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		<title>Make a Good Mega Man Level Contest - User contributions [en]</title>
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		<updated>2026-05-25T11:04:24Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Neon_Man_(stage)&amp;diff=20425</id>
		<title>Neon Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Neon_Man_(stage)&amp;diff=20425"/>
				<updated>2022-08-30T13:05:43Z</updated>
		
		<summary type="html">&lt;p&gt;AnAlteredMan: /* Skip Status */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For the article on the boss, see [[Neon Man]].''&lt;br /&gt;
{{NeedsStrategy}}&lt;br /&gt;
{{Levelinfo&lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Neon Man&lt;br /&gt;
|rank=56th&lt;br /&gt;
|image=[[File:MaGMML2-56-NeonManStage.png|250px]]&lt;br /&gt;
|caption=Objects on the screen may not be where they seem...&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[CreshMan]]&lt;br /&gt;
|composer=HertzDevil&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=23&lt;br /&gt;
|judge2=25&lt;br /&gt;
|judge3=16&lt;br /&gt;
|judge4=26&lt;br /&gt;
|judge5=33&lt;br /&gt;
|totalscore=24.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:Nickel.png|Climb the first ladder.]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[100 Watton]]&lt;br /&gt;
*[[Apache Joe]] (boss fight only)&lt;br /&gt;
*[[B Bitter]]&lt;br /&gt;
*[[Boomerang Joe]]&lt;br /&gt;
*[[Cannon]]&lt;br /&gt;
*[[Dompan]]&lt;br /&gt;
*[[Hologran]]&lt;br /&gt;
*[[Monopellan]]&lt;br /&gt;
*[[Neon Shield Attacker]]&lt;br /&gt;
*[[Wall Blaster II]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Disco Ball]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Neon Man]]&lt;br /&gt;
|other=&lt;br /&gt;
*[[File:Skip.png]] [[Skip Teleporter|Skippable]]&lt;br /&gt;
|music=Expand Man&lt;br /&gt;
|location=[[Tier 4 (MaGMML2)|Tier 4]]&lt;br /&gt;
|previous=[[Joe Destruction Co.]]&lt;br /&gt;
|next=[[Jungle Base]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|B-blueegh... Just a warning, the level to my right contains a visual effect that has caused motion sickness in several people.|[[Motion Sickness Man]]|providing a warning to the player}}&lt;br /&gt;
'''Neon Man''' is the 56th place entry in ''[[Make a Good Mega Man Level 2]]''. Its main gimmick is special Holograns that create the illusion that the platforms and background on the screen are moving in parallax to the left, when in fact they aren't moving at all. For this reason, it is one of two stages in the contest to have been given a Motion Sickness Warning.&lt;br /&gt;
&lt;br /&gt;
==Strategy== &lt;br /&gt;
It's very easy to get disoriented as the stage layout starts to shift, especially once pits and death spikes come into play. Try to eliminate the Holograns projecting the illusion quickly, or else wait until the background cycles back so the platform images sync up to where they actually are. If you aren't doing a 'Buster Only' run, you can make things easier by using Hornet Chaser to quickly eliminate the Holograns (but be wary of it homing in on other enemies on screen first) or Flash Stopper to pause the illusion temporarily. &lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
Neon Man has been made skippable as a result of the holograms produced by the Holograns having the possibility of inducing motion sickness and nausea. &lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = This level pulls off its gimmick incredibly well, and I absolutely despise it for that. I cannot handle the weirdo Holograms, they literally destroy my brain. Call me dumb but once they activate I just completely stop functioning and get horribly disoriented and just run into pits and have not a fun time at all. The level sets out to mess with your head with illusions, and it did it so well that my brain melted and I just did not care to even try to beat this level legit. I was so tired of dying constantly by the end of it that I just cheated the rooms with Hornet Chaser. The boss is pretty bad, too - the bouncing bullets from the Apache Joes are obnoxious, hard to kill, and deal a ton of damage, and Neon Man himself also will eat your health alive if you so much as graze him. I appreciate that you were able to pull off this gimmick really well, it's probably like the best illusion-type gimmick in Mega Man I've seen, the issue is that it does its job far too well and horribly broke my brain and just lead to me constantly dying over and over because I slightly misjugedwhere the platforms would be.&lt;br /&gt;
|pyroscore = 23&lt;br /&gt;
|spdesign = 6&lt;br /&gt;
|spfun = 0&lt;br /&gt;
|spcreativity = 9&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = Yes&lt;br /&gt;
|jupi = The outside sections looked really cool, but the inside sections were just the same backgrounds over and over and didn't look good. I didn't really like the holographic sections either, and it almost feels like some parts of the stage were designed for the player to destroy the holograms with Hornet Chaser, because getting through certain sections is REALLY hard if you don't. That's not a good thing to do to the player! The boss was also way too hectic, and that Copter Joe just sends it over the edge. Overall, this level had a lot of potential, but bad execution.&lt;br /&gt;
|jupiscore = 25&lt;br /&gt;
|jhdesign = 5&lt;br /&gt;
|jhfun = 3&lt;br /&gt;
|jhcreativity = 11&lt;br /&gt;
|jhaesthetics = 2&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = Well the concept for this is certainly... interesting. However, it's one of those concepts which encourages the player to get rid of it altogether during their playthrough. Doing a buster only run of this stage can easily get very tedious, as the player has to wait often complete cycles of the background in order to not put themselves at rist of falling off. Coupled with the added enemies later in the stage, using Hornet Chaser to just get rid of the entire driving point of the level is a much safer option which also will make the level more fun to play. The boss fight is not much better, unfortunately, with the background and Apache Joes distracting from the actual fight and the projectiles blending in with the slowly moving background. I didn't have a lot of fun with this level and I think that while its concept is creative, it needs a lot of adjustments in order to be even remotely usable in a fun environment.&lt;br /&gt;
|enjlscore = 16&lt;br /&gt;
|endesign = 3&lt;br /&gt;
|enfun = 2&lt;br /&gt;
|encreativity = 5&lt;br /&gt;
|enaesthetics = 1&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I don't see how the weird screen-distorting effect was any good at all. If you fail to quickly kill the enemy that causes it, the view has already screwed itself and not dying becomes a case of trial and error. Not to mention that the level design doesn't suit such mechanic to begin with. Granted there were some cool ideas, but it's just an average level. It's not very fun, looks bad, and is executed awfully.&lt;br /&gt;
|garirryscore = 26&lt;br /&gt;
|gadesign = 6&lt;br /&gt;
|gafun = 4&lt;br /&gt;
|gacreativity = 8&lt;br /&gt;
|gaaesthetics = 3&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Doesn't work well with the mechanic, if you spend too long at the start of the screen, you've already lost your oportunity of removing the weird effect. Other than that it's meh.&lt;br /&gt;
|gafunnote = It gets really irritating, the weird screen distorting-mechanic is really eye-straining. It's not fun dying over and over like this.&lt;br /&gt;
|gacreativitynote = Yeah it has some pretty decent ideas, but they aren't really executed well and not particularly interesting either.&lt;br /&gt;
|gaaestheticsnote = Man, this could have been better. Graphics could have been more polished and audio selection could be better.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = Nice meme. :V  &lt;br /&gt;
Ok, on a serious note, your weakest aspect of your stage is the graphics, as a lot of stuff was off style, particularly the original enemies and the Master. You know what, I can live with lackluster graphics. I will give you props for making sure things matched the colour palette of your level though. As for your stage: Your primary gimmick was, really really cool. I loved the idea behind it! Sure, it occasionally required you to memorise, but checkpoints were very well placed (mostly), so that helped a big deal to limit the frustration. &lt;br /&gt;
Where things get kinda wonky is some of the enemy layouts on the screens with your gimmick. Many are overcrowded, and expects too much from the player. Fewer enemies on these screens would've helped this stage a big deal better. &lt;br /&gt;
The Grey Propeller enemy is the biggest offender, he has too much health and nearly always placed in locations where, he's fine on his own, but mixed with other enemies was painful. There is one spot with involves you jumping over a Shield Attack and said Grey Propeller, above a instant-death pit, which was kinda annoying. I could eventually clear this area with practice, but it took quite more practice than most people would have patience for. Still, this level was enjoyable all told, if a bit too hard for it's own good. &lt;br /&gt;
Your Robot Master was really fun to fight, and a great cap to your end of level. He was difficult, but very doable and very satisfying to actually take down buster-only. &lt;br /&gt;
Next to your gimmick idea, I think your execution of this guy is the highlight of your stage.&lt;br /&gt;
|acescore = 33&lt;br /&gt;
|asdesign = 7&lt;br /&gt;
|asfun = 6&lt;br /&gt;
|ascreativity = 13&lt;br /&gt;
|asaesthetics = 2&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Easter Eggs==&lt;br /&gt;
*In the same room as the Noble Nickel is an invincible Hologran that, instead of shifting the layout, projects the background from [[City War]] onto the screen. The Neon Man-themed sections of the [[Reality Core]] exclusively use this type of Hologran.&lt;br /&gt;
[[File:MaGMML2-NeonManCityWar.png|thumb|left|City War's Revenge!|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 4}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 4 (MaGMML2)]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Entries]][[Category:Skippable Levels]]&lt;/div&gt;</summary>
		<author><name>AnAlteredMan</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Wafer_Wagon&amp;diff=13926</id>
		<title>Wafer Wagon</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Wafer_Wagon&amp;diff=13926"/>
				<updated>2020-10-30T16:50:42Z</updated>
		
		<summary type="html">&lt;p&gt;AnAlteredMan: Changes &amp;quot;Zero&amp;quot; to &amp;quot;The truck&amp;quot; (Context: [Zero]'s Wafer Rocket is also destroyed, while Zero himself...)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#7ED0DD&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=Wafer Wagon&lt;br /&gt;
|altname=&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script=ウェーファーワゴン&lt;br /&gt;
|romaji=Uēfā Wagon 	&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[Spin Attaxx]]&lt;br /&gt;
|programmer=[[Spin Attaxx]]&lt;br /&gt;
|artist=[[Spin Attaxx]]&lt;br /&gt;
|gender=&lt;br /&gt;
|eyecolor=&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28 (each phase)&lt;br /&gt;
|at='''Phase 1:'''&amp;lt;br&amp;gt;4 (contact)&amp;lt;br&amp;gt;2 (ice cream)&amp;lt;br&amp;gt;'''Phase 2:'''&amp;lt;br&amp;gt;4 (contact)&amp;lt;br&amp;gt;1 (snowflake)&amp;lt;br&amp;gt;'''Phase 3:'''&amp;lt;br&amp;gt;4 (contact)&amp;lt;br&amp;gt;4 (Neapolitan Bomb)&amp;lt;br&amp;gt;2 (Neapolitan Bomb shrapnel)&amp;lt;br&amp;gt;3 (laser)&lt;br /&gt;
|attack= &lt;br /&gt;
|type=Freeze&lt;br /&gt;
|weak=[[Cutter Chip]] (Phase 1)&amp;lt;br&amp;gt;[[Zap Chip]] (Phase 2)&amp;lt;br&amp;gt;[[Flame Chip]] (Phase 3)&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Metropolitan Neapolitan]]&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:WaferWagonPhase1.png‎|Phase 1]][[File:WaferWagonPhase2.png‎|Phase 2]][[File:WaferWagonPhase3.png‎|Phase 3]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Wafer Wagon''' is a boss from ''[[Make a Good Mega Man Level: Episode Zero]]''. It is a high-tech ice cream truck built and driven by [[Neapolitan Man]], with several built-in features such as an ice-cream shooting cannon, a powerful freezer, and a flight mode. It appears as the boss of the stage [[Metropolitan Neapolitan]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
The Wafer Wagon starts off by driving towards the right side of the screen, before stopping to fire a fast volley of seven giant ice cream cannonballs from the large cannon on top, akin to a giant [[Hardswerve]]. These cannonballs are aimed directly at [[Zero]], who fights the truck atop a Wafer Rocket that follows his movements. Once all seven cannonballs have disappeared, the Wafer Wagon drives forwards a small distance before breaking to a halt, aiming to crash into Zero; this attack can be avoided by staying on the left side of the screen. From here, it repeats the pattern. The Wafer Wagon is completely invincible except for the cannon, which must be attacked to damage the machine.&lt;br /&gt;
&lt;br /&gt;
Once enough damage is dealt to the cannon, it explodes and damages the Wafer Wagon, exposing its freezer as Neapolitan Man moves to the driver's seat. In this second phase, it attacks by blowing a strong wind at Zero while driving slowly to the left. As the truck moves, the freezer shoots a triple shot of snowflakes at Zero, with the middle snowflake aimed directly at him. Once the Wafer Wagon reaches its destination, it once again brakes in an attempt to ram Zero, but the attack can be avoided in the same way as with the first phase. The Wagon is once again invincible in all areas, with the freezer being the sole weak spot. After destroying the freezer, the Wafer Wagon is further damaged, losing its wheels and door before taking to the air. The truck's Wafer Rocket is also destroyed, while Zero himself is sent flying upwards.&lt;br /&gt;
&lt;br /&gt;
Landing on a set of five Wafer Rockets, a very irate Neapolitan Man tries one last time to defeat Zero. The battle now occurs over a bottomless pit, with Wafer Rockets constantly moving to the left, forcing Zero to keep moving and avoid falling off. The Wafer Wagon slowly flies to the right, bobbing up and down in a sine wave pattern while Neapolitan Man shoots [[Neapolitan Bomb]]s at Zero. Each bomb is a different flavour/colour, and will explode accordingly - Neapolitan Man will fire them in descending order, before starting over:&lt;br /&gt;
* Vanilla (white) releases four shots in all four diagonal directions, akin to an X.&lt;br /&gt;
* Chocolate (brown) releases four shots in all four cardinal directions, akin to a plus.&lt;br /&gt;
* Strawberry (pink) releases eight shots in every direction, but each shot will self-destruct after a short distance.&lt;br /&gt;
&lt;br /&gt;
Once the Wafer Wagon reaches the other side of the screen, it will stop still while Neapolitan Man ceases firing Neapolitan Bombs. The truck will then follow Zero's vertical position, before stopping to fire a laser out from its ice cream cannon. After shooting three lasers, the Wafer Wagon flies straight to the other side of the screen, this time moving all the way, forcing Zero to move under or over it to evade it. Afterwards, it slowly flies back to its starting point before repeating the pattern. Unlike the first two phases, the Wafer Wagon lacks invincibility, allowing Zero to damage it while focusing on avoiding the pit below.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Phase 1===&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1.5&lt;br /&gt;
|saber=3&lt;br /&gt;
|burst=1.5&lt;br /&gt;
|drive=7&lt;br /&gt;
|cutbuster=3&lt;br /&gt;
|cutsaber=4&lt;br /&gt;
|cutburst=3&lt;br /&gt;
|cutdrive=4&lt;br /&gt;
|flamebuster=2&lt;br /&gt;
|flamesaber=3&lt;br /&gt;
|flameburst=2&lt;br /&gt;
|flamedrive=1&lt;br /&gt;
|icebuster=0&lt;br /&gt;
|icesaber=0&lt;br /&gt;
|iceburst=0&lt;br /&gt;
|icedrive=0&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=1&lt;br /&gt;
|psyburst=1&lt;br /&gt;
|psydrive=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Phase 2===&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1.5&lt;br /&gt;
|saber=3&lt;br /&gt;
|burst=1.5&lt;br /&gt;
|drive=7&lt;br /&gt;
|cutbuster=1&lt;br /&gt;
|cutsaber=1&lt;br /&gt;
|cutburst=1&lt;br /&gt;
|cutdrive=2&lt;br /&gt;
|flamebuster=1&lt;br /&gt;
|flamesaber=2&lt;br /&gt;
|flameburst=1&lt;br /&gt;
|flamedrive=1&lt;br /&gt;
|icebuster=0&lt;br /&gt;
|icesaber=0&lt;br /&gt;
|iceburst=0&lt;br /&gt;
|icedrive=0&lt;br /&gt;
|zapbuster=3&lt;br /&gt;
|zapsaber=4&lt;br /&gt;
|zapburst=3&lt;br /&gt;
|zapdrive=4&lt;br /&gt;
|psybuster=1&lt;br /&gt;
|psysaber=1&lt;br /&gt;
|psyburst=1&lt;br /&gt;
|psydrive=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Phase 3===&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1.5&lt;br /&gt;
|saber=3&lt;br /&gt;
|burst=1.5&lt;br /&gt;
|drive=7&lt;br /&gt;
|cutbuster=1&lt;br /&gt;
|cutsaber=1&lt;br /&gt;
|cutburst=1&lt;br /&gt;
|cutdrive=2&lt;br /&gt;
|flamebuster=3&lt;br /&gt;
|flamesaber=4&lt;br /&gt;
|flameburst=3&lt;br /&gt;
|flamedrive=4&lt;br /&gt;
|icebuster=0&lt;br /&gt;
|icesaber=0&lt;br /&gt;
|iceburst=0&lt;br /&gt;
|icedrive=0&lt;br /&gt;
|zapbuster=1&lt;br /&gt;
|zapsaber=2&lt;br /&gt;
|zapburst=1&lt;br /&gt;
|zapdrive=1&lt;br /&gt;
|psybuster=1&lt;br /&gt;
|psysaber=1&lt;br /&gt;
|psyburst=1&lt;br /&gt;
|psydrive=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The colours of each phase's healthbar (yellow for phase 1, pink for phase 2, and brown for phase 3) correspond to the three flavours of neapolitan ice cream (vanilla, strawberry, and chocolate).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]]&lt;/div&gt;</summary>
		<author><name>AnAlteredMan</name></author>	</entry>

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