout issues. Also, there's a pretty serious camera glitch here. Anyway, there's nothing else I can say here, it could've been much, much better.&lt;br /&gt;
|garirryscore = 19&lt;br /&gt;
|gadesign = 3&lt;br /&gt;
|gafun = 5&lt;br /&gt;
|gacreativity = 4&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 3&lt;br /&gt;
|gadesignnote = Oh wow. Such design. Much fair. No seriously, it sucks. Pathetic enemy placement, bad obstacle placement, etc.&lt;br /&gt;
|gafunnote = It was okay at best. Wily Tower stages like this are pretty cool, but this one just felt uninteresting. &lt;br /&gt;
|gacreativitynote = It was okay at best. Wily Tower stages like this are pretty cool, but this one just felt uninteresting. &lt;br /&gt;
|gaaestheticsnote = It was meh.&lt;br /&gt;
|gafunctionnote = Massive camera glitch? No sir.&lt;br /&gt;
|ace = [[File:MaGMML2-WilyTowerComic.png]]&lt;br /&gt;
|acescore = 12&lt;br /&gt;
|asdesign = 2&lt;br /&gt;
|asfun = 6&lt;br /&gt;
|ascreativity = 1&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 2&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Upon using the self-destruct button in the room immediately after Volt Man, the game will erroneously respawn the player higher up in the same room, allowing them to skip the battle against Komuso Man entirely. This does not save any time for a speedrun on the level in and of itself, as self-destructing invalidates your run for precisely this reason, but a speedrun of the whole game could use this to save about 30 seconds in total.&lt;br /&gt;
* The &amp;quot;overused devkit boss royal flush&amp;quot; (as termed by [[ACESpark]] in his judge comic) appear as a group in the credits of ''[[Make a Good Mega Man Level: Episode Zero]]''. From left to right, the trio is even standing in the order that they are fought in this level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 2}}&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 2 (MaGMML2)]][[Category:Stages without Collectables]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>75.27.142.11</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Wily_Tower&amp;diff=21053</id>
		<title>Wily Tower</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Wily_Tower&amp;diff=21053"/>
				<updated>2023-09-16T15:12:25Z</updated>
		
		<summary type="html">&lt;p&gt;75.27.142.11: /* Strategy */&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=Wily Tower&lt;br /&gt;
|rank=74th&lt;br /&gt;
|image=[[File:WTower.PNG|250px]]&lt;br /&gt;
|caption=Press &amp;quot;2&amp;quot; to win!&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[Shidy]]&lt;br /&gt;
|composer=Inti Creates&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=13&lt;br /&gt;
|judge2=8&lt;br /&gt;
|judge3=6&lt;br /&gt;
|judge4=19&lt;br /&gt;
|judge5=12&lt;br /&gt;
|totalscore=11.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Ben K]]&lt;br /&gt;
*[[Molier]]&lt;br /&gt;
*[[Pakatto 24]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Plantman Platform]]&lt;br /&gt;
*[[Rotating Spike Platform]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Volt Man]]&lt;br /&gt;
*[[Komuso Man]]&lt;br /&gt;
*[[Quint]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man 10 - Abandoned Memory&lt;br /&gt;
|location=[[Tier 2 (MaGMML2)|Tier 2]]&lt;br /&gt;
|previous=[[Ancient Tomb]]&lt;br /&gt;
|next=[[Airflow Hubble]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|&amp;quot;What about the level?&amp;quot; &amp;quot;...level?&amp;quot;|[[ACESpark]]|in his Judge Comic for this level}}&lt;br /&gt;
'''Wily Tower''' is the 74th place level in ''[[Make a Good Mega Man Level 2]]''. Besides small sections in between, this level is mostly bosses. Hilariously, the creator of the level chose [[Volt Man]], [[Komuso Man]], and [[Quint]], the three most commonly used bosses in the development kit.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
In the first room, the player can either choose to go down a room and deal with a few Moliers or take out a Ben K and a Pakkato 24 to reach the boss door below immediately. The boss corridor is a fake lead-up, however, as there is a short spike drop awaiting the player that can be trivialized with Sakugarne. The first boss of this stage, Volt Man, has his weakness in the Slash Claw. It defeats him in merely five hits, dealing a whopping six damage per strike and even piercing his shield. For more daring players, he does have the same weakness in the Super Arrow, but you can hardly hit through his shield with it.&lt;br /&gt;
&lt;br /&gt;
A few rooms further, the player is presented a 1-Up to refill their Life Energy in preparation for the next boss. Be careful grabbing it, however, as the lava immediately behind it is an instant death. Behind the second door lies a Komuso Man fight, also taken straight out of the development kit. Komuso Man's Weakness is the Grab Buster, which can also conveniently heal the player while fighting him. If his clones are hit with a shot though, it's rendered ineffective, so it's advised to only shoot him while he is preparing an attack.&lt;br /&gt;
&lt;br /&gt;
The final section heavily revolves around ladders used in conjunction with the platforms found in Plant Man's Stage. These can easily be opened by any weapon to open your path upward, to the final boss of the level. After one tricky spike jump, it is time to slam gloves with Quart. Quart, quite ironically, has her biggest weakness in Sakugarne, dealing four damage per hit.  Due to the nature of the invincibility frames of bosses in this stage, it is advised to always make a big hop on him when using this strategy. If roll fights her past self however, Quart also takes two damage from Triple Blade, Wheel Cutter and Super Arrow and can thus be fought on long range as well. Upon her defeat, she says ok roll you win but next tine we touch/slam gloves it will be your end roll says oh shut up I kicked your ass so go away and then she says fine and then drops the stage's Energy Element.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 3/3/5&amp;lt;br&amp;gt;1/1/3&amp;lt;br&amp;gt;1/2/3&lt;br /&gt;
| hornet = 0&amp;lt;br&amp;gt;0&amp;lt;br&amp;gt;1&lt;br /&gt;
| jewel = 0&amp;lt;br&amp;gt;0&amp;lt;br&amp;gt;1&lt;br /&gt;
| grab = 1&amp;lt;br&amp;gt;4&amp;lt;br&amp;gt;1&lt;br /&gt;
| triple = 1&amp;lt;br&amp;gt;1&amp;lt;br&amp;gt;2&lt;br /&gt;
| slash = 6&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;1&lt;br /&gt;
| wheel = 1&amp;lt;br&amp;gt;4&amp;lt;br&amp;gt;2&lt;br /&gt;
| sakugarne = 3&amp;lt;br&amp;gt;3&amp;lt;br&amp;gt;4&lt;br /&gt;
| wire = 1&amp;lt;br&amp;gt;6&amp;lt;br&amp;gt;1&lt;br /&gt;
| arrow = 6&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;2&lt;br /&gt;
| flash = N&amp;lt;br&amp;gt;N&amp;lt;br&amp;gt;N&lt;br /&gt;
| notes = Damage Table is Volt Man, Komuso Man and Quint in order.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = I'm pretty sure there are about as many bosses in this level as there are enemies. Like all the screens in the level are completely featureless empty rooms. And then the occasional unmodified engine boss. ????????&lt;br /&gt;
|pyroscore = 13&lt;br /&gt;
|spdesign = 2&lt;br /&gt;
|spfun = 2&lt;br /&gt;
|spcreativity = 1&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = You could have done a lot better with the graphics instead of just using black backgrounds. The actual level was only about 40 seconds long, minus the bosses.&lt;br /&gt;
|jupiscore = 8&lt;br /&gt;
|jhdesign = 1&lt;br /&gt;
|jhfun = 3&lt;br /&gt;
|jhcreativity = 0&lt;br /&gt;
|jhaesthetics = 0&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = I don't think I can give many points for a boss rush that's using just vanilla assets. The sections in between the bosses don't feel very planned or consistent, either, but more like filler areas to bridge the gaps between the bosses. This level also lacked testing, as one of the respawn points behave weirdly due to the boss door above it.&lt;br /&gt;
|enjlscore = 6&lt;br /&gt;
|endesign = 0&lt;br /&gt;
|enfun = 1&lt;br /&gt;
|encreativity = 0&lt;br /&gt;
|enaesthetics = 1&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Normally I like the idea of a stage like this, but this one just isn't that good. The level design is awful. Most of the level is either horrible enemy placement, long empty sections, or other fairly serious stage layout issues. Also, there's a pretty serious camera glitch here. Anyway, there's nothing else I can say here, it could've been much, much better.&lt;br /&gt;
|garirryscore = 19&lt;br /&gt;
|gadesign = 3&lt;br /&gt;
|gafun = 5&lt;br /&gt;
|gacreativity = 4&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 3&lt;br /&gt;
|gadesignnote = Oh wow. Such design. Much fair. No seriously, it sucks. Pathetic enemy placement, bad obstacle placement, etc.&lt;br /&gt;
|gafunnote = It was okay at best. Wily Tower stages like this are pretty cool, but this one just felt uninteresting. &lt;br /&gt;
|gacreativitynote = It was okay at best. Wily Tower stages like this are pretty cool, but this one just felt uninteresting. &lt;br /&gt;
|gaaestheticsnote = It was meh.&lt;br /&gt;
|gafunctionnote = Massive camera glitch? No sir.&lt;br /&gt;
|ace = [[File:MaGMML2-WilyTowerComic.png]]&lt;br /&gt;
|acescore = 12&lt;br /&gt;
|asdesign = 2&lt;br /&gt;
|asfun = 6&lt;br /&gt;
|ascreativity = 1&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 2&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Upon using the self-destruct button in the room immediately after Volt Man, the game will erroneously respawn the player higher up in the same room, allowing them to skip the battle against Komuso Man entirely. This does not save any time for a speedrun on the level in and of itself, as self-destructing invalidates your run for precisely this reason, but a speedrun of the whole game could use this to save about 30 seconds in total.&lt;br /&gt;
* The &amp;quot;overused devkit boss royal flush&amp;quot; (as termed by [[ACESpark]] in his judge comic) appear as a group in the credits of ''[[Make a Good Mega Man Level: Episode Zero]]''. From left to right, the trio is even standing in the order that they are fought in this level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 2}}&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 2 (MaGMML2)]][[Category:Stages without Collectables]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>75.27.142.11</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Quint_Stage&amp;diff=21052</id>
		<title>Quint Stage</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Quint_Stage&amp;diff=21052"/>
				<updated>2023-09-16T15:08:42Z</updated>
		
		<summary type="html">&lt;p&gt;75.27.142.11: /* Strategy */&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=Quint Stage&lt;br /&gt;
|rank= 46th&lt;br /&gt;
|image=[[File:Quint_stage.png|256px]]&lt;br /&gt;
|caption=Maybe a little ''too'' faithful to the source material.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[Quintboi]]&lt;br /&gt;
|composer=Kenji Yamazaki (original music)&amp;lt;br&amp;gt;Tpcool (covers)&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=25&lt;br /&gt;
|judge2=28&lt;br /&gt;
|judge3=30&lt;br /&gt;
|judge4=27&lt;br /&gt;
|judge5=28&lt;br /&gt;
|totalscore=27.6&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;
*[[Fan Fiend]]&lt;br /&gt;
*[[Gremlin]]&lt;br /&gt;
*[[Hammer Joe]]&lt;br /&gt;
*[[Hari Harry]]&lt;br /&gt;
*[[Komasaburo]]&lt;br /&gt;
*[[Mechakkero]]&lt;br /&gt;
*[[Metall DX]] (walk)&lt;br /&gt;
*[[Neo Metall]]&lt;br /&gt;
*[[New Shotman]]&lt;br /&gt;
*[[Peterchy]]&lt;br /&gt;
*[[Pickelman Bull]]&lt;br /&gt;
*[[Pierobot]]&lt;br /&gt;
*[[Spring Head]]&lt;br /&gt;
*[[Telly]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Air Tiki]]&lt;br /&gt;
*[[Conveyor]] (MM2)&lt;br /&gt;
*[[Crash Lift]]&lt;br /&gt;
*[[Magnet Machine]]&lt;br /&gt;
*[[Needle Press]]&lt;br /&gt;
*[[Press]]&lt;br /&gt;
*[[Reflect Block]]&lt;br /&gt;
*[[Top Lift]]&lt;br /&gt;
*[[Wanaan]]&lt;br /&gt;
*[[Yoku Block]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Hot Dog]]&lt;br /&gt;
*[[Tama]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Metal Man]]&lt;br /&gt;
*[[Top Man]]&lt;br /&gt;
*[[Quint]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man II - Title Screen&amp;lt;br&amp;gt;'''Boss:''' Mega Man II - Boss&lt;br /&gt;
|location=[[Tier 5 (MaGMML2)|Tier 5]]&lt;br /&gt;
|previous=[[Elec Dam]]&lt;br /&gt;
|next=[[A Mega Man for All Seasons]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|honk|Quint|the titular boss of the level.}}&lt;br /&gt;
'''Quint Stage''' is the 46th place level in ''[[Make a Good Mega Man Level 2]].'' The level is based heavily on ''[[Mega Man II]]'' (while using tiles based on ''Wily Tower'' from ''[[Mega Man: The Wily Wars]]''), and features gimmicks and enemies almost exclusively from the former game. Additionally, both [[Metal Man]] and [[Top Man]] from the same game are battled intermittently throughout the stage, with [[Quint]] serving as the ultimate boss.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level mostly focuses on fighting enemies and bosses, though a few gimmicks are given focus. Early in the stage is an underwater section with a low spiked ceiling and [[Crash Lift]]s, necessitating careful jumps. After Fighting Metal Man, who can be one-shot by reflecting his own weapon with [[Jewel Satellite]], [[Mega Man]] needs to carefully ride up [[Top Lift]]s while ensuring he doesn't go past the edge of the top. He can get crushed to death if he is on the top and under the edge of a narrow vertical corridor. There are two [[Yoku Block]] sections near [[Magnet]]s, which can be bypassed entirely with [[Super Arrow]]. Beyond these is a room where a Top Lift moving up can push Mega Man into a spiked ceiling, but falling down its path leads to a secret room with health, ammo, and tanks. Heading back up and to the left is one more Top Lift ride down, and then it's just a few rooms of mooks followed by Top Man, and finally roll will slam gloves with Quart roll says I already tapped/slammed gloves with you in wily tower but this is better and quart says shut up and slam gloves with me normal me&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = It's an okay level, but there are some rooms with very questionable design decisions which kind of bring the whole thing down for me. Mainly the part with the needles and ladders. It's fine until the New Shotman, which just cheap shots you sometimes if it feels like it and just keeps knocking you down over and over and gets you killed in an otherwise easy level. The other problem screen is the one with the double New Shotmen - I have no idea how to dodge anything there, and considering it's right after a miniboss fight you might be low on health and immediately die. Other than those two screens, the level isn't really anything special - it uses like every asset related to Mega Man II (the gameboy one) but I don't think they were used that interestingly, with the exception of the crash man lifts. It's just kind of a level that exists that's all like &amp;quot;hey remember what was in that one gameboy game&amp;quot;? I feel like more could have been done with this concept, really. Also the transition from Top Man to Quint is kind of broken? Idk what you did.&lt;br /&gt;
|pyroscore = 25&lt;br /&gt;
|spdesign = 6&lt;br /&gt;
|spfun = 5&lt;br /&gt;
|spcreativity = 6&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 4&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This stage was...okay I guess? There was nothing particularly special about it, really, but it was kinda fun while it lasted. However, in the underwater section, it was a bit hard to tell what was a block and what wasn't, and the Crash Man platforms went out of sync really easily. The Yoku block puzzles would have been fine by themselves, but the fans sent them over the edge in difficulty compared to the rest of the level. The screen transition after the Top Man boss was really weird and I think you forgot to place tiles under the vertical boss doors :V&lt;br /&gt;
|jupiscore = 28&lt;br /&gt;
|jhdesign = 7&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 10&lt;br /&gt;
|jhaesthetics = 3&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|jhskip = No&lt;br /&gt;
|enjl = A pretty good stage with some interesting ideas. While some rooms felt rather random, such as the 2nd room from the start, all the basic ideas this level has with its gimmicks are executed pretty well. Aside from the spike ladder climb as that part is just unexpected hits galore. The yoku block section, while intimidating, is nice, and I appreciate the safety net catching players who are learning to get used to the drag. Overall a pretty neat stage with cool ideas that sadly are quickly tossed away before they can get expanded upon.&lt;br /&gt;
|enjlscore = 30&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 6&lt;br /&gt;
|encreativity = 9&lt;br /&gt;
|enaesthetics = 3&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = There's nothing interesting here. It's alright at best. I think certain sections of this level just feel unnecessary. The three Hot Dog minibosses in a row was pointless, and the sections with the Yoku Blocks didn't need to be there and could be skipped way too easily. Other than that, nothing here is particularly impressive. I think this level could be better.&lt;br /&gt;
|garirryscore = 27&lt;br /&gt;
|gadesign = 7&lt;br /&gt;
|gafun = 6&lt;br /&gt;
|gacreativity = 6&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|gadesignnote = Not good enough. Often I ask myself why certain sections even need to be there. Like the exessive amount of Hot Dog rooms and the unnecessary Yoku and moving platform rooms, which can easily be skipped.&lt;br /&gt;
|gafunnote = Eh. It was boring. Nothing too bad, but it's not interesting at all.&lt;br /&gt;
|gacreativitynote = There's not a lot going on here. Nothing screams creativity here.&lt;br /&gt;
|gaaestheticsnote = It's alright.&lt;br /&gt;
|gafunctionnote = I found one major camera bug, but other than that it's okay.&lt;br /&gt;
|gaskip = No&lt;br /&gt;
|ace = Fairly generic level overall. There is nothing noteworthy and wrong with it, but equally no-where are the boundaries pushed enough to make it feel fresh.&lt;br /&gt;
&lt;br /&gt;
When your most interesting setups are replicating Magnet Man's Yoku Blocks (but worse) and sticking Hot Dogs underwater, you know you have a fairly generic level overall. In all fairness, you do offer a few new setups on some of the existing gimmicks, they just aren't that interesting.&lt;br /&gt;
&lt;br /&gt;
I get what you're going for - you're trying to make this feel like a Wily stage - fair enough. The problem with mimicking the WIly stages from the earlier Mega Man games is though, well, not to beat a dead horse - they're generic.&lt;br /&gt;
&lt;br /&gt;
There are a few problem spots though - I am not sure the Yoku Block segment was handled well - the way the Magnets are placed means the player is constantly swapping between polarities and Magnets having no effect - it's disorienting, and I feel after a couple of attempts, most people will just give up there and use Super Arrow. The second set of Yoku blocks is.. also incredibly pointless - seeing how you don't even start that area low enough to use half the blocks there, and basically just have to wait them out. Another issue is that pits are... not in any way made clear that they are, in fact, pits, which is always a major annoyance.&lt;br /&gt;
Another issue is - you set up the odd interesting optional challenge, and your reward - is bolts. This will leave players feeling fairly jipped, since Bolts really are not enough of a reward for tackling these areas. This contest has Noble Nickels as a collectable, you really should've used them over bolts!&lt;br /&gt;
&lt;br /&gt;
There are also a few busted screen-transitions. One of which you come across very easily whilst playing, so not sure how that was missed.&lt;br /&gt;
&lt;br /&gt;
Last but not least, I have to say: Hello! Hello! Hello! Three dev-kit bosses for the price of one! What they add to the level is beyond me.... but they don't exactly hurt it either, so all is fair. They at least fit the stage's situation.&lt;br /&gt;
|acescore = 28&lt;br /&gt;
|asdesign = 8&lt;br /&gt;
|asfun = 6&lt;br /&gt;
|ascreativity = 7&lt;br /&gt;
|asaesthetics = 4&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*This is one of only two stages in ''MaGMML2'' that has a consistent camera glitch, possibly due to Top Man's exit boss door being several tiles above the bottom row. The other, ironically, is [[Quirky Unconsistent Incomprehensible Nonsensical Track]], commonly abbreviated as &amp;quot;QUINT&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Tier 5 (MaGMML2)]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Stages without Collectables]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>75.27.142.11</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Kichona&amp;diff=21051</id>
		<title>Kichona</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Kichona&amp;diff=21051"/>
				<updated>2023-09-16T14:55:11Z</updated>
		
		<summary type="html">&lt;p&gt;75.27.142.11: /* 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= Kawaii Kichona Shofu&lt;br /&gt;
|image=[[File:Kichona artwork.jpg|200px]]&lt;br /&gt;
|caption= Concept art by Zatsupachi&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number=&lt;br /&gt;
|designer= Zatsupachi&lt;br /&gt;
|programmer= Zatsupachi&lt;br /&gt;
|gender= Female&lt;br /&gt;
|eyecolor = Light Blue&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= Modified Tommy Gun, Syringe Sword&lt;br /&gt;
|hp=56&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Swift&lt;br /&gt;
|weak=[[Wheel Cutter]]&lt;br /&gt;
|affiliations= [[Crator]]&amp;lt;br&amp;gt;[[Cream]]&lt;br /&gt;
|stage=[[Yggdrasil]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation= Lead Researcher, Army General&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]]&lt;br /&gt;
|appear2= Cutezome Mythos&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:MaGMML2 Kichona.png]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I assume [[Mega Man|you]]'ve beaten [[Cream]] and [[Crator]]. Don't worry they're not dead. The technology on Earth is rather inadequate to deal with even civilians. Now, let's see how you fight!|Kichona|[[Yggdrasil]].}}&lt;br /&gt;
'''Kichona''' is known by the Cutezome people as the purest descendant of the ancients.&lt;br /&gt;
She possesses nearly the same genetic configuration as the first Cutezomes.&lt;br /&gt;
The government implored her to give her genetic perfection to the next generation,&lt;br /&gt;
as the current generation of Cutezomes has had a decline on their genetics.&lt;br /&gt;
Due to deterioration through time, the Cutezome people are faced with more diseases and weaknesses.&lt;br /&gt;
&lt;br /&gt;
She possesses an extremely high IQ and is a proverbial 'chessmaster' in Zatsupachi's mythos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Half of Kichona's pattern was broken via oversight, as well&lt;br /&gt;
as her collision mask was set to [[Splash Woman]]'s.&lt;br /&gt;
&lt;br /&gt;
She still possesses certain abilities though:&lt;br /&gt;
&lt;br /&gt;
*Gun(4 damage) - She shoots her gun indiscriminately scattering bullets in a 90-degree(?) cone.&lt;br /&gt;
*Charge(bugged, supposed to be 10 damage) - She can heal 10 hp with this attack per 15(?) frames she is attached.&lt;br /&gt;
*Syringe Smack(14 damage) - She violently smacks the ground with her Syringe.&lt;br /&gt;
&lt;br /&gt;
She can at every other action parry your attacks, making her invulnerable for the time.&lt;br /&gt;
Sometimes you can make her cancel her next action, sometimes leading to a parry combo.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 2/2/6&lt;br /&gt;
| hornet = 0&lt;br /&gt;
| jewel = 0&lt;br /&gt;
| grab = 0&lt;br /&gt;
| triple = 6&lt;br /&gt;
| slash = 0&lt;br /&gt;
| wheel = 10&lt;br /&gt;
| sakugarne = 0&lt;br /&gt;
| wire = 0&lt;br /&gt;
| arrow = 0&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Kichona, [[Cream]] and [[Crator]] are the only main path bosses not to slam gloves with roll&lt;br /&gt;
*Ironically, despite Cutezomes being resistant to such cuts, Kichona takes sizable damage from the [[Triple Blade]] and the [[Wheel Cutter]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Entry Bosses}}&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Tier 2 (MaGMML2)]][[Category:Main Path Boss]][[Category:Make a Good Mega Man Level 2]]&lt;/div&gt;</summary>
		<author><name>75.27.142.11</name></author>	</entry>

	</feed>