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		<id>http://magmmlcontest.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JupiHornet</id>
		<title>Make a Good Mega Man Level Contest - User contributions [en]</title>
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		<updated>2026-05-24T13:38:00Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Truffle_Man_(stage)&amp;diff=5146</id>
		<title>Truffle Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Truffle_Man_(stage)&amp;diff=5146"/>
				<updated>2018-06-04T02:08:30Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsStrategy}}&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Truffle Man&lt;br /&gt;
|rank = 14th&lt;br /&gt;
|image= [[File:MAGMML2-14-Truffle-Man.png|200px]]&lt;br /&gt;
|caption=&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[lung_]]&lt;br /&gt;
|composer= [[CosmicGem]]&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 = 38&lt;br /&gt;
|judge2 = 45&lt;br /&gt;
|judge3 = 31&lt;br /&gt;
|judge4 = 35&lt;br /&gt;
|judge5 = 46&lt;br /&gt;
|totalscore = 39.0&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3&lt;br /&gt;
|enemies = TBD&lt;br /&gt;
|subbosses = [[Mush King]]&lt;br /&gt;
|bosses = [[Truffle Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = MaGMML2 - Truffle Man&lt;br /&gt;
|location = [[Tier 9 (MaGMML2)|Tier 9]]&lt;br /&gt;
|previous = [[Sector Upsilon 6]]&lt;br /&gt;
|next = [[Mount Sabre]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|As far as good Mega Man levels go, this counts, and in my opinion ticks every box.|ACESpark|excerpt from judge comment.|}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Truffle Man is the 14th place entry in '''Make a Good Mega Man Level 2.''' It is based heavily around mushrooms, with moving bouncy mushroom platforms and reskinned mushroom enemies. It features a mid-boss fight with a heavily-armed mushroom enemy, and a boss fight with the titular [[Truffle Man]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Pretty neat level! The custom enemies are actually suuuper neat and adorable, and they're used and combined in interesting ways. I really like the enemy that shoots the wave of explosions, it's used in some pretty neat rooms and it's interesting to work around. I'm not sure if I like how the Noble Nickels were hidden, though - 2 out of 3 are behind breakable walls that took me a couple playthroughs to even realize they were there. Both the miniboss and boss were impressive and a lot of fun to fight, and the level's just fun in general. I don't like the final stretch before the boss, though, with the moving mushroom platform - it's a HUGE pain to try and kill the mushroom Mets while trying to stay caught up with the platform. I feel like better enemy choice would have made the section more fluid and fun. I still really like most of the level, though, it's just super fun and creative.&lt;br /&gt;
|pyroscore = 38&lt;br /&gt;
|spdesign = 11&lt;br /&gt;
|spfun = 7&lt;br /&gt;
|spcreativity = 10&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = That level really felt like something out of a fangame. The custom enemies were great, and the bouncing mushroom gimmick was executed very well! The small bouncing mushrooms were placed in ways that were fun without being too hard for the level. The big ones went fast enough to keep you on your toes, but slow enough that you could catch up to it if you fell behind. The stage was a LITTLE bit too short, though. Truffle Man himself looks really cool, and the fight is fun, but that laser attack takes up a bit too much space. Overall though, fantastic level!Awesome job!&lt;br /&gt;
|jupiscore = 45&lt;br /&gt;
|jhdesign = 14&lt;br /&gt;
|jhfun = 7&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = Pretty nice level! I like the mushroom-themed enemies and how they behave, though I'm kinda sad the level forgot about two of its enemies after the first room :c. Aside from that it's pretty consistent and has a nice flow to it. I like the midboss, but I have some problems with Truffle Man himself. Aside from his buster dealing a lot of damage and often chasing me down after I thought I had already dodged it (since every bullet homes individually, rather than it being a streak of 3 in the same direction), he limits off the arena, often causing the player to be right next to him (which is not where you wanna be when a robot mushroom is tossing peas at you). I think he could've been more interesting if he utilised the pollen bombs from some of the enemies in the level instead of cutting off parts of the arena. The level itself is mostly fine, though I'm not a fan of the last section before the boss. The truffle mets on those platforms have to be taken out quickly or else the player will miss their ride. Placing a non-shielded enemy on the ride would've made getting back on the platform more reliable to accomplish. Overall this stage doesn't do much, but it has a nice theme and is fun to play.&lt;br /&gt;
|enjlscore = 31&lt;br /&gt;
|endesign = 7&lt;br /&gt;
|enfun = 7&lt;br /&gt;
|encreativity = 8&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = It's a pretty good level. The stage layout is actually very solid, however there are some issues, such as with certain enemies being too difficult to avoid, or Noble Nickels that are too hard to find. I liked the mushroom enemies too. Other than that, there's not much else that's considerably interesting in this stage, but it's still one I enjoy.&lt;br /&gt;
|garirryscore = 35&lt;br /&gt;
|gadesign = 9&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 9&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|ace = So here comes this level, feeling like it is straight out of one of the official games, more or less. Good stuff.&lt;br /&gt;
The minor negatives to the stage? I think the colour palette is a bit drab and boring, the Spring Mushrooms and Enemy Mushrooms should've at least been different colours to help lessen confusion between what is an enemy and a gimmick, and I felt like it was very bizarre that the Mid-Boss has a greater range of attacks than the Robot Master.&lt;br /&gt;
The weirdest bit of the stage? The single, solitary Katonbyon from Mega Man 6 that shows up. Randomly. And isn't used again. I do not get it.&lt;br /&gt;
&lt;br /&gt;
Bare in mind, this is all minor, very nitpicky stuff. I guess the only real issue here - is it is not the most creative stage out there. This stage gets enemy and gimmick conveyance spot on, the themeing is completely consistent and well joined, strange dragonflies aside, and finally - it makes full use of every gimmick to its full effect. Maybe not every enemy, but certainly the gimmicks.&lt;br /&gt;
&lt;br /&gt;
I have a slight issue with the master - the fact that lasers are suddenly introduced to the stage is a bit off-putting and confusing, but this is yet again, a nitpick. He seems pretty difficult, but feels pretty fair once you get used to him.&lt;br /&gt;
&lt;br /&gt;
As far as good Mega Man levels go, this counts, and in my opinion ticks every box. Great work.&lt;br /&gt;
|acescore = 46&lt;br /&gt;
|asdesign = 15&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 13&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;
* TBD&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 9}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 9 (MaGMML2)]][[Category:Stages with Collectables]][[Category:lung_]][[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Truffle_Man_(stage)&amp;diff=5145</id>
		<title>Truffle Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Truffle_Man_(stage)&amp;diff=5145"/>
				<updated>2018-06-04T02:07:29Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsStrategy}}&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Truffle Man&lt;br /&gt;
|rank = 14th&lt;br /&gt;
|image= [[File:MAGMML2-14-Truffle-Man.png|200px]]&lt;br /&gt;
|caption=&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[lung_]]&lt;br /&gt;
|composer= [[CosmicGem]]&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 = 38&lt;br /&gt;
|judge2 = 45&lt;br /&gt;
|judge3 = 31&lt;br /&gt;
|judge4 = 35&lt;br /&gt;
|judge5 = 46&lt;br /&gt;
|totalscore = 39.0&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3&lt;br /&gt;
|enemies = TBD&lt;br /&gt;
|subbosses = [[Mush King]]&lt;br /&gt;
|bosses = [[Truffle Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = MaGMML2 - Truffle Man&lt;br /&gt;
|location = [[Tier 9 (MaGMML2)|Tier 9]]&lt;br /&gt;
|previous = [[Sector Upsilon 6]]&lt;br /&gt;
|next = [[Mount Sabre]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|As far as good Mega Man levels go, this counts, and in my opinion ticks every box.|ACESpark|except from judge comment.|}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Truffle Man is the 14th place entry in '''Make a Good Mega Man Level 2.''' It is based heavily around mushrooms, with moving bouncy mushroom platforms and reskinned mushroom enemies. It features a mid-boss fight with a heavily-armed mushroom enemy, and a boss fight with the titular [[Truffle Man]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Pretty neat level! The custom enemies are actually suuuper neat and adorable, and they're used and combined in interesting ways. I really like the enemy that shoots the wave of explosions, it's used in some pretty neat rooms and it's interesting to work around. I'm not sure if I like how the Noble Nickels were hidden, though - 2 out of 3 are behind breakable walls that took me a couple playthroughs to even realize they were there. Both the miniboss and boss were impressive and a lot of fun to fight, and the level's just fun in general. I don't like the final stretch before the boss, though, with the moving mushroom platform - it's a HUGE pain to try and kill the mushroom Mets while trying to stay caught up with the platform. I feel like better enemy choice would have made the section more fluid and fun. I still really like most of the level, though, it's just super fun and creative.&lt;br /&gt;
|pyroscore = 38&lt;br /&gt;
|spdesign = 11&lt;br /&gt;
|spfun = 7&lt;br /&gt;
|spcreativity = 10&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = That level really felt like something out of a fangame. The custom enemies were great, and the bouncing mushroom gimmick was executed very well! The small bouncing mushrooms were placed in ways that were fun without being too hard for the level. The big ones went fast enough to keep you on your toes, but slow enough that you could catch up to it if you fell behind. The stage was a LITTLE bit too short, though. Truffle Man himself looks really cool, and the fight is fun, but that laser attack takes up a bit too much space. Overall though, fantastic level!Awesome job!&lt;br /&gt;
|jupiscore = 45&lt;br /&gt;
|jhdesign = 14&lt;br /&gt;
|jhfun = 7&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = Pretty nice level! I like the mushroom-themed enemies and how they behave, though I'm kinda sad the level forgot about two of its enemies after the first room :c. Aside from that it's pretty consistent and has a nice flow to it. I like the midboss, but I have some problems with Truffle Man himself. Aside from his buster dealing a lot of damage and often chasing me down after I thought I had already dodged it (since every bullet homes individually, rather than it being a streak of 3 in the same direction), he limits off the arena, often causing the player to be right next to him (which is not where you wanna be when a robot mushroom is tossing peas at you). I think he could've been more interesting if he utilised the pollen bombs from some of the enemies in the level instead of cutting off parts of the arena. The level itself is mostly fine, though I'm not a fan of the last section before the boss. The truffle mets on those platforms have to be taken out quickly or else the player will miss their ride. Placing a non-shielded enemy on the ride would've made getting back on the platform more reliable to accomplish. Overall this stage doesn't do much, but it has a nice theme and is fun to play.&lt;br /&gt;
|enjlscore = 31&lt;br /&gt;
|endesign = 7&lt;br /&gt;
|enfun = 7&lt;br /&gt;
|encreativity = 8&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = It's a pretty good level. The stage layout is actually very solid, however there are some issues, such as with certain enemies being too difficult to avoid, or Noble Nickels that are too hard to find. I liked the mushroom enemies too. Other than that, there's not much else that's considerably interesting in this stage, but it's still one I enjoy.&lt;br /&gt;
|garirryscore = 35&lt;br /&gt;
|gadesign = 9&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 9&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|ace = So here comes this level, feeling like it is straight out of one of the official games, more or less. Good stuff.&lt;br /&gt;
The minor negatives to the stage? I think the colour palette is a bit drab and boring, the Spring Mushrooms and Enemy Mushrooms should've at least been different colours to help lessen confusion between what is an enemy and a gimmick, and I felt like it was very bizarre that the Mid-Boss has a greater range of attacks than the Robot Master.&lt;br /&gt;
The weirdest bit of the stage? The single, solitary Katonbyon from Mega Man 6 that shows up. Randomly. And isn't used again. I do not get it.&lt;br /&gt;
&lt;br /&gt;
Bare in mind, this is all minor, very nitpicky stuff. I guess the only real issue here - is it is not the most creative stage out there. This stage gets enemy and gimmick conveyance spot on, the themeing is completely consistent and well joined, strange dragonflies aside, and finally - it makes full use of every gimmick to its full effect. Maybe not every enemy, but certainly the gimmicks.&lt;br /&gt;
&lt;br /&gt;
I have a slight issue with the master - the fact that lasers are suddenly introduced to the stage is a bit off-putting and confusing, but this is yet again, a nitpick. He seems pretty difficult, but feels pretty fair once you get used to him.&lt;br /&gt;
&lt;br /&gt;
As far as good Mega Man levels go, this counts, and in my opinion ticks every box. Great work.&lt;br /&gt;
|acescore = 46&lt;br /&gt;
|asdesign = 15&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 13&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;
* TBD&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 9}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 9 (MaGMML2)]][[Category:Stages with Collectables]][[Category:lung_]][[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Nitrogen_Man&amp;diff=5144</id>
		<title>Nitrogen Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Nitrogen_Man&amp;diff=5144"/>
				<updated>2018-06-04T02:03:46Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsStrategy}}&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Nitrogen Man&lt;br /&gt;
|rank = 38th&lt;br /&gt;
|image= [[File:MaGMML2-38-NitrogenMan.png]]&lt;br /&gt;
|caption= &lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[MugMan]]&lt;br /&gt;
|composer= RRThiel + [[MiniMacro]],&amp;lt;br&amp;gt;Hirokazu Ando&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = [[notencore]]&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 = 28&lt;br /&gt;
|judge2 = 33&lt;br /&gt;
|judge3 = 32&lt;br /&gt;
|judge4 = 32&lt;br /&gt;
|judge5 = 23&lt;br /&gt;
|totalscore = 29.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 0&lt;br /&gt;
|enemies = &lt;br /&gt;
* [[Bomber Pepe]]&lt;br /&gt;
* [[Hammer Joe]]&lt;br /&gt;
* [[Gabgyo]]&lt;br /&gt;
* [[Nitron]]&lt;br /&gt;
* [[Penpen]]&lt;br /&gt;
* [[Shield Attacker]]&lt;br /&gt;
|subbosses = [[Penpen Maker]]&lt;br /&gt;
|bosses = [[Chill Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = MaGMML2 - Nitrogen Man (level),&amp;lt;br&amp;gt;Kirby: Planet Robobot - Vs. Core Kabula (boss)&lt;br /&gt;
|location = [[Tier 6 (MaGMML2)|Tier 6]]&lt;br /&gt;
|previous = [[Crystal Lab]]&lt;br /&gt;
|next = [[Duwang]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I like how the level is mapped out in the boss room and the bonus room is indicated both there and by the bubbles in the room above, buuuutt...... it's empty? What a disappointment! I want my money back!|Enjl|expressing disappointment in the empty bonus room.}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Nitrogen Man''' is the 38th place entry in ''[[Make a Good Mega Man Level 2]]'', created by MugMan. The level is set in a cold facility filled with huge tanks of liquid nitrogen, some of which have ruptured and spray jets of nitrogen gas at intervals. These jets will not only harm Mega Man, but freeze him in place for a couple seconds.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Aww. I like the idea of a Nitrogen Man, and I was hoping for some good usage of time bombs and wave streams, but unfortunately the level just didn't really do much in general. Many of the wave streams don't really pose a true threat - the level is very open, so that means you can jump over them easily. I feel like the wave streams work much better when the level is cramped. Besides the ideas, the level just plays like 'Gemini Man above ground section mk2'. It's the same types of enemies, same types of obstacles, it's just kinda...there. The level just doesn't really do much, and that's what brings it down for me. Also random Chill Man fight at the end? I suck at fighting Chill Man :T&lt;br /&gt;
|pyroscore = 28&lt;br /&gt;
|spdesign = 8&lt;br /&gt;
|spfun = 5&lt;br /&gt;
|spcreativity = 6&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This level just felt like a ton of wasted potential. The recolored Shadow Man tileset looks nice, but I'm assuming by Nitrogen you meant Liquid Nitrogen, so you could have used some really cool ice-themed gimmicks, like the melting blocks. It started off nicely with the Wave Man steam puffs that freeze you, but there could have been so much more! I was even more disappointed that the level is called Nitrogen Man, but the boss was just Chill Man. &lt;br /&gt;
|jupiscore = 33&lt;br /&gt;
|jhdesign = 10&lt;br /&gt;
|jhfun = 7&lt;br /&gt;
|jhcreativity = 8&lt;br /&gt;
|jhaesthetics = 4&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = Cool (ha) level! It can get somewhat same-y after a while, but it has a solid idea and sticks to it. I kinda wish it didn't forget about its exploding platforms after the first few screens, though. The background palette can be somewhat eye-searing at times and I sometimes jumped into the water by mistake, thinking of it as ground (ground also has the texture of water), but the aesthetic is nice otherwise. I like how the level is mapped out in the boss room and the bonus room is indicated both there and by the bubbles in the room above, buuuutt...... it's empty? What a disappointment! I want my money back!&lt;br /&gt;
|enjlscore = 32&lt;br /&gt;
|endesign = 9&lt;br /&gt;
|enfun = 7&lt;br /&gt;
|encreativity = 8&lt;br /&gt;
|enaesthetics = 3&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = There's really not much I can say about this stage. Nothing here is too impressive, but I enjoyed it. The level design is also fairly solid, although some spots are kinda cheap or just boring and empty. It's a bit short and there could have been more to it, but it's alright.&lt;br /&gt;
|garirryscore = 32&lt;br /&gt;
|gadesign = 9&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 7&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Pretty good actually. Nothing here was particularly frustrating, except a few tiny spots which were a bit too unpredicable. Stage layout is alright.&lt;br /&gt;
|gafunnote = I enjoyed it. Nothing spectacular but it was good.&lt;br /&gt;
|gacreativitynote = Nothing interesting here to be honest.&lt;br /&gt;
|gaaestheticsnote = Looks a bit confusing at times, but it's nothing too bad.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = There is some promise in the concept of this level - an entire base filled with nitrogen based gimmicks, intriguing!&lt;br /&gt;
And then, nothing happens. This level feels a bit half baked, even the tileset doesn't bother animating tiles that clearly should be. (The effort to take standard Mega Man tiles and make them themed together is appreciated.)&lt;br /&gt;
&lt;br /&gt;
Your sole new gimmick is purely there to waste time. It aids in the level's theme, but that is about it. The fact it freezes you in place is actually a detriment to your stage,mostly because at no point is this fact used with any creativity. You are also incredibly inconsistent with the Ice tiles. Floors that look identical in this stage act differently. It's very confusing.&lt;br /&gt;
Credit will be given where credit is due - the few screens with the count bombs are expertly pulled off. Unfortunate the same care wasn't taken elsewhere. The enemy set is also fitting for the stage.&lt;br /&gt;
&lt;br /&gt;
Also, hello dev-kit boss! Erm.... why Kirby music?&lt;br /&gt;
Not outright terrible, but it is rather &amp;quot;there&amp;quot;, and the sheer pointlessness and annoyance of your &amp;quot;new&amp;quot; gimmick is a major detriment.&lt;br /&gt;
|acescore = 23&lt;br /&gt;
|asdesign = 6&lt;br /&gt;
|asfun = 6&lt;br /&gt;
|ascreativity = 6&lt;br /&gt;
|asaesthetics = 3&lt;br /&gt;
|asfunction = 2&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Easter Eggs==&lt;br /&gt;
There is a secret room in the large nitrogen tank filled with swimming [[Gabgyo|Gabgyos]], at the bottom of a pit with bubbles coming out of it. This room is alluded to in Chill Man's boss room, with the background tiles forming a map of the level with the hidden room marked by an X. The room is completely empty, however, leaving its intended contents a mystery.&lt;br /&gt;
[[File:MaGMML2-NitrogenEasterEgg.png|thumb|left|Hello? Anyone? Nitrogen Man, are you in here?]]&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
{{MaGMML2 Tier 6}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 6 (MaGMML2)]][[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Nitrogen_Man&amp;diff=5143</id>
		<title>Nitrogen Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Nitrogen_Man&amp;diff=5143"/>
				<updated>2018-06-04T02:03:23Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsStrategy}}&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Nitrogen Man&lt;br /&gt;
|rank = 38th&lt;br /&gt;
|image= [[File:MaGMML2-38-NitrogenMan.png]]&lt;br /&gt;
|caption= &lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[MugMan]]&lt;br /&gt;
|composer= RRThiel + [[MiniMacro]],&amp;lt;br&amp;gt;Hirokazu Ando&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = [[notencore]]&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 = 28&lt;br /&gt;
|judge2 = 33&lt;br /&gt;
|judge3 = 32&lt;br /&gt;
|judge4 = 32&lt;br /&gt;
|judge5 = 23&lt;br /&gt;
|totalscore = 29.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 0&lt;br /&gt;
|enemies = &lt;br /&gt;
* [[Bomber Pepe]]&lt;br /&gt;
* [[Hammer Joe]]&lt;br /&gt;
* [[Gabgyo]]&lt;br /&gt;
* [[Nitron]]&lt;br /&gt;
* [[Penpen]]&lt;br /&gt;
* [[Shield Attacker]]&lt;br /&gt;
|subbosses = [[Penpen Maker]]&lt;br /&gt;
|bosses = [[Chill Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = MaGMML2 - Nitrogen Man (level),&amp;lt;br&amp;gt;Kirby: Planet Robobot - Vs. Core Kabula (boss)&lt;br /&gt;
|location = [[Tier 6 (MaGMML2)|Tier 6]]&lt;br /&gt;
|previous = [[Crystal Lab]]&lt;br /&gt;
|next = [[Duwang]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I like how the level is mapped out in the boss room and the bonus room is indicated both there and by the bubbles in the room above, buuuutt...... it's empty? What a disappointment! I want my money back!|Enjl|expressing disappointment in the empty bonus room.}} --&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Nitrogen Man''' is the 38th place entry in ''[[Make a Good Mega Man Level 2]]'', created by MugMan. The level is set in a cold facility filled with huge tanks of liquid nitrogen, some of which have ruptured and spray jets of nitrogen gas at intervals. These jets will not only harm Mega Man, but freeze him in place for a couple seconds.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Aww. I like the idea of a Nitrogen Man, and I was hoping for some good usage of time bombs and wave streams, but unfortunately the level just didn't really do much in general. Many of the wave streams don't really pose a true threat - the level is very open, so that means you can jump over them easily. I feel like the wave streams work much better when the level is cramped. Besides the ideas, the level just plays like 'Gemini Man above ground section mk2'. It's the same types of enemies, same types of obstacles, it's just kinda...there. The level just doesn't really do much, and that's what brings it down for me. Also random Chill Man fight at the end? I suck at fighting Chill Man :T&lt;br /&gt;
|pyroscore = 28&lt;br /&gt;
|spdesign = 8&lt;br /&gt;
|spfun = 5&lt;br /&gt;
|spcreativity = 6&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This level just felt like a ton of wasted potential. The recolored Shadow Man tileset looks nice, but I'm assuming by Nitrogen you meant Liquid Nitrogen, so you could have used some really cool ice-themed gimmicks, like the melting blocks. It started off nicely with the Wave Man steam puffs that freeze you, but there could have been so much more! I was even more disappointed that the level is called Nitrogen Man, but the boss was just Chill Man. &lt;br /&gt;
|jupiscore = 33&lt;br /&gt;
|jhdesign = 10&lt;br /&gt;
|jhfun = 7&lt;br /&gt;
|jhcreativity = 8&lt;br /&gt;
|jhaesthetics = 4&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = Cool (ha) level! It can get somewhat same-y after a while, but it has a solid idea and sticks to it. I kinda wish it didn't forget about its exploding platforms after the first few screens, though. The background palette can be somewhat eye-searing at times and I sometimes jumped into the water by mistake, thinking of it as ground (ground also has the texture of water), but the aesthetic is nice otherwise. I like how the level is mapped out in the boss room and the bonus room is indicated both there and by the bubbles in the room above, buuuutt...... it's empty? What a disappointment! I want my money back!&lt;br /&gt;
|enjlscore = 32&lt;br /&gt;
|endesign = 9&lt;br /&gt;
|enfun = 7&lt;br /&gt;
|encreativity = 8&lt;br /&gt;
|enaesthetics = 3&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = There's really not much I can say about this stage. Nothing here is too impressive, but I enjoyed it. The level design is also fairly solid, although some spots are kinda cheap or just boring and empty. It's a bit short and there could have been more to it, but it's alright.&lt;br /&gt;
|garirryscore = 32&lt;br /&gt;
|gadesign = 9&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 7&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Pretty good actually. Nothing here was particularly frustrating, except a few tiny spots which were a bit too unpredicable. Stage layout is alright.&lt;br /&gt;
|gafunnote = I enjoyed it. Nothing spectacular but it was good.&lt;br /&gt;
|gacreativitynote = Nothing interesting here to be honest.&lt;br /&gt;
|gaaestheticsnote = Looks a bit confusing at times, but it's nothing too bad.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = There is some promise in the concept of this level - an entire base filled with nitrogen based gimmicks, intriguing!&lt;br /&gt;
And then, nothing happens. This level feels a bit half baked, even the tileset doesn't bother animating tiles that clearly should be. (The effort to take standard Mega Man tiles and make them themed together is appreciated.)&lt;br /&gt;
&lt;br /&gt;
Your sole new gimmick is purely there to waste time. It aids in the level's theme, but that is about it. The fact it freezes you in place is actually a detriment to your stage,mostly because at no point is this fact used with any creativity. You are also incredibly inconsistent with the Ice tiles. Floors that look identical in this stage act differently. It's very confusing.&lt;br /&gt;
Credit will be given where credit is due - the few screens with the count bombs are expertly pulled off. Unfortunate the same care wasn't taken elsewhere. The enemy set is also fitting for the stage.&lt;br /&gt;
&lt;br /&gt;
Also, hello dev-kit boss! Erm.... why Kirby music?&lt;br /&gt;
Not outright terrible, but it is rather &amp;quot;there&amp;quot;, and the sheer pointlessness and annoyance of your &amp;quot;new&amp;quot; gimmick is a major detriment.&lt;br /&gt;
|acescore = 23&lt;br /&gt;
|asdesign = 6&lt;br /&gt;
|asfun = 6&lt;br /&gt;
|ascreativity = 6&lt;br /&gt;
|asaesthetics = 3&lt;br /&gt;
|asfunction = 2&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Easter Eggs==&lt;br /&gt;
There is a secret room in the large nitrogen tank filled with swimming [[Gabgyo|Gabgyos]], at the bottom of a pit with bubbles coming out of it. This room is alluded to in Chill Man's boss room, with the background tiles forming a map of the level with the hidden room marked by an X. The room is completely empty, however, leaving its intended contents a mystery.&lt;br /&gt;
[[File:MaGMML2-NitrogenEasterEgg.png|thumb|left|Hello? Anyone? Nitrogen Man, are you in here?]]&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
{{MaGMML2 Tier 6}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 6 (MaGMML2)]][[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Launch_Man_%26_Shuttle_Man_(stage)&amp;diff=5142</id>
		<title>Launch Man &amp; Shuttle Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Launch_Man_%26_Shuttle_Man_(stage)&amp;diff=5142"/>
				<updated>2018-06-04T01:59:28Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For article on the bosses, see [[Launch Man &amp;amp; Shuttle Man]].''&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Launch Man &amp;amp; Shuttle Man&lt;br /&gt;
|rank = 8th&lt;br /&gt;
|image= [[File:MaGMML2-8-LaunchManAndShuttleMan.png]]&lt;br /&gt;
|caption= Get ready for takeoff!&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Strife&lt;br /&gt;
|composer= Abo Takeshi&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;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 41&lt;br /&gt;
|judge2 = 40&lt;br /&gt;
|judge3 = 41&lt;br /&gt;
|judge4 = 40&lt;br /&gt;
|judge5 = 48&lt;br /&gt;
|totalscore = 42.0&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5 Nickels&lt;br /&gt;
|enemies =&lt;br /&gt;
* [[Big Telly]]&lt;br /&gt;
* [[Heli Buton]]&lt;br /&gt;
* [[Imorm]]&lt;br /&gt;
* [[Jet Buton]]&lt;br /&gt;
* [[Pandeeta]]&lt;br /&gt;
* [[Power Slam]]&lt;br /&gt;
* [[Propeller Eye]]&lt;br /&gt;
* [[Rackaser]]&lt;br /&gt;
* [[Shield Attacker GTR]]&lt;br /&gt;
* [[Yaffu]]&lt;br /&gt;
|subbosses =&lt;br /&gt;
* [[Air Devil]]&lt;br /&gt;
* [[Dennis]]&lt;br /&gt;
* [[Turbo Roost]]&lt;br /&gt;
|bosses = [[Launch Man &amp;amp; Shuttle Man]]&lt;br /&gt;
|other = ACESpark's Favourite&lt;br /&gt;
|music = Phantom Breaker - Daigaku&lt;br /&gt;
|location = [[Tier 10 (MaGMML2)|Tier 10]]&lt;br /&gt;
|previous = [[Komuso Temple]]&lt;br /&gt;
|next = [[Cyber Man (stage)|Cyber Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Dr. Wily still has not noticed me. Unbeknownst to him, I, the almighty Dennis, have amassed an arsenal of terrifying power. The enemies of my master shall quake in fear at the sight of my numerous transformations, each one more powerful than the last. I am immortal. I am infinite. I am eternal. Wily will notice me. Please notice me, Wily.|Dennis (the most fearsome enemy of all time)|Log Entry, Day 7.}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Launch Man &amp;amp; Shuttle Man''' is the 8th place entry in ''Make a Good Mega Man Level 2''. It is a sky-themed stage with some jungle elements in the first portion.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Dropping down after starting the level, [[Mega Man]] is greeted with a long room consisting of a Pandeeta, Imorms, a Heli Buton, and a Power Slam. While Mega Man can choose to simply go right to proceed, he can also take an extra path by going down a ladder midway through the room. The extra path begins with a Jet Buton and two Needle Presses. Mega Man can either climb up the ladder to get a Large Screw, or use [[Wheel Cutter]] to destroy a Wheel Block and move forward. In the following two rooms, Wheel Cutter must be used to climb up walls. The second of these rooms houses the first/second Noble Nickel on its left side. Climbing up the ladder at the top of this room puts Mega Man next to a Plant Man Platform and a Yaffu.&lt;br /&gt;
&lt;br /&gt;
If Mega Man takes the main path instead, he will face a Needle Press, as well as a single Pandeeta guarding the first/second Noble Nickel. Climbing up leads to a long room with Jet Butons, Plant Man Platforms (the second of which is where Mega Man exits the alternate path from), a Yaffu, an Imorm, Rackasers, a Power Slam, a Big Telly, and for the first time, Rockets. The room after this is a vertical autoscroller, where Mega Man is forced to catch up with an airship heading into the sky, while avoiding being left behind by Jet Butons, Heli Butons, and a Big Telly. Mega Man must jump onto the ship to proceed; if he climbs to the top of the structure on the left before doing so, he will be able to grab the third Noble Nickel.&lt;br /&gt;
&lt;br /&gt;
Once the airship is in the sky, Mega Man must go to the right and battle [[Turbo Roost]]. The next room, houses an Imorm, a Shield Attacker GTR, and a 1-Up. Taking the ladder down will lead to a secret room housing [[Dennis]]. Defeating Dennis and using the key he holds to unlock the Key Barrier, Mega Man can destroy two Slash Blocks to grab some screws, as well as the fourth Noble Nickel. Taking the main path, the next room has several Imorms, plus a Shield Attacker GTR and a Pandeeta, with the latter standing right in front of a key, which must be used to unlock the Key Barrier blocking the path. The next room requires the player to avoid a Shield Attacker GTR, Big Tellies, a Yaffu, Propeller Eyes, Rockets, and a Power Slam while jumping across Plant Man Platforms. A platform near the start of the room can be accessed using a support weapon, granting Mega Man the final Noble Nickel.&lt;br /&gt;
&lt;br /&gt;
At the end of the room is a Spinning Platform, leading to a single room combining multiple Spinning Platforms with Rockets. After passing this room and taking out the Pandeeta in the room after it, a room with a Key Barrier blocking an E-Tank can be found; the only way to unlock this Key Barrier is to keep the key Mega Man got from Dennis. In the following room, Mega Man must fight the [[Air Devil]]. Once defeated, the Air Devil will drop the [[Energy Element]] in the next room, seemingly ready to collect...until [[Launch Man &amp;amp; Shuttle Man]] snatch it, after which the floor will be destroyed, leading to a room with two large Weapon Energy capsules and a 1-Up. Going into the next room leads to the battle against Launch Man &amp;amp; Shuttle Man.&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = I think probably my biggest issue with this level is that it's too overwhelming for first time players. There's a LOT of enemies around, especially very bulky ones like Power Slams. I also don't really like the usage of Shield Attackers; they just feel like they were randomly placed and really don't pose that much of a challenge and just seem like they're there to waste your time. And the bosses, while fun and really well done, were definitely very overwhelming and it took a death for each to really figure them out. All that aside though, this level is REALLY neat with its tech, and there was clearly a ton of love poured into this. The missiles, while not being the most original thing ever, are pretty neat, and do help to spice up the gameplay, and once you do master the boss fights they're a ton of fun - except for the Air Devil, which I found to be a bit dull, but that's basically every devil boss ever anyways. The crazy morphing Met guy got a big laugh out of me, and the launch sequence was suuuuper neat. Honestly, this level really just shines in how creative it is, it does a heck ton of neat things. The design isn't particularly strong, though, so I can't really say it's perfect. I still personally really like it, though.&lt;br /&gt;
|pyroscore = 41&lt;br /&gt;
|spdesign = 10&lt;br /&gt;
|spfun = 7&lt;br /&gt;
|spcreativity = 14&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = That was INSANE. I can tell that a lot of love and care was put into this level, especially the &amp;quot;launch&amp;quot; part. However...that boss was just too much, especially after an already long &amp;quot;Air Devil&amp;quot; miniboss. It's a very hectic fight and it's hard to dodge both bosses' attacks at once, especially since the bigger Robot Master (I think it's Shuttle Man) hits like a truck. There seems to be a pattern, but it's very difficult to learn without dying several times because the battle moves so quickly. With the first miniboss, the Air Devil, and Launch Man/Shuttle Man...I think you tried to do a bit too much in one level.&lt;br /&gt;
|jupiscore = 40&lt;br /&gt;
|jhdesign = 10&lt;br /&gt;
|jhfun = 7&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = Really fun stage! I love the little details like Launch &amp;amp; Shuttle Man flying in the background as you make your way through the sky, and I think the takeoff sequence is suuper cool and memorable. The level as a whole is occasionally pretty spammy with its enemies but a lot of fun to play regardless. The midboss barrier is unfortunately already unlocked as you enter the room, but like the other bosses in the stage he's a fun one to fight. Lunch and Shuffle themselves are pretty hectic but after a cycle it's pretty easy to remember their pattern. I like how they team up like that. If the difficulty was less abrupt and more slope-y I'm sure this stage would feel even better to play, but it's already a lot of fun!&lt;br /&gt;
|enjlscore = 41&lt;br /&gt;
|endesign = 10&lt;br /&gt;
|enfun = 8&lt;br /&gt;
|encreativity = 13&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = This is a great level! The level design is very solid, but does contain a somewhat high concentration of enemies at places. Despite that, it's a very fun stage, and I thought that the ideas behind it were really interesting. However, I did not like the last boss fight considering how easy it is do die while fighting them. There are also a few bugs but it's no big deal. It's an absolutely fantastic level, but I feel that there's quite a few issues that this level could have done without.&lt;br /&gt;
|garirryscore = 40&lt;br /&gt;
|gadesign = 10&lt;br /&gt;
|gafun = 8&lt;br /&gt;
|gacreativity = 13&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|gadesignnote = Could be a bit better. There's way too much enemies at the time, and many of them require patience and waiting to beat. Other than that the level design is solid and very well built.&lt;br /&gt;
|gafunnote = Aside from the annoying enemies and extremely unfair last boss, I really enjoyed this stage.&lt;br /&gt;
|gacreativitynote = I liked all the ideas that were used here. Not as good as some others levels, but it's really, really interesting.&lt;br /&gt;
|gaaestheticsnote = Excellent.&lt;br /&gt;
|gafunctionnote = Has a few bugs, but otherwise works fine.&lt;br /&gt;
|ace = There are like, two things wrong with this level: The screens can get overcrowded every so often (your combination of enemies towards the end of the stage is fairly questionable), and I think not enough of an effort was put to get the enemy set themed together. Recolouring enemies to match each other, and perhaps replacing a few, would've helped get the stage linking together better. The former, is actually an issue, but the latter is a serious nitpick.&lt;br /&gt;
&lt;br /&gt;
Because... let's face it, this stage is great. The gimmicks are simple, but effective. They compliment the level layout, and whilst you don't really do anything that clever with them, you do go beyond the minimum and hit a nice middle ground.&lt;br /&gt;
&lt;br /&gt;
If I felt this was a problem though, you make up for it with your boss battles. Are you a Treasure fan by any chance? Because your boss fights take what is an above average stage, and, to excuse the pun, rocket it out of the arena. All 4 of them were great, (I'm counting Dennis. &amp;lt;3), very creative, and... just a whole lot of fun. They hit the perfect balance of challenge, neat attacks and flair. Your Robot Masters? I fell in love.&lt;br /&gt;
&lt;br /&gt;
Not only would I want to see this stage in an official Capcom title, I think this actually BEATS most Capcom stages.&lt;br /&gt;
|acescore = 48&lt;br /&gt;
|asdesign = 13&lt;br /&gt;
|asfun = 10&lt;br /&gt;
|ascreativity = 15&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;
Launch Man &amp;amp; Shuttle Man is the only level in ''MaGMML2'' to receive a score of 40 or higher from all 5 judges.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 10 (MaGMML2)]][[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Launch_Man_%26_Shuttle_Man_(stage)&amp;diff=5141</id>
		<title>Launch Man &amp; Shuttle Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Launch_Man_%26_Shuttle_Man_(stage)&amp;diff=5141"/>
				<updated>2018-06-04T01:58:35Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For article on the bosses, see [[Launch Man &amp;amp; Shuttle Man]].''&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Launch Man &amp;amp; Shuttle Man&lt;br /&gt;
|rank = 8th&lt;br /&gt;
|image= [[File:MaGMML2-8-LaunchManAndShuttleMan.png]]&lt;br /&gt;
|caption= Get ready for takeoff!&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Strife&lt;br /&gt;
|composer= Abo Takeshi&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;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 41&lt;br /&gt;
|judge2 = 40&lt;br /&gt;
|judge3 = 41&lt;br /&gt;
|judge4 = 40&lt;br /&gt;
|judge5 = 48&lt;br /&gt;
|totalscore = 42.0&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5 Nickels&lt;br /&gt;
|enemies =&lt;br /&gt;
* [[Big Telly]]&lt;br /&gt;
* [[Heli Buton]]&lt;br /&gt;
* [[Imorm]]&lt;br /&gt;
* [[Jet Buton]]&lt;br /&gt;
* [[Pandeeta]]&lt;br /&gt;
* [[Power Slam]]&lt;br /&gt;
* [[Propeller Eye]]&lt;br /&gt;
* [[Rackaser]]&lt;br /&gt;
* [[Shield Attacker GTR]]&lt;br /&gt;
* [[Yaffu]]&lt;br /&gt;
|subbosses =&lt;br /&gt;
* [[Air Devil]]&lt;br /&gt;
* [[Dennis]]&lt;br /&gt;
* [[Turbo Roost]]&lt;br /&gt;
|bosses = [[Launch Man &amp;amp; Shuttle Man]]&lt;br /&gt;
|other = ACESpark's Favourite&lt;br /&gt;
|music = Phantom Breaker - Daigaku&lt;br /&gt;
|location = [[Tier 10 (MaGMML2)|Tier 10]]&lt;br /&gt;
|previous = [[Komuso Temple]]&lt;br /&gt;
|next = [[Cyber Man (stage)|Cyber Man]]&lt;br /&gt;
{{quote|Dr. Wily still has not noticed me. Unbeknownst to him, I, the almighty Dennis, have amassed an arsenal of terrifying power. The enemies of my master shall quake in fear at the sight of my numerous transformations, each one more powerful than the last. I am immortal. I am infinite. I am eternal. Wily will notice me. Please notice me, Wily.|Dennis (the most fearsome enemy of all time)|Log Entry, Day 7.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Launch Man &amp;amp; Shuttle Man''' is the 8th place entry in ''Make a Good Mega Man Level 2''. It is a sky-themed stage with some jungle elements in the first portion.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Dropping down after starting the level, [[Mega Man]] is greeted with a long room consisting of a Pandeeta, Imorms, a Heli Buton, and a Power Slam. While Mega Man can choose to simply go right to proceed, he can also take an extra path by going down a ladder midway through the room. The extra path begins with a Jet Buton and two Needle Presses. Mega Man can either climb up the ladder to get a Large Screw, or use [[Wheel Cutter]] to destroy a Wheel Block and move forward. In the following two rooms, Wheel Cutter must be used to climb up walls. The second of these rooms houses the first/second Noble Nickel on its left side. Climbing up the ladder at the top of this room puts Mega Man next to a Plant Man Platform and a Yaffu.&lt;br /&gt;
&lt;br /&gt;
If Mega Man takes the main path instead, he will face a Needle Press, as well as a single Pandeeta guarding the first/second Noble Nickel. Climbing up leads to a long room with Jet Butons, Plant Man Platforms (the second of which is where Mega Man exits the alternate path from), a Yaffu, an Imorm, Rackasers, a Power Slam, a Big Telly, and for the first time, Rockets. The room after this is a vertical autoscroller, where Mega Man is forced to catch up with an airship heading into the sky, while avoiding being left behind by Jet Butons, Heli Butons, and a Big Telly. Mega Man must jump onto the ship to proceed; if he climbs to the top of the structure on the left before doing so, he will be able to grab the third Noble Nickel.&lt;br /&gt;
&lt;br /&gt;
Once the airship is in the sky, Mega Man must go to the right and battle [[Turbo Roost]]. The next room, houses an Imorm, a Shield Attacker GTR, and a 1-Up. Taking the ladder down will lead to a secret room housing [[Dennis]]. Defeating Dennis and using the key he holds to unlock the Key Barrier, Mega Man can destroy two Slash Blocks to grab some screws, as well as the fourth Noble Nickel. Taking the main path, the next room has several Imorms, plus a Shield Attacker GTR and a Pandeeta, with the latter standing right in front of a key, which must be used to unlock the Key Barrier blocking the path. The next room requires the player to avoid a Shield Attacker GTR, Big Tellies, a Yaffu, Propeller Eyes, Rockets, and a Power Slam while jumping across Plant Man Platforms. A platform near the start of the room can be accessed using a support weapon, granting Mega Man the final Noble Nickel.&lt;br /&gt;
&lt;br /&gt;
At the end of the room is a Spinning Platform, leading to a single room combining multiple Spinning Platforms with Rockets. After passing this room and taking out the Pandeeta in the room after it, a room with a Key Barrier blocking an E-Tank can be found; the only way to unlock this Key Barrier is to keep the key Mega Man got from Dennis. In the following room, Mega Man must fight the [[Air Devil]]. Once defeated, the Air Devil will drop the [[Energy Element]] in the next room, seemingly ready to collect...until [[Launch Man &amp;amp; Shuttle Man]] snatch it, after which the floor will be destroyed, leading to a room with two large Weapon Energy capsules and a 1-Up. Going into the next room leads to the battle against Launch Man &amp;amp; Shuttle Man.&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = I think probably my biggest issue with this level is that it's too overwhelming for first time players. There's a LOT of enemies around, especially very bulky ones like Power Slams. I also don't really like the usage of Shield Attackers; they just feel like they were randomly placed and really don't pose that much of a challenge and just seem like they're there to waste your time. And the bosses, while fun and really well done, were definitely very overwhelming and it took a death for each to really figure them out. All that aside though, this level is REALLY neat with its tech, and there was clearly a ton of love poured into this. The missiles, while not being the most original thing ever, are pretty neat, and do help to spice up the gameplay, and once you do master the boss fights they're a ton of fun - except for the Air Devil, which I found to be a bit dull, but that's basically every devil boss ever anyways. The crazy morphing Met guy got a big laugh out of me, and the launch sequence was suuuuper neat. Honestly, this level really just shines in how creative it is, it does a heck ton of neat things. The design isn't particularly strong, though, so I can't really say it's perfect. I still personally really like it, though.&lt;br /&gt;
|pyroscore = 41&lt;br /&gt;
|spdesign = 10&lt;br /&gt;
|spfun = 7&lt;br /&gt;
|spcreativity = 14&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = That was INSANE. I can tell that a lot of love and care was put into this level, especially the &amp;quot;launch&amp;quot; part. However...that boss was just too much, especially after an already long &amp;quot;Air Devil&amp;quot; miniboss. It's a very hectic fight and it's hard to dodge both bosses' attacks at once, especially since the bigger Robot Master (I think it's Shuttle Man) hits like a truck. There seems to be a pattern, but it's very difficult to learn without dying several times because the battle moves so quickly. With the first miniboss, the Air Devil, and Launch Man/Shuttle Man...I think you tried to do a bit too much in one level.&lt;br /&gt;
|jupiscore = 40&lt;br /&gt;
|jhdesign = 10&lt;br /&gt;
|jhfun = 7&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = Really fun stage! I love the little details like Launch &amp;amp; Shuttle Man flying in the background as you make your way through the sky, and I think the takeoff sequence is suuper cool and memorable. The level as a whole is occasionally pretty spammy with its enemies but a lot of fun to play regardless. The midboss barrier is unfortunately already unlocked as you enter the room, but like the other bosses in the stage he's a fun one to fight. Lunch and Shuffle themselves are pretty hectic but after a cycle it's pretty easy to remember their pattern. I like how they team up like that. If the difficulty was less abrupt and more slope-y I'm sure this stage would feel even better to play, but it's already a lot of fun!&lt;br /&gt;
|enjlscore = 41&lt;br /&gt;
|endesign = 10&lt;br /&gt;
|enfun = 8&lt;br /&gt;
|encreativity = 13&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = This is a great level! The level design is very solid, but does contain a somewhat high concentration of enemies at places. Despite that, it's a very fun stage, and I thought that the ideas behind it were really interesting. However, I did not like the last boss fight considering how easy it is do die while fighting them. There are also a few bugs but it's no big deal. It's an absolutely fantastic level, but I feel that there's quite a few issues that this level could have done without.&lt;br /&gt;
|garirryscore = 40&lt;br /&gt;
|gadesign = 10&lt;br /&gt;
|gafun = 8&lt;br /&gt;
|gacreativity = 13&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|gadesignnote = Could be a bit better. There's way too much enemies at the time, and many of them require patience and waiting to beat. Other than that the level design is solid and very well built.&lt;br /&gt;
|gafunnote = Aside from the annoying enemies and extremely unfair last boss, I really enjoyed this stage.&lt;br /&gt;
|gacreativitynote = I liked all the ideas that were used here. Not as good as some others levels, but it's really, really interesting.&lt;br /&gt;
|gaaestheticsnote = Excellent.&lt;br /&gt;
|gafunctionnote = Has a few bugs, but otherwise works fine.&lt;br /&gt;
|ace = There are like, two things wrong with this level: The screens can get overcrowded every so often (your combination of enemies towards the end of the stage is fairly questionable), and I think not enough of an effort was put to get the enemy set themed together. Recolouring enemies to match each other, and perhaps replacing a few, would've helped get the stage linking together better. The former, is actually an issue, but the latter is a serious nitpick.&lt;br /&gt;
&lt;br /&gt;
Because... let's face it, this stage is great. The gimmicks are simple, but effective. They compliment the level layout, and whilst you don't really do anything that clever with them, you do go beyond the minimum and hit a nice middle ground.&lt;br /&gt;
&lt;br /&gt;
If I felt this was a problem though, you make up for it with your boss battles. Are you a Treasure fan by any chance? Because your boss fights take what is an above average stage, and, to excuse the pun, rocket it out of the arena. All 4 of them were great, (I'm counting Dennis. &amp;lt;3), very creative, and... just a whole lot of fun. They hit the perfect balance of challenge, neat attacks and flair. Your Robot Masters? I fell in love.&lt;br /&gt;
&lt;br /&gt;
Not only would I want to see this stage in an official Capcom title, I think this actually BEATS most Capcom stages.&lt;br /&gt;
|acescore = 48&lt;br /&gt;
|asdesign = 13&lt;br /&gt;
|asfun = 10&lt;br /&gt;
|ascreativity = 15&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;
Launch Man &amp;amp; Shuttle Man is the only level in ''MaGMML2'' to receive a score of 40 or higher from all 5 judges.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 10 (MaGMML2)]][[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Launch_Man_%26_Shuttle_Man_(stage)&amp;diff=5140</id>
		<title>Launch Man &amp; Shuttle Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Launch_Man_%26_Shuttle_Man_(stage)&amp;diff=5140"/>
				<updated>2018-06-04T01:58:10Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For article on the bosses, see [[Launch Man &amp;amp; Shuttle Man]].''&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Launch Man &amp;amp; Shuttle Man&lt;br /&gt;
|rank = 8th&lt;br /&gt;
|image= [[File:MaGMML2-8-LaunchManAndShuttleMan.png]]&lt;br /&gt;
|caption= Get ready for takeoff!&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Strife&lt;br /&gt;
|composer= Abo Takeshi&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;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 41&lt;br /&gt;
|judge2 = 40&lt;br /&gt;
|judge3 = 41&lt;br /&gt;
|judge4 = 40&lt;br /&gt;
|judge5 = 48&lt;br /&gt;
|totalscore = 42.0&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5 Nickels&lt;br /&gt;
|enemies =&lt;br /&gt;
* [[Big Telly]]&lt;br /&gt;
* [[Heli Buton]]&lt;br /&gt;
* [[Imorm]]&lt;br /&gt;
* [[Jet Buton]]&lt;br /&gt;
* [[Pandeeta]]&lt;br /&gt;
* [[Power Slam]]&lt;br /&gt;
* [[Propeller Eye]]&lt;br /&gt;
* [[Rackaser]]&lt;br /&gt;
* [[Shield Attacker GTR]]&lt;br /&gt;
* [[Yaffu]]&lt;br /&gt;
|subbosses =&lt;br /&gt;
* [[Air Devil]]&lt;br /&gt;
* [[Dennis]]&lt;br /&gt;
* [[Turbo Roost]]&lt;br /&gt;
|bosses = [[Launch Man &amp;amp; Shuttle Man]]&lt;br /&gt;
|other = ACESpark's Favourite&lt;br /&gt;
|music = Phantom Breaker - Daigaku&lt;br /&gt;
|location = [[Tier 10 (MaGMML2)|Tier 10]]&lt;br /&gt;
|previous = [[Komuso Temple]]&lt;br /&gt;
|next = [[Cyber Man (stage)|Cyber Man]]&lt;br /&gt;
{{quote|Dr. Wily still has not noticed me. Unbeknownst to him, I, the almighty Dennis, have amassed an arsenal of terrifying power. The enemies of my master shall quake in fear at the sight of my numerous transformations, each one more powerful than the last. I am immortal. I am infinite. I am eternal. Wily will notice me. Please notice me, Wily.|Dennis (the most fearsome enemy of all time)|Log Entry, Day 7.}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Launch Man &amp;amp; Shuttle Man''' is the 8th place entry in ''Make a Good Mega Man Level 2''. It is a sky-themed stage with some jungle elements in the first portion.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Dropping down after starting the level, [[Mega Man]] is greeted with a long room consisting of a Pandeeta, Imorms, a Heli Buton, and a Power Slam. While Mega Man can choose to simply go right to proceed, he can also take an extra path by going down a ladder midway through the room. The extra path begins with a Jet Buton and two Needle Presses. Mega Man can either climb up the ladder to get a Large Screw, or use [[Wheel Cutter]] to destroy a Wheel Block and move forward. In the following two rooms, Wheel Cutter must be used to climb up walls. The second of these rooms houses the first/second Noble Nickel on its left side. Climbing up the ladder at the top of this room puts Mega Man next to a Plant Man Platform and a Yaffu.&lt;br /&gt;
&lt;br /&gt;
If Mega Man takes the main path instead, he will face a Needle Press, as well as a single Pandeeta guarding the first/second Noble Nickel. Climbing up leads to a long room with Jet Butons, Plant Man Platforms (the second of which is where Mega Man exits the alternate path from), a Yaffu, an Imorm, Rackasers, a Power Slam, a Big Telly, and for the first time, Rockets. The room after this is a vertical autoscroller, where Mega Man is forced to catch up with an airship heading into the sky, while avoiding being left behind by Jet Butons, Heli Butons, and a Big Telly. Mega Man must jump onto the ship to proceed; if he climbs to the top of the structure on the left before doing so, he will be able to grab the third Noble Nickel.&lt;br /&gt;
&lt;br /&gt;
Once the airship is in the sky, Mega Man must go to the right and battle [[Turbo Roost]]. The next room, houses an Imorm, a Shield Attacker GTR, and a 1-Up. Taking the ladder down will lead to a secret room housing [[Dennis]]. Defeating Dennis and using the key he holds to unlock the Key Barrier, Mega Man can destroy two Slash Blocks to grab some screws, as well as the fourth Noble Nickel. Taking the main path, the next room has several Imorms, plus a Shield Attacker GTR and a Pandeeta, with the latter standing right in front of a key, which must be used to unlock the Key Barrier blocking the path. The next room requires the player to avoid a Shield Attacker GTR, Big Tellies, a Yaffu, Propeller Eyes, Rockets, and a Power Slam while jumping across Plant Man Platforms. A platform near the start of the room can be accessed using a support weapon, granting Mega Man the final Noble Nickel.&lt;br /&gt;
&lt;br /&gt;
At the end of the room is a Spinning Platform, leading to a single room combining multiple Spinning Platforms with Rockets. After passing this room and taking out the Pandeeta in the room after it, a room with a Key Barrier blocking an E-Tank can be found; the only way to unlock this Key Barrier is to keep the key Mega Man got from Dennis. In the following room, Mega Man must fight the [[Air Devil]]. Once defeated, the Air Devil will drop the [[Energy Element]] in the next room, seemingly ready to collect...until [[Launch Man &amp;amp; Shuttle Man]] snatch it, after which the floor will be destroyed, leading to a room with two large Weapon Energy capsules and a 1-Up. Going into the next room leads to the battle against Launch Man &amp;amp; Shuttle Man.&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = I think probably my biggest issue with this level is that it's too overwhelming for first time players. There's a LOT of enemies around, especially very bulky ones like Power Slams. I also don't really like the usage of Shield Attackers; they just feel like they were randomly placed and really don't pose that much of a challenge and just seem like they're there to waste your time. And the bosses, while fun and really well done, were definitely very overwhelming and it took a death for each to really figure them out. All that aside though, this level is REALLY neat with its tech, and there was clearly a ton of love poured into this. The missiles, while not being the most original thing ever, are pretty neat, and do help to spice up the gameplay, and once you do master the boss fights they're a ton of fun - except for the Air Devil, which I found to be a bit dull, but that's basically every devil boss ever anyways. The crazy morphing Met guy got a big laugh out of me, and the launch sequence was suuuuper neat. Honestly, this level really just shines in how creative it is, it does a heck ton of neat things. The design isn't particularly strong, though, so I can't really say it's perfect. I still personally really like it, though.&lt;br /&gt;
|pyroscore = 41&lt;br /&gt;
|spdesign = 10&lt;br /&gt;
|spfun = 7&lt;br /&gt;
|spcreativity = 14&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = That was INSANE. I can tell that a lot of love and care was put into this level, especially the &amp;quot;launch&amp;quot; part. However...that boss was just too much, especially after an already long &amp;quot;Air Devil&amp;quot; miniboss. It's a very hectic fight and it's hard to dodge both bosses' attacks at once, especially since the bigger Robot Master (I think it's Shuttle Man) hits like a truck. There seems to be a pattern, but it's very difficult to learn without dying several times because the battle moves so quickly. With the first miniboss, the Air Devil, and Launch Man/Shuttle Man...I think you tried to do a bit too much in one level.&lt;br /&gt;
|jupiscore = 40&lt;br /&gt;
|jhdesign = 10&lt;br /&gt;
|jhfun = 7&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = Really fun stage! I love the little details like Launch &amp;amp; Shuttle Man flying in the background as you make your way through the sky, and I think the takeoff sequence is suuper cool and memorable. The level as a whole is occasionally pretty spammy with its enemies but a lot of fun to play regardless. The midboss barrier is unfortunately already unlocked as you enter the room, but like the other bosses in the stage he's a fun one to fight. Lunch and Shuffle themselves are pretty hectic but after a cycle it's pretty easy to remember their pattern. I like how they team up like that. If the difficulty was less abrupt and more slope-y I'm sure this stage would feel even better to play, but it's already a lot of fun!&lt;br /&gt;
|enjlscore = 41&lt;br /&gt;
|endesign = 10&lt;br /&gt;
|enfun = 8&lt;br /&gt;
|encreativity = 13&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = This is a great level! The level design is very solid, but does contain a somewhat high concentration of enemies at places. Despite that, it's a very fun stage, and I thought that the ideas behind it were really interesting. However, I did not like the last boss fight considering how easy it is do die while fighting them. There are also a few bugs but it's no big deal. It's an absolutely fantastic level, but I feel that there's quite a few issues that this level could have done without.&lt;br /&gt;
|garirryscore = 40&lt;br /&gt;
|gadesign = 10&lt;br /&gt;
|gafun = 8&lt;br /&gt;
|gacreativity = 13&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|gadesignnote = Could be a bit better. There's way too much enemies at the time, and many of them require patience and waiting to beat. Other than that the level design is solid and very well built.&lt;br /&gt;
|gafunnote = Aside from the annoying enemies and extremely unfair last boss, I really enjoyed this stage.&lt;br /&gt;
|gacreativitynote = I liked all the ideas that were used here. Not as good as some others levels, but it's really, really interesting.&lt;br /&gt;
|gaaestheticsnote = Excellent.&lt;br /&gt;
|gafunctionnote = Has a few bugs, but otherwise works fine.&lt;br /&gt;
|ace = There are like, two things wrong with this level: The screens can get overcrowded every so often (your combination of enemies towards the end of the stage is fairly questionable), and I think not enough of an effort was put to get the enemy set themed together. Recolouring enemies to match each other, and perhaps replacing a few, would've helped get the stage linking together better. The former, is actually an issue, but the latter is a serious nitpick.&lt;br /&gt;
&lt;br /&gt;
Because... let's face it, this stage is great. The gimmicks are simple, but effective. They compliment the level layout, and whilst you don't really do anything that clever with them, you do go beyond the minimum and hit a nice middle ground.&lt;br /&gt;
&lt;br /&gt;
If I felt this was a problem though, you make up for it with your boss battles. Are you a Treasure fan by any chance? Because your boss fights take what is an above average stage, and, to excuse the pun, rocket it out of the arena. All 4 of them were great, (I'm counting Dennis. &amp;lt;3), very creative, and... just a whole lot of fun. They hit the perfect balance of challenge, neat attacks and flair. Your Robot Masters? I fell in love.&lt;br /&gt;
&lt;br /&gt;
Not only would I want to see this stage in an official Capcom title, I think this actually BEATS most Capcom stages.&lt;br /&gt;
|acescore = 48&lt;br /&gt;
|asdesign = 13&lt;br /&gt;
|asfun = 10&lt;br /&gt;
|ascreativity = 15&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;
Launch Man &amp;amp; Shuttle Man is the only level in ''MaGMML2'' to receive a score of 40 or higher from all 5 judges.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 10 (MaGMML2)]][[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Launch_Man_%26_Shuttle_Man_(stage)&amp;diff=5139</id>
		<title>Launch Man &amp; Shuttle Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Launch_Man_%26_Shuttle_Man_(stage)&amp;diff=5139"/>
				<updated>2018-06-04T01:57:49Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For article on the bosses, see [[Launch Man &amp;amp; Shuttle Man]].''&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Launch Man &amp;amp; Shuttle Man&lt;br /&gt;
|rank = 8th&lt;br /&gt;
|image= [[File:MaGMML2-8-LaunchManAndShuttleMan.png]]&lt;br /&gt;
|caption= Get ready for takeoff!&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Strife&lt;br /&gt;
|composer= Abo Takeshi&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;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 41&lt;br /&gt;
|judge2 = 40&lt;br /&gt;
|judge3 = 41&lt;br /&gt;
|judge4 = 40&lt;br /&gt;
|judge5 = 48&lt;br /&gt;
|totalscore = 42.0&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5 Nickels&lt;br /&gt;
|enemies =&lt;br /&gt;
* [[Big Telly]]&lt;br /&gt;
* [[Heli Buton]]&lt;br /&gt;
* [[Imorm]]&lt;br /&gt;
* [[Jet Buton]]&lt;br /&gt;
* [[Pandeeta]]&lt;br /&gt;
* [[Power Slam]]&lt;br /&gt;
* [[Propeller Eye]]&lt;br /&gt;
* [[Rackaser]]&lt;br /&gt;
* [[Shield Attacker GTR]]&lt;br /&gt;
* [[Yaffu]]&lt;br /&gt;
|subbosses =&lt;br /&gt;
* [[Air Devil]]&lt;br /&gt;
* [[Dennis]]&lt;br /&gt;
* [[Turbo Roost]]&lt;br /&gt;
|bosses = [[Launch Man &amp;amp; Shuttle Man]]&lt;br /&gt;
|other = ACESpark's Favourite&lt;br /&gt;
|music = Phantom Breaker - Daigaku&lt;br /&gt;
|location = [[Tier 10 (MaGMML2)|Tier 10]]&lt;br /&gt;
|previous = [[Komuso Temple]]&lt;br /&gt;
|next = [[Cyber Man (stage)|Cyber Man]]&lt;br /&gt;
{{quote|Dr. Wily still has not noticed me. Unbeknownst to him, I, the almighty Dennis, have amassed an arsenal of terrifying power. The enemies of my master shall quake in fear at the sight of my numerous transformations, each one more powerful than the last. I am immortal. I am infinite. I am eternal. Wily will notice me. Please notice me, Wily.|Dennis (the most fearsome enemy of all time)|Log Entry, Day 7.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Launch Man &amp;amp; Shuttle Man''' is the 8th place entry in ''Make a Good Mega Man Level 2''. It is a sky-themed stage with some jungle elements in the first portion.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Dropping down after starting the level, [[Mega Man]] is greeted with a long room consisting of a Pandeeta, Imorms, a Heli Buton, and a Power Slam. While Mega Man can choose to simply go right to proceed, he can also take an extra path by going down a ladder midway through the room. The extra path begins with a Jet Buton and two Needle Presses. Mega Man can either climb up the ladder to get a Large Screw, or use [[Wheel Cutter]] to destroy a Wheel Block and move forward. In the following two rooms, Wheel Cutter must be used to climb up walls. The second of these rooms houses the first/second Noble Nickel on its left side. Climbing up the ladder at the top of this room puts Mega Man next to a Plant Man Platform and a Yaffu.&lt;br /&gt;
&lt;br /&gt;
If Mega Man takes the main path instead, he will face a Needle Press, as well as a single Pandeeta guarding the first/second Noble Nickel. Climbing up leads to a long room with Jet Butons, Plant Man Platforms (the second of which is where Mega Man exits the alternate path from), a Yaffu, an Imorm, Rackasers, a Power Slam, a Big Telly, and for the first time, Rockets. The room after this is a vertical autoscroller, where Mega Man is forced to catch up with an airship heading into the sky, while avoiding being left behind by Jet Butons, Heli Butons, and a Big Telly. Mega Man must jump onto the ship to proceed; if he climbs to the top of the structure on the left before doing so, he will be able to grab the third Noble Nickel.&lt;br /&gt;
&lt;br /&gt;
Once the airship is in the sky, Mega Man must go to the right and battle [[Turbo Roost]]. The next room, houses an Imorm, a Shield Attacker GTR, and a 1-Up. Taking the ladder down will lead to a secret room housing [[Dennis]]. Defeating Dennis and using the key he holds to unlock the Key Barrier, Mega Man can destroy two Slash Blocks to grab some screws, as well as the fourth Noble Nickel. Taking the main path, the next room has several Imorms, plus a Shield Attacker GTR and a Pandeeta, with the latter standing right in front of a key, which must be used to unlock the Key Barrier blocking the path. The next room requires the player to avoid a Shield Attacker GTR, Big Tellies, a Yaffu, Propeller Eyes, Rockets, and a Power Slam while jumping across Plant Man Platforms. A platform near the start of the room can be accessed using a support weapon, granting Mega Man the final Noble Nickel.&lt;br /&gt;
&lt;br /&gt;
At the end of the room is a Spinning Platform, leading to a single room combining multiple Spinning Platforms with Rockets. After passing this room and taking out the Pandeeta in the room after it, a room with a Key Barrier blocking an E-Tank can be found; the only way to unlock this Key Barrier is to keep the key Mega Man got from Dennis. In the following room, Mega Man must fight the [[Air Devil]]. Once defeated, the Air Devil will drop the [[Energy Element]] in the next room, seemingly ready to collect...until [[Launch Man &amp;amp; Shuttle Man]] snatch it, after which the floor will be destroyed, leading to a room with two large Weapon Energy capsules and a 1-Up. Going into the next room leads to the battle against Launch Man &amp;amp; Shuttle Man.&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = I think probably my biggest issue with this level is that it's too overwhelming for first time players. There's a LOT of enemies around, especially very bulky ones like Power Slams. I also don't really like the usage of Shield Attackers; they just feel like they were randomly placed and really don't pose that much of a challenge and just seem like they're there to waste your time. And the bosses, while fun and really well done, were definitely very overwhelming and it took a death for each to really figure them out. All that aside though, this level is REALLY neat with its tech, and there was clearly a ton of love poured into this. The missiles, while not being the most original thing ever, are pretty neat, and do help to spice up the gameplay, and once you do master the boss fights they're a ton of fun - except for the Air Devil, which I found to be a bit dull, but that's basically every devil boss ever anyways. The crazy morphing Met guy got a big laugh out of me, and the launch sequence was suuuuper neat. Honestly, this level really just shines in how creative it is, it does a heck ton of neat things. The design isn't particularly strong, though, so I can't really say it's perfect. I still personally really like it, though.&lt;br /&gt;
|pyroscore = 41&lt;br /&gt;
|spdesign = 10&lt;br /&gt;
|spfun = 7&lt;br /&gt;
|spcreativity = 14&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = That was INSANE. I can tell that a lot of love and care was put into this level, especially the &amp;quot;launch&amp;quot; part. However...that boss was just too much, especially after an already long &amp;quot;Air Devil&amp;quot; miniboss. It's a very hectic fight and it's hard to dodge both bosses' attacks at once, especially since the bigger Robot Master (I think it's Shuttle Man) hits like a truck. There seems to be a pattern, but it's very difficult to learn without dying several times because the battle moves so quickly. With the first miniboss, the Air Devil, and Launch Man/Shuttle Man...I think you tried to do a bit too much in one level.&lt;br /&gt;
|jupiscore = 40&lt;br /&gt;
|jhdesign = 10&lt;br /&gt;
|jhfun = 7&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = Really fun stage! I love the little details like Launch &amp;amp; Shuttle Man flying in the background as you make your way through the sky, and I think the takeoff sequence is suuper cool and memorable. The level as a whole is occasionally pretty spammy with its enemies but a lot of fun to play regardless. The midboss barrier is unfortunately already unlocked as you enter the room, but like the other bosses in the stage he's a fun one to fight. Lunch and Shuffle themselves are pretty hectic but after a cycle it's pretty easy to remember their pattern. I like how they team up like that. If the difficulty was less abrupt and more slope-y I'm sure this stage would feel even better to play, but it's already a lot of fun!&lt;br /&gt;
|enjlscore = 41&lt;br /&gt;
|endesign = 10&lt;br /&gt;
|enfun = 8&lt;br /&gt;
|encreativity = 13&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = This is a great level! The level design is very solid, but does contain a somewhat high concentration of enemies at places. Despite that, it's a very fun stage, and I thought that the ideas behind it were really interesting. However, I did not like the last boss fight considering how easy it is do die while fighting them. There are also a few bugs but it's no big deal. It's an absolutely fantastic level, but I feel that there's quite a few issues that this level could have done without.&lt;br /&gt;
|garirryscore = 40&lt;br /&gt;
|gadesign = 10&lt;br /&gt;
|gafun = 8&lt;br /&gt;
|gacreativity = 13&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|gadesignnote = Could be a bit better. There's way too much enemies at the time, and many of them require patience and waiting to beat. Other than that the level design is solid and very well built.&lt;br /&gt;
|gafunnote = Aside from the annoying enemies and extremely unfair last boss, I really enjoyed this stage.&lt;br /&gt;
|gacreativitynote = I liked all the ideas that were used here. Not as good as some others levels, but it's really, really interesting.&lt;br /&gt;
|gaaestheticsnote = Excellent.&lt;br /&gt;
|gafunctionnote = Has a few bugs, but otherwise works fine.&lt;br /&gt;
|ace = There are like, two things wrong with this level: The screens can get overcrowded every so often (your combination of enemies towards the end of the stage is fairly questionable), and I think not enough of an effort was put to get the enemy set themed together. Recolouring enemies to match each other, and perhaps replacing a few, would've helped get the stage linking together better. The former, is actually an issue, but the latter is a serious nitpick.&lt;br /&gt;
&lt;br /&gt;
Because... let's face it, this stage is great. The gimmicks are simple, but effective. They compliment the level layout, and whilst you don't really do anything that clever with them, you do go beyond the minimum and hit a nice middle ground.&lt;br /&gt;
&lt;br /&gt;
If I felt this was a problem though, you make up for it with your boss battles. Are you a Treasure fan by any chance? Because your boss fights take what is an above average stage, and, to excuse the pun, rocket it out of the arena. All 4 of them were great, (I'm counting Dennis. &amp;lt;3), very creative, and... just a whole lot of fun. They hit the perfect balance of challenge, neat attacks and flair. Your Robot Masters? I fell in love.&lt;br /&gt;
&lt;br /&gt;
Not only would I want to see this stage in an official Capcom title, I think this actually BEATS most Capcom stages.&lt;br /&gt;
|acescore = 48&lt;br /&gt;
|asdesign = 13&lt;br /&gt;
|asfun = 10&lt;br /&gt;
|ascreativity = 15&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;
Launch Man &amp;amp; Shuttle Man is the only level in ''MaGMML2'' to receive a score of 40 or higher from all 5 judges.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 10 (MaGMML2)]][[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Enhanced_Mobility&amp;diff=5138</id>
		<title>Enhanced Mobility</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Enhanced_Mobility&amp;diff=5138"/>
				<updated>2018-06-04T01:52:11Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &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= Enhanced Mobility&lt;br /&gt;
|rank = 51st&lt;br /&gt;
|image= [[File:MaGMML2-51-EnhancedMobility.png]]&lt;br /&gt;
|caption= Now you're thinking with portals!&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Trainman2177WS]]&lt;br /&gt;
|composer= Yukio Takehara,&amp;lt;br&amp;gt;Naoto Tanaka&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 = 29&lt;br /&gt;
|judge2 = 21&lt;br /&gt;
|judge3 = 28&lt;br /&gt;
|judge4 = 31&lt;br /&gt;
|judge5 = 28&lt;br /&gt;
|totalscore = 25.8&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 2&lt;br /&gt;
|collectables = 3 Noble Nickels&lt;br /&gt;
|enemies = &lt;br /&gt;
* [[Bomb Thrown]]&lt;br /&gt;
* [[Cannopeller]]&lt;br /&gt;
* [[Cocco]]&lt;br /&gt;
* [[Corocco]]&lt;br /&gt;
* [[Crazy Cannon]]&lt;br /&gt;
* [[Fan Fiend]]&lt;br /&gt;
* [[Fire Telly]]&lt;br /&gt;
* [[Metall K1000]]&lt;br /&gt;
* [[Pandeeta]]&lt;br /&gt;
* [[Rock Thrown]]&lt;br /&gt;
* [[Shigaraki]]&lt;br /&gt;
* [[Skull Walker]]&lt;br /&gt;
* [[Swallown]]&lt;br /&gt;
* [[Taban]]&lt;br /&gt;
* [[Tatebo]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Rockman 6 Complete Works - Mr. X Stages&lt;br /&gt;
|location = [[Tier 4 (MaGMML2)|Tier 4]]&lt;br /&gt;
|previous = [[Poorly Named Level]]&lt;br /&gt;
|next = [[Holy Crap, Mega Man Can Airslide?]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I appreciate the teleporter mechanics and a 'jump-mayhem' around spikes is a cool idea, but the rest is just generic. Generic not as in bad, just okay.|Garirry|elaborating on his Creativity score.}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Enhanced Mobility''' is the 51st place entry in ''[[Make a Good Mega Man Level 2]]'', created by Trainman2177WS. The stage's gimmick is using Galaxy Man portals as one-way boost pads that propel you upwards.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The first part of the stage is mostly just to get used to the Galaxy portals' new physics, so you should be fine. The second screen has two paths to take, but they both lead to the same place: a vertical climbing section, where you must fling through a Galaxy portal network while avoiding spikes. There are two paths to take here: an upper path to the left and a lower one to the right. Taking the upper path then heading left leads right to first of the stage's two Energy Elements... it's literally right on the next screen. But don't grab it just yet, because the '''first Noble Nickel''' is just below, guarded by some Fire Tellies. Grab the Nickel then climb back up and grab the Element. Part one down.&lt;br /&gt;
&lt;br /&gt;
Whew! That was quick, wasn't it? Now let's go do the rest of the stage, shall we? Head back in and make your way back to the vertical section and this time take the lower path. The first of the stage's two Jet Sled sections is just beyond here, but before you jump on the Sled, jump over it and head a bit to the right to grab the '''second Noble Nickel'''. Actually, you're probably better off skipping the Sled altogether: the section is very short, has little enemies and all the jumps are perfectly manageable on foot. However you choose to go, just make your way to the right and jump down.&lt;br /&gt;
&lt;br /&gt;
This next bit is just a straight platforming section with a random assortment of enemies; just make your way left. At the end is a spike drop that uses Galaxy portals to alternatively protect and hinder you. Remember that it's easy to accidentally land back in the portal you just popped out of while trying to fall past it, potentially trapping you in a loop of jumping in and out of the same portal over and over, then correcting your trajectory too much and then landing into spikes, but it's very doable. Once you reach the bottom you'll fall into an actual teleporter portal that takes you to another straight platforming section with random enemies. Again, make your way to the left. &lt;br /&gt;
&lt;br /&gt;
At the end of this section is another Jet Sled section, this one much longer, packed with enemies and with jumps you can't clear easily without utilities, so you might be better served taking the Sled this time. Just remember to stick to the lower path and spam the fire button, because most of the enemies are near the very edge of the platforms and getting hit will mess up your jump. The last part of the level is another vertical climbing section with the portals, this time longer and more densely packed with spikes. There are two paths you can take to start your ascent, but you should stick to the left starting point, because the right one has a part where it's impossible to avoid the death spikes. This segment can feel very narrow and intimidating at points, but the portals are so close together, and are so generous about where you can enter them, that it's easy to correct your course. At the very top is the second Energy Element, but remember to jump out to the right after the second-to-last portal to pick up the '''final Noble Nickel''' before you reach it. After that, ride the portal network back to the top and collect the Element.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = This level starts off amazing and ends amazing but the middle of it is just kind of bleh. I really love your unorthodox usage of the Galaxy Man portals - the ending shaft is really fun and creative and I &amp;lt;3 it. I wish the whole level was built around it, though, because the rest of the level is less than great. There's long stretches of level which just seem to be every enemy ever placed down everywhere, and they'll just hit you over and over and kill you and it's just not fun. The sled sections are also pretty dumb because not only do they lack any sign commands, they're also incredibly short and the second one will mainly just consist of you getting hit by the enemy spam over and over. Also, that second exit is entirely pointless. The level really gets brought up, though, by the amazing final section. It's soooo good &amp;lt;3. I just wish the whole level was built around it, though, because when the level loses focus it just kinda falls apart!!&lt;br /&gt;
|pyroscore = 29&lt;br /&gt;
|spdesign = 6&lt;br /&gt;
|spfun = 6&lt;br /&gt;
|spcreativity = 8&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This level was a bit of a disaster, both in terms of design and aesthetics. It really felt like blocks and enemies were just placed wherever and then left there. The sled slections were completely skippable, and it was honestly easier to fly over them and shoot enemies with Rush Jet than to actually use the sled, because those sections were very hard to memorize without dying several times due to the many enemies. I don't think that part was tested enough. The part at the end with all the galaxy portals was cool, but it was sometimes unfair because you couldn't see what was above you.&lt;br /&gt;
|jupiscore = 21&lt;br /&gt;
|jhdesign = 5&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 8&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 2&lt;br /&gt;
|enjl = This level exists in a weird state between interesting teleporter setups and enemy spam, the latter of which also bleeds in the second of this level's snowboarding segments. I really enjoyed the spike fall and spike rise segments, but the rest of the level strikes me as something that could've been much more if it adhered more closely to the teleporter boost gimmick. There's a lot of undiscovered potential here, but the problem is exactly that: It's undiscovered in this level. I also got killed by a random screen border that one time. I assume there were spikes on the other end.&lt;br /&gt;
|enjlscore = 28&lt;br /&gt;
|endesign = 7&lt;br /&gt;
|enfun = 7&lt;br /&gt;
|encreativity = 7&lt;br /&gt;
|enaesthetics = 3&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I'd say this level is alright, but it suffers from bad enemy placement, considering how many enemies there are who shoot hard-to-avoid projectiles. Not to mention the little enemy variety. Besides that, the level is just way too short, with split paths only being one screen long each. Anyway, I liked the teleporter gimmick, and I had a short period of fun in that vertical spikes section. Overall, it's not a bad level for what it is, but it could be better.&lt;br /&gt;
|garirryscore = 31&lt;br /&gt;
|gadesign = 11&lt;br /&gt;
|gafun = 6&lt;br /&gt;
|gacreativity = 5&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = The level itself is well done. Enemies are placed in a fairly good quantity, however their placement means they can be annoying to dodge (particulary the insane amounts of enemies per room who shoot stuff in an arc). The selection of enemies is lackluster though, and there is one section with crappy enemy spam. There are split pathways, but they are way too short. Overall it's decent, but nothing too special.&lt;br /&gt;
|gafunnote = The stage isn't frustrating, so at least that's good. However, the enemy placement can be a bit of a nuisance. The problem is the level is too damn short. It doesn't ruin the level, but it makes it feel like the fun ends WAY too early. The teleporter moments were fun (that one with the spikes was awesome!) but the other teleporters just seem useless and feel like wasted potential.&lt;br /&gt;
|gacreativitynote = The creativity of this level is pretty mediocre to be honest. I appreciate the teleporter mechanics and a &amp;quot;jump-mayhem&amp;quot; around spikes is a cool idea, but the rest is just generic. Generic not as in bad, just okay.&lt;br /&gt;
|gaaestheticsnote = No issues here. Tiles are placed correclty, nothing sticks out as painful to the eyes, and the music used is a pretty nice remix.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = .... pfft, Oh deary me. Playtesting your own level you see, is a good thing, as about half of the gimmicks in this stage are utterly pointless. As in, you can skip using most of them. This includes the Frost Man Sled. Both of them. Without weapons or utilities. I actually completed the two areas that use Jet Sleds - without the Jet Sled. I'm sorry, but that is hilarious. I went back to play both segments with the Jet Sled afterwards, and they're not exactly improved by the gimmick, especially with the enemy spam of the second one. (Also, I think Pandeeta has a bit too much health for the Sled segment, really.)&lt;br /&gt;
&lt;br /&gt;
Secondly - most of the Galaxy Man Teleporters can also be outright skipped without even using weapons. This is a bit silly.&lt;br /&gt;
This stage wants to do two paths - which is weird, because of the paths is incredibly short, so short in fact it doesn't really warrant existing (like, it feels short enough to only have a Noble Nickel in it.), the other has some thought put behind it and is a decent length at least.&lt;br /&gt;
&lt;br /&gt;
Enemy selection in the stage was - frankly - spotty. There are many instances of only a single enemy of a type showing up in the stage, usually without thought to their placement. It's all a hodgepodge, and really doesn't help the level any, mostly because many of these are really badly placed. The single random Cocco is an example of an enemy that shouldn't sit where it is, as it is more nuisance than challenge.&lt;br /&gt;
The tileset appears to be random blocks placed all over the place. At no point does this level seem coherent, which makes it fairly ugly to look at.&lt;br /&gt;
&lt;br /&gt;
I'll give you praise where you deserve it - your checkpoint placement was great, and the final room on the long path, whilst silly, was a very clever way of using the Galaxy Man Teleporters. The spike drop earlier in the level was also well handled. Everything else was a bit lackluster, in most cases, and rubbish in others, and the fact so much of the level can be played by outright ignoring segments is ridiculous.&lt;br /&gt;
|acescore = 20&lt;br /&gt;
|asdesign = 5&lt;br /&gt;
|asfun = 6&lt;br /&gt;
|ascreativity = 4&lt;br /&gt;
|asaesthetics = 3&lt;br /&gt;
|asfunction = 2&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 4}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 4 (MaGMML2)]][[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Enhanced_Mobility&amp;diff=5137</id>
		<title>Enhanced Mobility</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Enhanced_Mobility&amp;diff=5137"/>
				<updated>2018-06-04T01:51:15Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &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= Enhanced Mobility&lt;br /&gt;
|rank = 51st&lt;br /&gt;
|image= [[File:MaGMML2-51-EnhancedMobility.png]]&lt;br /&gt;
|caption= Now you're thinking with portals!&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Trainman2177WS]]&lt;br /&gt;
|composer= Yukio Takehara,&amp;lt;br&amp;gt;Naoto Tanaka&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 = 29&lt;br /&gt;
|judge2 = 21&lt;br /&gt;
|judge3 = 28&lt;br /&gt;
|judge4 = 31&lt;br /&gt;
|judge5 = 28&lt;br /&gt;
|totalscore = 25.8&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 2&lt;br /&gt;
|collectables = 3 Noble Nickels&lt;br /&gt;
|enemies = &lt;br /&gt;
* [[Bomb Thrown]]&lt;br /&gt;
* [[Cannopeller]]&lt;br /&gt;
* [[Cocco]]&lt;br /&gt;
* [[Corocco]]&lt;br /&gt;
* [[Crazy Cannon]]&lt;br /&gt;
* [[Fan Fiend]]&lt;br /&gt;
* [[Fire Telly]]&lt;br /&gt;
* [[Metall K1000]]&lt;br /&gt;
* [[Pandeeta]]&lt;br /&gt;
* [[Rock Thrown]]&lt;br /&gt;
* [[Shigaraki]]&lt;br /&gt;
* [[Skull Walker]]&lt;br /&gt;
* [[Swallown]]&lt;br /&gt;
* [[Taban]]&lt;br /&gt;
* [[Tatebo]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Rockman 6 Complete Works - Mr. X Stages&lt;br /&gt;
|location = [[Tier 4 (MaGMML2)|Tier 4]]&lt;br /&gt;
|previous = [[Poorly Named Level]]&lt;br /&gt;
|next = [[Holy Crap, Mega Man Can Airslide?]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--{{quote|I appreciate the teleporter mechanics and a 'jump-mayhem' around spikes is a cool idea, but the rest is just generic. Generic not as in bad, just okay.|Garirry|elaborating on his Creativity score.}}--&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Enhanced Mobility''' is the 51st place entry in ''[[Make a Good Mega Man Level 2]]'', created by Trainman2177WS. The stage's gimmick is using Galaxy Man portals as one-way boost pads that propel you upwards.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The first part of the stage is mostly just to get used to the Galaxy portals' new physics, so you should be fine. The second screen has two paths to take, but they both lead to the same place: a vertical climbing section, where you must fling through a Galaxy portal network while avoiding spikes. There are two paths to take here: an upper path to the left and a lower one to the right. Taking the upper path then heading left leads right to first of the stage's two Energy Elements... it's literally right on the next screen. But don't grab it just yet, because the '''first Noble Nickel''' is just below, guarded by some Fire Tellies. Grab the Nickel then climb back up and grab the Element. Part one down.&lt;br /&gt;
&lt;br /&gt;
Whew! That was quick, wasn't it? Now let's go do the rest of the stage, shall we? Head back in and make your way back to the vertical section and this time take the lower path. The first of the stage's two Jet Sled sections is just beyond here, but before you jump on the Sled, jump over it and head a bit to the right to grab the '''second Noble Nickel'''. Actually, you're probably better off skipping the Sled altogether: the section is very short, has little enemies and all the jumps are perfectly manageable on foot. However you choose to go, just make your way to the right and jump down.&lt;br /&gt;
&lt;br /&gt;
This next bit is just a straight platforming section with a random assortment of enemies; just make your way left. At the end is a spike drop that uses Galaxy portals to alternatively protect and hinder you. Remember that it's easy to accidentally land back in the portal you just popped out of while trying to fall past it, potentially trapping you in a loop of jumping in and out of the same portal over and over, then correcting your trajectory too much and then landing into spikes, but it's very doable. Once you reach the bottom you'll fall into an actual teleporter portal that takes you to another straight platforming section with random enemies. Again, make your way to the left. &lt;br /&gt;
&lt;br /&gt;
At the end of this section is another Jet Sled section, this one much longer, packed with enemies and with jumps you can't clear easily without utilities, so you might be better served taking the Sled this time. Just remember to stick to the lower path and spam the fire button, because most of the enemies are near the very edge of the platforms and getting hit will mess up your jump. The last part of the level is another vertical climbing section with the portals, this time longer and more densely packed with spikes. There are two paths you can take to start your ascent, but you should stick to the left starting point, because the right one has a part where it's impossible to avoid the death spikes. This segment can feel very narrow and intimidating at points, but the portals are so close together, and are so generous about where you can enter them, that it's easy to correct your course. At the very top is the second Energy Element, but remember to jump out to the right after the second-to-last portal to pick up the '''final Noble Nickel''' before you reach it. After that, ride the portal network back to the top and collect the Element.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = This level starts off amazing and ends amazing but the middle of it is just kind of bleh. I really love your unorthodox usage of the Galaxy Man portals - the ending shaft is really fun and creative and I &amp;lt;3 it. I wish the whole level was built around it, though, because the rest of the level is less than great. There's long stretches of level which just seem to be every enemy ever placed down everywhere, and they'll just hit you over and over and kill you and it's just not fun. The sled sections are also pretty dumb because not only do they lack any sign commands, they're also incredibly short and the second one will mainly just consist of you getting hit by the enemy spam over and over. Also, that second exit is entirely pointless. The level really gets brought up, though, by the amazing final section. It's soooo good &amp;lt;3. I just wish the whole level was built around it, though, because when the level loses focus it just kinda falls apart!!&lt;br /&gt;
|pyroscore = 29&lt;br /&gt;
|spdesign = 6&lt;br /&gt;
|spfun = 6&lt;br /&gt;
|spcreativity = 8&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This level was a bit of a disaster, both in terms of design and aesthetics. It really felt like blocks and enemies were just placed wherever and then left there. The sled slections were completely skippable, and it was honestly easier to fly over them and shoot enemies with Rush Jet than to actually use the sled, because those sections were very hard to memorize without dying several times due to the many enemies. I don't think that part was tested enough. The part at the end with all the galaxy portals was cool, but it was sometimes unfair because you couldn't see what was above you.&lt;br /&gt;
|jupiscore = 21&lt;br /&gt;
|jhdesign = 5&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 8&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 2&lt;br /&gt;
|enjl = This level exists in a weird state between interesting teleporter setups and enemy spam, the latter of which also bleeds in the second of this level's snowboarding segments. I really enjoyed the spike fall and spike rise segments, but the rest of the level strikes me as something that could've been much more if it adhered more closely to the teleporter boost gimmick. There's a lot of undiscovered potential here, but the problem is exactly that: It's undiscovered in this level. I also got killed by a random screen border that one time. I assume there were spikes on the other end.&lt;br /&gt;
|enjlscore = 28&lt;br /&gt;
|endesign = 7&lt;br /&gt;
|enfun = 7&lt;br /&gt;
|encreativity = 7&lt;br /&gt;
|enaesthetics = 3&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I'd say this level is alright, but it suffers from bad enemy placement, considering how many enemies there are who shoot hard-to-avoid projectiles. Not to mention the little enemy variety. Besides that, the level is just way too short, with split paths only being one screen long each. Anyway, I liked the teleporter gimmick, and I had a short period of fun in that vertical spikes section. Overall, it's not a bad level for what it is, but it could be better.&lt;br /&gt;
|garirryscore = 31&lt;br /&gt;
|gadesign = 11&lt;br /&gt;
|gafun = 6&lt;br /&gt;
|gacreativity = 5&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = The level itself is well done. Enemies are placed in a fairly good quantity, however their placement means they can be annoying to dodge (particulary the insane amounts of enemies per room who shoot stuff in an arc). The selection of enemies is lackluster though, and there is one section with crappy enemy spam. There are split pathways, but they are way too short. Overall it's decent, but nothing too special.&lt;br /&gt;
|gafunnote = The stage isn't frustrating, so at least that's good. However, the enemy placement can be a bit of a nuisance. The problem is the level is too damn short. It doesn't ruin the level, but it makes it feel like the fun ends WAY too early. The teleporter moments were fun (that one with the spikes was awesome!) but the other teleporters just seem useless and feel like wasted potential.&lt;br /&gt;
|gacreativitynote = The creativity of this level is pretty mediocre to be honest. I appreciate the teleporter mechanics and a &amp;quot;jump-mayhem&amp;quot; around spikes is a cool idea, but the rest is just generic. Generic not as in bad, just okay.&lt;br /&gt;
|gaaestheticsnote = No issues here. Tiles are placed correclty, nothing sticks out as painful to the eyes, and the music used is a pretty nice remix.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = .... pfft, Oh deary me. Playtesting your own level you see, is a good thing, as about half of the gimmicks in this stage are utterly pointless. As in, you can skip using most of them. This includes the Frost Man Sled. Both of them. Without weapons or utilities. I actually completed the two areas that use Jet Sleds - without the Jet Sled. I'm sorry, but that is hilarious. I went back to play both segments with the Jet Sled afterwards, and they're not exactly improved by the gimmick, especially with the enemy spam of the second one. (Also, I think Pandeeta has a bit too much health for the Sled segment, really.)&lt;br /&gt;
&lt;br /&gt;
Secondly - most of the Galaxy Man Teleporters can also be outright skipped without even using weapons. This is a bit silly.&lt;br /&gt;
This stage wants to do two paths - which is weird, because of the paths is incredibly short, so short in fact it doesn't really warrant existing (like, it feels short enough to only have a Noble Nickel in it.), the other has some thought put behind it and is a decent length at least.&lt;br /&gt;
&lt;br /&gt;
Enemy selection in the stage was - frankly - spotty. There are many instances of only a single enemy of a type showing up in the stage, usually without thought to their placement. It's all a hodgepodge, and really doesn't help the level any, mostly because many of these are really badly placed. The single random Cocco is an example of an enemy that shouldn't sit where it is, as it is more nuisance than challenge.&lt;br /&gt;
The tileset appears to be random blocks placed all over the place. At no point does this level seem coherent, which makes it fairly ugly to look at.&lt;br /&gt;
&lt;br /&gt;
I'll give you praise where you deserve it - your checkpoint placement was great, and the final room on the long path, whilst silly, was a very clever way of using the Galaxy Man Teleporters. The spike drop earlier in the level was also well handled. Everything else was a bit lackluster, in most cases, and rubbish in others, and the fact so much of the level can be played by outright ignoring segments is ridiculous.&lt;br /&gt;
|acescore = 20&lt;br /&gt;
|asdesign = 5&lt;br /&gt;
|asfun = 6&lt;br /&gt;
|ascreativity = 4&lt;br /&gt;
|asaesthetics = 3&lt;br /&gt;
|asfunction = 2&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 4}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 4 (MaGMML2)]][[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Crystal_Lab&amp;diff=5136</id>
		<title>Crystal Lab</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Crystal_Lab&amp;diff=5136"/>
				<updated>2018-06-04T01:48:44Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &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= Crystal Lab&lt;br /&gt;
|rank = 39th&lt;br /&gt;
|image= [[File:MaGMML2-39-CrystalLab.png]]&lt;br /&gt;
|caption= Well ''this'' place sure looks cheery...&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Schmidkalkan]]&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 = 30&lt;br /&gt;
|judge2 = 34&lt;br /&gt;
|judge3 = 29&lt;br /&gt;
|judge4 = 24&lt;br /&gt;
|judge5 = 30&lt;br /&gt;
|totalscore = 29.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 0&lt;br /&gt;
|enemies = &lt;br /&gt;
* [[Cannon Joe]]&lt;br /&gt;
* [[Cannopeller]]&lt;br /&gt;
* [[Hotchkiss'n]]&lt;br /&gt;
* [[Power Slam]]&lt;br /&gt;
* [[Shield Attacker GTR]]&lt;br /&gt;
* [[Sniper Armor]]&lt;br /&gt;
* [[Tadahou]]&lt;br /&gt;
|subbosses =&lt;br /&gt;
|bosses = [[Chill Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Deep Space (level),&amp;lt;br&amp;gt;Creepy Castle - Major Battle (boss)&lt;br /&gt;
|location = [[Tier 6 (MaGMML2)|Tier 6]]&lt;br /&gt;
|previous = [[Joe Man (stage)|Joe Man]]&lt;br /&gt;
|next = [[Nitrogen Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|This is definitely meant to be an imposing level and so far I think it's doing a pretty good job of it.|HatredElemental|[[https://www.youtube.com/watch?v=8jNlgh18D10 Make a Good Mega Man Level 2 Let's Play]]}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Crystal Lab''' is the 39th place entry in ''[[Make a Good Mega Man Level 2]]'', created by Schmidkalkan. The level in a dark, eerie, fluorescent pink facility that has become overgrown with strange crystalline structures. The level also features forced usage of [[Wheel Cutter]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Most of the difficulty in this level comes from the sections where you must use Wheel Cutter to scale the walls. The first such section is easy enough, though the jump to the ladder from the top of the second wall is nigh-impossible due to the low-hanging spikes not giving you enough room, but since you've already had to use Wheel Cutter, just use [[Super Arrow]] to get there. The next section after that is a large vertical shaft where you must use Wheel Cutter again to ascend to the top. At the bottom of the shaft is an M-Tank, as well as an introduction to the stage's other gimmick: platforms on an auger-like rail system that will grind up to the ceiling when stepped on. Grab the M-Tank if you need it, then head upward. Ascend to the right past the [[Cannon Joe]] into a room with a [[Sniper Armor]] guarding a 1-UP and two Large Weapon Energies. From here your path forward splits off in two directions: to the right, over the spike pit or down the hole in the middle of the room. &lt;br /&gt;
&lt;br /&gt;
Heading down leads to an auto-scroll section where you must quickly hop from auger-platform to auger-platform. Be sure to hang back a bit, however, to give yourself enough room to maneuver, as well as deal with the incoming [[Hotchkiss'n]]. The fourth platform has a lower ceiling, so if you wait too long you won't have enough height to make the jump and will land on the spike next to the fifth platform. After you reach the end, eliminate the Cannon Joe, then equip Wheel Cutter again to scale another wall, then jump down into a short spike drop.&lt;br /&gt;
&lt;br /&gt;
Heading to the right, using Super Arrow, [[Rush Jet]] or [[Sakugarne]], instead leads to a hallway where you must quickly alternate between scaling wall segments with Wheel Cutter and riding auger-platforms. Waiting for you at the end of this path is some Small Energy, an E-Tank and an M-Tank, as well as a stasis tank containing &amp;quot;Evi 211X&amp;quot;, beneath which is another hole down. After a small segment where you must hop on and off of auger-platforms obstructing your way down, the path reconnects with the main route directly above the spike drop.&lt;br /&gt;
&lt;br /&gt;
The final challenge of the level is a long vertical shaft with a single auger-platform in the middle. You must ride this platform all the way to the top, while occasionally using Wheel Cutter to fling yourself past the spikes blocking the platform by scaling the walls to the sides of the track. This can be tricky, so make sure your Wheel Cutter connects with the bottoms of the wall segments to ensure you have enough momentum to propel yourself over the spikes. There's also another platform waiting for you after each wall fling, so timing isn't an issue. There are also Weapon Energy pickups after the first wall fling, as well as more Hotchkiss'n to intercept you after each one. After both wall flings, just ride the final platform all the way up to the boss door.&lt;br /&gt;
&lt;br /&gt;
There is also an alternate path right at the start that can be accessed through an invisible slide hole in the right wall of the level's third screen. This route, which requires using quick movements and precisely timed sliding to navigate through several screens of auger-platforms and spikes, serves as a riskier but more direct route to the final vertical shaft, at the expense of both of the levels checkpoints. &lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = A good concept for a stage, and the rising platforms are simple but efective, but the stage itself seems marred by bizarre design choices. There's random usages of [INSERT UTILITY WEAPON OF YOUR CHOICE HERE] spread throughout the stage, especially near the beginning, and tbh my first thought was that the level was broken rather than me having to use Super Arrow or something. And there's also a few stretches of random Wheel Cutter usage - the level DOES give you heads up by putting cutters in the background, but I didn't even notice them until my second playthrough because I don't really have a keen eye for graphical things. The second shaft of Wheel Cutter usage is particularly frustrating to me - the slipping through spikes manouevers are very finicky and due to the fast rising speed of Wheel Cutter it's hard to really react at all. It also doesn't help that no matter what path you take the checkpoint is quite a ways away from the shaft you'll most likely keep dying in. I would say that the floating platforms didn't get used enough, but near the beginning of the level there's a random secret path you can only get through by sliding through a fake wall that actually DOES have okay usages of the rising platforms. It puzzles me why that wasn't just the second half and was instead put on a random secret path no one will find. Overall, there's nice ideas, but the forced weapon usage just really ruins it for me, because it's so thrown in and obnoxious.&lt;br /&gt;
|pyroscore = 30&lt;br /&gt;
|spdesign = 9&lt;br /&gt;
|spfun = 5&lt;br /&gt;
|spcreativity = 7&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = Really cool level! I loved the atmosphere in this place, felt kind of like a ruined factory of sorts. I really liked the use of the elevators, but they kept making the sound it makes when gravity flips, which was kind of annoying. One of them also pushed me through a wall and killed me once. The last Wheel Cutter section was pretty difficult compared to the rest of the level, and new players will most likely die the first time they play through it.&lt;br /&gt;
|jupiscore = 34&lt;br /&gt;
|jhdesign = 11&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 10&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = Pretty neat! I like the platforms this stage revolves around. They're a neat concept and used pretty well. I find it somewhat of a shame how they're rather glitchy, though, with glitchy results when they push the player into a ceiling and the gravity sound effect relentlessly playing for seemingly no reason. I like how this stage makes use of various utility weapons in order to advance, though I wish it'd start out every introduction to a concept in a safer environment, as instant death is kinda everywhere in this stage. The screw platforms themselves never got a proper introduction unfortunately. Its first use is atop a pit of spikes no matter which of the three paths the player takes. Speaking of paths, I like the intense secret route this level offers, but I think due to its difficulty that shortcut should reward with something, perhaps a Noble Nickel. The final section before the boss feels pretty epic and despite my numerous deaths I'm a big fan of it. Nice level overall!&lt;br /&gt;
|enjlscore = 29&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 5&lt;br /&gt;
|encreativity = 8&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I don't get it, what is this level trying to be? The level design in this one isn't as bad as the others in terms of enemy placement for example, but the stage layout is just so awkward it almost feels as if the author had tried to implement secret paths into the level but didn't do it. It could have been a good level, the ideas were where they should have been, but the execution is just really, really bad.&lt;br /&gt;
|garirryscore = 24&lt;br /&gt;
|gadesign = 4&lt;br /&gt;
|gafun = 5&lt;br /&gt;
|gacreativity = 8&lt;br /&gt;
|gaaesthetics = 3&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|gadesignnote = It may be not too horrible by itself, but everything is placed so randomly and inconsistently, it almost looks like it tries to have multiple paths and secret paths but fails, and it's just confusing and bad.&lt;br /&gt;
|gafunnote = It's honestly boring. It's not really tedious or anything, but it's like there's nothing there. I don't like it.&lt;br /&gt;
|gacreativitynote = I think this level actually had great potential and a cool design, too bad it fucked up.&lt;br /&gt;
|gaaestheticsnote = It has a LOT of rough edges, I don't know tbh.&lt;br /&gt;
|gafunctionnote = Has many bugs but works.&lt;br /&gt;
|ace = There's plenty to be happy about with this one. Your segments with the Wheel Cutter, and your Rising Platform gimmick was neat (and the auto-scroller and vertical room which combined both!) are really quite enjoyable to go through. The enemy selection is... a bit unfocused, although you did a decent thing with Shield Attackers that's worth a mention. It's just got a few niggles that hinder is a bit. The level is a tad, ugly. Not in the spriting sense but certainly your colour palette. Why is this monochrome?! This is NES styled! Not Gameboy styled! This gets very dull after a while and not even a decent tileset can salvage it. At least make the backgrounds a different colour to the foreground. It makes it hard to tell what you can and cannot walk on at times. &lt;br /&gt;
Your three other issues are gameplay based, because you didn't take a few things into consideration. Namely, I really think you should've taken the option to render Wheel Cutter with infinite ammo, because you based this entire stage around it... which is fine, but you have infinite lives here, and any player who is struggling will be forced to reset, which is kind of sad. Your rising platform gimmick also breaks one of the Mega Man conventions - gimmicks should respawn, or outright kill you if you fail them. Having them not reset and forcing the player to kill themselves goes against every gameplay instinct a player will have. Finally there are a lot of areas that look like either the correct route, or an alternative route, and they aren't! This sort of thing baffles the player. So yeah, a more thematic enemy selection, better implementation of the gimmicks (although your execution was pretty good!) would've helped this stage a lot. Oh, and, hi dev-kit boss!&lt;br /&gt;
|acescore = 30&lt;br /&gt;
|asdesign = 7&lt;br /&gt;
|asfun = 8&lt;br /&gt;
|ascreativity = 8&lt;br /&gt;
|asaesthetics = 3&lt;br /&gt;
|asfunction = 4&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 6}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 6 (MaGMML2)]][[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Crystal_Lab&amp;diff=5135</id>
		<title>Crystal Lab</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Crystal_Lab&amp;diff=5135"/>
				<updated>2018-06-04T01:48:11Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &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= Crystal Lab&lt;br /&gt;
|rank = 39th&lt;br /&gt;
|image= [[File:MaGMML2-39-CrystalLab.png]]&lt;br /&gt;
|caption= Well ''this'' place sure looks cheery...&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Schmidkalkan]]&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 = 30&lt;br /&gt;
|judge2 = 34&lt;br /&gt;
|judge3 = 29&lt;br /&gt;
|judge4 = 24&lt;br /&gt;
|judge5 = 30&lt;br /&gt;
|totalscore = 29.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 0&lt;br /&gt;
|enemies = &lt;br /&gt;
* [[Cannon Joe]]&lt;br /&gt;
* [[Cannopeller]]&lt;br /&gt;
* [[Hotchkiss'n]]&lt;br /&gt;
* [[Power Slam]]&lt;br /&gt;
* [[Shield Attacker GTR]]&lt;br /&gt;
* [[Sniper Armor]]&lt;br /&gt;
* [[Tadahou]]&lt;br /&gt;
|subbosses =&lt;br /&gt;
|bosses = [[Chill Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Deep Space (level),&amp;lt;br&amp;gt;Creepy Castle - Major Battle (boss)&lt;br /&gt;
|location = [[Tier 6 (MaGMML2)|Tier 6]]&lt;br /&gt;
|previous = [[Joe Man (stage)|Joe Man]]&lt;br /&gt;
|next = [[Nitrogen Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|This is definitely meant to be an imposing level and so far I think it's doing a pretty good job of it.|HatredElemental|[https://www.youtube.com/watch?v=8jNlgh18D10 Make a Good Mega Man Level 2 Let's Play]}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Crystal Lab''' is the 39th place entry in ''[[Make a Good Mega Man Level 2]]'', created by Schmidkalkan. The level in a dark, eerie, fluorescent pink facility that has become overgrown with strange crystalline structures. The level also features forced usage of [[Wheel Cutter]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Most of the difficulty in this level comes from the sections where you must use Wheel Cutter to scale the walls. The first such section is easy enough, though the jump to the ladder from the top of the second wall is nigh-impossible due to the low-hanging spikes not giving you enough room, but since you've already had to use Wheel Cutter, just use [[Super Arrow]] to get there. The next section after that is a large vertical shaft where you must use Wheel Cutter again to ascend to the top. At the bottom of the shaft is an M-Tank, as well as an introduction to the stage's other gimmick: platforms on an auger-like rail system that will grind up to the ceiling when stepped on. Grab the M-Tank if you need it, then head upward. Ascend to the right past the [[Cannon Joe]] into a room with a [[Sniper Armor]] guarding a 1-UP and two Large Weapon Energies. From here your path forward splits off in two directions: to the right, over the spike pit or down the hole in the middle of the room. &lt;br /&gt;
&lt;br /&gt;
Heading down leads to an auto-scroll section where you must quickly hop from auger-platform to auger-platform. Be sure to hang back a bit, however, to give yourself enough room to maneuver, as well as deal with the incoming [[Hotchkiss'n]]. The fourth platform has a lower ceiling, so if you wait too long you won't have enough height to make the jump and will land on the spike next to the fifth platform. After you reach the end, eliminate the Cannon Joe, then equip Wheel Cutter again to scale another wall, then jump down into a short spike drop.&lt;br /&gt;
&lt;br /&gt;
Heading to the right, using Super Arrow, [[Rush Jet]] or [[Sakugarne]], instead leads to a hallway where you must quickly alternate between scaling wall segments with Wheel Cutter and riding auger-platforms. Waiting for you at the end of this path is some Small Energy, an E-Tank and an M-Tank, as well as a stasis tank containing &amp;quot;Evi 211X&amp;quot;, beneath which is another hole down. After a small segment where you must hop on and off of auger-platforms obstructing your way down, the path reconnects with the main route directly above the spike drop.&lt;br /&gt;
&lt;br /&gt;
The final challenge of the level is a long vertical shaft with a single auger-platform in the middle. You must ride this platform all the way to the top, while occasionally using Wheel Cutter to fling yourself past the spikes blocking the platform by scaling the walls to the sides of the track. This can be tricky, so make sure your Wheel Cutter connects with the bottoms of the wall segments to ensure you have enough momentum to propel yourself over the spikes. There's also another platform waiting for you after each wall fling, so timing isn't an issue. There are also Weapon Energy pickups after the first wall fling, as well as more Hotchkiss'n to intercept you after each one. After both wall flings, just ride the final platform all the way up to the boss door.&lt;br /&gt;
&lt;br /&gt;
There is also an alternate path right at the start that can be accessed through an invisible slide hole in the right wall of the level's third screen. This route, which requires using quick movements and precisely timed sliding to navigate through several screens of auger-platforms and spikes, serves as a riskier but more direct route to the final vertical shaft, at the expense of both of the levels checkpoints. &lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = A good concept for a stage, and the rising platforms are simple but efective, but the stage itself seems marred by bizarre design choices. There's random usages of [INSERT UTILITY WEAPON OF YOUR CHOICE HERE] spread throughout the stage, especially near the beginning, and tbh my first thought was that the level was broken rather than me having to use Super Arrow or something. And there's also a few stretches of random Wheel Cutter usage - the level DOES give you heads up by putting cutters in the background, but I didn't even notice them until my second playthrough because I don't really have a keen eye for graphical things. The second shaft of Wheel Cutter usage is particularly frustrating to me - the slipping through spikes manouevers are very finicky and due to the fast rising speed of Wheel Cutter it's hard to really react at all. It also doesn't help that no matter what path you take the checkpoint is quite a ways away from the shaft you'll most likely keep dying in. I would say that the floating platforms didn't get used enough, but near the beginning of the level there's a random secret path you can only get through by sliding through a fake wall that actually DOES have okay usages of the rising platforms. It puzzles me why that wasn't just the second half and was instead put on a random secret path no one will find. Overall, there's nice ideas, but the forced weapon usage just really ruins it for me, because it's so thrown in and obnoxious.&lt;br /&gt;
|pyroscore = 30&lt;br /&gt;
|spdesign = 9&lt;br /&gt;
|spfun = 5&lt;br /&gt;
|spcreativity = 7&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = Really cool level! I loved the atmosphere in this place, felt kind of like a ruined factory of sorts. I really liked the use of the elevators, but they kept making the sound it makes when gravity flips, which was kind of annoying. One of them also pushed me through a wall and killed me once. The last Wheel Cutter section was pretty difficult compared to the rest of the level, and new players will most likely die the first time they play through it.&lt;br /&gt;
|jupiscore = 34&lt;br /&gt;
|jhdesign = 11&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 10&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = Pretty neat! I like the platforms this stage revolves around. They're a neat concept and used pretty well. I find it somewhat of a shame how they're rather glitchy, though, with glitchy results when they push the player into a ceiling and the gravity sound effect relentlessly playing for seemingly no reason. I like how this stage makes use of various utility weapons in order to advance, though I wish it'd start out every introduction to a concept in a safer environment, as instant death is kinda everywhere in this stage. The screw platforms themselves never got a proper introduction unfortunately. Its first use is atop a pit of spikes no matter which of the three paths the player takes. Speaking of paths, I like the intense secret route this level offers, but I think due to its difficulty that shortcut should reward with something, perhaps a Noble Nickel. The final section before the boss feels pretty epic and despite my numerous deaths I'm a big fan of it. Nice level overall!&lt;br /&gt;
|enjlscore = 29&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 5&lt;br /&gt;
|encreativity = 8&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I don't get it, what is this level trying to be? The level design in this one isn't as bad as the others in terms of enemy placement for example, but the stage layout is just so awkward it almost feels as if the author had tried to implement secret paths into the level but didn't do it. It could have been a good level, the ideas were where they should have been, but the execution is just really, really bad.&lt;br /&gt;
|garirryscore = 24&lt;br /&gt;
|gadesign = 4&lt;br /&gt;
|gafun = 5&lt;br /&gt;
|gacreativity = 8&lt;br /&gt;
|gaaesthetics = 3&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|gadesignnote = It may be not too horrible by itself, but everything is placed so randomly and inconsistently, it almost looks like it tries to have multiple paths and secret paths but fails, and it's just confusing and bad.&lt;br /&gt;
|gafunnote = It's honestly boring. It's not really tedious or anything, but it's like there's nothing there. I don't like it.&lt;br /&gt;
|gacreativitynote = I think this level actually had great potential and a cool design, too bad it fucked up.&lt;br /&gt;
|gaaestheticsnote = It has a LOT of rough edges, I don't know tbh.&lt;br /&gt;
|gafunctionnote = Has many bugs but works.&lt;br /&gt;
|ace = There's plenty to be happy about with this one. Your segments with the Wheel Cutter, and your Rising Platform gimmick was neat (and the auto-scroller and vertical room which combined both!) are really quite enjoyable to go through. The enemy selection is... a bit unfocused, although you did a decent thing with Shield Attackers that's worth a mention. It's just got a few niggles that hinder is a bit. The level is a tad, ugly. Not in the spriting sense but certainly your colour palette. Why is this monochrome?! This is NES styled! Not Gameboy styled! This gets very dull after a while and not even a decent tileset can salvage it. At least make the backgrounds a different colour to the foreground. It makes it hard to tell what you can and cannot walk on at times. &lt;br /&gt;
Your three other issues are gameplay based, because you didn't take a few things into consideration. Namely, I really think you should've taken the option to render Wheel Cutter with infinite ammo, because you based this entire stage around it... which is fine, but you have infinite lives here, and any player who is struggling will be forced to reset, which is kind of sad. Your rising platform gimmick also breaks one of the Mega Man conventions - gimmicks should respawn, or outright kill you if you fail them. Having them not reset and forcing the player to kill themselves goes against every gameplay instinct a player will have. Finally there are a lot of areas that look like either the correct route, or an alternative route, and they aren't! This sort of thing baffles the player. So yeah, a more thematic enemy selection, better implementation of the gimmicks (although your execution was pretty good!) would've helped this stage a lot. Oh, and, hi dev-kit boss!&lt;br /&gt;
|acescore = 30&lt;br /&gt;
|asdesign = 7&lt;br /&gt;
|asfun = 8&lt;br /&gt;
|ascreativity = 8&lt;br /&gt;
|asaesthetics = 3&lt;br /&gt;
|asfunction = 4&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 6}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 6 (MaGMML2)]][[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Changeable_Caverns&amp;diff=5134</id>
		<title>Changeable Caverns</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Changeable_Caverns&amp;diff=5134"/>
				<updated>2018-06-04T01:46:22Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsStrategy}}&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Changeable Caverns&lt;br /&gt;
|rank = 41th&lt;br /&gt;
|image= [[File:MaGMML2-41-ChangeableCaverns.png]]&lt;br /&gt;
|caption= &lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[TheMartianGeek]]&lt;br /&gt;
|composer= Makoto Tomozawa&amp;lt;br&amp;gt;[[TheMartianGeek]]&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 = 35&lt;br /&gt;
|judge2 = 17&lt;br /&gt;
|judge3 = 32&lt;br /&gt;
|judge4 = 27&lt;br /&gt;
|judge5 = 34&lt;br /&gt;
|totalscore = 29.0&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 0&lt;br /&gt;
|enemies = &lt;br /&gt;
* [[Drillun]]&lt;br /&gt;
* [[Lyric]]&lt;br /&gt;
* [[Molier]]&lt;br /&gt;
* [[Pickelman Bull]]&lt;br /&gt;
* [[Rock Thrown]]&lt;br /&gt;
* [[Tondeall]]&lt;br /&gt;
* [[Wall Blaster II]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Mega Man X - Armored Armadillo&lt;br /&gt;
|location = [[Tier 6 (MaGMML2)|Tier 6]]&lt;br /&gt;
|previous = [[Wily Coaster]]&lt;br /&gt;
|next = [[Joe Man (stage)|Joe Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Pretty much all of this stage works, but on the goldilocks scale of level design, it sits just below the 'just right' in gimmick implementation.|[[ACESpark]]|excerpt from judge comment.}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Changeable Caverns''' is the 41st place entry in ''[[Make a Good Mega Man Level 2]]'', created by TheMartianGeek. The level focuses on short platforming segments broken up by enemies, using almost every type of special platform gimmick available in the devkit.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Don't die. The easiest way to accomplish that is to get good at jumping.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Aw why did this have to end so quickly D: I really liked where it was going!! For a level that has a large majority of the special platforms in it it does a very good job at keeping focus and feeling coherent. It introduces each of the platform types safely and uses most in more dangerous setups later on. The difficulty curve is just very well done in general. The enemy challenges are pretty great, too - I really like how the Drilluns and Moliers were combined. But it felt like it ended just as it was starting to ramp up the difficulty!! I really wish there was more because I love what is actually here, it just feels like it got...cut off before it could be truly amazing.&lt;br /&gt;
|pyroscore = 35&lt;br /&gt;
|spdesign = 13&lt;br /&gt;
|spfun = 8&lt;br /&gt;
|spcreativity = 6&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = Pretty forgettable level. It was mostly just rooms with enemies and then moving platforms over pits and that was it. The room with 3 Crash lifts is a bit glitchy, one of them randomly pushed me off for some reason.&lt;br /&gt;
|jupiscore = 17&lt;br /&gt;
|jhdesign = 4&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 1&lt;br /&gt;
|jhaesthetics = 3&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = This level is a lot of fun to play, but often misses out on aspects such as safety nets and ramping up the difficulty, with later sections sometimes being easier than early sections and the enemy setups not offering a lot of variety. A lot of the level's assets are taken for granted and while others are formally introduced, the others are often what will lead to the player's death. The guts lift section in particular is rather tricky for where it is placed in the level and I died a lot on it when I wasn't exploiting the lack of spike collision in that room to bypass it and explore other parts of the level. The open platforming segments are a nice but rompy challenge and definitely the highlight of this stage.&lt;br /&gt;
|enjlscore = 32&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 9&lt;br /&gt;
|encreativity = 7&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I feel like it could have been done better. The level just doesn't look nice. Some parts of the stage suffered from either bad enemy placement or having to deal with desynchronised moving obstacles. And overall it just feels generic. Nothing creative or interesting really. At least it was mostly enjoyable.&lt;br /&gt;
|garirryscore = 27&lt;br /&gt;
|gadesign = 8&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 4&lt;br /&gt;
|gaaesthetics = 3&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's not that good. Generally there are a lot of sections which require you to either do precise movements or waiting for two moving obstacles to sync together.&lt;br /&gt;
|gafunnote = Despite that, it was a pretty enjoyable level. Aside from the bad sections, it ranks as decent for me.&lt;br /&gt;
|gacreativitynote = There's nothing particularly interesting here. It's just a regular cave level. Nothing that creative tbh.&lt;br /&gt;
|gaaestheticsnote = The tiles seem pretty lazily put, the background is all black… meh.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = Fun little stage, if too much on the safe side. Pretty much all of this stage works, but on the goldilocks scale of level design, it sits just below the &amp;quot;just right&amp;quot; in gimmick implementation. What I mean by that, is you don't go far enough with the gimmicks to be truly memorable, and it's all a little generic, with not much identity of its own other than &amp;quot;every platform gimmick&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
That being said, there is actual thought behind your use and placement of said platforms, and nowhere does it feel half assed, it's just I feel a few more screens with repeated gimmicks and a slightly higher difficulty (not by much, just slightly) for the climax of your stage would've served you better.&lt;br /&gt;
You also put in areas where Noble Nickels would've acted much better than... er.. bolts. This is just a poor design choice, as no one will attempt the additional challenges you propose because there is simply no point to it, the stakes aren't high enough.&lt;br /&gt;
&lt;br /&gt;
Lastly - I kind of feel the Guts Man platform segment was... pointless. This bit also houses your weakest implementation of any of the gimmicks, as the player is left waiting for the platforms to sync up together. It's minor, but it would've been better to see the platforms return later in the stage with a different setup, rather than the &amp;quot;Hi I exist&amp;quot; cameo.&lt;br /&gt;
&lt;br /&gt;
Noteworthy things about this stage - perfect theme and selection of enemies for a cavern setting, good music choice, and gimmicks are introduced very well. Props to the Shadow Man platform segment, I didn't even notice how clever your introduction of them was the first time through! It took a second playthrough for me to get it... but it's subtle but well done.&lt;br /&gt;
&lt;br /&gt;
... one thing that's odd, there are a few spots in the level tiles that look.. unfinished, or are using a beta tilset? They keep showing up and it just looks bizarre.&lt;br /&gt;
|acescore = 34&lt;br /&gt;
|asdesign = 12&lt;br /&gt;
|asfun = 8&lt;br /&gt;
|ascreativity = 7&lt;br /&gt;
|asaesthetics = 2&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
{{MaGMML2 Tier 6}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 6 (MaGMML2)]][[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=A_Mega_Man_for_All_Seasons&amp;diff=4091</id>
		<title>A Mega Man for All Seasons</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=A_Mega_Man_for_All_Seasons&amp;diff=4091"/>
				<updated>2018-04-22T15:27:53Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &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= A Mega Man For All Seasons&lt;br /&gt;
|rank = 45th&lt;br /&gt;
|image= &lt;br /&gt;
|caption= &lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Z-Saber&lt;br /&gt;
|composer= Z-Saber&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 = 26&lt;br /&gt;
|judge2 = 19&lt;br /&gt;
|judge3 = 39&lt;br /&gt;
|judge4 = 30&lt;br /&gt;
|judge5 = 27&lt;br /&gt;
|totalscore = 28.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 4&lt;br /&gt;
|enemies = &lt;br /&gt;
* Au-Au&lt;br /&gt;
* Batton&lt;br /&gt;
* Beak&lt;br /&gt;
* Bomber Pepe&lt;br /&gt;
* Brain Break&lt;br /&gt;
* Butterdroid&lt;br /&gt;
* Chibee&lt;br /&gt;
* Cocco&lt;br /&gt;
* Crabbot&lt;br /&gt;
* Docron&lt;br /&gt;
* Fire Boy&lt;br /&gt;
* Fire Telly&lt;br /&gt;
* Flea&lt;br /&gt;
* Gabgyo&lt;br /&gt;
* Hopps&lt;br /&gt;
* Hover&lt;br /&gt;
* Lightning Lord&lt;br /&gt;
* Mummira&lt;br /&gt;
* Pandeeta&lt;br /&gt;
* Peng&lt;br /&gt;
* Penpen EV&lt;br /&gt;
* Pierrobug&lt;br /&gt;
* Pipi&lt;br /&gt;
* Press&lt;br /&gt;
* Rackaser&lt;br /&gt;
* Screw Bomber&lt;br /&gt;
* Shrink&lt;br /&gt;
* Skull Walker&lt;br /&gt;
* Snapper&lt;br /&gt;
* Squidon&lt;br /&gt;
* Swallown&lt;br /&gt;
* Yanbow&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = * [[Komuso Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Mega Man 2 - Bubble Man (Various arrangements by Z-Saber)&lt;br /&gt;
|location = [[Tier 5 (MaGMML2)|Tier 5]]&lt;br /&gt;
|previous = [[Volcanic Furnace]]&lt;br /&gt;
|next = [[Quint Stage]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{quote|Sir More, I presume. Hast ye any last words?|Executioner|the boss of the level.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
'''A Mega Man For All Seasons''' is the 45th place level in '''Make a Good Mega Man Level 2.''' The level has a central theme of time travel, with the player traversing through the same area four times, a different season each time.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
All of this level's Noble Nickels are in the lower areas that have Sir Thomas More's cell in them.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Cute little level, though I do feel it kinda decreased in quality at the end and sorta became a mess. I liked the initial room with the setups with the Mummiras, but later rooms just kinda felt like enemy spam, especially the spring (?) one with the chicken enemies. The level is pretty short, so there isn't really much to say, though in the winter and spring sections it looked really weird when there was snow and rain that didn't animate. The idea is cool, and the dialogue with Thomas More and the executioner is funny, but there's not that much level design to go with it, and what is there is just okay. There's some weird enemy placement throughout, like, there's a Lightning Lord at the start you can just snipe from the ladder and never poses an actual threat, among other things. It's a cute and good attempt, but I feel like it just needed more content in general and needed a better central focus.&lt;br /&gt;
|pyroscore = 26&lt;br /&gt;
|spdesign = 7&lt;br /&gt;
|spfun = 5&lt;br /&gt;
|spcreativity = 6&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = As time went on, this level made less and less sense, and the enemy placement felt very spammy. The 3rd part was especially weird and nonsensical, with all the random flying shrimp. The graphics were pretty messy, especially the 4th section with the random sand everywhere. Overall, the time travel thing is neat, but it kinda feels like the level just copied the same section 4 times and changed the enemies around every time, sometimes adding more hazards. The gimmick started off nicely, but the level just feels really rushed, especially towards the end. Overall, good concept, bad execution.&lt;br /&gt;
|jupiscore = 19&lt;br /&gt;
|jhdesign = 6&lt;br /&gt;
|jhfun = 3&lt;br /&gt;
|jhcreativity = 8&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|jhskip = No&lt;br /&gt;
|enjl = The plot in this level is what made it for me tbh. Throwing Mega Man into this timeline like that is pretty silly and while it is just the same few rooms over and over with a slight twist on it I found myself just smiling at the charm nonstop. I wonder how this level could've done more to mix things up. It tries its best by introducing elements like water and quicksand, though I found them to be more of a hassle than an addition to the formula, and while it did shake the environment up it went away before I was able to get accustomed to it. In a sense, I like the janky, rapidly changing environment that tries to get in the player's way over and over with different methods, I'm just thinking if there was a layout that would've allowed for more customisation between seasons... Sorry for rambling. Really fun level!&lt;br /&gt;
|enjlscore = 39&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 9&lt;br /&gt;
|encreativity = 12&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = It's a nice little stage. I liked the main concept behind it and I'm surprised that the seasons gimmick wasn't used in any other level. I also liked the boss choice and mini-plot. However, this level has many problems. Looking at the primitive stage layout as well as the bad enemy placement, I can say that I don't like the level design here. Additionally, I felt that getting through the same stage with minor variations four times was tiring. Also, the tiles are really broken and don't look good at times. Decent level overall, but it could be better.&lt;br /&gt;
|garirryscore = 30&lt;br /&gt;
|gadesign = 6&lt;br /&gt;
|gafun = 6&lt;br /&gt;
|gacreativity = 10&lt;br /&gt;
|gaaesthetics = 3&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's kinda meh. It's nothing too cheap or unfair, but it just doesn't feel like it's well built, with the stage layout and enemy placement being kinda random.&lt;br /&gt;
|gafunnote = I admit it was enjoyable. However, playing through the same design four times was kinda irritating.&lt;br /&gt;
|gacreativitynote = I really liked the concept here and I'm kinda surprised that nobody else used it. I liked the main idea behind the boss choice.&lt;br /&gt;
|gaaestheticsnote = It could be better. There are tiles that are just placed at random, and other broken tiles...&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|gaskip = No&lt;br /&gt;
|ace = This has to be the just about the oddest Mega Man stage I have ever played.&lt;br /&gt;
I mean, for all the issues, it's not without charm, and I personally found it entertaining... probably for the same reasons you chose to do such a thing, actually. I dig this area of history, and found the entire thing rather fascinating! The item hunt for the Nickels was pretty cool too, they're not hard, but they are neat 'can you spot the stray pixel clue', or 'spot this tiny hint' challenges.&lt;br /&gt;
The whole concept behind revisiting an area several times over the seasons was, great. It's almost handled well enough.. but not quite, as the further you get into the level, the less sense the obstacles make. Enemy selection was also all over the place, but not terrible, just some odd choices every so often. &lt;br /&gt;
&lt;br /&gt;
Neat idea aside, this stage does have some glaring issues: There is a complete lack of challenge, outside of maybe the Squiddon mid-boss, and far, far, far too many power ups around the place make an already easy stage even easier!&lt;br /&gt;
By far the most noticeable problem is... I am not sure what is going on with the graphics here. For every well chosen tile there is two really weird choices, and the level almost feels like you're playing a glitched stage. I get the general look of the stage and what each bit is supposed to mean, but it looks so bizarre, and does not help the stage at all.&lt;br /&gt;
&lt;br /&gt;
I also feel really sorry for Komuso Man right now. I'm not sure why he was stripped of his hit invincibility here.&lt;br /&gt;
There is also a potential soft lock in this fight, if Komuso isn't killed in time, he'll run out of the arena, and leave Mega Man stranded. Whoops, you, er, kind of needed a wall in this battle.&lt;br /&gt;
This was certainly an interesting level, I'd be interested to see what other weird ideas you could come up with next!&lt;br /&gt;
|acescore = 27&lt;br /&gt;
|asdesign = 6&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 9&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 2&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This level was Z-Saber's first ever attempt at level design.&lt;br /&gt;
* Z-Saber has stated that the Komuso Man lacks invincibility frames because she wanted to make him easier, as she's not very good at Mega Man.&lt;br /&gt;
* The plot of this stage is based off of a movie called [https://en.wikipedia.org/wiki/A_Man_for_All_Seasons_(1966_film) A Man For All Seasons.]&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tier 5 Stages]] [[Category:Make a Good Mega Man Level 2 Stages]][[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=A_Mega_Man_for_All_Seasons&amp;diff=4090</id>
		<title>A Mega Man for All Seasons</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=A_Mega_Man_for_All_Seasons&amp;diff=4090"/>
				<updated>2018-04-22T15:27:20Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &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= A Mega Man For All Seasons&lt;br /&gt;
|rank = 45th&lt;br /&gt;
|image= &lt;br /&gt;
|caption= &lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Z-Saber&lt;br /&gt;
|composer= Z-Saber&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 = 26&lt;br /&gt;
|judge2 = 19&lt;br /&gt;
|judge3 = 39&lt;br /&gt;
|judge4 = 30&lt;br /&gt;
|judge5 = 27&lt;br /&gt;
|totalscore = 28.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 4&lt;br /&gt;
|enemies = &lt;br /&gt;
* Au-Au&lt;br /&gt;
* Batton&lt;br /&gt;
* Beak&lt;br /&gt;
* Bomber Pepe&lt;br /&gt;
* Brain Break&lt;br /&gt;
* Butterdroid&lt;br /&gt;
* Chibee&lt;br /&gt;
* Cocco&lt;br /&gt;
* Crabbot&lt;br /&gt;
* Docron&lt;br /&gt;
* Fire Boy&lt;br /&gt;
* Fire Telly&lt;br /&gt;
* Flea&lt;br /&gt;
* Gabgyo&lt;br /&gt;
* Hopps&lt;br /&gt;
* Hover&lt;br /&gt;
* Lightning Lord&lt;br /&gt;
* Mummira&lt;br /&gt;
* Pandeeta&lt;br /&gt;
* Peng&lt;br /&gt;
* Penpen EV&lt;br /&gt;
* Pierrobug&lt;br /&gt;
* Pipi&lt;br /&gt;
* Press&lt;br /&gt;
* Rackaser&lt;br /&gt;
* Screw Bomber&lt;br /&gt;
* Shrink&lt;br /&gt;
* Skull Walker&lt;br /&gt;
* Snapper&lt;br /&gt;
* Squidon&lt;br /&gt;
* Swallown&lt;br /&gt;
* Yanbow&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = * [[Komuso Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Mega Man 2 - Bubble Man (Various arrangements by Z-Saber)&lt;br /&gt;
|location = [[Tier 5 (MaGMML2)|Tier 5]]&lt;br /&gt;
|previous = [[Volcanic Furnace]]&lt;br /&gt;
|next = [[Quint Stage]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{quote|Sir More, I presume. Hast ye any last words?|Executioner|the boss of the level.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
'''A Mega Man For All Seasons''' is the 45th place level in '''Make a Good Mega Man Level 2.''' The level has a central theme of time travel, with the player traversing through the same area four times, a different season each time.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
All of this level's Noble Nickels are in the lower areas that have Sir Thomas More's cell in them.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Cute little level, though I do feel it kinda decreased in quality at the end and sorta became a mess. I liked the initial room with the setups with the Mummiras, but later rooms just kinda felt like enemy spam, especially the spring (?) one with the chicken enemies. The level is pretty short, so there isn't really much to say, though in the winter and spring sections it looked really weird when there was snow and rain that didn't animate. The idea is cool, and the dialogue with Thomas More and the executioner is funny, but there's not that much level design to go with it, and what is there is just okay. There's some weird enemy placement throughout, like, there's a Lightning Lord at the start you can just snipe from the ladder and never poses an actual threat, among other things. It's a cute and good attempt, but I feel like it just needed more content in general and needed a better central focus.&lt;br /&gt;
|pyroscore = 26&lt;br /&gt;
|spdesign = 7&lt;br /&gt;
|spfun = 5&lt;br /&gt;
|spcreativity = 6&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = As time went on, this level made less and less sense, and the enemy placement felt very spammy. The 3rd part was especially weird and nonsensical, with all the random flying shrimp. The graphics were pretty messy, especially the 4th section with the random sand everywhere. Overall, the time travel thing is neat, but it kinda feels like the level just copied the same section 4 times and changed the enemies around every time, sometimes adding more hazards. The gimmick started off nicely, but the level just feels really rushed, especially towards the end. Overall, good concept, bad execution.&lt;br /&gt;
|jupiscore = 19&lt;br /&gt;
|jhdesign = 6&lt;br /&gt;
|jhfun = 3&lt;br /&gt;
|jhcreativity = 8&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|jhskip = No&lt;br /&gt;
|enjl = The plot in this level is what made it for me tbh. Throwing Mega Man into this timeline like that is pretty silly and while it is just the same few rooms over and over with a slight twist on it I found myself just smiling at the charm nonstop. I wonder how this level could've done more to mix things up. It tries its best by introducing elements like water and quicksand, though I found them to be more of a hassle than an addition to the formula, and while it did shake the environment up it went away before I was able to get accustomed to it. In a sense, I like the janky, rapidly changing environment that tries to get in the player's way over and over with different methods, I'm just thinking if there was a layout that would've allowed for more customisation between seasons... Sorry for rambling. Really fun level!&lt;br /&gt;
|enjlscore = 39&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 9&lt;br /&gt;
|encreativity = 12&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = It's a nice little stage. I liked the main concept behind it and I'm surprised that the seasons gimmick wasn't used in any other level. I also liked the boss choice and mini-plot. However, this level has many problems. Looking at the primitive stage layout as well as the bad enemy placement, I can say that I don't like the level design here. Additionally, I felt that getting through the same stage with minor variations four times was tiring. Also, the tiles are really broken and don't look good at times. Decent level overall, but it could be better.&lt;br /&gt;
|garirryscore = 30&lt;br /&gt;
|gadesign = 6&lt;br /&gt;
|gafun = 6&lt;br /&gt;
|gacreativity = 10&lt;br /&gt;
|gaaesthetics = 3&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's kinda meh. It's nothing too cheap or unfair, but it just doesn't feel like it's well built, with the stage layout and enemy placement being kinda random.&lt;br /&gt;
|gafunnote = I admit it was enjoyable. However, playing through the same design four times was kinda irritating.&lt;br /&gt;
|gacreativitynote = I really liked the concept here and I'm kinda surprised that nobody else used it. I liked the main idea behind the boss choice.&lt;br /&gt;
|gaaestheticsnote = It could be better. There are tiles that are just placed at random, and other broken tiles...&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|gaskip = No&lt;br /&gt;
|ace = This has to be the just about the oddest Mega Man stage I have ever played.&lt;br /&gt;
I mean, for all the issues, it's not without charm, and I personally found it entertaining... probably for the same reasons you chose to do such a thing, actually. I dig this area of history, and found the entire thing rather fascinating! The item hunt for the Nickels was pretty cool too, they're not hard, but they are neat 'can you spot the stray pixel clue', or 'spot this tiny hint' challenges.&lt;br /&gt;
The whole concept behind revisiting an area several times over the seasons was, great. It's almost handled well enough.. but not quite, as the further you get into the level, the less sense the obstacles make. Enemy selection was also all over the place, but not terrible, just some odd choices every so often. &lt;br /&gt;
&lt;br /&gt;
Neat idea aside, this stage does have some glaring issues: There is a complete lack of challenge, outside of maybe the Squiddon mid-boss, and far, far, far too many power ups around the place make an already easy stage even easier!&lt;br /&gt;
By far the most noticeable problem is... I am not sure what is going on with the graphics here. For every well chosen tile there is two really weird choices, and the level almost feels like you're playing a glitched stage. I get the general look of the stage and what each bit is supposed to mean, but it looks so bizarre, and does not help the stage at all.&lt;br /&gt;
&lt;br /&gt;
I also feel really sorry for Komuso Man right now. I'm not sure why he was stripped of his hit invincibility here.&lt;br /&gt;
There is also a potential soft lock in this fight, if Komuso isn't killed in time, he'll run out of the arena, and leave Mega Man stranded. Whoops, you, er, kind of needed a wall in this battle.&lt;br /&gt;
This was certainly an interesting level, I'd be interested to see what other weird ideas you could come up with next!&lt;br /&gt;
|acescore = 27&lt;br /&gt;
|asdesign = 6&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 9&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;
* This level was Z-Saber's first ever attempt at level design.&lt;br /&gt;
* Z-Saber has stated that the Komuso Man lacks invincibility frames because she wanted to make him easier, as she's not very good at Mega Man.&lt;br /&gt;
* The plot of this stage is based off of a movie called [https://en.wikipedia.org/wiki/A_Man_for_All_Seasons_(1966_film) A Man For All Seasons.]&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tier 5 Stages]] [[Category:Make a Good Mega Man Level 2 Stages]][[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=A_Mega_Man_for_All_Seasons&amp;diff=4089</id>
		<title>A Mega Man for All Seasons</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=A_Mega_Man_for_All_Seasons&amp;diff=4089"/>
				<updated>2018-04-22T15:26:41Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: Created page with &amp;quot;{{Levelinfo  |align= right &amp;lt;!-- ===========Info============== --&amp;gt; |title= A Mega Man For All Seasons |rank = 45th |image=  |caption=  |game=Make a Good Mega Man Level 2 |c...&amp;quot;&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= A Mega Man For All Seasons&lt;br /&gt;
|rank = 45th&lt;br /&gt;
|image= &lt;br /&gt;
|caption= &lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Z-Saber&lt;br /&gt;
|composer= Z-Saber&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 = 26&lt;br /&gt;
|judge2 = 19&lt;br /&gt;
|judge3 = 39&lt;br /&gt;
|judge4 = 30&lt;br /&gt;
|judge5 = 27&lt;br /&gt;
|totalscore = 28.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 4&lt;br /&gt;
|enemies = &lt;br /&gt;
* Au-Au&lt;br /&gt;
* Batton&lt;br /&gt;
* Beak&lt;br /&gt;
* Bomber Pepe&lt;br /&gt;
* Brain Break&lt;br /&gt;
* Butterdroid&lt;br /&gt;
* Chibee&lt;br /&gt;
* Cocco&lt;br /&gt;
* Crabbot&lt;br /&gt;
* Docron&lt;br /&gt;
* Fire Boy&lt;br /&gt;
* Fire Telly&lt;br /&gt;
* Flea&lt;br /&gt;
* Gabgyo&lt;br /&gt;
* Hopps&lt;br /&gt;
* Hover&lt;br /&gt;
* Lightning Lord&lt;br /&gt;
* Mummira&lt;br /&gt;
* Pandeeta&lt;br /&gt;
* Peng&lt;br /&gt;
* Penpen EV&lt;br /&gt;
* Pierrobug&lt;br /&gt;
* Pipi&lt;br /&gt;
* Press&lt;br /&gt;
* Rackaser&lt;br /&gt;
* Screw Bomber&lt;br /&gt;
* Shrink&lt;br /&gt;
* Skull Walker&lt;br /&gt;
* Snapper&lt;br /&gt;
* Squidon&lt;br /&gt;
* Swallown&lt;br /&gt;
* Yanbow&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = * [[Komuso Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Mega Man 2 - Bubble Man (Various arrangements by Z-Saber)&lt;br /&gt;
|location = [[Tier 5 (MaGMML2)|Tier 5]]&lt;br /&gt;
|previous = [[Volcanic Furnace]]&lt;br /&gt;
|next = [[Quint Stage]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{quote|Sir More, I presume. Hast ye any last words?|Executioner|the boss of the level.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
''A Mega Man For All Seasons'' is the 45th place level in ''Make a Good Mega Man Level 2.'' The level has a central theme of time travel, with the player traversing through the same area four times, a different season each time.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
All of this level's Noble Nickels are in the lower areas that have Sir Thomas More's cell in them.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Cute little level, though I do feel it kinda decreased in quality at the end and sorta became a mess. I liked the initial room with the setups with the Mummiras, but later rooms just kinda felt like enemy spam, especially the spring (?) one with the chicken enemies. The level is pretty short, so there isn't really much to say, though in the winter and spring sections it looked really weird when there was snow and rain that didn't animate. The idea is cool, and the dialogue with Thomas More and the executioner is funny, but there's not that much level design to go with it, and what is there is just okay. There's some weird enemy placement throughout, like, there's a Lightning Lord at the start you can just snipe from the ladder and never poses an actual threat, among other things. It's a cute and good attempt, but I feel like it just needed more content in general and needed a better central focus.&lt;br /&gt;
|pyroscore = 26&lt;br /&gt;
|spdesign = 7&lt;br /&gt;
|spfun = 5&lt;br /&gt;
|spcreativity = 6&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = As time went on, this level made less and less sense, and the enemy placement felt very spammy. The 3rd part was especially weird and nonsensical, with all the random flying shrimp. The graphics were pretty messy, especially the 4th section with the random sand everywhere. Overall, the time travel thing is neat, but it kinda feels like the level just copied the same section 4 times and changed the enemies around every time, sometimes adding more hazards. The gimmick started off nicely, but the level just feels really rushed, especially towards the end. Overall, good concept, bad execution.&lt;br /&gt;
|jupiscore = 19&lt;br /&gt;
|jhdesign = 6&lt;br /&gt;
|jhfun = 3&lt;br /&gt;
|jhcreativity = 8&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|jhskip = No&lt;br /&gt;
|enjl = The plot in this level is what made it for me tbh. Throwing Mega Man into this timeline like that is pretty silly and while it is just the same few rooms over and over with a slight twist on it I found myself just smiling at the charm nonstop. I wonder how this level could've done more to mix things up. It tries its best by introducing elements like water and quicksand, though I found them to be more of a hassle than an addition to the formula, and while it did shake the environment up it went away before I was able to get accustomed to it. In a sense, I like the janky, rapidly changing environment that tries to get in the player's way over and over with different methods, I'm just thinking if there was a layout that would've allowed for more customisation between seasons... Sorry for rambling. Really fun level!&lt;br /&gt;
|enjlscore = 39&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 9&lt;br /&gt;
|encreativity = 12&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = It's a nice little stage. I liked the main concept behind it and I'm surprised that the seasons gimmick wasn't used in any other level. I also liked the boss choice and mini-plot. However, this level has many problems. Looking at the primitive stage layout as well as the bad enemy placement, I can say that I don't like the level design here. Additionally, I felt that getting through the same stage with minor variations four times was tiring. Also, the tiles are really broken and don't look good at times. Decent level overall, but it could be better.&lt;br /&gt;
|garirryscore = 30&lt;br /&gt;
|gadesign = 6&lt;br /&gt;
|gafun = 6&lt;br /&gt;
|gacreativity = 10&lt;br /&gt;
|gaaesthetics = 3&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's kinda meh. It's nothing too cheap or unfair, but it just doesn't feel like it's well built, with the stage layout and enemy placement being kinda random.&lt;br /&gt;
|gafunnote = I admit it was enjoyable. However, playing through the same design four times was kinda irritating.&lt;br /&gt;
|gacreativitynote = I really liked the concept here and I'm kinda surprised that nobody else used it. I liked the main idea behind the boss choice.&lt;br /&gt;
|gaaestheticsnote = It could be better. There are tiles that are just placed at random, and other broken tiles...&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|gaskip = No&lt;br /&gt;
|ace = This has to be the just about the oddest Mega Man stage I have ever played.&lt;br /&gt;
I mean, for all the issues, it's not without charm, and I personally found it entertaining... probably for the same reasons you chose to do such a thing, actually. I dig this area of history, and found the entire thing rather fascinating! The item hunt for the Nickels was pretty cool too, they're not hard, but they are neat 'can you spot the stray pixel clue', or 'spot this tiny hint' challenges.&lt;br /&gt;
The whole concept behind revisiting an area several times over the seasons was, great. It's almost handled well enough.. but not quite, as the further you get into the level, the less sense the obstacles make. Enemy selection was also all over the place, but not terrible, just some odd choices every so often. &lt;br /&gt;
&lt;br /&gt;
Neat idea aside, this stage does have some glaring issues: There is a complete lack of challenge, outside of maybe the Squiddon mid-boss, and far, far, far too many power ups around the place make an already easy stage even easier!&lt;br /&gt;
By far the most noticeable problem is... I am not sure what is going on with the graphics here. For every well chosen tile there is two really weird choices, and the level almost feels like you're playing a glitched stage. I get the general look of the stage and what each bit is supposed to mean, but it looks so bizarre, and does not help the stage at all.&lt;br /&gt;
&lt;br /&gt;
I also feel really sorry for Komuso Man right now. I'm not sure why he was stripped of his hit invincibility here.&lt;br /&gt;
There is also a potential soft lock in this fight, if Komuso isn't killed in time, he'll run out of the arena, and leave Mega Man stranded. Whoops, you, er, kind of needed a wall in this battle.&lt;br /&gt;
This was certainly an interesting level, I'd be interested to see what other weird ideas you could come up with next!&lt;br /&gt;
|acescore = 27&lt;br /&gt;
|asdesign = 6&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 9&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;
* This level was Z-Saber's first ever attempt at level design.&lt;br /&gt;
* Z-Saber has stated that the Komuso Man lacks invincibility frames because she wanted to make him easier, as she's not very good at Mega Man.&lt;br /&gt;
* The plot of this stage is based off of a movie called [https://en.wikipedia.org/wiki/A_Man_for_All_Seasons_(1966_film) A Man For All Seasons.]&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tier 5 Stages]] [[Category:Make a Good Mega Man Level 2 Stages]][[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Colorful_Hall&amp;diff=4077</id>
		<title>Colorful Hall</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Colorful_Hall&amp;diff=4077"/>
				<updated>2018-04-22T04:06:39Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
Memes preserved for posterity:&lt;br /&gt;
git gud ya casuls&lt;br /&gt;
[[File:Welcome.jpg|frame|right|players who have beaten the level welcome a newcomer]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Colorful Hall&lt;br /&gt;
|rank = 68th&lt;br /&gt;
|image= [[File:Colorful.png]]&lt;br /&gt;
|caption= &amp;quot;I wonder how well I blend into my surroundings...&amp;quot;&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Chingoku&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 = 2&lt;br /&gt;
|judge1 = 23&lt;br /&gt;
|judge2 = 16&lt;br /&gt;
|judge3 = 14&lt;br /&gt;
|judge4 = 24&lt;br /&gt;
|judge5 = 19&lt;br /&gt;
|totalscore = 19.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 2&lt;br /&gt;
|collectables = 3&lt;br /&gt;
|enemies = &lt;br /&gt;
* Acid&lt;br /&gt;
* Beak&lt;br /&gt;
* Big Eye&lt;br /&gt;
* Bounder&lt;br /&gt;
* Cannopeller&lt;br /&gt;
* Dachone&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Fire Boy&lt;br /&gt;
* Fire Telly&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Hologran&lt;br /&gt;
* Hothead&lt;br /&gt;
* Komasaburo&lt;br /&gt;
* Lyric&lt;br /&gt;
* Mousubeil&lt;br /&gt;
* Petit Devil (Green)&lt;br /&gt;
* Pooker&lt;br /&gt;
* Power Muscler&lt;br /&gt;
* Press&lt;br /&gt;
* Shield Attacker&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Spine&lt;br /&gt;
* Teck&lt;br /&gt;
* Telly&lt;br /&gt;
* Wall Blaster II&lt;br /&gt;
|subbosses = &lt;br /&gt;
* Gamarn and Gamadayu&lt;br /&gt;
|bosses =&lt;br /&gt;
* [[Guts Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Sonic 4: Episode 1 - Mad Gear Zone (Act 1)&lt;br /&gt;
The Binding of Isaac: Rebirth - Hericide&lt;br /&gt;
|location = [[Tier 2 (MaGMML2)|Tier 2]]&lt;br /&gt;
|previous = [[Dragon Lab Lair]]&lt;br /&gt;
|next = [[Something Original]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|The basic idea of 4 differently coloured halls is nice, but the only thing it does with this idea is a quiz that requires knowledge of the Shrek movies.|Enjl|excerpt from judge comment.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Colorful Hall''' is the seventh Tier 2 level in '''Make a Good Mega Man Level 2'''. Its main gimmick is its use of differently colored rooms, as well as a quiz section at the end.&lt;br /&gt;
==Strategy==&lt;br /&gt;
For the quiz section at the end, there are no collision tiles, so you can basically fall anywhere you want. To get the element in the quiz section, you must fall into the blue hole in the first room, fall anywhere in the second room (there's no collision detection on the spikes) and in the last room, fall from the fourth hole from the left.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Neat idea, but the design of the level in general is just...bad. There's a lot of just...nonsensical rooms. One that comes to mind is the miniboss fight with the guys from Yamato Man's stage - the idea is to knock over the pooker and ride on the pooker for the fight, but there's just a block off to the side you can park yourself on and murder the miniboss. There's also some obnoxious rooms, too - the blue room with Sniper Joes is extremely annoying and cramped, and the jumps with the Guts Lifts are pretty annoying too. And really, the level doesn't really do much with its color gimmick. You'd think that based on the red part all the colored parts would have colored enemies according to what color, but...no, the level just kinda gives up on that. The memory game at the end is incredibly confusing and unclear, and it took me a few deaths to actually realize what all the signs in the level meant. And then for some reason the platform for the third sign isn't actually solid so you can't read the sign and you have to just guess which shaft won't kill you? Then after you complete the memory game you get the secret exit and then you have to redo the entire level again for the other exit, the only difference being that you just have a random Guts Man fight with overly dramatic music. The level is just...bleh.&lt;br /&gt;
|pyroscore = 23&lt;br /&gt;
|spdesign = 5&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 = Very badly designed level. The yellow part with the Guts Lifts was very hard compared to everything else. In the Blue section, the spikes blended in too much with the background and you could barely see them when you were focusing on avoiding enemies. The 'memory game' was pretty ridiculous, and I fell through some of the spikes and directly onto a Power Muscler, which was seemingly unintentional and happened because the spikes didn't have a set collision. I don't think this level was tested enough.&lt;br /&gt;
|jupiscore = 16&lt;br /&gt;
|jhdesign = 2&lt;br /&gt;
|jhfun = 2&lt;br /&gt;
|jhcreativity = 10&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|jhskip = No&lt;br /&gt;
|enjl = I... don't like this stage. The basic idea of 4 differently coloured halls is nice, but the only thing it does with this idea is a quiz that requires knowledge of the Shrek movies. I feel like there could've been much more done here, such as racial segregation of enemies by color or... no quiz at all! Somehow I found each hall to be less intriguing and fun than the last, with many enemies everywhere in basic and often not very fun positions. I'm also, as you can tell, not a fan of the quiz. Secret exits shouldn't require a 2nd complete playthrough of the stage, and whatever I did I could never read the third hint as the top half of that room is lacking collision or something? Overall... should've done more with its concept for sure.&lt;br /&gt;
|enjlscore = 14&lt;br /&gt;
|endesign = 3&lt;br /&gt;
|enfun = 1&lt;br /&gt;
|encreativity = 5&lt;br /&gt;
|enaesthetics = 2&lt;br /&gt;
|enfunction = 3&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Nothing interesting here. I don't appreciate the really cheap level design and nothing in this level was particularly interesting. The memory quiz at the end was confusing. Not to mention how buggy the level is: camera glitches, missing floors, etc. I don't know, I didn't like this one.&lt;br /&gt;
|garirryscore = 24&lt;br /&gt;
|gadesign = 6&lt;br /&gt;
|gafun = 5&lt;br /&gt;
|gacreativity = 7&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 2&lt;br /&gt;
|gadesignnote = It's not very good. It's often cheap or certain parts serve no purpose. &lt;br /&gt;
|gafunnote = It was alright. Nothing special and I did get bored fairly quickly.&lt;br /&gt;
|gacreativitynote = Uh… There's really nothing going on here. I guess there's a bonus for the memory quiz thing, but that's about it.&lt;br /&gt;
|gaaestheticsnote = Could be better.&lt;br /&gt;
|gafunctionnote = This level is buggy as hell. Playable, but there's problems everywhere you look.&lt;br /&gt;
|ace = This was a rollercoaster in quality. That is not a good thing. Maybe 'this is a stock market crash' in quality would be a better descriptor? &lt;br /&gt;
This level started off positively enough. The initial red area was... actually rather good, and a fairly decent gimmick setup. (Actually introducing us to the fact Fan Fiend is in the level would've been nice before the spikes, but what-ever.) &lt;br /&gt;
But then the green area had that garbage placement of a random invincible Hologran which you basically have to wait to leave the screen in order to have any idea there is in fact a ladder there.... (.. just why is it invincible?!)&lt;br /&gt;
Then there's the blue area which tasks you to dodge Hammer Joes atop a platform you have no control over (I've dodged these guys exactly once.) as well as a utterly pointless mini-boss inclusion.&lt;br /&gt;
But the yellow area kills this level dead. EVERYTHING in this area is badly placed, badly combined, and frustrating to the max.&lt;br /&gt;
Here's the specifics: Mousubeil is going to hit you if you attempt to get the second Nickel, (forced damage is fun, right?), the Metal Man Crushers requires you to get yourself between a spike and the Crusher with very little margin for error...&lt;br /&gt;
And then there's the vertical climb. Without the Nickel, this would be awful. With, it's almost insulting. We have the following: Vertical Scrolling, Guts Man Lifts, Shadow Man Platforms, Lyrics, AND requiring the use of Wire Adaptor on a moving platform?! These do not combine, in the slightest, to any degree of reason, and forcing the player to constantly jump in a vertical segment is liable to make them physically sick, especially since that Nickel is reaaalllly bad to try and go after.&lt;br /&gt;
&lt;br /&gt;
Oh and your memory game... it's kinda borked. I can't even read the last hint, as the platform is broken. Also: WHY PUT TWO POWER MUSCLERS IN THE SAME ROOM. WHY?&lt;br /&gt;
And... hi dev-kit boss. The changes to Guts Man's room added absolutely nothing to the battle, but I'm not docking you for that. I am docking you for forcing the player to replay the entire stage twice in order to get both elements. You know, people hated it when Ghouls and Ghosts did that too.&lt;br /&gt;
|acescore = 19&lt;br /&gt;
|asdesign = 4&lt;br /&gt;
|asfun = 1&lt;br /&gt;
|ascreativity = 9&lt;br /&gt;
|asaesthetics = 2&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The last room in the quiz section contains a sign, but due to there being no collision on the blocks below the sign, it's basically unreadable. However, you can read the sign if you position Super Arrow correctly. The sign says &amp;quot;alright magnet dude, give me five!&amp;quot; which is a reference to [https://coub.com/view/izovn a scene from the Ruby-Spears Mega Man cartoon], as well as an indication that you should fall down the hole with the Count Bomb marked &amp;quot;5&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot; align=center style=&amp;quot;background: #F0F8FF; border: 2px solid #009038; -moz-border-radius:7px; width:75%; text-align:center; font-size:11px&amp;quot;&lt;br /&gt;
!bgcolor=&amp;quot;#402C00&amp;quot; colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;-moz-border-radius:3px;&amp;quot;| ''[[Tier 2 (MaGMML2)|&amp;lt;font color=&amp;quot;white&amp;quot; style=&amp;quot;font-size:13.5px; font-family:arial, sans-serif;&amp;quot;&amp;gt;Make a Good Mega Man Level 2 - Tier 2&amp;lt;/font&amp;gt;]]'&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Entry Stages&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Wily Tower]] • [[Airflow Hubble]] • [[Yggdrasil]] • [[Rush City]] • [[Gigavolt Man]] • [[Dragon Lab Lair]] • [[Colorful Hall]] * [[Something Original]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| List of Bosses&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Volt Man]] • [[Komuso Man]] • [[Quint]] • [[Mecha Dragon]] • [[Guts Man]] • [[Crator]] • [[Cream]] • [[Kichona]] • [[Color Man]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Tier Boss&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Ombuds Man]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Other Goodies&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Gordon Freeman]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Colorful_Hall&amp;diff=4076</id>
		<title>Colorful Hall</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Colorful_Hall&amp;diff=4076"/>
				<updated>2018-04-22T04:05:58Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
Memes preserved for posterity:&lt;br /&gt;
git gud ya casuls&lt;br /&gt;
[[File:Welcome.jpg|frame|right|players who have beaten the level welcome a newcomer]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Colorful Hall&lt;br /&gt;
|rank = 68th&lt;br /&gt;
|image= [[File:Colorful.png]]&lt;br /&gt;
|caption= &amp;quot;I wonder how well I blend into my surroundings...&amp;quot;&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Chingoku&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 = 2&lt;br /&gt;
|judge1 = 23&lt;br /&gt;
|judge2 = 16&lt;br /&gt;
|judge3 = 14&lt;br /&gt;
|judge4 = 24&lt;br /&gt;
|judge5 = 19&lt;br /&gt;
|totalscore = 19.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 2&lt;br /&gt;
|collectables = 3&lt;br /&gt;
|enemies = &lt;br /&gt;
* Acid&lt;br /&gt;
* Beak&lt;br /&gt;
* Big Eye&lt;br /&gt;
* Bounder&lt;br /&gt;
* Cannopeller&lt;br /&gt;
* Dachone&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Fire Boy&lt;br /&gt;
* Fire Telly&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Hologran&lt;br /&gt;
* Hothead&lt;br /&gt;
* Komasaburo&lt;br /&gt;
* Lyric&lt;br /&gt;
* Mousubeil&lt;br /&gt;
* Petit Devil (Green)&lt;br /&gt;
* Pooker&lt;br /&gt;
* Power Muscler&lt;br /&gt;
* Press&lt;br /&gt;
* Shield Attacker&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Spine&lt;br /&gt;
* Teck&lt;br /&gt;
* Telly&lt;br /&gt;
* Wall Blaster II&lt;br /&gt;
|subbosses = &lt;br /&gt;
* Gamarn and Gamadayu&lt;br /&gt;
|bosses =&lt;br /&gt;
* [[Guts Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Sonic 4: Episode 1 - Mad Gear Zone: Act 1&lt;br /&gt;
The Binding of Isaac: Rebirth - Hericide&lt;br /&gt;
|location = [[Tier 2 (MaGMML2)|Tier 2]]&lt;br /&gt;
|previous = [[Dragon Lab Lair]]&lt;br /&gt;
|next = [[Something Original]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|The basic idea of 4 differently coloured halls is nice, but the only thing it does with this idea is a quiz that requires knowledge of the Shrek movies.|Enjl|excerpt from judge comment.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Colorful Hall''' is the seventh Tier 2 level in '''Make a Good Mega Man Level 2'''. Its main gimmick is its use of differently colored rooms, as well as a quiz section at the end.&lt;br /&gt;
==Strategy==&lt;br /&gt;
For the quiz section at the end, there are no collision tiles, so you can basically fall anywhere you want. To get the element in the quiz section, you must fall into the blue hole in the first room, fall anywhere in the second room (there's no collision detection on the spikes) and in the last room, fall from the fourth hole from the left.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Neat idea, but the design of the level in general is just...bad. There's a lot of just...nonsensical rooms. One that comes to mind is the miniboss fight with the guys from Yamato Man's stage - the idea is to knock over the pooker and ride on the pooker for the fight, but there's just a block off to the side you can park yourself on and murder the miniboss. There's also some obnoxious rooms, too - the blue room with Sniper Joes is extremely annoying and cramped, and the jumps with the Guts Lifts are pretty annoying too. And really, the level doesn't really do much with its color gimmick. You'd think that based on the red part all the colored parts would have colored enemies according to what color, but...no, the level just kinda gives up on that. The memory game at the end is incredibly confusing and unclear, and it took me a few deaths to actually realize what all the signs in the level meant. And then for some reason the platform for the third sign isn't actually solid so you can't read the sign and you have to just guess which shaft won't kill you? Then after you complete the memory game you get the secret exit and then you have to redo the entire level again for the other exit, the only difference being that you just have a random Guts Man fight with overly dramatic music. The level is just...bleh.&lt;br /&gt;
|pyroscore = 23&lt;br /&gt;
|spdesign = 5&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 = Very badly designed level. The yellow part with the Guts Lifts was very hard compared to everything else. In the Blue section, the spikes blended in too much with the background and you could barely see them when you were focusing on avoiding enemies. The 'memory game' was pretty ridiculous, and I fell through some of the spikes and directly onto a Power Muscler, which was seemingly unintentional and happened because the spikes didn't have a set collision. I don't think this level was tested enough.&lt;br /&gt;
|jupiscore = 16&lt;br /&gt;
|jhdesign = 2&lt;br /&gt;
|jhfun = 2&lt;br /&gt;
|jhcreativity = 10&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|jhskip = No&lt;br /&gt;
|enjl = I... don't like this stage. The basic idea of 4 differently coloured halls is nice, but the only thing it does with this idea is a quiz that requires knowledge of the Shrek movies. I feel like there could've been much more done here, such as racial segregation of enemies by color or... no quiz at all! Somehow I found each hall to be less intriguing and fun than the last, with many enemies everywhere in basic and often not very fun positions. I'm also, as you can tell, not a fan of the quiz. Secret exits shouldn't require a 2nd complete playthrough of the stage, and whatever I did I could never read the third hint as the top half of that room is lacking collision or something? Overall... should've done more with its concept for sure.&lt;br /&gt;
|enjlscore = 14&lt;br /&gt;
|endesign = 3&lt;br /&gt;
|enfun = 1&lt;br /&gt;
|encreativity = 5&lt;br /&gt;
|enaesthetics = 2&lt;br /&gt;
|enfunction = 3&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Nothing interesting here. I don't appreciate the really cheap level design and nothing in this level was particularly interesting. The memory quiz at the end was confusing. Not to mention how buggy the level is: camera glitches, missing floors, etc. I don't know, I didn't like this one.&lt;br /&gt;
|garirryscore = 24&lt;br /&gt;
|gadesign = 6&lt;br /&gt;
|gafun = 5&lt;br /&gt;
|gacreativity = 7&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 2&lt;br /&gt;
|gadesignnote = It's not very good. It's often cheap or certain parts serve no purpose. &lt;br /&gt;
|gafunnote = It was alright. Nothing special and I did get bored fairly quickly.&lt;br /&gt;
|gacreativitynote = Uh… There's really nothing going on here. I guess there's a bonus for the memory quiz thing, but that's about it.&lt;br /&gt;
|gaaestheticsnote = Could be better.&lt;br /&gt;
|gafunctionnote = This level is buggy as hell. Playable, but there's problems everywhere you look.&lt;br /&gt;
|ace = This was a rollercoaster in quality. That is not a good thing. Maybe 'this is a stock market crash' in quality would be a better descriptor? &lt;br /&gt;
This level started off positively enough. The initial red area was... actually rather good, and a fairly decent gimmick setup. (Actually introducing us to the fact Fan Fiend is in the level would've been nice before the spikes, but what-ever.) &lt;br /&gt;
But then the green area had that garbage placement of a random invincible Hologran which you basically have to wait to leave the screen in order to have any idea there is in fact a ladder there.... (.. just why is it invincible?!)&lt;br /&gt;
Then there's the blue area which tasks you to dodge Hammer Joes atop a platform you have no control over (I've dodged these guys exactly once.) as well as a utterly pointless mini-boss inclusion.&lt;br /&gt;
But the yellow area kills this level dead. EVERYTHING in this area is badly placed, badly combined, and frustrating to the max.&lt;br /&gt;
Here's the specifics: Mousubeil is going to hit you if you attempt to get the second Nickel, (forced damage is fun, right?), the Metal Man Crushers requires you to get yourself between a spike and the Crusher with very little margin for error...&lt;br /&gt;
And then there's the vertical climb. Without the Nickel, this would be awful. With, it's almost insulting. We have the following: Vertical Scrolling, Guts Man Lifts, Shadow Man Platforms, Lyrics, AND requiring the use of Wire Adaptor on a moving platform?! These do not combine, in the slightest, to any degree of reason, and forcing the player to constantly jump in a vertical segment is liable to make them physically sick, especially since that Nickel is reaaalllly bad to try and go after.&lt;br /&gt;
&lt;br /&gt;
Oh and your memory game... it's kinda borked. I can't even read the last hint, as the platform is broken. Also: WHY PUT TWO POWER MUSCLERS IN THE SAME ROOM. WHY?&lt;br /&gt;
And... hi dev-kit boss. The changes to Guts Man's room added absolutely nothing to the battle, but I'm not docking you for that. I am docking you for forcing the player to replay the entire stage twice in order to get both elements. You know, people hated it when Ghouls and Ghosts did that too.&lt;br /&gt;
|acescore = 19&lt;br /&gt;
|asdesign = 4&lt;br /&gt;
|asfun = 1&lt;br /&gt;
|ascreativity = 9&lt;br /&gt;
|asaesthetics = 2&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The last room in the quiz section contains a sign, but due to there being no collision on the blocks below the sign, it's basically unreadable. However, you can read the sign if you position Super Arrow correctly. The sign says &amp;quot;alright magnet dude, give me five!&amp;quot; which is a reference to [https://coub.com/view/izovn a scene from the Ruby-Spears Mega Man cartoon], as well as an indication that you should fall down the hole with the Count Bomb marked &amp;quot;5&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot; align=center style=&amp;quot;background: #F0F8FF; border: 2px solid #009038; -moz-border-radius:7px; width:75%; text-align:center; font-size:11px&amp;quot;&lt;br /&gt;
!bgcolor=&amp;quot;#402C00&amp;quot; colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;-moz-border-radius:3px;&amp;quot;| ''[[Tier 2 (MaGMML2)|&amp;lt;font color=&amp;quot;white&amp;quot; style=&amp;quot;font-size:13.5px; font-family:arial, sans-serif;&amp;quot;&amp;gt;Make a Good Mega Man Level 2 - Tier 2&amp;lt;/font&amp;gt;]]'&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Entry Stages&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Wily Tower]] • [[Airflow Hubble]] • [[Yggdrasil]] • [[Rush City]] • [[Gigavolt Man]] • [[Dragon Lab Lair]] • [[Colorful Hall]] * [[Something Original]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| List of Bosses&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Volt Man]] • [[Komuso Man]] • [[Quint]] • [[Mecha Dragon]] • [[Guts Man]] • [[Crator]] • [[Cream]] • [[Kichona]] • [[Color Man]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Tier Boss&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Ombuds Man]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Other Goodies&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Gordon Freeman]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Poorly_Named_Level&amp;diff=4075</id>
		<title>Poorly Named Level</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Poorly_Named_Level&amp;diff=4075"/>
				<updated>2018-04-22T04:04:18Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &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= Poorly Named Level&lt;br /&gt;
|rank = 52nd&lt;br /&gt;
|image= [[File:MaGMML2-52-PoorlyNamedLevel.png]]&lt;br /&gt;
|caption= Arguably the most infamous room of the level&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Yoshiatom]]&lt;br /&gt;
|composer= Iku Mizutani / Koichi Yamanishi&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 = 31&lt;br /&gt;
|judge2 = 23&lt;br /&gt;
|judge3 = 24&lt;br /&gt;
|judge4 = 20&lt;br /&gt;
|judge5 = 30&lt;br /&gt;
|totalscore = 25.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3&lt;br /&gt;
|enemies = &lt;br /&gt;
* Beak&lt;br /&gt;
* Biree&lt;br /&gt;
* Fatool&lt;br /&gt;
* Piribaree Joe&lt;br /&gt;
* Shield Attacker&lt;br /&gt;
* Garyoby&lt;br /&gt;
* Cannon&lt;br /&gt;
* Tellie&lt;br /&gt;
* Mizzle&lt;br /&gt;
* Jumbig&lt;br /&gt;
|subbosses =&lt;br /&gt;
* Escaroo&lt;br /&gt;
* Yudon&lt;br /&gt;
|bosses = * [[Volt Man]]&lt;br /&gt;
|other = &lt;br /&gt;
* Skippable&lt;br /&gt;
|music = Stage 5 (Shadow of the Ninja)&lt;br /&gt;
|location = [[Tier 4 (MaGMML2)|Tier 4]]&lt;br /&gt;
|previous = [[Shovel Knight]]&lt;br /&gt;
|next = [[Enhanced Mobility]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I appreciate that you built a pretty good level out of the Tornado Man platforms (that I hate with a passion btw), but oh my god. Some of these rooms are. So. Much. Garbage.|SnoruntPyro|excerpt from judge comment.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Poorly Named Level is the 52nd level in '''Make a Good Mega Man Level 2.''' It mainly revolves around the magnet platforms from Tornado Man's stage in Mega Man 9.&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
This level was deemed skippable by the judges, due to level's high difficulty and the finicky nature of the Tornado Man platforms.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = I appreciate that you built a pretty good level out of the Tornado Man platforms (that I hate with a passion btw), but oh my god. Some of these rooms are. So. Much. Garbage. I HATE the room with the cannon and the two magnet platforms. It's incredibly finicky and almost luck-based (??) to time yourself so that you'll get the right frame of animation to jump to make those ridiculous jumps. And there's spikes everywhere so it's really hard to reposition yourself. I really wanted to beat this level without special weapons but that room just killed me so much and the checkpoint is so far back it's just bkfoipero[wwrp. The other issue I have is the one room with the Piriparee Joes, Biree, and stationary magnet platform. The last jump before the ladder is ridiculously precise and it's really dumb. Other than that, the level was fine, though I was a bit disappointed that the final stretch of the level just kinda dropped the gimmick in favor of enemy challenges. It kinda took a few playthroughs to really 'enjoy' it though, my initial experience with the stage was mainly just getting killed on the first few screens because they're preetty difficult to deal with on a blind playthrough. Overall, the stage has good design ideas, but I don't think it turns out to be very fun mainly because of that one room, that one jump, and some rooms being very overwhelming for first playthroughs.&lt;br /&gt;
|pyroscore = 31&lt;br /&gt;
|spdesign = 9&lt;br /&gt;
|spfun = 3&lt;br /&gt;
|spcreativity = 10&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = Yes&lt;br /&gt;
|jupi = Thanks for reminding me why I hated Tornado Man's stage. You went ham with those platforms ;-;&lt;br /&gt;
This level has a very inconsistent difficulty curve. Some sections were cake walks, while others took me several attempts to beat legitimately, and were just insane (Rain + Tornado Man platform section). Not only that, but this level was...annoying. The Tornado Man platforms are very finnicky in this engine, making a lot of jumps come up short (the room with the shield attacker near the beginning is a good example). Also, there should have been more checkpoints.&lt;br /&gt;
|jupiscore = 23&lt;br /&gt;
|jhdesign = 5&lt;br /&gt;
|jhfun = 0&lt;br /&gt;
|jhcreativity = 11&lt;br /&gt;
|jhaesthetics = 4&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|jhskip = Yes&lt;br /&gt;
|enjl = Sorry, I read your message on what your goals with this level were and I think these platforms are at the core of most of its problems. It's not so much about your usage of them but rather the platforms themselves, as they make every scenario more stressful than it needs to be. I really appreciate the effort, though, and while I didn't have much fun getting shot into spikes or pits from a mistimed button press, pulling the long platforming section across the pit off properly felt pretty great. This level also somewhat suffers from a tendency to put a bit too many enemies on screen at once, especially near the start, and there is a really silly jump near the end which got me jumping into a ceiling spike more often than I want to admit. It's kinda sad how I feel like this stage would've been more fun if only it used the more standard guts lifts or a variety of different platforms as its main focus.&lt;br /&gt;
|enjlscore = 24&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 2&lt;br /&gt;
|encreativity = 6&lt;br /&gt;
|enaesthetics = 3&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Seriously? Why does this level have such awful level design? I can't even count the amount of times extreme precision and timing was needed in order to get through the obstacles and enemies without taking damage, or even without dying. Not to mention the absolutely intolerable mini-boss and serious lack of checkpoints. It's a darn shame that good ideas and beautiful graphics are greatly overshadowed by the pitiful level design and endless frustration caused by trying to get through the stage.&lt;br /&gt;
|garirryscore = 20&lt;br /&gt;
|gadesign = 1&lt;br /&gt;
|gafun = 2&lt;br /&gt;
|gacreativity = 7&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Man this sucks. All movement has to be super-precise and the enemy placement is bottom-tier. Also there's a serious lack of checkpoints, and the mini-boss is hell.&lt;br /&gt;
|gafunnote = This is a frustrating level as all hell. Can't even describe it.&lt;br /&gt;
|gacreativitynote = It's a shame really, this level has some good ideas. Nothing spectacular, but it's alright.&lt;br /&gt;
|gaaestheticsnote = Looks good.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = I wonder how many people will actually attempt to take on the challenges you set them, or just use the weapons to bypass everything. &lt;br /&gt;
People are going to either love this stage or despise it. I'm leaning more to the latter, but that, admittedly, might be my personal distaste for the gimmick in question.&lt;br /&gt;
&lt;br /&gt;
It is mentioned during the stage whether or not you could make the Tornado Man Platforms fun... well they're certainly competently executed, I'll give you that. Some of the situations they're stuck in though... not so much. Strangely enough, your biggest problem might just be the enemies used and the sheer number of them. The earliest screens of the stage are a bit crazy with the amount of Beaks placed, and you're on Platforms where very little control is given to the player to safely dodge stuff. It's all rather infuriating.&lt;br /&gt;
&lt;br /&gt;
Simply toning down the enemies could've made this more enjoyable. I think the early screens are amongst the worst of the stage, as the later segments start becoming much more tolerable, and better in design. (I even liked the spike crazy segment just past the checkpoint for what it's worth.) It's a crazy backwards difficulty curve. I have to admit, the first time through this I got rather annoyed, and shut off the game for a bit. The second time was a bit better. The opening areas really are rather rubbish compared to the later areas, and start the level on a bit of a sour note. Luckily the rest of the stage and general competence of everything makes up for it.&lt;br /&gt;
&lt;br /&gt;
The Noble Nickels were... sneaky as sin. I think the 2nd one probably should've had an altered or redrawn graphic to make it not so unlikely that it is hidden where it is, because even the 1st one will likely be bypassed the first time you go through the screen, and that one does have a recoloured graphic!&lt;br /&gt;
&lt;br /&gt;
Finally, hi dev-kit boss!&lt;br /&gt;
|acescore = 30&lt;br /&gt;
|asdesign = 8&lt;br /&gt;
|asfun = 3&lt;br /&gt;
|ascreativity = 10&lt;br /&gt;
|asaesthetics = 4&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
==Improved Version==&lt;br /&gt;
Yoshiatom (the level's author) has announced that he is working on an improved version of the level, making the difficulty more balanced, reworking the more poorly designed rooms and making the enemy choices more focused. Currently he is waiting on the MaGMML3 devkit to be released before he continues to work on it, due the physics of the Tornado Platforms being more accurate to how they were in Mega Man 9 in the MaGMML3 Engine.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 4}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 4 Stages]][[Category:Skippable Levels]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Colorful_Hall&amp;diff=4052</id>
		<title>Colorful Hall</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Colorful_Hall&amp;diff=4052"/>
				<updated>2018-04-21T23:29:01Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
Memes preserved for posterity:&lt;br /&gt;
git gud ya casuls&lt;br /&gt;
[[File:Welcome.jpg|frame|right|players who have beaten the level welcome a newcomer]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Colorful Hall&lt;br /&gt;
|rank = 68th&lt;br /&gt;
|image= [[File:Colorful.png]]&lt;br /&gt;
|caption= &amp;quot;I wonder how well I blend into my surroundings...&amp;quot;&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Chingoku&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 = 2&lt;br /&gt;
|judge1 = 23&lt;br /&gt;
|judge2 = 16&lt;br /&gt;
|judge3 = 14&lt;br /&gt;
|judge4 = 24&lt;br /&gt;
|judge5 = 19&lt;br /&gt;
|totalscore = 19.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 2&lt;br /&gt;
|collectables = 3&lt;br /&gt;
|enemies = &lt;br /&gt;
* Acid&lt;br /&gt;
* Beak&lt;br /&gt;
* Big Eye&lt;br /&gt;
* Bounder&lt;br /&gt;
* Cannopeller&lt;br /&gt;
* Dachone&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Fire Boy&lt;br /&gt;
* Fire Telly&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Hologran&lt;br /&gt;
* Hothead&lt;br /&gt;
* Komasaburo&lt;br /&gt;
* Lyric&lt;br /&gt;
* Mousubeil&lt;br /&gt;
* Petit Devil (Green)&lt;br /&gt;
* Pooker&lt;br /&gt;
* Power Muscler&lt;br /&gt;
* Press&lt;br /&gt;
* Shield Attacker&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Spine&lt;br /&gt;
* Teck&lt;br /&gt;
* Telly&lt;br /&gt;
* Wall Blaster II&lt;br /&gt;
|subbosses = &lt;br /&gt;
* Gamarn and Gamadayu&lt;br /&gt;
|bosses =&lt;br /&gt;
* [[Guts Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Sonic 4: Episode 1 - Mad Gear Zone: Act 1&lt;br /&gt;
The Binding of Isaac: Rebirth - Hericide&lt;br /&gt;
|location = [[Tier 2 (MaGMML2)|Tier 2]]&lt;br /&gt;
|previous = [[Dragon Lab Lair]]&lt;br /&gt;
|next = [[Something Original]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|The basic idea of 4 differently coloured halls is nice, but the only thing it does with this idea is a quiz that requires knowledge of the Shrek movies.|Enjl|excerpt from level review.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Colorful Hall''' is the seventh Tier 2 level in '''Make a Good Mega Man Level 2'''. Its main gimmick is its use of differently colored rooms, as well as a quiz section at the end.&lt;br /&gt;
==Strategy==&lt;br /&gt;
For the quiz section at the end, there are no collision tiles, so you can basically fall anywhere you want. To get the element in the quiz section, you must fall into the blue hole in the first room, fall anywhere in the second room (there's no collision detection on the spikes) and in the last room, fall from the fourth hole from the left.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Neat idea, but the design of the level in general is just...bad. There's a lot of just...nonsensical rooms. One that comes to mind is the miniboss fight with the guys from Yamato Man's stage - the idea is to knock over the pooker and ride on the pooker for the fight, but there's just a block off to the side you can park yourself on and murder the miniboss. There's also some obnoxious rooms, too - the blue room with Sniper Joes is extremely annoying and cramped, and the jumps with the Guts Lifts are pretty annoying too. And really, the level doesn't really do much with its color gimmick. You'd think that based on the red part all the colored parts would have colored enemies according to what color, but...no, the level just kinda gives up on that. The memory game at the end is incredibly confusing and unclear, and it took me a few deaths to actually realize what all the signs in the level meant. And then for some reason the platform for the third sign isn't actually solid so you can't read the sign and you have to just guess which shaft won't kill you? Then after you complete the memory game you get the secret exit and then you have to redo the entire level again for the other exit, the only difference being that you just have a random Guts Man fight with overly dramatic music. The level is just...bleh.&lt;br /&gt;
|pyroscore = 23&lt;br /&gt;
|spdesign = 5&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 = Very badly designed level. The yellow part with the Guts Lifts was very hard compared to everything else. In the Blue section, the spikes blended in too much with the background and you could barely see them when you were focusing on avoiding enemies. The 'memory game' was pretty ridiculous, and I fell through some of the spikes and directly onto a Power Muscler, which was seemingly unintentional and happened because the spikes didn't have a set collision. I don't think this level was tested enough.&lt;br /&gt;
|jupiscore = 16&lt;br /&gt;
|jhdesign = 2&lt;br /&gt;
|jhfun = 2&lt;br /&gt;
|jhcreativity = 10&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|jhskip = No&lt;br /&gt;
|enjl = I... don't like this stage. The basic idea of 4 differently coloured halls is nice, but the only thing it does with this idea is a quiz that requires knowledge of the Shrek movies. I feel like there could've been much more done here, such as racial segregation of enemies by color or... no quiz at all! Somehow I found each hall to be less intriguing and fun than the last, with many enemies everywhere in basic and often not very fun positions. I'm also, as you can tell, not a fan of the quiz. Secret exits shouldn't require a 2nd complete playthrough of the stage, and whatever I did I could never read the third hint as the top half of that room is lacking collision or something? Overall... should've done more with its concept for sure.&lt;br /&gt;
|enjlscore = 14&lt;br /&gt;
|endesign = 3&lt;br /&gt;
|enfun = 1&lt;br /&gt;
|encreativity = 5&lt;br /&gt;
|enaesthetics = 2&lt;br /&gt;
|enfunction = 3&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Nothing interesting here. I don't appreciate the really cheap level design and nothing in this level was particularly interesting. The memory quiz at the end was confusing. Not to mention how buggy the level is: camera glitches, missing floors, etc. I don't know, I didn't like this one.&lt;br /&gt;
|garirryscore = 24&lt;br /&gt;
|gadesign = 6&lt;br /&gt;
|gafun = 5&lt;br /&gt;
|gacreativity = 7&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 2&lt;br /&gt;
|gadesignnote = It's not very good. It's often cheap or certain parts serve no purpose. &lt;br /&gt;
|gafunnote = It was alright. Nothing special and I did get bored fairly quickly.&lt;br /&gt;
|gacreativitynote = Uh… There's really nothing going on here. I guess there's a bonus for the memory quiz thing, but that's about it.&lt;br /&gt;
|gaaestheticsnote = Could be better.&lt;br /&gt;
|gafunctionnote = This level is buggy as hell. Playable, but there's problems everywhere you look.&lt;br /&gt;
|ace = This was a rollercoaster in quality. That is not a good thing. Maybe 'this is a stock market crash' in quality would be a better descriptor? &lt;br /&gt;
This level started off positively enough. The initial red area was... actually rather good, and a fairly decent gimmick setup. (Actually introducing us to the fact Fan Fiend is in the level would've been nice before the spikes, but what-ever.) &lt;br /&gt;
But then the green area had that garbage placement of a random invincible Hologran which you basically have to wait to leave the screen in order to have any idea there is in fact a ladder there.... (.. just why is it invincible?!)&lt;br /&gt;
Then there's the blue area which tasks you to dodge Hammer Joes atop a platform you have no control over (I've dodged these guys exactly once.) as well as a utterly pointless mini-boss inclusion.&lt;br /&gt;
But the yellow area kills this level dead. EVERYTHING in this area is badly placed, badly combined, and frustrating to the max.&lt;br /&gt;
Here's the specifics: Mousubeil is going to hit you if you attempt to get the second Nickel, (forced damage is fun, right?), the Metal Man Crushers requires you to get yourself between a spike and the Crusher with very little margin for error...&lt;br /&gt;
And then there's the vertical climb. Without the Nickel, this would be awful. With, it's almost insulting. We have the following: Vertical Scrolling, Guts Man Lifts, Shadow Man Platforms, Lyrics, AND requiring the use of Wire Adaptor on a moving platform?! These do not combine, in the slightest, to any degree of reason, and forcing the player to constantly jump in a vertical segment is liable to make them physically sick, especially since that Nickel is reaaalllly bad to try and go after.&lt;br /&gt;
&lt;br /&gt;
Oh and your memory game... it's kinda borked. I can't even read the last hint, as the platform is broken. Also: WHY PUT TWO POWER MUSCLERS IN THE SAME ROOM. WHY?&lt;br /&gt;
And... hi dev-kit boss. The changes to Guts Man's room added absolutely nothing to the battle, but I'm not docking you for that. I am docking you for forcing the player to replay the entire stage twice in order to get both elements. You know, people hated it when Ghouls and Ghosts did that too.&lt;br /&gt;
|acescore = 19&lt;br /&gt;
|asdesign = 4&lt;br /&gt;
|asfun = 1&lt;br /&gt;
|ascreativity = 9&lt;br /&gt;
|asaesthetics = 2&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The last room in the quiz section contains a sign, but due to there being no collision on the blocks below the sign, it's basically unreadable. However, you can read the sign if you position Super Arrow correctly. The sign says &amp;quot;alright magnet dude, give me five!&amp;quot; which is a reference to [https://coub.com/view/izovn a scene from the Ruby-Spears Mega Man cartoon], as well as an indication that you should fall down the hole with the Count Bomb marked &amp;quot;5&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot; align=center style=&amp;quot;background: #F0F8FF; border: 2px solid #009038; -moz-border-radius:7px; width:75%; text-align:center; font-size:11px&amp;quot;&lt;br /&gt;
!bgcolor=&amp;quot;#402C00&amp;quot; colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;-moz-border-radius:3px;&amp;quot;| ''[[Tier 2 (MaGMML2)|&amp;lt;font color=&amp;quot;white&amp;quot; style=&amp;quot;font-size:13.5px; font-family:arial, sans-serif;&amp;quot;&amp;gt;Make a Good Mega Man Level 2 - Tier 2&amp;lt;/font&amp;gt;]]'&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Entry Stages&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Wily Tower]] • [[Airflow Hubble]] • [[Yggdrasil]] • [[Rush City]] • [[Gigavolt Man]] • [[Dragon Lab Lair]] • [[Colorful Hall]] * [[Something Original]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| List of Bosses&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Volt Man]] • [[Komuso Man]] • [[Quint]] • [[Mecha Dragon]] • [[Guts Man]] • [[Crator]] • [[Cream]] • [[Kichona]] • [[Color Man]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Tier Boss&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Ombuds Man]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Other Goodies&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Gordon Freeman]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Colorful_Hall&amp;diff=4051</id>
		<title>Colorful Hall</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Colorful_Hall&amp;diff=4051"/>
				<updated>2018-04-21T23:27:43Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
Memes preserved for posterity:&lt;br /&gt;
git gud ya casuls&lt;br /&gt;
[[File:Welcome.jpg|frame|right|players who have beaten the level welcome a newcomer]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Colorful Hall&lt;br /&gt;
|rank = 68th&lt;br /&gt;
|image= [[File:Colorful.png]]&lt;br /&gt;
|caption= &amp;quot;I wonder how well I blend into my surroundings...&amp;quot;&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Chingoku&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 = 2&lt;br /&gt;
|judge1 = 23&lt;br /&gt;
|judge2 = 16&lt;br /&gt;
|judge3 = 14&lt;br /&gt;
|judge4 = 24&lt;br /&gt;
|judge5 = 19&lt;br /&gt;
|totalscore = 19.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 2&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* Acid&lt;br /&gt;
* Beak&lt;br /&gt;
* Big Eye&lt;br /&gt;
* Bounder&lt;br /&gt;
* Cannopeller&lt;br /&gt;
* Dachone&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Fire Boy&lt;br /&gt;
* Fire Telly&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Hologran&lt;br /&gt;
* Hothead&lt;br /&gt;
* Komasaburo&lt;br /&gt;
* Lyric&lt;br /&gt;
* Mousubeil&lt;br /&gt;
* Petit Devil (Green)&lt;br /&gt;
* Pooker&lt;br /&gt;
* Power Muscler&lt;br /&gt;
* Press&lt;br /&gt;
* Shield Attacker&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Spine&lt;br /&gt;
* Teck&lt;br /&gt;
* Telly&lt;br /&gt;
* Wall Blaster II&lt;br /&gt;
|subbosses = &lt;br /&gt;
* Gamarn and Gamadayu&lt;br /&gt;
|bosses =&lt;br /&gt;
* [[Guts Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Sonic 4: Episode 1 - Mad Gear Zone: Act 1&lt;br /&gt;
The Binding of Isaac: Rebirth - Hericide&lt;br /&gt;
|location = [[Tier 2 (MaGMML2)|Tier 2]]&lt;br /&gt;
|previous = [[Dragon Lab Lair]]&lt;br /&gt;
|next = [[Something Original]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|The basic idea of 4 differently coloured halls is nice, but the only thing it does with this idea is a quiz that requires knowledge of the Shrek movies.|Enjl|excerpt from level review.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Colorful Hall''' is the seventh Tier 2 level in '''Make a Good Mega Man Level 2'''. Its main gimmick is its use of differently colored rooms, as well as a quiz section at the end.&lt;br /&gt;
==Strategy==&lt;br /&gt;
For the quiz section at the end, there are no collision tiles, so you can basically fall anywhere you want. To get the element in the quiz section, you must fall into the blue hole in the first room, fall anywhere in the second room (there's no collision detection on the spikes) and in the last room, fall from the fourth hole from the left.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Neat idea, but the design of the level in general is just...bad. There's a lot of just...nonsensical rooms. One that comes to mind is the miniboss fight with the guys from Yamato Man's stage - the idea is to knock over the pooker and ride on the pooker for the fight, but there's just a block off to the side you can park yourself on and murder the miniboss. There's also some obnoxious rooms, too - the blue room with Sniper Joes is extremely annoying and cramped, and the jumps with the Guts Lifts are pretty annoying too. And really, the level doesn't really do much with its color gimmick. You'd think that based on the red part all the colored parts would have colored enemies according to what color, but...no, the level just kinda gives up on that. The memory game at the end is incredibly confusing and unclear, and it took me a few deaths to actually realize what all the signs in the level meant. And then for some reason the platform for the third sign isn't actually solid so you can't read the sign and you have to just guess which shaft won't kill you? Then after you complete the memory game you get the secret exit and then you have to redo the entire level again for the other exit, the only difference being that you just have a random Guts Man fight with overly dramatic music. The level is just...bleh.&lt;br /&gt;
|pyroscore = 23&lt;br /&gt;
|spdesign = 5&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 = Very badly designed level. The yellow part with the Guts Lifts was very hard compared to everything else. In the Blue section, the spikes blended in too much with the background and you could barely see them when you were focusing on avoiding enemies. The 'memory game' was pretty ridiculous, and I fell through some of the spikes and directly onto a Power Muscler, which was seemingly unintentional and happened because the spikes didn't have a set collision. I don't think this level was tested enough.&lt;br /&gt;
|jupiscore = 16&lt;br /&gt;
|jhdesign = 2&lt;br /&gt;
|jhfun = 2&lt;br /&gt;
|jhcreativity = 10&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|jhskip = No&lt;br /&gt;
|enjl = I... don't like this stage. The basic idea of 4 differently coloured halls is nice, but the only thing it does with this idea is a quiz that requires knowledge of the Shrek movies. I feel like there could've been much more done here, such as racial segregation of enemies by color or... no quiz at all! Somehow I found each hall to be less intriguing and fun than the last, with many enemies everywhere in basic and often not very fun positions. I'm also, as you can tell, not a fan of the quiz. Secret exits shouldn't require a 2nd complete playthrough of the stage, and whatever I did I could never read the third hint as the top half of that room is lacking collision or something? Overall... should've done more with its concept for sure.&lt;br /&gt;
|enjlscore = 14&lt;br /&gt;
|endesign = 3&lt;br /&gt;
|enfun = 1&lt;br /&gt;
|encreativity = 5&lt;br /&gt;
|enaesthetics = 2&lt;br /&gt;
|enfunction = 3&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Nothing interesting here. I don't appreciate the really cheap level design and nothing in this level was particularly interesting. The memory quiz at the end was confusing. Not to mention how buggy the level is: camera glitches, missing floors, etc. I don't know, I didn't like this one.&lt;br /&gt;
|garirryscore = 24&lt;br /&gt;
|gadesign = 6&lt;br /&gt;
|gafun = 5&lt;br /&gt;
|gacreativity = 7&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 2&lt;br /&gt;
|gadesignnote = It's not very good. It's often cheap or certain parts serve no purpose. &lt;br /&gt;
|gafunnote = It was alright. Nothing special and I did get bored fairly quickly.&lt;br /&gt;
|gacreativitynote = Uh… There's really nothing going on here. I guess there's a bonus for the memory quiz thing, but that's about it.&lt;br /&gt;
|gaaestheticsnote = Could be better.&lt;br /&gt;
|gafunctionnote = This level is buggy as hell. Playable, but there's problems everywhere you look.&lt;br /&gt;
|ace = This was a rollercoaster in quality. That is not a good thing. Maybe 'this is a stock market crash' in quality would be a better descriptor? &lt;br /&gt;
This level started off positively enough. The initial red area was... actually rather good, and a fairly decent gimmick setup. (Actually introducing us to the fact Fan Fiend is in the level would've been nice before the spikes, but what-ever.) &lt;br /&gt;
But then the green area had that garbage placement of a random invincible Hologran which you basically have to wait to leave the screen in order to have any idea there is in fact a ladder there.... (.. just why is it invincible?!)&lt;br /&gt;
Then there's the blue area which tasks you to dodge Hammer Joes atop a platform you have no control over (I've dodged these guys exactly once.) as well as a utterly pointless mini-boss inclusion.&lt;br /&gt;
But the yellow area kills this level dead. EVERYTHING in this area is badly placed, badly combined, and frustrating to the max.&lt;br /&gt;
Here's the specifics: Mousubeil is going to hit you if you attempt to get the second Nickel, (forced damage is fun, right?), the Metal Man Crushers requires you to get yourself between a spike and the Crusher with very little margin for error...&lt;br /&gt;
And then there's the vertical climb. Without the Nickel, this would be awful. With, it's almost insulting. We have the following: Vertical Scrolling, Guts Man Lifts, Shadow Man Platforms, Lyrics, AND requiring the use of Wire Adaptor on a moving platform?! These do not combine, in the slightest, to any degree of reason, and forcing the player to constantly jump in a vertical segment is liable to make them physically sick, especially since that Nickel is reaaalllly bad to try and go after.&lt;br /&gt;
&lt;br /&gt;
Oh and your memory game... it's kinda borked. I can't even read the last hint, as the platform is broken. Also: WHY PUT TWO POWER MUSCLERS IN THE SAME ROOM. WHY?&lt;br /&gt;
And... hi dev-kit boss. The changes to Guts Man's room added absolutely nothing to the battle, but I'm not docking you for that. I am docking you for forcing the player to replay the entire stage twice in order to get both elements. You know, people hated it when Ghouls and Ghosts did that too.&lt;br /&gt;
|acescore = 19&lt;br /&gt;
|asdesign = 4&lt;br /&gt;
|asfun = 1&lt;br /&gt;
|ascreativity = 9&lt;br /&gt;
|asaesthetics = 2&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The last room in the quiz section contains a sign, but due to there being no collision on the blocks below the sign, it's basically unreadable. However, you can read the sign if you position Super Arrow correctly. The sign says &amp;quot;alright magnet dude, give me five!&amp;quot; which is a reference to [https://coub.com/view/izovn a scene from the Ruby-Spears Mega Man cartoon], as well as an indication that you should fall down the hole with the Count Bomb marked &amp;quot;5&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot; align=center style=&amp;quot;background: #F0F8FF; border: 2px solid #009038; -moz-border-radius:7px; width:75%; text-align:center; font-size:11px&amp;quot;&lt;br /&gt;
!bgcolor=&amp;quot;#402C00&amp;quot; colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;-moz-border-radius:3px;&amp;quot;| ''[[Tier 2 (MaGMML2)|&amp;lt;font color=&amp;quot;white&amp;quot; style=&amp;quot;font-size:13.5px; font-family:arial, sans-serif;&amp;quot;&amp;gt;Make a Good Mega Man Level 2 - Tier 2&amp;lt;/font&amp;gt;]]'&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Entry Stages&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Wily Tower]] • [[Airflow Hubble]] • [[Yggdrasil]] • [[Rush City]] • [[Gigavolt Man]] • [[Dragon Lab Lair]] • [[Colorful Hall]] * [[Something Original]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| List of Bosses&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Volt Man]] • [[Komuso Man]] • [[Quint]] • [[Mecha Dragon]] • [[Guts Man]] • [[Crator]] • [[Cream]] • [[Kichona]] • [[Color Man]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Tier Boss&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Ombuds Man]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Other Goodies&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Gordon Freeman]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Colorful_Hall&amp;diff=4050</id>
		<title>Colorful Hall</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Colorful_Hall&amp;diff=4050"/>
				<updated>2018-04-21T23:27:19Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
Memes preserved for posterity:&lt;br /&gt;
git gud ya casuls&lt;br /&gt;
[[File:Welcome.jpg|frame|right|players who have beaten the level welcome a newcomer]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Colorful Hall&lt;br /&gt;
|rank = 68th&lt;br /&gt;
|image= [[File:Colorful.png]]&lt;br /&gt;
|caption= &amp;quot;I wonder how well I blend into my surroundings...&amp;quot;&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Chingoku&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 = 2&lt;br /&gt;
|judge1 = 23&lt;br /&gt;
|judge2 = 16&lt;br /&gt;
|judge3 = 14&lt;br /&gt;
|judge4 = 24&lt;br /&gt;
|judge5 = 19&lt;br /&gt;
|totalscore = 19.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 2&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* Acid&lt;br /&gt;
* Beak&lt;br /&gt;
* Big Eye&lt;br /&gt;
* Bounder&lt;br /&gt;
* Cannopeller&lt;br /&gt;
* Dachone&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Fire Boy&lt;br /&gt;
* Fire Telly&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Hologran&lt;br /&gt;
* Hothead&lt;br /&gt;
* Komasaburo&lt;br /&gt;
* Lyric&lt;br /&gt;
* Mousubeil&lt;br /&gt;
* Petit Devil (Green)&lt;br /&gt;
* Pooker&lt;br /&gt;
* Power Muscler&lt;br /&gt;
* Press&lt;br /&gt;
* Shield Attacker&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Spine&lt;br /&gt;
* Teck&lt;br /&gt;
* Telly&lt;br /&gt;
* Wall Blaster II&lt;br /&gt;
|subbosses = &lt;br /&gt;
* Gamarn and Gamadayu&lt;br /&gt;
|bosses =&lt;br /&gt;
* [[Guts Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Sonic 4: Episode 1 - Mad Gear Zone: Act 1&lt;br /&gt;
The Binding of Isaac: Rebirth - Hericide&lt;br /&gt;
|location = [[Tier 2 (MaGMML2)|Tier 2]]&lt;br /&gt;
|previous = [[Dragon Lab Lair]]&lt;br /&gt;
|next = [[Something Original]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|The basic idea of 4 differently coloured halls is nice, but the only thing it does with this idea is a quiz that requires knowledge of the Shrek movies.|Enjl|level review.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Colorful Hall''' is the seventh Tier 2 level in '''Make a Good Mega Man Level 2'''. Its main gimmick is its use of differently colored rooms, as well as a quiz section at the end.&lt;br /&gt;
==Strategy==&lt;br /&gt;
For the quiz section at the end, there are no collision tiles, so you can basically fall anywhere you want. To get the element in the quiz section, you must fall into the blue hole in the first room, fall anywhere in the second room (there's no collision detection on the spikes) and in the last room, fall from the fourth hole from the left.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Neat idea, but the design of the level in general is just...bad. There's a lot of just...nonsensical rooms. One that comes to mind is the miniboss fight with the guys from Yamato Man's stage - the idea is to knock over the pooker and ride on the pooker for the fight, but there's just a block off to the side you can park yourself on and murder the miniboss. There's also some obnoxious rooms, too - the blue room with Sniper Joes is extremely annoying and cramped, and the jumps with the Guts Lifts are pretty annoying too. And really, the level doesn't really do much with its color gimmick. You'd think that based on the red part all the colored parts would have colored enemies according to what color, but...no, the level just kinda gives up on that. The memory game at the end is incredibly confusing and unclear, and it took me a few deaths to actually realize what all the signs in the level meant. And then for some reason the platform for the third sign isn't actually solid so you can't read the sign and you have to just guess which shaft won't kill you? Then after you complete the memory game you get the secret exit and then you have to redo the entire level again for the other exit, the only difference being that you just have a random Guts Man fight with overly dramatic music. The level is just...bleh.&lt;br /&gt;
|pyroscore = 23&lt;br /&gt;
|spdesign = 5&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 = Very badly designed level. The yellow part with the Guts Lifts was very hard compared to everything else. In the Blue section, the spikes blended in too much with the background and you could barely see them when you were focusing on avoiding enemies. The 'memory game' was pretty ridiculous, and I fell through some of the spikes and directly onto a Power Muscler, which was seemingly unintentional and happened because the spikes didn't have a set collision. I don't think this level was tested enough.&lt;br /&gt;
|jupiscore = 16&lt;br /&gt;
|jhdesign = 2&lt;br /&gt;
|jhfun = 2&lt;br /&gt;
|jhcreativity = 10&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|jhskip = No&lt;br /&gt;
|enjl = I... don't like this stage. The basic idea of 4 differently coloured halls is nice, but the only thing it does with this idea is a quiz that requires knowledge of the Shrek movies. I feel like there could've been much more done here, such as racial segregation of enemies by color or... no quiz at all! Somehow I found each hall to be less intriguing and fun than the last, with many enemies everywhere in basic and often not very fun positions. I'm also, as you can tell, not a fan of the quiz. Secret exits shouldn't require a 2nd complete playthrough of the stage, and whatever I did I could never read the third hint as the top half of that room is lacking collision or something? Overall... should've done more with its concept for sure.&lt;br /&gt;
|enjlscore = 14&lt;br /&gt;
|endesign = 3&lt;br /&gt;
|enfun = 1&lt;br /&gt;
|encreativity = 5&lt;br /&gt;
|enaesthetics = 2&lt;br /&gt;
|enfunction = 3&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Nothing interesting here. I don't appreciate the really cheap level design and nothing in this level was particularly interesting. The memory quiz at the end was confusing. Not to mention how buggy the level is: camera glitches, missing floors, etc. I don't know, I didn't like this one.&lt;br /&gt;
|garirryscore = 24&lt;br /&gt;
|gadesign = 6&lt;br /&gt;
|gafun = 5&lt;br /&gt;
|gacreativity = 7&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 2&lt;br /&gt;
|gadesignnote = It's not very good. It's often cheap or certain parts serve no purpose. &lt;br /&gt;
|gafunnote = It was alright. Nothing special and I did get bored fairly quickly.&lt;br /&gt;
|gacreativitynote = Uh… There's really nothing going on here. I guess there's a bonus for the memory quiz thing, but that's about it.&lt;br /&gt;
|gaaestheticsnote = Could be better.&lt;br /&gt;
|gafunctionnote = This level is buggy as hell. Playable, but there's problems everywhere you look.&lt;br /&gt;
|ace = This was a rollercoaster in quality. That is not a good thing. Maybe 'this is a stock market crash' in quality would be a better descriptor? &lt;br /&gt;
This level started off positively enough. The initial red area was... actually rather good, and a fairly decent gimmick setup. (Actually introducing us to the fact Fan Fiend is in the level would've been nice before the spikes, but what-ever.) &lt;br /&gt;
But then the green area had that garbage placement of a random invincible Hologran which you basically have to wait to leave the screen in order to have any idea there is in fact a ladder there.... (.. just why is it invincible?!)&lt;br /&gt;
Then there's the blue area which tasks you to dodge Hammer Joes atop a platform you have no control over (I've dodged these guys exactly once.) as well as a utterly pointless mini-boss inclusion.&lt;br /&gt;
But the yellow area kills this level dead. EVERYTHING in this area is badly placed, badly combined, and frustrating to the max.&lt;br /&gt;
Here's the specifics: Mousubeil is going to hit you if you attempt to get the second Nickel, (forced damage is fun, right?), the Metal Man Crushers requires you to get yourself between a spike and the Crusher with very little margin for error...&lt;br /&gt;
And then there's the vertical climb. Without the Nickel, this would be awful. With, it's almost insulting. We have the following: Vertical Scrolling, Guts Man Lifts, Shadow Man Platforms, Lyrics, AND requiring the use of Wire Adaptor on a moving platform?! These do not combine, in the slightest, to any degree of reason, and forcing the player to constantly jump in a vertical segment is liable to make them physically sick, especially since that Nickel is reaaalllly bad to try and go after.&lt;br /&gt;
&lt;br /&gt;
Oh and your memory game... it's kinda borked. I can't even read the last hint, as the platform is broken. Also: WHY PUT TWO POWER MUSCLERS IN THE SAME ROOM. WHY?&lt;br /&gt;
And... hi dev-kit boss. The changes to Guts Man's room added absolutely nothing to the battle, but I'm not docking you for that. I am docking you for forcing the player to replay the entire stage twice in order to get both elements. You know, people hated it when Ghouls and Ghosts did that too.&lt;br /&gt;
|acescore = 19&lt;br /&gt;
|asdesign = 4&lt;br /&gt;
|asfun = 1&lt;br /&gt;
|ascreativity = 9&lt;br /&gt;
|asaesthetics = 2&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The last room in the quiz section contains a sign, but due to there being no collision on the blocks below the sign, it's basically unreadable. However, you can read the sign if you position Super Arrow correctly. The sign says &amp;quot;alright magnet dude, give me five!&amp;quot; which is a reference to [https://coub.com/view/izovn a scene from the Ruby-Spears Mega Man cartoon], as well as an indication that you should fall down the hole with the Count Bomb marked &amp;quot;5&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot; align=center style=&amp;quot;background: #F0F8FF; border: 2px solid #009038; -moz-border-radius:7px; width:75%; text-align:center; font-size:11px&amp;quot;&lt;br /&gt;
!bgcolor=&amp;quot;#402C00&amp;quot; colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;-moz-border-radius:3px;&amp;quot;| ''[[Tier 2 (MaGMML2)|&amp;lt;font color=&amp;quot;white&amp;quot; style=&amp;quot;font-size:13.5px; font-family:arial, sans-serif;&amp;quot;&amp;gt;Make a Good Mega Man Level 2 - Tier 2&amp;lt;/font&amp;gt;]]'&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Entry Stages&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Wily Tower]] • [[Airflow Hubble]] • [[Yggdrasil]] • [[Rush City]] • [[Gigavolt Man]] • [[Dragon Lab Lair]] • [[Colorful Hall]] * [[Something Original]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| List of Bosses&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Volt Man]] • [[Komuso Man]] • [[Quint]] • [[Mecha Dragon]] • [[Guts Man]] • [[Crator]] • [[Cream]] • [[Kichona]] • [[Color Man]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Tier Boss&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Ombuds Man]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Other Goodies&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Gordon Freeman]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Colorful_Hall&amp;diff=4049</id>
		<title>Colorful Hall</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Colorful_Hall&amp;diff=4049"/>
				<updated>2018-04-21T23:26:36Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
Memes preserved for posterity:&lt;br /&gt;
git gud ya casuls&lt;br /&gt;
[[File:Welcome.jpg|frame|right|players who have beaten the level welcome a newcomer]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Colorful Hall&lt;br /&gt;
|rank = 68th&lt;br /&gt;
|image= [[File:Colorful.png]]&lt;br /&gt;
|caption= &amp;quot;I wonder how well I blend into my surroundings...&amp;quot;&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Chingoku&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 = 2&lt;br /&gt;
|judge1 = 23&lt;br /&gt;
|judge2 = 16&lt;br /&gt;
|judge3 = 14&lt;br /&gt;
|judge4 = 24&lt;br /&gt;
|judge5 = 19&lt;br /&gt;
|totalscore = 19.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 2&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* Acid&lt;br /&gt;
* Beak&lt;br /&gt;
* Big Eye&lt;br /&gt;
* Bounder&lt;br /&gt;
* Cannopeller&lt;br /&gt;
* Dachone&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Fire Boy&lt;br /&gt;
* Fire Telly&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Hologran&lt;br /&gt;
* Hothead&lt;br /&gt;
* Komasaburo&lt;br /&gt;
* Lyric&lt;br /&gt;
* Mousubeil&lt;br /&gt;
* Petit Devil (Green)&lt;br /&gt;
* Pooker&lt;br /&gt;
* Power Muscler&lt;br /&gt;
* Press&lt;br /&gt;
* Shield Attacker&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Spine&lt;br /&gt;
* Teck&lt;br /&gt;
* Telly&lt;br /&gt;
* Wall Blaster II&lt;br /&gt;
|subbosses = &lt;br /&gt;
* Gamarn and Gamadayu&lt;br /&gt;
|bosses =&lt;br /&gt;
* [[Guts Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Sonic 4: Episode 1 - Mad Gear Zone: Act 1&lt;br /&gt;
The Binding of Isaac: Rebirth - Hericide&lt;br /&gt;
|location = [[Tier 2 (MaGMML2)|Tier 2]]&lt;br /&gt;
|previous = [[Dragon Lab Lair]]&lt;br /&gt;
|next = [[Something Original]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|The basic idea of 4 differently coloured halls is nice, but the only thing it does with this idea is a quiz that requires knowledge of the Shrek movies.|Enjl|excerpt from judge review.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Colorful Hall is the seventh Tier 2 level in '''Make a Good Mega Man Level 2'''. Its main gimmick is its differently colored rooms, as well as a quiz section at the end.&lt;br /&gt;
==Strategy==&lt;br /&gt;
For the quiz section at the end, there are no collision tiles, so you can basically fall anywhere you want. To get the element in the quiz section, you must fall into the blue hole in the first room, fall anywhere in the second room (there's no collision detection on the spikes) and in the last room, fall from the fourth hole from the left.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Neat idea, but the design of the level in general is just...bad. There's a lot of just...nonsensical rooms. One that comes to mind is the miniboss fight with the guys from Yamato Man's stage - the idea is to knock over the pooker and ride on the pooker for the fight, but there's just a block off to the side you can park yourself on and murder the miniboss. There's also some obnoxious rooms, too - the blue room with Sniper Joes is extremely annoying and cramped, and the jumps with the Guts Lifts are pretty annoying too. And really, the level doesn't really do much with its color gimmick. You'd think that based on the red part all the colored parts would have colored enemies according to what color, but...no, the level just kinda gives up on that. The memory game at the end is incredibly confusing and unclear, and it took me a few deaths to actually realize what all the signs in the level meant. And then for some reason the platform for the third sign isn't actually solid so you can't read the sign and you have to just guess which shaft won't kill you? Then after you complete the memory game you get the secret exit and then you have to redo the entire level again for the other exit, the only difference being that you just have a random Guts Man fight with overly dramatic music. The level is just...bleh.&lt;br /&gt;
|pyroscore = 23&lt;br /&gt;
|spdesign = 5&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 = Very badly designed level. The yellow part with the Guts Lifts was very hard compared to everything else. In the Blue section, the spikes blended in too much with the background and you could barely see them when you were focusing on avoiding enemies. The 'memory game' was pretty ridiculous, and I fell through some of the spikes and directly onto a Power Muscler, which was seemingly unintentional and happened because the spikes didn't have a set collision. I don't think this level was tested enough.&lt;br /&gt;
|jupiscore = 16&lt;br /&gt;
|jhdesign = 2&lt;br /&gt;
|jhfun = 2&lt;br /&gt;
|jhcreativity = 10&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|jhskip = No&lt;br /&gt;
|enjl = I... don't like this stage. The basic idea of 4 differently coloured halls is nice, but the only thing it does with this idea is a quiz that requires knowledge of the Shrek movies. I feel like there could've been much more done here, such as racial segregation of enemies by color or... no quiz at all! Somehow I found each hall to be less intriguing and fun than the last, with many enemies everywhere in basic and often not very fun positions. I'm also, as you can tell, not a fan of the quiz. Secret exits shouldn't require a 2nd complete playthrough of the stage, and whatever I did I could never read the third hint as the top half of that room is lacking collision or something? Overall... should've done more with its concept for sure.&lt;br /&gt;
|enjlscore = 14&lt;br /&gt;
|endesign = 3&lt;br /&gt;
|enfun = 1&lt;br /&gt;
|encreativity = 5&lt;br /&gt;
|enaesthetics = 2&lt;br /&gt;
|enfunction = 3&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Nothing interesting here. I don't appreciate the really cheap level design and nothing in this level was particularly interesting. The memory quiz at the end was confusing. Not to mention how buggy the level is: camera glitches, missing floors, etc. I don't know, I didn't like this one.&lt;br /&gt;
|garirryscore = 24&lt;br /&gt;
|gadesign = 6&lt;br /&gt;
|gafun = 5&lt;br /&gt;
|gacreativity = 7&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 2&lt;br /&gt;
|gadesignnote = It's not very good. It's often cheap or certain parts serve no purpose. &lt;br /&gt;
|gafunnote = It was alright. Nothing special and I did get bored fairly quickly.&lt;br /&gt;
|gacreativitynote = Uh… There's really nothing going on here. I guess there's a bonus for the memory quiz thing, but that's about it.&lt;br /&gt;
|gaaestheticsnote = Could be better.&lt;br /&gt;
|gafunctionnote = This level is buggy as hell. Playable, but there's problems everywhere you look.&lt;br /&gt;
|ace = This was a rollercoaster in quality. That is not a good thing. Maybe 'this is a stock market crash' in quality would be a better descriptor? &lt;br /&gt;
This level started off positively enough. The initial red area was... actually rather good, and a fairly decent gimmick setup. (Actually introducing us to the fact Fan Fiend is in the level would've been nice before the spikes, but what-ever.) &lt;br /&gt;
But then the green area had that garbage placement of a random invincible Hologran which you basically have to wait to leave the screen in order to have any idea there is in fact a ladder there.... (.. just why is it invincible?!)&lt;br /&gt;
Then there's the blue area which tasks you to dodge Hammer Joes atop a platform you have no control over (I've dodged these guys exactly once.) as well as a utterly pointless mini-boss inclusion.&lt;br /&gt;
But the yellow area kills this level dead. EVERYTHING in this area is badly placed, badly combined, and frustrating to the max.&lt;br /&gt;
Here's the specifics: Mousubeil is going to hit you if you attempt to get the second Nickel, (forced damage is fun, right?), the Metal Man Crushers requires you to get yourself between a spike and the Crusher with very little margin for error...&lt;br /&gt;
And then there's the vertical climb. Without the Nickel, this would be awful. With, it's almost insulting. We have the following: Vertical Scrolling, Guts Man Lifts, Shadow Man Platforms, Lyrics, AND requiring the use of Wire Adaptor on a moving platform?! These do not combine, in the slightest, to any degree of reason, and forcing the player to constantly jump in a vertical segment is liable to make them physically sick, especially since that Nickel is reaaalllly bad to try and go after.&lt;br /&gt;
&lt;br /&gt;
Oh and your memory game... it's kinda borked. I can't even read the last hint, as the platform is broken. Also: WHY PUT TWO POWER MUSCLERS IN THE SAME ROOM. WHY?&lt;br /&gt;
And... hi dev-kit boss. The changes to Guts Man's room added absolutely nothing to the battle, but I'm not docking you for that. I am docking you for forcing the player to replay the entire stage twice in order to get both elements. You know, people hated it when Ghouls and Ghosts did that too.&lt;br /&gt;
|acescore = 19&lt;br /&gt;
|asdesign = 4&lt;br /&gt;
|asfun = 1&lt;br /&gt;
|ascreativity = 9&lt;br /&gt;
|asaesthetics = 2&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The last room in the quiz section contains a sign, but due to there being no collision on the blocks below the sign, it's basically unreadable. However, you can read the sign if you position Super Arrow correctly. The sign says &amp;quot;alright magnet dude, give me five!&amp;quot; which is a reference to [https://coub.com/view/izovn a scene from the Ruby-Spears Mega Man cartoon], as well as an indication that you should fall down the hole with the Count Bomb marked &amp;quot;5&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot; align=center style=&amp;quot;background: #F0F8FF; border: 2px solid #009038; -moz-border-radius:7px; width:75%; text-align:center; font-size:11px&amp;quot;&lt;br /&gt;
!bgcolor=&amp;quot;#402C00&amp;quot; colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;-moz-border-radius:3px;&amp;quot;| ''[[Tier 2 (MaGMML2)|&amp;lt;font color=&amp;quot;white&amp;quot; style=&amp;quot;font-size:13.5px; font-family:arial, sans-serif;&amp;quot;&amp;gt;Make a Good Mega Man Level 2 - Tier 2&amp;lt;/font&amp;gt;]]'&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Entry Stages&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Wily Tower]] • [[Airflow Hubble]] • [[Yggdrasil]] • [[Rush City]] • [[Gigavolt Man]] • [[Dragon Lab Lair]] • [[Colorful Hall]] * [[Something Original]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| List of Bosses&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Volt Man]] • [[Komuso Man]] • [[Quint]] • [[Mecha Dragon]] • [[Guts Man]] • [[Crator]] • [[Cream]] • [[Kichona]] • [[Color Man]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Tier Boss&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Ombuds Man]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Other Goodies&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Gordon Freeman]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Colorful_Hall&amp;diff=4048</id>
		<title>Colorful Hall</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Colorful_Hall&amp;diff=4048"/>
				<updated>2018-04-21T23:25:02Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
Memes preserved for posterity:&lt;br /&gt;
git gud ya casuls&lt;br /&gt;
[[File:Welcome.jpg|frame|right|players who have beaten the level welcome a newcomer]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Colorful Hall&lt;br /&gt;
|rank = 68th&lt;br /&gt;
|image= [[File:Colorful.png]]&lt;br /&gt;
|caption= &amp;quot;I wonder how well I blend into my surroundings...&amp;quot;&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Chingoku&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 = 2&lt;br /&gt;
|judge1 = 23&lt;br /&gt;
|judge2 = 16&lt;br /&gt;
|judge3 = 14&lt;br /&gt;
|judge4 = 24&lt;br /&gt;
|judge5 = 19&lt;br /&gt;
|totalscore = 19.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 2&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* Acid&lt;br /&gt;
* Beak&lt;br /&gt;
* Big Eye&lt;br /&gt;
* Bounder&lt;br /&gt;
* Cannopeller&lt;br /&gt;
* Dachone&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Fire Boy&lt;br /&gt;
* Fire Telly&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Hologran&lt;br /&gt;
* Hothead&lt;br /&gt;
* Komasaburo&lt;br /&gt;
* Lyric&lt;br /&gt;
* Mousubeil&lt;br /&gt;
* Petit Devil (Green)&lt;br /&gt;
* Pooker&lt;br /&gt;
* Power Muscler&lt;br /&gt;
* Press&lt;br /&gt;
* Shield Attacker&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Spine&lt;br /&gt;
* Teck&lt;br /&gt;
* Telly&lt;br /&gt;
* Wall Blaster II&lt;br /&gt;
|subbosses = &lt;br /&gt;
* Gamarn and Gamadayu&lt;br /&gt;
|bosses =&lt;br /&gt;
* [[Guts Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Sonic 4: Episode 1 - Mad Gear Zone: Act 1&lt;br /&gt;
The Binding of Isaac: Rebirth - Hericide&lt;br /&gt;
|location = [[Tier 2 (MaGMML2)|Tier 2]]&lt;br /&gt;
|previous = [[Dragon Lab Lair]]&lt;br /&gt;
|next = [[Something Original]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|The basic idea of 4 differently coloured halls is nice, but the only thing it does with this idea is a quiz that requires knowledge of the Shrek movies.|Enjl|excerpt from judge review.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Colorful Hall is the seventh Tier 2 level in '''Make a Good Mega Man Level 2'''. Its main gimmick is its differently colored rooms, as well as a quiz section at the end.&lt;br /&gt;
==Strategy==&lt;br /&gt;
For the quiz section at the end, there are no collision tiles, so you can basically fall anywhere you want. To get the element in the quiz section, you must fall into the blue hole in the first room, fall anywhere in the second room (there's no collision detection on the spikes) and in the last room, fall from the fourth hole from the left.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Neat idea, but the design of the level in general is just...bad. There's a lot of just...nonsensical rooms. One that comes to mind is the miniboss fight with the guys from Yamato Man's stage - the idea is to knock over the pooker and ride on the pooker for the fight, but there's just a block off to the side you can park yourself on and murder the miniboss. There's also some obnoxious rooms, too - the blue room with Sniper Joes is extremely annoying and cramped, and the jumps with the Guts Lifts are pretty annoying too. And really, the level doesn't really do much with its color gimmick. You'd think that based on the red part all the colored parts would have colored enemies according to what color, but...no, the level just kinda gives up on that. The memory game at the end is incredibly confusing and unclear, and it took me a few deaths to actually realize what all the signs in the level meant. And then for some reason the platform for the third sign isn't actually solid so you can't read the sign and you have to just guess which shaft won't kill you? Then after you complete the memory game you get the secret exit and then you have to redo the entire level again for the other exit, the only difference being that you just have a random Guts Man fight with overly dramatic music. The level is just...bleh.&lt;br /&gt;
|pyroscore = 23&lt;br /&gt;
|spdesign = 5&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 = Very badly designed level. The yellow part with the Guts Lifts was very hard compared to everything else. In the Blue section, the spikes blended in too much with the background and you could barely see them when you were focusing on avoiding enemies. The 'memory game' was pretty ridiculous, and I fell through some of the spikes and directly onto a Power Muscler, which was seemingly unintentional and happened because the spikes didn't have a set collision. I don't think this level was tested enough.&lt;br /&gt;
|jupiscore = 16&lt;br /&gt;
|jhdesign = 2&lt;br /&gt;
|jhfun = 2&lt;br /&gt;
|jhcreativity = 10&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|jhskip = No&lt;br /&gt;
|enjl = I... don't like this stage. The basic idea of 4 differently coloured halls is nice, but the only thing it does with this idea is a quiz that requires knowledge of the Shrek movies. I feel like there could've been much more done here, such as racial segregation of enemies by color or... no quiz at all! Somehow I found each hall to be less intriguing and fun than the last, with many enemies everywhere in basic and often not very fun positions. I'm also, as you can tell, not a fan of the quiz. Secret exits shouldn't require a 2nd complete playthrough of the stage, and whatever I did I could never read the third hint as the top half of that room is lacking collision or something? Overall... should've done more with its concept for sure.&lt;br /&gt;
|enjlscore = 14&lt;br /&gt;
|endesign = 3&lt;br /&gt;
|enfun = 1&lt;br /&gt;
|encreativity = 5&lt;br /&gt;
|enaesthetics = 2&lt;br /&gt;
|enfunction = 3&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Nothing interesting here. I don't appreciate the really cheap level design and nothing in this level was particularly interesting. The memory quiz at the end was confusing. Not to mention how buggy the level is: camera glitches, missing floors, etc. I don't know, I didn't like this one.&lt;br /&gt;
|garirryscore = 24&lt;br /&gt;
|gadesign = 6&lt;br /&gt;
|gafun = 5&lt;br /&gt;
|gacreativity = 7&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 2&lt;br /&gt;
|gadesignnote = It's not very good. It's often cheap or certain parts serve no purpose. &lt;br /&gt;
|gafunnote = It was alright. Nothing special and I did get bored fairly quickly.&lt;br /&gt;
|gacreativitynote = Uh… There's really nothing going on here. I guess there's a bonus for the memory quiz thing, but that's about it.&lt;br /&gt;
|gaaestheticsnote = Could be better.&lt;br /&gt;
|gafunctionnote = This level is buggy as hell. Playable, but there's problems everywhere you look.&lt;br /&gt;
|ace = This was a rollercoaster in quality. That is not a good thing. Maybe 'this is a stock market crash' in quality would be a better descriptor? &lt;br /&gt;
This level started off positively enough. The initial red area was... actually rather good, and a fairly decent gimmick setup. (Actually introducing us to the fact Fan Fiend is in the level would've been nice before the spikes, but what-ever.) &lt;br /&gt;
But then the green area had that garbage placement of a random invincible Hologran which you basically have to wait to leave the screen in order to have any idea there is in fact a ladder there.... (.. just why is it invincible?!)&lt;br /&gt;
Then there's the blue area which tasks you to dodge Hammer Joes atop a platform you have no control over (I've dodged these guys exactly once.) as well as a utterly pointless mini-boss inclusion.&lt;br /&gt;
But the yellow area kills this level dead. EVERYTHING in this area is badly placed, badly combined, and frustrating to the max.&lt;br /&gt;
Here's the specifics: Mousubeil is going to hit you if you attempt to get the second Nickel, (forced damage is fun, right?), the Metal Man Crushers requires you to get yourself between a spike and the Crusher with very little margin for error...&lt;br /&gt;
And then there's the vertical climb. Without the Nickel, this would be awful. With, it's almost insulting. We have the following: Vertical Scrolling, Guts Man Lifts, Shadow Man Platforms, Lyrics, AND requiring the use of Wire Adaptor on a moving platform?! These do not combine, in the slightest, to any degree of reason, and forcing the player to constantly jump in a vertical segment is liable to make them physically sick, especially since that Nickel is reaaalllly bad to try and go after.&lt;br /&gt;
&lt;br /&gt;
Oh and your memory game... it's kinda borked. I can't even read the last hint, as the platform is broken. Also: WHY PUT TWO POWER MUSCLERS IN THE SAME ROOM. WHY?&lt;br /&gt;
And... hi dev-kit boss. The changes to Guts Man's room added absolutely nothing to the battle, but I'm not docking you for that. I am docking you for forcing the player to replay the entire stage twice in order to get both elements. You know, people hated it when Ghouls and Ghosts did that too.&lt;br /&gt;
|acescore = 19&lt;br /&gt;
|asdesign = 4&lt;br /&gt;
|asfun = 1&lt;br /&gt;
|ascreativity = 9&lt;br /&gt;
|asaesthetics = 2&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The last room in the quiz section contains a sign, but due to there being no collision on the blocks below the sign, it's basically unreadable. However, you can read the sign if you position Super Arrow correctly. The sign says &amp;quot;alright magnet dude, give me five!&amp;quot; which is a reference to [https://coub.com/view/izovn a scene from the Ruby-Spears Mega Man cartoon], as well as an indication that you should fall down the hole with the Count Bomb marked &amp;quot;5&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot; align=center style=&amp;quot;background: #F0F8FF; border: 2px solid #009038; -moz-border-radius:7px; width:75%; text-align:center; font-size:11px&amp;quot;&lt;br /&gt;
!bgcolor=&amp;quot;#402C00&amp;quot; colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;-moz-border-radius:3px;&amp;quot;| ''[[Tier 2 (MaGMML2)|&amp;lt;font color=&amp;quot;white&amp;quot; style=&amp;quot;font-size:13.5px; font-family:arial, sans-serif;&amp;quot;&amp;gt;Make a Good Mega Man Level 2 - Tier 2&amp;lt;/font&amp;gt;]]'&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Entry Stages&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Wily Tower]] • [[Airflow Hubble]] • [[Yggdrasil]] • [[Rush City]] • [[Gigavolt Man]] • [[Dragon Lab Lair]] • [[Colorful Hall]] * [[Something Original]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| List of Bosses&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Volt Man]] • [[Komuso Man]] • [[Quint]] • [[Mecha Dragon]] • [[Guts Man]] • [[Crator]] • [[Cream]] • [[Kichona]] • [[Color Man]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Tier Boss&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Ombuds Man]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Other Goodies&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Gordon Freeman]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Colorful_Hall&amp;diff=4047</id>
		<title>Colorful Hall</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Colorful_Hall&amp;diff=4047"/>
				<updated>2018-04-21T23:08:31Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: Created page with &amp;quot;&amp;lt;!-- Memes preserved for posterity: git gud ya casuls players who have beaten the level welcome a newcomer --&amp;gt; {{Levelinfo  |align= right &amp;lt;!--...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
Memes preserved for posterity:&lt;br /&gt;
git gud ya casuls&lt;br /&gt;
[[File:Welcome.jpg|frame|right|players who have beaten the level welcome a newcomer]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Colorful Hall&lt;br /&gt;
|rank = 68th&lt;br /&gt;
|image= [[File:Colorful.png]]&lt;br /&gt;
|caption= &amp;quot;I wonder how well I blend into my surroundings...&amp;quot;&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Chingoku&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 = 2&lt;br /&gt;
|judge1 = 23&lt;br /&gt;
|judge2 = 16&lt;br /&gt;
|judge3 = 14&lt;br /&gt;
|judge4 = 24&lt;br /&gt;
|judge5 = 19&lt;br /&gt;
|totalscore = 19.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 2&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* Some of them&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
* [[Guts Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Sonic 4: Episode 1 - Mad Gear Zone: Act 1&lt;br /&gt;
The Binding of Isaac: Rebirth - Hericide&lt;br /&gt;
|location = [[Tier 2 (MaGMML2)|Tier 2]]&lt;br /&gt;
|previous = [[Dragon Lab Lair]]&lt;br /&gt;
|next = [[Something Original]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|The basic idea of 4 differently coloured halls is nice, but the only thing it does with this idea is a quiz that requires knowledge of the Shrek movies.|Enjl|excerpt from judge review.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Colorful Hall is the seventh Tier 2 level in '''Make a Good Mega Man Level 2'''. Its main gimmick is its differently colored rooms, as well as a quiz section at the end.&lt;br /&gt;
==Strategy==&lt;br /&gt;
For the quiz section at the end, there are no collision tiles, so you can basically fall anywhere you want. To get the element in the quiz section, you must fall into the fourth hole from the left.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Neat idea, but the design of the level in general is just...bad. There's a lot of just...nonsensical rooms. One that comes to mind is the miniboss fight with the guys from Yamato Man's stage - the idea is to knock over the pooker and ride on the pooker for the fight, but there's just a block off to the side you can park yourself on and murder the miniboss. There's also some obnoxious rooms, too - the blue room with Sniper Joes is extremely annoying and cramped, and the jumps with the Guts Lifts are pretty annoying too. And really, the level doesn't really do much with its color gimmick. You'd think that based on the red part all the colored parts would have colored enemies according to what color, but...no, the level just kinda gives up on that. The memory game at the end is incredibly confusing and unclear, and it took me a few deaths to actually realize what all the signs in the level meant. And then for some reason the platform for the third sign isn't actually solid so you can't read the sign and you have to just guess which shaft won't kill you? Then after you complete the memory game you get the secret exit and then you have to redo the entire level again for the other exit, the only difference being that you just have a random Guts Man fight with overly dramatic music. The level is just...bleh.&lt;br /&gt;
|pyroscore = 23&lt;br /&gt;
|spdesign = 5&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 = Very badly designed level. The yellow part with the Guts Lifts was very hard compared to everything else. In the Blue section, the spikes blended in too much with the background and you could barely see them when you were focusing on avoiding enemies. The 'memory game' was pretty ridiculous, and I fell through some of the spikes and directly onto a Power Muscler, which was seemingly unintentional and happened because the spikes didn't have a set collision. I don't think this level was tested enough.&lt;br /&gt;
|jupiscore = 16&lt;br /&gt;
|jhdesign = 2&lt;br /&gt;
|jhfun = 2&lt;br /&gt;
|jhcreativity = 10&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|jhskip = No&lt;br /&gt;
|enjl = I... don't like this stage. The basic idea of 4 differently coloured halls is nice, but the only thing it does with this idea is a quiz that requires knowledge of the Shrek movies. I feel like there could've been much more done here, such as racial segregation of enemies by color or... no quiz at all! Somehow I found each hall to be less intriguing and fun than the last, with many enemies everywhere in basic and often not very fun positions. I'm also, as you can tell, not a fan of the quiz. Secret exits shouldn't require a 2nd complete playthrough of the stage, and whatever I did I could never read the third hint as the top half of that room is lacking collision or something? Overall... should've done more with its concept for sure.&lt;br /&gt;
|enjlscore = 14&lt;br /&gt;
|endesign = 3&lt;br /&gt;
|enfun = 1&lt;br /&gt;
|encreativity = 5&lt;br /&gt;
|enaesthetics = 2&lt;br /&gt;
|enfunction = 3&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Nothing interesting here. I don't appreciate the really cheap level design and nothing in this level was particularly interesting. The memory quiz at the end was confusing. Not to mention how buggy the level is: camera glitches, missing floors, etc. I don't know, I didn't like this one.&lt;br /&gt;
|garirryscore = 24&lt;br /&gt;
|gadesign = 6&lt;br /&gt;
|gafun = 5&lt;br /&gt;
|gacreativity = 7&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 2&lt;br /&gt;
|gadesignnote = It's not very good. It's often cheap or certain parts serve no purpose. &lt;br /&gt;
|gafunnote = It was alright. Nothing special and I did get bored fairly quickly.&lt;br /&gt;
|gacreativitynote = Uh… There's really nothing going on here. I guess there's a bonus for the memory quiz thing, but that's about it.&lt;br /&gt;
|gaaestheticsnote = Could be better.&lt;br /&gt;
|gafunctionnote = This level is buggy as hell. Playable, but there's problems everywhere you look.&lt;br /&gt;
|ace = This was a rollercoaster in quality. That is not a good thing. Maybe 'this is a stock market crash' in quality would be a better descriptor? &lt;br /&gt;
This level started off positively enough. The initial red area was... actually rather good, and a fairly decent gimmick setup. (Actually introducing us to the fact Fan Fiend is in the level would've been nice before the spikes, but what-ever.) &lt;br /&gt;
But then the green area had that garbage placement of a random invincible Hologran which you basically have to wait to leave the screen in order to have any idea there is in fact a ladder there.... (.. just why is it invincible?!)&lt;br /&gt;
Then there's the blue area which tasks you to dodge Hammer Joes atop a platform you have no control over (I've dodged these guys exactly once.) as well as a utterly pointless mini-boss inclusion.&lt;br /&gt;
But the yellow area kills this level dead. EVERYTHING in this area is badly placed, badly combined, and frustrating to the max.&lt;br /&gt;
Here's the specifics: Mousubeil is going to hit you if you attempt to get the second Nickel, (forced damage is fun, right?), the Metal Man Crushers requires you to get yourself between a spike and the Crusher with very little margin for error...&lt;br /&gt;
And then there's the vertical climb. Without the Nickel, this would be awful. With, it's almost insulting. We have the following: Vertical Scrolling, Guts Man Lifts, Shadow Man Platforms, Lyrics, AND requiring the use of Wire Adaptor on a moving platform?! These do not combine, in the slightest, to any degree of reason, and forcing the player to constantly jump in a vertical segment is liable to make them physically sick, especially since that Nickel is reaaalllly bad to try and go after.&lt;br /&gt;
&lt;br /&gt;
Oh and your memory game... it's kinda borked. I can't even read the last hint, as the platform is broken. Also: WHY PUT TWO POWER MUSCLERS IN THE SAME ROOM. WHY?&lt;br /&gt;
And... hi dev-kit boss. The changes to Guts Man's room added absolutely nothing to the battle, but I'm not docking you for that. I am docking you for forcing the player to replay the entire stage twice in order to get both elements. You know, people hated it when Ghouls and Ghosts did that too.&lt;br /&gt;
|acescore = 19&lt;br /&gt;
|asdesign = 4&lt;br /&gt;
|asfun = 1&lt;br /&gt;
|ascreativity = 9&lt;br /&gt;
|asaesthetics = 2&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot; align=center style=&amp;quot;background: #F0F8FF; border: 2px solid #009038; -moz-border-radius:7px; width:75%; text-align:center; font-size:11px&amp;quot;&lt;br /&gt;
!bgcolor=&amp;quot;#402C00&amp;quot; colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;-moz-border-radius:3px;&amp;quot;| ''[[Tier 2 (MaGMML2)|&amp;lt;font color=&amp;quot;white&amp;quot; style=&amp;quot;font-size:13.5px; font-family:arial, sans-serif;&amp;quot;&amp;gt;Make a Good Mega Man Level 2 - Tier 2&amp;lt;/font&amp;gt;]]'&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Entry Stages&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Wily Tower]] • [[Airflow Hubble]] • [[Yggdrasil]] • [[Rush City]] • [[Gigavolt Man]] • [[Dragon Lab Lair]] • [[Colorful Hall]] * [[Something Original]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| List of Bosses&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Volt Man]] • [[Komuso Man]] • [[Quint]] • [[Mecha Dragon]] • [[Guts Man]] • [[Crator]] • [[Cream]] • [[Kichona]] • [[Color Man]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Tier Boss&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Ombuds Man]]&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#747474 style=&amp;quot;font-size:12px; -moz-border-radius:3px;&amp;quot;| Other Goodies&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#BCBCBC| [[Gordon Freeman]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:Colorful.png&amp;diff=4046</id>
		<title>File:Colorful.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:Colorful.png&amp;diff=4046"/>
				<updated>2018-04-21T23:07:05Z</updated>
		
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		<author><name>JupiHornet</name></author>	</entry>

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		<id>http://magmmlcontest.com/wiki/index.php?title=File:ClipCapIt-180421-190451.PNG&amp;diff=4045</id>
		<title>File:ClipCapIt-180421-190451.PNG</title>
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				<updated>2018-04-21T23:04:51Z</updated>
		
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&lt;div&gt;This file was uploaded from the clipboard ([[Category:Clipboard upload]]).&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Taco_Man_(stage)&amp;diff=4039</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=4039"/>
				<updated>2018-04-21T04:03:54Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &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|250px]]&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= Unknown (credited to &amp;quot;Satan&amp;quot; in the 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;
* Butterdroid&lt;br /&gt;
* Needle Harry&lt;br /&gt;
* Neo Metall&lt;br /&gt;
* Telly&lt;br /&gt;
* Petit Devil (Green)&lt;br /&gt;
* M-445&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
* Taco Man&lt;br /&gt;
|other = &lt;br /&gt;
|music = Unknown (Credited to AAAAAAAAAAAAAAAAAAAAAAAAAAA in the 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|in her judge comment.}}&lt;br /&gt;
==Overview==&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;
== Trivia ==&lt;br /&gt;
* A source for Taco Man's infamous music was never found. In the Sound Test, the song is simply named &amp;quot;AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA&amp;quot; with &amp;quot;Satan&amp;quot; listed as the composer.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 3}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 3 Stages]][[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Holy_Crap,_Mega_Man_Can_Airslide%3F&amp;diff=4038</id>
		<title>Holy Crap, Mega Man Can Airslide?</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Holy_Crap,_Mega_Man_Can_Airslide%3F&amp;diff=4038"/>
				<updated>2018-04-21T04:01:42Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &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= Holy Crap, Mega Man Can Airslide?&lt;br /&gt;
|rank = 50th&lt;br /&gt;
|image= [[File:HCMMCAS.png]]&lt;br /&gt;
|caption= Jump? Slide? Why not BOTH?!&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= ParmaJon&lt;br /&gt;
|composer= Banpresto (Original)&lt;br /&gt;
Tskuikuro (Remix)&lt;br /&gt;
|artist= ParmaJon&lt;br /&gt;
|programmer = Renhoek &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;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 36&lt;br /&gt;
|judge2 = 10&lt;br /&gt;
|judge3 = 24&lt;br /&gt;
|judge4 = 34&lt;br /&gt;
|judge5 = 28&lt;br /&gt;
|totalscore = 26.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 2 Nickels&lt;br /&gt;
|enemies =* Ring Ring&lt;br /&gt;
* Twin Cannon&lt;br /&gt;
* Tondeall &lt;br /&gt;
* New Shotman &lt;br /&gt;
* Junk Golem &lt;br /&gt;
* Gravitron &lt;br /&gt;
* Bolton and Nutton &lt;br /&gt;
* Jet Bomb  &lt;br /&gt;
|gimmicks =* Airslide&lt;br /&gt;
* Fire Wave&lt;br /&gt;
* Plant Man Platforms&lt;br /&gt;
* Block Train&lt;br /&gt;
* Yoku Blocks&lt;br /&gt;
* Spark Man Platform&lt;br /&gt;
* MM2 Falling Platform&lt;br /&gt;
* Plant Man Springs&lt;br /&gt;
* Knight Man Springs&lt;br /&gt;
* Drill Man Levers&lt;br /&gt;
|bosses = [[Romhack Top Man]]&lt;br /&gt;
|other = JupiHornet's Least Favourite&lt;br /&gt;
|music = Super Robot Wars - Silver Fallen Angel and Wagyan Land 2 - Final Boss&lt;br /&gt;
|location = Tier 5&lt;br /&gt;
|previous = [[Enchanced Moblility]]&lt;br /&gt;
|next = [[Maze of Significantly Less Death]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{quote|There are levels that have a lot of potential, but fail when it comes to execution. Then there are other levels that are just...bad. Then there are levels like this, which do both.|JupiHornet|saying the problem of the level.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Holy Crap, Mega Man Can Airslide or HCMMCAS for short is the 50th level in Make a Good Mega Man Level 2, the level revolves around the gimmick of being able to slide in the air, much like the ROM hack ''Rockman 5 Air Sliding''. The ability to air slide is explored using various sets of Plant Man platforms, levers, and Fire Waves, as well as a long Block Train section.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
There are screens that can be skipped, although they may not appear that, theres a break where with saku you can jump off the block train and land on some spikes then plantman platforms, also, you can get easily the first Noble Nickel with the Slash Claw, in the Block Train section, you can skip it with the Jewel Satellite when it goes up the first time and its about one block up airslide and jump and hold right and you will land on the plantman platform.&lt;br /&gt;
[[File:Pro strats.gif|thumb|center|god tier speedrun strats]]&lt;br /&gt;
You can also avoid a teleporter following the section, that teleporter leads to the Fire Wave and Key Doors section, also be patient with the fire waves and observe their patterns, they are all possible to do no hit, the rooms with the keys can be skipped, you can get a Noble Nickel passing this section.&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Way to spoil the gimmick in the title woooow!! This level is pretty neat! It's cool to see that someone brought air sliding into this game and there's some pretty great setups made with it. The 'air jump slide' is pretty neat and adds a new twist to the air slide gimmick, and some of the acrobatics involved in the level are super fun to pull off. I really like the rooms with the fire waves, they'e super tricky but fun to work around. The Noble Nickel rooms are pretty great too, though I kinda struggled with the first one ;p. I really liked the block train segment, it reminds me of a few levels in SMW romhacks (I'll be specific and say IMPETUOUS ATHLETIC and no one will know what that means :V). The boss fight is neat, too, it reminds me of something you would legit see in a romhack. I think it actually IS in a romhack, I just forget which. Two issues, tho, one, that quick time event room after the midpoint is dumb, and two, sometimes my jump just doesn't register while air sliding? Idk. But overall it's a super nice level! Tho I think the solid blue background could have at least been black because it kiinda looks ugly rn :p&lt;br /&gt;
|pyroscore = 36&lt;br /&gt;
|spdesign = 11&lt;br /&gt;
|spfun = 8&lt;br /&gt;
|spcreativity = 10&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 4&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = Look.&lt;br /&gt;
There are levels that have a lot of potential, but fail when it comes to execution. Then there are other levels that are just...bad. Then there are levels like this, which do both. This was BY FAR the most disappointing level in the contest for me, and for that reason it's my least favorite...seriously, you can do so many things with an air sliding gimmick! Rockman 5 Air Sliding and Rockman 4 Burst Chaser X Air Sliding are both amazing romhacks that utilize the gimmick very well. This level, on the other hand, doesn't use the gimmick very creatively at all. All you really did with it was have the player use it hit switches and jump on Plant Man platforms. Slide over to the switch, a platform appears under you. Shoot the Plant Man platform, slide over to it. It's just not fun, especially with enemies everywhere. There was a room where the player died if they didn't know to slide to the right when falling. The 'jump after an air slide' function was sometimes unresponsive, leading to a LOT of deaths, and it was even worse when you required the player to use it with fireballs everywhere. The aesthetics were very minimal, with nothing more than a blue background and some blocks, and the junk guys and springs appeared to be standing on nothing, which is just lazy. The only thing I can really say I liked about this level was the boss, which was like a spruced up Top Man. Overall, though, I was extremely disappointed in this level. It really did drop the ball. You can do so much better than this!&lt;br /&gt;
|jupiscore = 10&lt;br /&gt;
|jhdesign = 2&lt;br /&gt;
|jhfun = 1&lt;br /&gt;
|jhcreativity = 5&lt;br /&gt;
|jhaesthetics = 0&lt;br /&gt;
|jhfunction = 2&lt;br /&gt;
|enjl = Heh, interesting idea. I really like the platforming possibilities that this mechanic introduces. The pure platforming segments scattered mostly throughout the first half of the level are fun and tense, though I think they could do with less enemies, as they're sometimes placed in a way where they're ripping the player out of the flow of the level. I didn't enjoy the direction the level took with its fire and block snake sections. The fire sections felt like a ton of cheap hits and I fell into the pit in the 2nd nickel section far too many times. The block snake section replaces all the tense action of the level with slowly waiting for the snake to advance so the player can get to the boss. The boss itself was a really fun fight. I like how his attacks line up to allow for an easy dodging pattern that still made me feel like I was skillfully dodging a tough opponent (roleplaying woo!!!!). If this level toyed around more with its platforming segments, perhaps by introducing other types of platforms or having a section where, for instance guts lifts move in parallel and the player has to jump between them to avoid obstacles, I would have enjoyed this level a lot more. As it stands, though, neat concept.&lt;br /&gt;
|enjlscore = 24&lt;br /&gt;
|endesign = 7&lt;br /&gt;
|enfun = 5&lt;br /&gt;
|encreativity = 8&lt;br /&gt;
|enaesthetics = 0&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = Maybe&lt;br /&gt;
|garirry = &lt;br /&gt;
|garirryscore = 34&lt;br /&gt;
|gadesign = &lt;br /&gt;
|gafun = &lt;br /&gt;
|gacreativity = &lt;br /&gt;
|gaaesthetics = &lt;br /&gt;
|gafunction = &lt;br /&gt;
|gadesignnote = &lt;br /&gt;
|gafunnote = &lt;br /&gt;
|gacreativitynote = &lt;br /&gt;
|gaaestheticsnote = &lt;br /&gt;
|gafunctionnote = &lt;br /&gt;
|ace = This stage has a seriously cool concept and primary gimmick, and is in fact, really well designed. The challenges are interesting and unique, and we even defy dev-kit only expectations by having a boss at the end. A modified dev-kit boss, but still a new boss.&lt;br /&gt;
&lt;br /&gt;
So what went wrong? Well, this stage simply isn't very fun. This partially comes down to the presentation. It's hard to have fun in a space with zero context. There doesn't appear to be any progress being made, the player just gets a dull blue background. The player is visually bored to tears only 30 seconds into the stage, and somehow the graphics get worse as the stage goes on.&lt;br /&gt;
The lack of graphics also hurts the gimmick setups - there are many situations where a tiled background could've been used to give indicators as to where something is going to travel, to draw the player's eye to what they should be looking at, and overall just have the level plain make sense.&lt;br /&gt;
&lt;br /&gt;
One of the other issues comes down to sheer frustration. This is mostly focused at the Nickel, The second one. This might just be one of the worst Nickel placements in the game.&lt;br /&gt;
Bare in mind, your earlier screen with the Fire Waves on is already rather obnoxious, not helped by the fact that visually they are rather hard to track where they are supposed to travel.Yes, there are some arrows, but in a do or die situation, these arrows simply aren't enough.&lt;br /&gt;
&lt;br /&gt;
But the second Nickel - oh man. These screens are so finicky, require such precise timing, that it quickly becomes an chore, then a slog, and then you want to throw your controller/laptop/pc out the window as you are knocked into the pit for the 100th time. The real thing that kills these screens, is the fact the fireballs curl back on themselves. One would've been bad enough, both fireballs curving back? There was no reason for this, this renders the challenge into something that is too exact, mostly because the player themselves also has to curve backwards to land back onto safety. This is beyond frustrating.&lt;br /&gt;
But the thing that absolutely murders this section and kills the fun factor dead - is that you have a second screen of this. AAAAAAAAAAAAAAAaaaaa....&lt;br /&gt;
&lt;br /&gt;
Alright, so the Nickels are optional, sure, but they should never cross the line into absurdity, not like this. It just kills the goodwill of any player who is attempting to get these things is going to have.&lt;br /&gt;
&lt;br /&gt;
We are finally left with your boss fight. Hello, modified dev-kit boss! I'm not really sure what the point to this guy is, mostly because there is no need to actually use the air slide feature in the fight. Sure it makes it slightly easier, but its not required, and the boss rather feels like filler.&lt;br /&gt;
Clever stage, that is just too clever by half to be all that enjoyable. Really, really wish some effort had been expended into the tileset, as my memories of the level are awash with the colour blue, and only blue.&lt;br /&gt;
|acescore = 28&lt;br /&gt;
|asdesign = 11&lt;br /&gt;
|asfun = 2&lt;br /&gt;
|ascreativity = 12&lt;br /&gt;
|asaesthetics = 0&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Holy Crap, Mega Man Can Airslide? is the only ''MaGMML2'' level to be a judge's least favorite and ''not'' be skippable.&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Neapolitan_Man_(stage)&amp;diff=4037</id>
		<title>Neapolitan Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Neapolitan_Man_(stage)&amp;diff=4037"/>
				<updated>2018-04-21T03:58:57Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For article on the boss, see [[Neapolitan Man]].''&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Neapolitan Man&lt;br /&gt;
|rank = 4th&lt;br /&gt;
|image= [[File:MaGMML2-4-NeapolitanMan.png]]&lt;br /&gt;
|caption= Who wants ice cream?&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Mick Galbani|Blackmore_Darkwing]]&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &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 = 48&lt;br /&gt;
|judge2 = 43&lt;br /&gt;
|judge3 = 45&lt;br /&gt;
|judge4 = 44&lt;br /&gt;
|judge5 = 39&lt;br /&gt;
|totalscore = 43.8&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5 Nickels&lt;br /&gt;
|enemies = &lt;br /&gt;
* Curlinger&lt;br /&gt;
* Flip Bucket&lt;br /&gt;
* Au-Au&lt;br /&gt;
* Cone Cannon&lt;br /&gt;
* Hardswerve&lt;br /&gt;
* Big Eye&lt;br /&gt;
|subbosses = &lt;br /&gt;
* [[Mixerlydia‏‎]]&lt;br /&gt;
|bosses = &lt;br /&gt;
* [[Neapolitan Man]]&lt;br /&gt;
|music = &lt;br /&gt;
|location = [[Tier 10 (MaGMML2)|Tier 10]]&lt;br /&gt;
|previous = [[Quarantine Woman (stage)|Quarantine Woman]]&lt;br /&gt;
|next = [[Haunt Man (stage)|Haunt Man]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Neapolitan Man''' is the 4th place entry in ''Make a Good Mega Man Level 2''. It is an ice cream-themed stage with a variety of unique gimmicks and enemies.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
To the right of the level's beginning is a room with several Au-Aus and Flip Buckets on a slippery floor. Following this is a room with a Curlinger and a Cone Cannon. After going to the right of this room, and past a room with Flip Bucket, [[Mega Man]] fights the stage's first [[Mixerlydia]], stationed above safe flooring. The next room has an exit on both the right and bottom, with the exit on the right being blocked off by a [[Destroyable Block|Slash Block]]. Going through the exit with the Slash Block leads to a room with several Flip Buckets, Au-Aus, and Curlingers, with the first Noble Nickel being blocked off by a key door, forcing Mega Man to go all the way to the end of the room and back.&lt;br /&gt;
&lt;br /&gt;
Going through the lower exit and past a room with another Cone Cannon leads Mega Man to a long room where slippery floors and wafer blocks are used in conjunction with a Curlinger, an Au-Au, a Cone Cannon, and several Hardswerves. After this is another split path, with one exit going up and another going down. Going up leads to a room with several Flip Buckets and wafer blocks. A key can be found at the end of the room, and Mega Man can collect the second Noble Nickel by getting the key and returning to the start of the room.&lt;br /&gt;
&lt;br /&gt;
Taking the lower exit and going to the right of a room with two Cone Cannons leads to a room with melting blocks, alongside Hardswerves, Curlingers, and a bed of spikes, all on slippery flooring. To the right of this room is another Mixerlydia, now on the same slippery flooring from the previous room. After this is a split path with exits at the top (blocked by a Hornet Block), bottom (blocked by a Blade Block), and right.&lt;br /&gt;
&lt;br /&gt;
The top path is a large area that loops around. Going to the right leads to two underwater rooms, with two Cone Cannons in the first and a Cone Cannon, Flip Bucket and Au-Au in the second. After going up to a room above water with a Cone Cannon is a third Mixerlydia fight, now in a room consisting almost completely of wafer blocks, with solid surfaces only a tile wide at the very edges. Mega Man can then drop down to the room he started the path in while also collecting the third/fourth Noble Nickel, which was previously blocked by a key door.&lt;br /&gt;
&lt;br /&gt;
The bottom path is a simple area consisting of two rooms. The first room has the fourth/third Noble Nickel behind a key door with a Curlinger inside. The key to this door is being held by a Big Eye in the room to the right, which is also right above a group of wafer blocks and a bed of spikes.&lt;br /&gt;
&lt;br /&gt;
The right path takes Mega Man to a room with wafer blocks and melting blocks used in conjunction with Flip Buckets, Cone Cannons, Hardswerves, and slippery flooring. After this is one final split path, going either up or right. The upper path starts with two Cone Cannons and a Flip Bucket, followed by a climb up wafer blocks, a room with Curlingers and a Hardswerve, and a long room using melting blocks on slippery surfaces over a bed of spikes. After this is a room with three Flip Buckets, an E-Tank, an M-Tank, and the final Noble Nickel, with a drop down leading to the boss corridor. The right path is the boss gate, which will simply take Mega Man straight to the boss corridor. Going to the right after this leads to the room with the battle against [[Neapolitan Man]].&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Absolutely fantastic level. It's a bit on the long side, but it spends a lot of time developing its gimmicks in really awesome ways and I think it turns out amazing. The ice cream gimmicks are incredibly creative, and I really like how you made your new gimmicks interact with default engine assets. I love the ice cream cannon enemies, they're kind of amazing and one of the best cannon-type enemies I've ever seen. The design is really clever and each gimmick is used really nicely - there's a lot of setups to me that stand out to me as just being extremely well designed. Probably one of my favorite parts in the level is the fight with the mixer miniboss over the waffle cone platforms. You'd think getting hit wouldn't really matter, but then you remember that in this engine, there's VERY slight upwards knockback when you get hit...and that makes the miniboss incredibly threatening. It's really well designed and very fun. I also really like the Noble Nickel bonus rooms - they're all extensions of the gimmick used in really difficult ways, and I love them. And on top of ALL of this there's also a ton of adorable details like the ice cream buckets with multiple flavors, and an incredibly fun, fair, and learnable boss fight at the end to top it all off. Only part of the level that kinda confuses me is the strawberry block gimmick - I don't really think it was used all that well, and I feel like just straight up removing the blocks wouldn't change anything. But they're not really a major part of the level. Besides that, this is just fantastic. Awesome job~&lt;br /&gt;
|pyroscore = 48&lt;br /&gt;
|spdesign = 14&lt;br /&gt;
|spfun = 10&lt;br /&gt;
|spcreativity = 14&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This was a super creative stage with some really neat custom enemies! However, I think the execution could have been a bit better. Some sections were way too spammy, especially the room with the first Noble Nickel (lookin' at you, Guts Man platform enemies) and the miniboss was a bit ridiculous, especially when I was expected to fight him on breakable tiles. Also, for the first half of the NeaPolitan man fight you could stand in the left corner and most of his attacks would completely miss you.&lt;br /&gt;
|jupiscore = 43&lt;br /&gt;
|jhdesign = 12&lt;br /&gt;
|jhfun = 8&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 4&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = Really creative theme! I really like how the level is presented and its theme is executed. This level frequently adds new ice-cream themed elements to keep the experience fresh and mix with the elements introduced beforehand. Neapolitan Man himself is fun to fight and the second phase ramps up his challenge nicely without making him unfair or too difficult. The one thing I'm not a big fan of in this stage is some of the longer Nickel segments. I feel like, while they are a nice extra challenge, they are also sometimes padded out between the interesting bits to follow a specific geometry and generally distract from the main path for longer than they need to. The segment where I felt this the most was the segment behind the hornet chaser wall, which had a really fun and tricky twist on the miniboss of the stage, but didn't need the other segments preceeding it. Aside from that, the level is really cool (ha), with a nice difficulty curve and progression, with the enemies being fairly placed and projectiles only getting spammy on one or two occasions near the end if you're using buster. Great work!&lt;br /&gt;
|enjlscore = 45&lt;br /&gt;
|endesign = 13&lt;br /&gt;
|enfun = 7&lt;br /&gt;
|encreativity = 15&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = What an impressive level! I really like the concept and the level looks very good. Even when we put that aside, the stage is mostly well designed and fun to play through. I think some sections did get irritating, mostly because of enemies that are a bit hard to deal with, but thankfully that's no big deal. Once again, very good level!&lt;br /&gt;
|garirryscore = 44&lt;br /&gt;
|gadesign = 12&lt;br /&gt;
|gafun = 9&lt;br /&gt;
|gacreativity = 13&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Really, really good! Some sections are a bit too rough with the enemies, but it's nothing too bad.&lt;br /&gt;
|gafunnote = It was extremely enjoyable. A few areas bothered me, but it's nothing that bad.&lt;br /&gt;
|gacreativitynote = I really liked the ideas here.&lt;br /&gt;
|gaaestheticsnote = Very good.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = I am so glad this stage came with a robot master, it's theming deserved a whacky Robot!&lt;br /&gt;
&lt;br /&gt;
So, let's get the good stuff down: The theming of this stage is top notch. We have brilliant enemy designs, really original stuff behind everything going on, and some great ideas here, and excellent conveyance going on. Even the 'quite basic in concept' ideas are well executed, like the Red Melting Ice Gimmick.&lt;br /&gt;
&lt;br /&gt;
We do falter in the execution of one portion of the stage, and it sideswipes the level a bit: The Wafer Blocks. And specifically, they seem to do something contrary to what Mega Man usually does with its objects:&lt;br /&gt;
&lt;br /&gt;
They don't respawn. Or at the very least, not enough is taken into account by the fact they don't respawn. This can leave you almost hopelessly trapped if you aren't playing well, and can cause the player to off themselves, as you are left with no option but to throw yourself into the batter. It hurts the fun factor. This is the biggest issue with the stage and it's not a small one either.&lt;br /&gt;
&lt;br /&gt;
The Noble Nickels were challenging, and most of them felt good to get through. (The Big Eye was very funny!)&lt;br /&gt;
&lt;br /&gt;
The only exception is the mini-boss refight, which being combined with another gimmick makes it require a bit more planning to even survive than you'd expect for a mini-boss, and a bit more irritating. I'm not sure the second rematch with said mini-boss was exactly required either, since there isn't any huge differences to the rematch.&lt;br /&gt;
&lt;br /&gt;
The real star of the show is the boss. He is fantastic. Nicely difficult, varied, and he has some really nifty attacks. He completely justifies his double health bar with the variety of attacks and the phases to the battle. He was really fun to fight, and it's clear a lot of effort went into him.&lt;br /&gt;
&lt;br /&gt;
This was overall a very fun stage, it's just...I think the wafer thing has bothered me a fair bit.&lt;br /&gt;
&lt;br /&gt;
But...the sum of it's parts more than makes up for that problem, and that really is the only issue with the stage as I see it.&lt;br /&gt;
|acescore = 39&lt;br /&gt;
|asdesign = 8&lt;br /&gt;
|asfun = 7&lt;br /&gt;
|ascreativity = 15&lt;br /&gt;
|asaesthetics = 5&lt;br /&gt;
|asfunction = 4&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}== Trivia ==&lt;br /&gt;
* [[SnoruntPyro]] has stated on the [[Make a Good Mega Man Level 3]] Discord server that Neapolitan Man is now her favorite level instead of [[The Stage Nobody Asked For]], due to the random nature of the latter's secret boss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:MaGMML2 Tier 10}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 10 (MaGMML2)]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Neapolitan_Man_(stage)&amp;diff=4036</id>
		<title>Neapolitan Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Neapolitan_Man_(stage)&amp;diff=4036"/>
				<updated>2018-04-21T03:57:08Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For article on the boss, see [[Neapolitan Man]].''&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Neapolitan Man&lt;br /&gt;
|rank = 4th&lt;br /&gt;
|image= [[File:MaGMML2-4-NeapolitanMan.png]]&lt;br /&gt;
|caption= Who wants ice cream?&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Mick Galbani|Blackmore_Darkwing]]&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &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 = 48&lt;br /&gt;
|judge2 = 43&lt;br /&gt;
|judge3 = 45&lt;br /&gt;
|judge4 = 44&lt;br /&gt;
|judge5 = 39&lt;br /&gt;
|totalscore = 43.8&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5 Nickels&lt;br /&gt;
|enemies = &lt;br /&gt;
* Curlinger&lt;br /&gt;
* Flip Bucket&lt;br /&gt;
* Au-Au&lt;br /&gt;
* Cone Cannon&lt;br /&gt;
* Hardswerve&lt;br /&gt;
* Big Eye&lt;br /&gt;
|subbosses = &lt;br /&gt;
* [[Mixerlydia‏‎]]&lt;br /&gt;
|bosses = &lt;br /&gt;
* [[Neapolitan Man]]&lt;br /&gt;
|music = &lt;br /&gt;
|location = [[Tier 10 (MaGMML2)|Tier 10]]&lt;br /&gt;
|previous = [[Quarantine Woman (stage)|Quarantine Woman]]&lt;br /&gt;
|next = [[Haunt Man (stage)|Haunt Man]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Neapolitan Man''' is the 4th place entry in ''Make a Good Mega Man Level 2''. It is an ice cream-themed stage with a variety of unique gimmicks and enemies.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
To the right of the level's beginning is a room with several Au-Aus and Flip Buckets on a slippery floor. Following this is a room with a Curlinger and a Cone Cannon. After going to the right of this room, and past a room with Flip Bucket, [[Mega Man]] fights the stage's first [[Mixerlydia]], stationed above safe flooring. The next room has an exit on both the right and bottom, with the exit on the right being blocked off by a [[Destroyable Block|Slash Block]]. Going through the exit with the Slash Block leads to a room with several Flip Buckets, Au-Aus, and Curlingers, with the first Noble Nickel being blocked off by a key door, forcing Mega Man to go all the way to the end of the room and back.&lt;br /&gt;
&lt;br /&gt;
Going through the lower exit and past a room with another Cone Cannon leads Mega Man to a long room where slippery floors and wafer blocks are used in conjunction with a Curlinger, an Au-Au, a Cone Cannon, and several Hardswerves. After this is another split path, with one exit going up and another going down. Going up leads to a room with several Flip Buckets and wafer blocks. A key can be found at the end of the room, and Mega Man can collect the second Noble Nickel by getting the key and returning to the start of the room.&lt;br /&gt;
&lt;br /&gt;
Taking the lower exit and going to the right of a room with two Cone Cannons leads to a room with melting blocks, alongside Hardswerves, Curlingers, and a bed of spikes, all on slippery flooring. To the right of this room is another Mixerlydia, now on the same slippery flooring from the previous room. After this is a split path with exits at the top (blocked by a Hornet Block), bottom (blocked by a Blade Block), and right.&lt;br /&gt;
&lt;br /&gt;
The top path is a large area that loops around. Going to the right leads to two underwater rooms, with two Cone Cannons in the first and a Cone Cannon, Flip Bucket and Au-Au in the second. After going up to a room above water with a Cone Cannon is a third Mixerlydia fight, now in a room consisting almost completely of wafer blocks, with solid surfaces only a tile wide at the very edges. Mega Man can then drop down to the room he started the path in while also collecting the third/fourth Noble Nickel, which was previously blocked by a key door.&lt;br /&gt;
&lt;br /&gt;
The bottom path is a simple area consisting of two rooms. The first room has the fourth/third Noble Nickel behind a key door with a Curlinger inside. The key to this door is being held by a Big Eye in the room to the right, which is also right above a group of wafer blocks and a bed of spikes.&lt;br /&gt;
&lt;br /&gt;
The right path takes Mega Man to a room with wafer blocks and melting blocks used in conjunction with Flip Buckets, Cone Cannons, Hardswerves, and slippery flooring. After this is one final split path, going either up or right. The upper path starts with two Cone Cannons and a Flip Bucket, followed by a climb up wafer blocks, a room with Curlingers and a Hardswerve, and a long room using melting blocks on slippery surfaces over a bed of spikes. After this is a room with three Flip Buckets, an E-Tank, an M-Tank, and the final Noble Nickel, with a drop down leading to the boss corridor. The right path is the boss gate, which will simply take Mega Man straight to the boss corridor. Going to the right after this leads to the room with the battle against [[Neapolitan Man]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* [[SnoruntPyro]] has stated on the [[Make a Good Mega Man Level 3]] Discord server that Neapolitan Man is now her favorite level instead of [[The Stage Nobody Asked For]], due to the random nature of the latter's secret boss.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Absolutely fantastic level. It's a bit on the long side, but it spends a lot of time developing its gimmicks in really awesome ways and I think it turns out amazing. The ice cream gimmicks are incredibly creative, and I really like how you made your new gimmicks interact with default engine assets. I love the ice cream cannon enemies, they're kind of amazing and one of the best cannon-type enemies I've ever seen. The design is really clever and each gimmick is used really nicely - there's a lot of setups to me that stand out to me as just being extremely well designed. Probably one of my favorite parts in the level is the fight with the mixer miniboss over the waffle cone platforms. You'd think getting hit wouldn't really matter, but then you remember that in this engine, there's VERY slight upwards knockback when you get hit...and that makes the miniboss incredibly threatening. It's really well designed and very fun. I also really like the Noble Nickel bonus rooms - they're all extensions of the gimmick used in really difficult ways, and I love them. And on top of ALL of this there's also a ton of adorable details like the ice cream buckets with multiple flavors, and an incredibly fun, fair, and learnable boss fight at the end to top it all off. Only part of the level that kinda confuses me is the strawberry block gimmick - I don't really think it was used all that well, and I feel like just straight up removing the blocks wouldn't change anything. But they're not really a major part of the level. Besides that, this is just fantastic. Awesome job~&lt;br /&gt;
|pyroscore = 48&lt;br /&gt;
|spdesign = 14&lt;br /&gt;
|spfun = 10&lt;br /&gt;
|spcreativity = 14&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This was a super creative stage with some really neat custom enemies! However, I think the execution could have been a bit better. Some sections were way too spammy, especially the room with the first Noble Nickel (lookin' at you, Guts Man platform enemies) and the miniboss was a bit ridiculous, especially when I was expected to fight him on breakable tiles. Also, for the first half of the NeaPolitan man fight you could stand in the left corner and most of his attacks would completely miss you.&lt;br /&gt;
|jupiscore = 43&lt;br /&gt;
|jhdesign = 12&lt;br /&gt;
|jhfun = 8&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 4&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = Really creative theme! I really like how the level is presented and its theme is executed. This level frequently adds new ice-cream themed elements to keep the experience fresh and mix with the elements introduced beforehand. Neapolitan Man himself is fun to fight and the second phase ramps up his challenge nicely without making him unfair or too difficult. The one thing I'm not a big fan of in this stage is some of the longer Nickel segments. I feel like, while they are a nice extra challenge, they are also sometimes padded out between the interesting bits to follow a specific geometry and generally distract from the main path for longer than they need to. The segment where I felt this the most was the segment behind the hornet chaser wall, which had a really fun and tricky twist on the miniboss of the stage, but didn't need the other segments preceeding it. Aside from that, the level is really cool (ha), with a nice difficulty curve and progression, with the enemies being fairly placed and projectiles only getting spammy on one or two occasions near the end if you're using buster. Great work!&lt;br /&gt;
|enjlscore = 45&lt;br /&gt;
|endesign = 13&lt;br /&gt;
|enfun = 7&lt;br /&gt;
|encreativity = 15&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = What an impressive level! I really like the concept and the level looks very good. Even when we put that aside, the stage is mostly well designed and fun to play through. I think some sections did get irritating, mostly because of enemies that are a bit hard to deal with, but thankfully that's no big deal. Once again, very good level!&lt;br /&gt;
|garirryscore = 44&lt;br /&gt;
|gadesign = 12&lt;br /&gt;
|gafun = 9&lt;br /&gt;
|gacreativity = 13&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Really, really good! Some sections are a bit too rough with the enemies, but it's nothing too bad.&lt;br /&gt;
|gafunnote = It was extremely enjoyable. A few areas bothered me, but it's nothing that bad.&lt;br /&gt;
|gacreativitynote = I really liked the ideas here.&lt;br /&gt;
|gaaestheticsnote = Very good.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = I am so glad this stage came with a robot master, it's theming deserved a whacky Robot!&lt;br /&gt;
&lt;br /&gt;
So, let's get the good stuff down: The theming of this stage is top notch. We have brilliant enemy designs, really original stuff behind everything going on, and some great ideas here, and excellent conveyance going on. Even the 'quite basic in concept' ideas are well executed, like the Red Melting Ice Gimmick.&lt;br /&gt;
&lt;br /&gt;
We do falter in the execution of one portion of the stage, and it sideswipes the level a bit: The Wafer Blocks. And specifically, they seem to do something contrary to what Mega Man usually does with its objects:&lt;br /&gt;
&lt;br /&gt;
They don't respawn. Or at the very least, not enough is taken into account by the fact they don't respawn. This can leave you almost hopelessly trapped if you aren't playing well, and can cause the player to off themselves, as you are left with no option but to throw yourself into the batter. It hurts the fun factor. This is the biggest issue with the stage and it's not a small one either.&lt;br /&gt;
&lt;br /&gt;
The Noble Nickels were challenging, and most of them felt good to get through. (The Big Eye was very funny!)&lt;br /&gt;
&lt;br /&gt;
The only exception is the mini-boss refight, which being combined with another gimmick makes it require a bit more planning to even survive than you'd expect for a mini-boss, and a bit more irritating. I'm not sure the second rematch with said mini-boss was exactly required either, since there isn't any huge differences to the rematch.&lt;br /&gt;
&lt;br /&gt;
The real star of the show is the boss. He is fantastic. Nicely difficult, varied, and he has some really nifty attacks. He completely justifies his double health bar with the variety of attacks and the phases to the battle. He was really fun to fight, and it's clear a lot of effort went into him.&lt;br /&gt;
&lt;br /&gt;
This was overall a very fun stage, it's just...I think the wafer thing has bothered me a fair bit.&lt;br /&gt;
&lt;br /&gt;
But...the sum of it's parts more than makes up for that problem, and that really is the only issue with the stage as I see it.&lt;br /&gt;
|acescore = 39&lt;br /&gt;
|asdesign = 8&lt;br /&gt;
|asfun = 7&lt;br /&gt;
|ascreativity = 15&lt;br /&gt;
|asaesthetics = 5&lt;br /&gt;
|asfunction = 4&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Template:MaGMML2 Tier 10}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 10 (MaGMML2)]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=The_Stage_Nobody_Asked_For&amp;diff=4035</id>
		<title>The Stage Nobody Asked For</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=The_Stage_Nobody_Asked_For&amp;diff=4035"/>
				<updated>2018-04-21T03:54:52Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= The Stage Nobody Asked For&lt;br /&gt;
|rank = 2nd&lt;br /&gt;
|image= [[File:The_Stage_Nobody_Asked_For_Spiked_Wall_Man_Intro.png|256px]]&lt;br /&gt;
|caption= &amp;quot;Wait, what was the NAME of this boss?!&amp;quot;&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Entity1037]]&lt;br /&gt;
|composer= Capcom, 8BitDanooct1, Deadteam&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 = 50&lt;br /&gt;
|judge2 = 39&lt;br /&gt;
|judge3 = 49&lt;br /&gt;
|judge4 = 46&lt;br /&gt;
|judge5 = 47&lt;br /&gt;
|totalscore = 46.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 2&lt;br /&gt;
|collectables = 2&lt;br /&gt;
|enemies = &lt;br /&gt;
* Telly&lt;br /&gt;
* Up N' Down&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Bolton &amp;amp; Nutton&lt;br /&gt;
* Cannon Joe&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Returning Sniper Joe&lt;br /&gt;
* Guided Foot Holder&lt;br /&gt;
* Giree&lt;br /&gt;
* Flea&lt;br /&gt;
* Big Eye&lt;br /&gt;
* Apache Joe&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
* SnoruntPyro's Favorite&lt;br /&gt;
* Enjl's Favorite&lt;br /&gt;
|music = Against The Pressure VRC6 Remix, The Strongest 8Bit Remix In The Galaxy, Metal Showdown&lt;br /&gt;
|location = [[Tier 10 (MaGMML2)|Tier 10]]&lt;br /&gt;
|previous = [[Haunt Man (stage)|Haunt Man]]&lt;br /&gt;
|next = [[Identity Crisis]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|You are the worst and I hate you. This is the worst stage ever made in the history of life and I absolutely love it.|SnoruntPyro|Judge Comment}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Stage Nobody Asked For is the second place entry in '''Make a Good Mega Man Level 2.''' It's a level entirely revolving around the most hated gimmicks and enemies throughout all of Classic Mega Man (and some more general things like enemy spam and incorrect collision) in an attempt to use them well, and prove they are not inherently bad. It's a level that goes out of its way to try to be as ridiculous as possible. The level is on the longer side, and is fairly difficult. It has two Energy Elements and two Noble Nickels, with a custom programmed boss guarding both exits.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Upon entering the level, head to the left. You will get a warm greeting and an E-tank. There's a Nobel Nickel after the first pit, activate Jewel Satellite before jumping over it to avoid the Up n' Down.&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = You are the worst and I hate you. This is the worst stage ever made in the history of life and I absolutely love it. The stage goes out of its way to pick the absolute worst of the worst gimmicks that everyone hates in Mega Man games and does absolutely ridiculous and insane things with them. Like...honestly, this level speaks for itself. The absolute insanity that goes on in this level, what with the enemy spam, yoku blocks, quick lasers, giant stretches of footholders, suicidial superbosses, etc just makes the level overflow with charm and be extremely fun to play due to the excellent design gone into each and every gimmick. And there's probably one of the best, most dynamic and clever bosses I've ever seen in a videogame period to top it all off. I'm trying to find a flaw in this stage and I just can't. This stage literally has an Up n' Down ambush and a forced death and it's amazing because they're actually used cleverly to introduce gimmicks and basically troll the player. It's a hilarious and smart stage and I just really, really love it. The only extremely small issue I have is that it's a bit too similar to Entity's Mega Man Endless stages, but I'm not going to judge it based on what other levels did.&lt;br /&gt;
|pyroscore = 50&lt;br /&gt;
|spdesign = 15&lt;br /&gt;
|spfun = 10&lt;br /&gt;
|spcreativity = 15&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This was easily the most creative level in the entire contest. It was crazy! However...I honestly didn't really enjoy a lot of parts. The Yoku block puzzles were annoying and tedious, and the second one forced me through the wall a lot until I figured out what to do. It even killed me once. The part with the red, white, and blue tilesets was clever, but aesthetically it was probably the most disorienting thing I've ever seen. The Foot Holder segment was pretty clever, but it took me a few deaths to get used to it. The boss was CRAZY, though. Normally I would complain about the boss having 3 health bars, but I can see why you put so many this time because of the sheer amount of attacks it has. Overall, I think it's pretty clear that you put a ton of effort into this level, but...I personally didn't enjoy a lot of it.&lt;br /&gt;
|jupiscore = 39&lt;br /&gt;
|jhdesign = 12&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 4&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = This level plays with the player's expectations in such a beautiful, calculated and unpredictable way that I can't help but love it. The only issue I've had with it is that it was sometimes hard to look at, but aside from that, this stage is excellent. Even when going back to it I caught myself laughing at its surprised and smiling throughout my playthrough, even when fucking up in a section or two. This is easily my favourite level from this contest just due to its sheer unpredictability and how little it takes itself seriously while still being really well-designed.&lt;br /&gt;
|enjlscore = 49&lt;br /&gt;
|endesign = 15&lt;br /&gt;
|enfun = 10&lt;br /&gt;
|encreativity = 15&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I really liked this level! I admit that the very precise jumps in some areas, the tedious Foot Holder section, and the confusing visuals at some places add up to the annoyances I had with this level, but otherwise it's very creative, fun to play through, and well designed, and all of these especially apply for the boss. Ultimately, it was an enjoyable experience.&lt;br /&gt;
|garirryscore = 46&lt;br /&gt;
|gadesign = 14&lt;br /&gt;
|gafun = 9&lt;br /&gt;
|gacreativity = 14&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's really, really good. All the segments are well-made, but I feel like there are some sections that can be pretty shitty or have some precise jumps.&lt;br /&gt;
|gafunnote = Very fun stage. I think the footholder part was a bit tedious and you die a lot from confusion, but it's not a huge deal.&lt;br /&gt;
|gacreativitynote = Well I can obviously see that some parts of this level were taken straight from the author's MME levels but other than that it's really interesting.&lt;br /&gt;
|gaaestheticsnote = Looks good, but I'd argue that some parts of the red-white-blue sections can be confusing to look at.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = Yoku Blocks, Quick Man Lasers, Foot Holders, Big Eyes, Tellies, Spikes or Instant Death everywhere, and a couple of bosses that are basically memes.&lt;br /&gt;
&lt;br /&gt;
This level is amazing. I'll say right now, the single reason why this stage is as good as it is: Checkpoints. You basically take a stage where Mega Man's health bar is almost entirely irrelevant and make the cost of dying barely a blip on the radar, a speed bump rather than a road block. Yes!&lt;br /&gt;
&lt;br /&gt;
The result is a seriously unique stage, every challenge, be they dev-kit asset, or something cooked up, is new, deadly, but.. fair.&lt;br /&gt;
It is also the only stage where I can go 'An unavoidable death? In my Mega Man!?'... and frankly, that was the only way to introduce your stage's new gimmick. This moment is greeted by a 'Huh. Cool!' instead of a 'WHAT, WHY?!'.&lt;br /&gt;
&lt;br /&gt;
The biggest drag on the stage is somewhat drawn out, vertical Yoku Block segment. There were several 'gotcha' moments when you reached the top which grated by the third time you encountered one. And frankly, the rest of the stage makes up for it big time, and by the time you reach the Foot Holders, you will have forgotten this segment had even existed.&lt;br /&gt;
&lt;br /&gt;
Can we talk footholders? Outside of the signature Robot Master, thinking back, this is downright my favourite segment of the level. It's clever, it's dangerous, it makes sense. And you made them assholes.&lt;br /&gt;
&lt;br /&gt;
The final thing to note about this stage is the boss fights. Memelords they may be, they're pretty great, although I am not sold on memelord the second having death spikes in the battle.. but it also makes perfect sense given a few aspects of the fight, so I'll let you off.&lt;br /&gt;
&lt;br /&gt;
Your signature Robot Master is one of the most unique boss fights I have encountered in a Mega Man game. He justifies his multiple health bars with several phases, and is nearly always open to damage. Smart.&lt;br /&gt;
Your other memelord... he's good too, if a bit too healthy. The ends in the best way ever though!&lt;br /&gt;
|acescore = 47&lt;br /&gt;
|asdesign = 14&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 15&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;
* The Stage Nobody Asked For is impossible to perfect run on either of its exits. The first exit requires you to die to progress, invalidating no-death and no-hit runs, and the second exit requires use of a special weapon.&lt;br /&gt;
* Along with [[Volcanic Furnace]], it's the only level with Foot Holders featured in the contest.&lt;br /&gt;
* Along with [[Identity Crisis]], this is the only level to get a Perfect Score from one of the judges.&lt;br /&gt;
* [[SnoruntPyro]] has stated on the [[Make a Good Mega Man Level 3]] Discord server that The Stage Nobody Asked For is no longer her favorite level, due to the random nature of the secret boss. Instead, her new favorite level is [[Neapolitan Man (stage)|Neapolitan Man]].&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 10 Stages]][[Category:Favorites]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=The_Stage_Nobody_Asked_For&amp;diff=4034</id>
		<title>The Stage Nobody Asked For</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=The_Stage_Nobody_Asked_For&amp;diff=4034"/>
				<updated>2018-04-21T03:54:33Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= The Stage Nobody Asked For&lt;br /&gt;
|rank = 2nd&lt;br /&gt;
|image= [[File:The_Stage_Nobody_Asked_For_Spiked_Wall_Man_Intro.png|256px]]&lt;br /&gt;
|caption= &amp;quot;Wait, what was the NAME of this boss?!&amp;quot;&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Entity1037]]&lt;br /&gt;
|composer= Capcom, 8BitDanooct1, Deadteam&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 = 50&lt;br /&gt;
|judge2 = 39&lt;br /&gt;
|judge3 = 49&lt;br /&gt;
|judge4 = 46&lt;br /&gt;
|judge5 = 47&lt;br /&gt;
|totalscore = 46.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 2&lt;br /&gt;
|collectables = 2&lt;br /&gt;
|enemies = &lt;br /&gt;
* Telly&lt;br /&gt;
* Up N' Down&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Bolton &amp;amp; Nutton&lt;br /&gt;
* Cannon Joe&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Returning Sniper Joe&lt;br /&gt;
* Guided Foot Holder&lt;br /&gt;
* Giree&lt;br /&gt;
* Flea&lt;br /&gt;
* Big Eye&lt;br /&gt;
* Apache Joe&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
* SnoruntPyro's Favorite&lt;br /&gt;
* Enjl's Favorite&lt;br /&gt;
|music = Against The Pressure VRC6 Remix, The Strongest 8Bit Remix In The Galaxy, Metal Showdown&lt;br /&gt;
|location = [[Tier 10 (MaGMML2)|Tier 10]]&lt;br /&gt;
|previous = [[Haunt Man (stage)|Haunt Man]]&lt;br /&gt;
|next = [[Identity Crisis]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|You are the worst and I hate you. This is the worst stage ever made in the history of life and I absolutely love it.|SnoruntPyro|Judge Comment}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Stage Nobody Asked For is the second place entry in '''Make a Good Mega Man Level 2.''' It's a level entirely revolving around the most hated gimmicks and enemies throughout all of Classic Mega Man (and some more general things like enemy spam and incorrect collision) in an attempt to use them well, and prove they are not inherently bad. It's a level that goes out of its way to try to be as ridiculous as possible. The level is on the longer side, and is fairly difficult. It has two Energy Elements and two Noble Nickels, with a custom programmed boss guarding both exits.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Upon entering the level, head to the left. You will get a warm greeting and an E-tank. There's a Nobel Nickel after the first pit, activate Jewel Satellite before jumping over it to avoid the Up n' Down.&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = You are the worst and I hate you. This is the worst stage ever made in the history of life and I absolutely love it. The stage goes out of its way to pick the absolute worst of the worst gimmicks that everyone hates in Mega Man games and does absolutely ridiculous and insane things with them. Like...honestly, this level speaks for itself. The absolute insanity that goes on in this level, what with the enemy spam, yoku blocks, quick lasers, giant stretches of footholders, suicidial superbosses, etc just makes the level overflow with charm and be extremely fun to play due to the excellent design gone into each and every gimmick. And there's probably one of the best, most dynamic and clever bosses I've ever seen in a videogame period to top it all off. I'm trying to find a flaw in this stage and I just can't. This stage literally has an Up n' Down ambush and a forced death and it's amazing because they're actually used cleverly to introduce gimmicks and basically troll the player. It's a hilarious and smart stage and I just really, really love it. The only extremely small issue I have is that it's a bit too similar to Entity's Mega Man Endless stages, but I'm not going to judge it based on what other levels did.&lt;br /&gt;
|pyroscore = 50&lt;br /&gt;
|spdesign = 15&lt;br /&gt;
|spfun = 10&lt;br /&gt;
|spcreativity = 15&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This was easily the most creative level in the entire contest. It was crazy! However...I honestly didn't really enjoy a lot of parts. The Yoku block puzzles were annoying and tedious, and the second one forced me through the wall a lot until I figured out what to do. It even killed me once. The part with the red, white, and blue tilesets was clever, but aesthetically it was probably the most disorienting thing I've ever seen. The Foot Holder segment was pretty clever, but it took me a few deaths to get used to it. The boss was CRAZY, though. Normally I would complain about the boss having 3 health bars, but I can see why you put so many this time because of the sheer amount of attacks it has. Overall, I think it's pretty clear that you put a ton of effort into this level, but...I personally didn't enjoy a lot of it.&lt;br /&gt;
|jupiscore = 39&lt;br /&gt;
|jhdesign = 12&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 4&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = This level plays with the player's expectations in such a beautiful, calculated and unpredictable way that I can't help but love it. The only issue I've had with it is that it was sometimes hard to look at, but aside from that, this stage is excellent. Even when going back to it I caught myself laughing at its surprised and smiling throughout my playthrough, even when fucking up in a section or two. This is easily my favourite level from this contest just due to its sheer unpredictability and how little it takes itself seriously while still being really well-designed.&lt;br /&gt;
|enjlscore = 49&lt;br /&gt;
|endesign = 15&lt;br /&gt;
|enfun = 10&lt;br /&gt;
|encreativity = 15&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I really liked this level! I admit that the very precise jumps in some areas, the tedious Foot Holder section, and the confusing visuals at some places add up to the annoyances I had with this level, but otherwise it's very creative, fun to play through, and well designed, and all of these especially apply for the boss. Ultimately, it was an enjoyable experience.&lt;br /&gt;
|garirryscore = 46&lt;br /&gt;
|gadesign = 14&lt;br /&gt;
|gafun = 9&lt;br /&gt;
|gacreativity = 14&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's really, really good. All the segments are well-made, but I feel like there are some sections that can be pretty shitty or have some precise jumps.&lt;br /&gt;
|gafunnote = Very fun stage. I think the footholder part was a bit tedious and you die a lot from confusion, but it's not a huge deal.&lt;br /&gt;
|gacreativitynote = Well I can obviously see that some parts of this level were taken straight from the author's MME levels but other than that it's really interesting.&lt;br /&gt;
|gaaestheticsnote = Looks good, but I'd argue that some parts of the red-white-blue sections can be confusing to look at.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = Yoku Blocks, Quick Man Lasers, Foot Holders, Big Eyes, Tellies, Spikes or Instant Death everywhere, and a couple of bosses that are basically memes.&lt;br /&gt;
&lt;br /&gt;
This level is amazing. I'll say right now, the single reason why this stage is as good as it is: Checkpoints. You basically take a stage where Mega Man's health bar is almost entirely irrelevant and make the cost of dying barely a blip on the radar, a speed bump rather than a road block. Yes!&lt;br /&gt;
&lt;br /&gt;
The result is a seriously unique stage, every challenge, be they dev-kit asset, or something cooked up, is new, deadly, but.. fair.&lt;br /&gt;
It is also the only stage where I can go 'An unavoidable death? In my Mega Man!?'... and frankly, that was the only way to introduce your stage's new gimmick. This moment is greeted by a 'Huh. Cool!' instead of a 'WHAT, WHY?!'.&lt;br /&gt;
&lt;br /&gt;
The biggest drag on the stage is somewhat drawn out, vertical Yoku Block segment. There were several 'gotcha' moments when you reached the top which grated by the third time you encountered one. And frankly, the rest of the stage makes up for it big time, and by the time you reach the Foot Holders, you will have forgotten this segment had even existed.&lt;br /&gt;
&lt;br /&gt;
Can we talk footholders? Outside of the signature Robot Master, thinking back, this is downright my favourite segment of the level. It's clever, it's dangerous, it makes sense. And you made them assholes.&lt;br /&gt;
&lt;br /&gt;
The final thing to note about this stage is the boss fights. Memelords they may be, they're pretty great, although I am not sold on memelord the second having death spikes in the battle.. but it also makes perfect sense given a few aspects of the fight, so I'll let you off.&lt;br /&gt;
&lt;br /&gt;
Your signature Robot Master is one of the most unique boss fights I have encountered in a Mega Man game. He justifies his multiple health bars with several phases, and is nearly always open to damage. Smart.&lt;br /&gt;
Your other memelord... he's good too, if a bit too healthy. The ends in the best way ever though!&lt;br /&gt;
|acescore = 47&lt;br /&gt;
|asdesign = 14&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 15&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;
* The Stage Nobody Asked For is impossible to perfect run on either of its exits. The first exit requires you to die to progress, invalidating no-death and no-hit runs, and the second exit requires use of a special weapon.&lt;br /&gt;
* Along with [[Volcanic Furnace]], it's the only level with Foot Holders featured in the contest.&lt;br /&gt;
* Along with [[Identity Crisis]], this is the only level to get a Perfect Score from one of the judges.&lt;br /&gt;
* [[SnoruntPyro]] has stated on the [[Make a Good Mega Man Level 3]] Discord server that The Stage Nobody Asked For is no longer her favorite level, due to the random nature of the secret boss. Her current favorite level is [[Neapolitan Man (stage)|Neapolitan Man]].&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 10 Stages]][[Category:Favorites]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=The_Stage_Nobody_Asked_For&amp;diff=4033</id>
		<title>The Stage Nobody Asked For</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=The_Stage_Nobody_Asked_For&amp;diff=4033"/>
				<updated>2018-04-21T03:53:26Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= The Stage Nobody Asked For&lt;br /&gt;
|rank = 2nd&lt;br /&gt;
|image= [[File:The_Stage_Nobody_Asked_For_Spiked_Wall_Man_Intro.png|256px]]&lt;br /&gt;
|caption= &amp;quot;Wait, what was the NAME of this boss?!&amp;quot;&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Entity1037]]&lt;br /&gt;
|composer= Capcom, 8BitDanooct1, Deadteam&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 = 50&lt;br /&gt;
|judge2 = 39&lt;br /&gt;
|judge3 = 49&lt;br /&gt;
|judge4 = 46&lt;br /&gt;
|judge5 = 47&lt;br /&gt;
|totalscore = 46.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 2&lt;br /&gt;
|collectables = 2&lt;br /&gt;
|enemies = &lt;br /&gt;
* Telly&lt;br /&gt;
* Up N' Down&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Bolton &amp;amp; Nutton&lt;br /&gt;
* Cannon Joe&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Returning Sniper Joe&lt;br /&gt;
* Guided Foot Holder&lt;br /&gt;
* Giree&lt;br /&gt;
* Flea&lt;br /&gt;
* Big Eye&lt;br /&gt;
* Apache Joe&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
* SnoruntPyro's Favorite&lt;br /&gt;
* Enjl's Favorite&lt;br /&gt;
|music = Against The Pressure VRC6 Remix, The Strongest 8Bit Remix In The Galaxy, Metal Showdown&lt;br /&gt;
|location = [[Tier 10 (MaGMML2)|Tier 10]]&lt;br /&gt;
|previous = [[Haunt Man (stage)|Haunt Man]]&lt;br /&gt;
|next = [[Identity Crisis]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|You are the worst and I hate you. This is the worst stage ever made in the history of life and I absolutely love it.|SnoruntPyro|Judge Comment}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Stage Nobody Asked For is the second place entry in '''Make a Good Mega Man Level 2.''' It's a level entirely revolving around the most hated gimmicks and enemies throughout all of Classic Mega Man (and some more general things like enemy spam and incorrect collision) in an attempt to use them well, and prove they are not inherently bad. It's a level that goes out of its way to try to be as ridiculous as possible. The level is on the longer side, and is fairly difficult. It has two Energy Elements and two Noble Nickels, with a custom programmed boss guarding both exits.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Upon entering the level, head to the left. You will get a warm greeting and an E-tank. There's a Nobel Nickel after the first pit, activate Jewel Satellite before jumping over it to avoid the Up n' Down.&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = You are the worst and I hate you. This is the worst stage ever made in the history of life and I absolutely love it. The stage goes out of its way to pick the absolute worst of the worst gimmicks that everyone hates in Mega Man games and does absolutely ridiculous and insane things with them. Like...honestly, this level speaks for itself. The absolute insanity that goes on in this level, what with the enemy spam, yoku blocks, quick lasers, giant stretches of footholders, suicidial superbosses, etc just makes the level overflow with charm and be extremely fun to play due to the excellent design gone into each and every gimmick. And there's probably one of the best, most dynamic and clever bosses I've ever seen in a videogame period to top it all off. I'm trying to find a flaw in this stage and I just can't. This stage literally has an Up n' Down ambush and a forced death and it's amazing because they're actually used cleverly to introduce gimmicks and basically troll the player. It's a hilarious and smart stage and I just really, really love it. The only extremely small issue I have is that it's a bit too similar to Entity's Mega Man Endless stages, but I'm not going to judge it based on what other levels did.&lt;br /&gt;
|pyroscore = 50&lt;br /&gt;
|spdesign = 15&lt;br /&gt;
|spfun = 10&lt;br /&gt;
|spcreativity = 15&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This was easily the most creative level in the entire contest. It was crazy! However...I honestly didn't really enjoy a lot of parts. The Yoku block puzzles were annoying and tedious, and the second one forced me through the wall a lot until I figured out what to do. It even killed me once. The part with the red, white, and blue tilesets was clever, but aesthetically it was probably the most disorienting thing I've ever seen. The Foot Holder segment was pretty clever, but it took me a few deaths to get used to it. The boss was CRAZY, though. Normally I would complain about the boss having 3 health bars, but I can see why you put so many this time because of the sheer amount of attacks it has. Overall, I think it's pretty clear that you put a ton of effort into this level, but...I personally didn't enjoy a lot of it.&lt;br /&gt;
|jupiscore = 39&lt;br /&gt;
|jhdesign = 12&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 4&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = This level plays with the player's expectations in such a beautiful, calculated and unpredictable way that I can't help but love it. The only issue I've had with it is that it was sometimes hard to look at, but aside from that, this stage is excellent. Even when going back to it I caught myself laughing at its surprised and smiling throughout my playthrough, even when fucking up in a section or two. This is easily my favourite level from this contest just due to its sheer unpredictability and how little it takes itself seriously while still being really well-designed.&lt;br /&gt;
|enjlscore = 49&lt;br /&gt;
|endesign = 15&lt;br /&gt;
|enfun = 10&lt;br /&gt;
|encreativity = 15&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I really liked this level! I admit that the very precise jumps in some areas, the tedious Foot Holder section, and the confusing visuals at some places add up to the annoyances I had with this level, but otherwise it's very creative, fun to play through, and well designed, and all of these especially apply for the boss. Ultimately, it was an enjoyable experience.&lt;br /&gt;
|garirryscore = 46&lt;br /&gt;
|gadesign = 14&lt;br /&gt;
|gafun = 9&lt;br /&gt;
|gacreativity = 14&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's really, really good. All the segments are well-made, but I feel like there are some sections that can be pretty shitty or have some precise jumps.&lt;br /&gt;
|gafunnote = Very fun stage. I think the footholder part was a bit tedious and you die a lot from confusion, but it's not a huge deal.&lt;br /&gt;
|gacreativitynote = Well I can obviously see that some parts of this level were taken straight from the author's MME levels but other than that it's really interesting.&lt;br /&gt;
|gaaestheticsnote = Looks good, but I'd argue that some parts of the red-white-blue sections can be confusing to look at.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = Yoku Blocks, Quick Man Lasers, Foot Holders, Big Eyes, Tellies, Spikes or Instant Death everywhere, and a couple of bosses that are basically memes.&lt;br /&gt;
&lt;br /&gt;
This level is amazing. I'll say right now, the single reason why this stage is as good as it is: Checkpoints. You basically take a stage where Mega Man's health bar is almost entirely irrelevant and make the cost of dying barely a blip on the radar, a speed bump rather than a road block. Yes!&lt;br /&gt;
&lt;br /&gt;
The result is a seriously unique stage, every challenge, be they dev-kit asset, or something cooked up, is new, deadly, but.. fair.&lt;br /&gt;
It is also the only stage where I can go 'An unavoidable death? In my Mega Man!?'... and frankly, that was the only way to introduce your stage's new gimmick. This moment is greeted by a 'Huh. Cool!' instead of a 'WHAT, WHY?!'.&lt;br /&gt;
&lt;br /&gt;
The biggest drag on the stage is somewhat drawn out, vertical Yoku Block segment. There were several 'gotcha' moments when you reached the top which grated by the third time you encountered one. And frankly, the rest of the stage makes up for it big time, and by the time you reach the Foot Holders, you will have forgotten this segment had even existed.&lt;br /&gt;
&lt;br /&gt;
Can we talk footholders? Outside of the signature Robot Master, thinking back, this is downright my favourite segment of the level. It's clever, it's dangerous, it makes sense. And you made them assholes.&lt;br /&gt;
&lt;br /&gt;
The final thing to note about this stage is the boss fights. Memelords they may be, they're pretty great, although I am not sold on memelord the second having death spikes in the battle.. but it also makes perfect sense given a few aspects of the fight, so I'll let you off.&lt;br /&gt;
&lt;br /&gt;
Your signature Robot Master is one of the most unique boss fights I have encountered in a Mega Man game. He justifies his multiple health bars with several phases, and is nearly always open to damage. Smart.&lt;br /&gt;
Your other memelord... he's good too, if a bit too healthy. The ends in the best way ever though!&lt;br /&gt;
|acescore = 47&lt;br /&gt;
|asdesign = 14&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 15&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;
* The Stage Nobody Asked For is impossible to perfect run on either of its exits. The first exit requires you to die to progress, invalidating no-death and no-hit runs, and the second exit requires use of a special weapon.&lt;br /&gt;
* Along with [[Volcanic Furnace]], it's the only level with Foot Holders featured in the contest.&lt;br /&gt;
* Along with [[Identity Crisis]], this is the only level to get a Perfect Score from one of the judges.&lt;br /&gt;
* [[SnoruntPyro]] has stated on the [[Make a Good Mega Man Level 3]] Discord server that The Stage Nobody Asked For is no longer her favorite level, due to the random nature of the secret boss. Her current favorite level is [[Neapolitan Man]].&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 10 Stages]][[Category:Favorites]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Grab_Buster&amp;diff=4032</id>
		<title>Grab Buster</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Grab_Buster&amp;diff=4032"/>
				<updated>2018-04-21T00:25:13Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapondata&lt;br /&gt;
|align= right&lt;br /&gt;
|imagebg= #FFFFFF&lt;br /&gt;
|name= [[File:2icona3.gif|left]][[File:2icona3.gif|right]]Grab Buster&lt;br /&gt;
|image= [[File:MMV-GrabBuster-Art.jpg|250px|Mega Man using Grab Buster]]&lt;br /&gt;
|caption= Mega Man using Grab Buster&lt;br /&gt;
|boss= Mercury&lt;br /&gt;
|eagainst= &lt;br /&gt;
|user= &lt;br /&gt;
|at= &lt;br /&gt;
|cost= 2 units&lt;br /&gt;
|capacity= 14&lt;br /&gt;
|type=&lt;br /&gt;
|OffAppear=Mega Man V&lt;br /&gt;
|appearances=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|sprite=[[File:GrabBusterWep.gif]]&lt;br /&gt;
}}&lt;br /&gt;
'''Grab Buster''', known as '''Snatch Buster''' (スナッチバスター ''Sunacchi Basutā'') in Japan, is Mercury's special weapon from ''Mega Man V''. When Mercury uses it against [[Mega Man]], he can steal weapon energy, Tanks and P-Chips. Mercury can also fire it diagonally.&lt;br /&gt;
&lt;br /&gt;
When used by Mega Man, it sends a shot straight forward that can steal energy from the enemy to heal two units of health.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 2]]''===&lt;br /&gt;
Grab Buster was voted in as one of the weapons that appears in ''[[Make a Good Mega Man Level 2]]''. Here, it works very similarly to its Game Boy original, but it is also effective against beefy, mid-tier enemies such as Fan Fiends, Hari Haris, Nobitas, Pandeetas, and Totem Polens. It is also quite slow compared to most of the other weapons.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Grab Buster's palette in Make a Good Mega Man Level 2 was originally green and light green, but after the developers realized that this palette doesn't match the official artwork, it was changed to its current green and pink palette.&lt;br /&gt;
** This palette ''is'' used in [[Make a Good 24 Hour Mega Man Level]], as it is based on an older version of the MaGMML2 engine.&lt;br /&gt;
[[File:grab.PNG|thumb|left|Grab Buster's original palette.]]&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Grab_Buster&amp;diff=3783</id>
		<title>Grab Buster</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Grab_Buster&amp;diff=3783"/>
				<updated>2018-04-04T18:57:16Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapondata&lt;br /&gt;
|align= right&lt;br /&gt;
|imagebg= #FFFFFF&lt;br /&gt;
|name= [[File:2icona3.gif|left]][[File:2icona3.gif|right]]Grab Buster&lt;br /&gt;
|image= [[File:MMV-GrabBuster-Art.jpg|250px|Mega Man using Grab Buster]]&lt;br /&gt;
|caption= Mega Man using Grab Buster&lt;br /&gt;
|boss= Mercury&lt;br /&gt;
|eagainst= &lt;br /&gt;
|user= &lt;br /&gt;
|at= &lt;br /&gt;
|cost= 2 units&lt;br /&gt;
|capacity= 14&lt;br /&gt;
|type=&lt;br /&gt;
|OffAppear=Mega Man V&lt;br /&gt;
|appearances=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|sprite=[[File:GrabBusterWep.gif]]&lt;br /&gt;
}}&lt;br /&gt;
'''Grab Buster''', known as '''Snatch Buster''' (スナッチバスター ''Sunacchi Basutā'') in Japan, is Mercury's special weapon from ''Mega Man V''. When Mercury uses it against [[Mega Man]], he can steal weapon energy, Tanks and P-Chips. Mercury can also fire it diagonally.&lt;br /&gt;
&lt;br /&gt;
When used by Mega Man, it sends a shot straight forward that can steal energy from the enemy to heal two units of health.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 2]]''===&lt;br /&gt;
Grab Buster was voted in as one of the weapons that appears in ''[[Make a Good Mega Man Level 2]]''. Here, it works very similarly to its Game Boy original, but it is also effective against beefy, mid-tier enemies such as Fan Fiends, Hari Haris, Nobitas, Pandeetas, and Totem Polens. It is also quite slow compared to most of the other weapons.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Grab Buster's palette in Make a Good Mega Man Level 2 was originally green and light green, but after the developers realized that this palette didn't match the official artwork, it was changed to its current green and pink palette.&lt;br /&gt;
** This palette ''is'' used in [[Make a Good 24 Hour Mega Man Level]], as it is based on an older version of the MaGMML2 engine.&lt;br /&gt;
[[File:grab.PNG|thumb|left|Grab Buster's original palette.]]&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Classic_Castle&amp;diff=3334</id>
		<title>Classic Castle</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Classic_Castle&amp;diff=3334"/>
				<updated>2018-03-18T22:16:26Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelInfoAlt&lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Classic Castle&lt;br /&gt;
|image= [[File:wily2 (1).png]]&lt;br /&gt;
|caption= So, I heard you like perilous platforming...&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[JupiHornet]]&lt;br /&gt;
|composer= Toshiharu Yamanishi, Takeshi Yoshida, and Tomomi Ootani / Tsukikiro&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectibles = &lt;br /&gt;
|enemies = &lt;br /&gt;
* B Bitter&lt;br /&gt;
* Big Eye&lt;br /&gt;
* Beak&lt;br /&gt;
* Crazy Cannon&lt;br /&gt;
* Cutting Wheel&lt;br /&gt;
* Docron&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Hothead&lt;br /&gt;
* Jamacy&lt;br /&gt;
* Jumbig&lt;br /&gt;
* Komasaburo&lt;br /&gt;
* Metool&lt;br /&gt;
* Pierrobug&lt;br /&gt;
* Piriparee Joe&lt;br /&gt;
* Screw Bomber&lt;br /&gt;
* Spine&lt;br /&gt;
|subbosses = * Tama&lt;br /&gt;
|bosses = * [[Btd'nhan]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Thunder Force IV - Metal Squad&lt;br /&gt;
|location = [[Wily Star II]]&lt;br /&gt;
|previous = [[Water Ducts]]&lt;br /&gt;
|next = [[Lever Oriental Enchanted]]&lt;br /&gt;
}}&lt;br /&gt;
Classic Castle is the 2nd [[Wily Star II]] stage in [[Make a Good Mega Man Level 2]]. It was created by [[JupiHornet]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The main theme of the level is a &amp;quot;classic&amp;quot; aesthetic, and it only uses tiles from the second, third, and fifth Wily stages in ''Mega Man 3.'' Yoku Blocks and Spikes are the level's primary gimmick, but it also contains some uncommon enemies, such as Cutting Wheels and Pierrobugs.&lt;br /&gt;
&lt;br /&gt;
The stage's boss is [[Btd'nhan]], which stands for &amp;quot;Boss That Doesn't Have a Name&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
[[Wheel Cutter]], [[Rush Coil]], [[Rush Jet]], and [[Super Arrow]] are disabled, making several of the level's challenges more difficult. However, [[Wire Adapter]] and [[Sakugarne]] remain enabled, allowing the player to have an easier time getting through some of the rooms.&lt;br /&gt;
Btd'nhan takes 5 damage from [[Grab Buster]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Classic Castle was JupiHornet's first attempt at designing a full Mega Man level.&lt;br /&gt;
* The level's music comes from Dust Man's stage in a romhack entitled [https://www.romhacking.net/hacks/2116/ Rockman 4 Burst Chaser x Air Sliding.]&lt;br /&gt;
* JupiHornet has stated that he only disabled the utilities he did because he wanted it to be harder to get the M-Tank in the middle of the stage. He said that he regrets this design decision.&lt;br /&gt;
* A few minor changes to the level's design were made after JupiHornet received feedback from [[Mick Galbani]] and [[MrKyurem]].&lt;br /&gt;
* JupiHornet showcased the beta version of the level via two unlisted videos on [http://www.youtube.com/user/JupiHornet his old YouTube channel.] In these videos, the level looks almost completely different, with gimmicks such as Fire Waves and Force Beams. [https://www.youtube.com/watch?v=UDo4FPbkE2U The first video] shows the first half of the stage, while [https://www.youtube.com/watch?v=5nr2g9kpaXI the second video] shows the second half.&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Inner_Sanctum&amp;diff=3330</id>
		<title>Inner Sanctum</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Inner_Sanctum&amp;diff=3330"/>
				<updated>2018-03-18T19:28:16Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &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= Inner Sanctum&lt;br /&gt;
|image= [[File:MaGMML2_Wily4_climb.png]]&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Garirry]]&lt;br /&gt;
|composer= IntiCreates/MiniMacro&lt;br /&gt;
|artist= [[MiniMacro]]/[[M-Jacq]]&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5&lt;br /&gt;
|enemies = &lt;br /&gt;
* Taketento&lt;br /&gt;
* Skeleton Joe&lt;br /&gt;
* Telly&lt;br /&gt;
* Batton&lt;br /&gt;
* Crazy Cannon&lt;br /&gt;
* Colton&lt;br /&gt;
* Giree&lt;br /&gt;
* Shield Attacker&lt;br /&gt;
* Komasaburo&lt;br /&gt;
* Jamacy&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Tatepakkan&lt;br /&gt;
* Dachone&lt;br /&gt;
* Gamarn and Gamadayu&lt;br /&gt;
* Tadpole&lt;br /&gt;
* Spring Head&lt;br /&gt;
* Garyoby&lt;br /&gt;
* Electric Gabyoall&lt;br /&gt;
* Petit Devil&lt;br /&gt;
* Docron Hatch&lt;br /&gt;
* Ring Ring&lt;br /&gt;
* Rembakun&lt;br /&gt;
* Jet Bomb&lt;br /&gt;
* Rider Joe&lt;br /&gt;
* Lyric&lt;br /&gt;
|subbosses = *[[Gravity Man]]&lt;br /&gt;
|bosses = *[[Autobounce]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Azure Striker Gunvolt - Pharmaceutical Lab&lt;br /&gt;
|location = [[Wily Star II]]&lt;br /&gt;
|previous = [[Lever Oriental Enchanted]]&lt;br /&gt;
|next = [[Unobtainium Mine]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{quote|hello. i feel the need to ping @Garirrry to tell him of how much Despair his level caused me. it drained me of my heart and soul. i was trapped in my room for weeks, weakened by lack of nourishment, having to knaw on a plastic, empty casing of a water bottle. my feet bled as they were dry from lack of good. every time a spike pierced me on the arrow ride to misery, i felt a sharp sting inside of my heart, and my eyes became more bloodshot. as i continued to hear the godforsaken music of the hellscape, i knew that when my utterly sinful soul, being dragged down to purgatory, would be tormented for the rest of eternity, hearing that eight bit chiptune, piercing my skin and my heart. wily stage 4. inner sanctum. the level, that caused my internal apocalypse|'''SnoruntPyro''', setting the tone for this page a little ''too'' good| }}&lt;br /&gt;
Inner Sanctum is the 4th Wily Stage in [[Make a Good Mega Man Level 2]]. It was created by [[Garirry]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The main gimmick of the level is the presence of certain power ups, which must be picked up and cannot be avoided. Picking up these power ups gives Mega Man infinite use of one weapon while disabling all of the others. After picking up this weapon power up, the player must do a challenge related to that weapon's usage. &lt;br /&gt;
&lt;br /&gt;
Challenges revolving around the Mega Buster, Sakugarne, and Super Arrow are required to progress. A [[Hornet Chaser]] segment for a noble nickel is available by heading to the left at the beginning. One must also complete at least one of the sections revolving around one of these weapons: [[Slash Claw]], [[Wheel Cutter]], or [[Rush Jet]] (completing all three rewards the player with a nickel). After the Super Arrow section, one must fight Gravity Man, and they are then required to either complete a [[Wire Adaptor]] or [[Jewel Satellite]] challenge, based on the their orientation when they defeat Gravity Man (Wire if they ended on the floor, Jewel if they ended on the ceiling). The Jewel Satellite section contains super-fast Tellies that swarm the player, but they do not drop items, so don't bother trying to farm them for bolts. &lt;br /&gt;
&lt;br /&gt;
After completing the Jewel or Wire challenge, all weapons become unlocked and have infinite ammo. The user can then complete a [[Triple Blade]] or a [[Grab Buster]] segment, each containing a Noble Nickel, or proceed directly to the final segment, a Wave Bike section.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This level is said to be one of the hardest stages MaGMML2 has to offer. Heading to the left at the start, [[Hornet Chaser]] can be used to clear the path for one of the easier Noble Nickels in the game. Head back to the start and drop down the hole on the right to continue the main path. This segment limits you to only the Mega Buster, so make good use of your Charge Shots and proceed up the platforms with caution, as most of them are very small and the enemies in the way can easily knock you down if you're not careful.&lt;br /&gt;
&lt;br /&gt;
The next section is a ride on [[Sakugarne]]. Assess it slowly and carefully, and think twice before every jump whether you need to jump high or low. Some jumps require a rather precise low hop to get over them. Do also keep in mind that a mistake is not fatal, the electric blocks only deal a quarter of your health of damage.&lt;br /&gt;
&lt;br /&gt;
In the next section, you will find three branching paths, all of which you have to complete for a [[Noble Nickel]]. Heading down-left, there is a short trial with [[Rush Jet]]. Make sure to keep firing to keep the occasional Tellies away, and react quickly to the arrows in the background. It is advised to position yourself at the front of the Rush Jet, so knockback isn't as fatal. Once you've collected the first Key Coin, take the teleporter and head for the other sections.&lt;br /&gt;
&lt;br /&gt;
The second trial, heading down-right, forces heavy usage of the [[Wheel Cutter]]. Once again, take this portion very slowly and carefully, and remember that when going downwards, using Wheel Cutter can actually deccelerate you for safety. Also, if you're stuck on a wall with not not enough momentum to ride it up, face away from it for a brief moment, fall, and turn towards it again. It is risky, but can get you just the right amount of momentum to clear the wall. Once again, take the Teleporter once you've collected the Key Coin.&lt;br /&gt;
&lt;br /&gt;
The final trial is a section of forces [[Slash Claw]] usage. It mostly revolves around killing enemies fatally weak to the Slash Claw, such as members of the Joe family, Shield attackers and other shielded enemies. Be patient and wait for the enemies on the ladders, and this section should not cause much trouble. With all the Key Coins in hand, grab yourself the [[Noble Nickel]] and move on to the right. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Super Arrow]] section is deemed the hardest one in this level, due to its nature of being performed over a bottomless pit and the finicky nature of the Super Arrow. Take the challenges one at a time and remember you can only have a maximum of three Super Arrows on screen at once, then it should not be a very hard challenge after you memorize its layout.&lt;br /&gt;
&lt;br /&gt;
Next up is the midboss of this Stage, [[Gravity Man]]. Gravity Man is, by all means, not a very difficult fight. His pattern is simple, and the boss fight will be the same every time. Do use an E-Tank here if you are at low health and do not want to repeat the Super Arrow section. Gravity Man also has a weakness in Super Arrow, and since it lingers a little before being launched, one should be able to get hits in fairly easily. Depending on whether you end this fight at the floor or the ceiling of the room, you will have to do a different section next.&lt;br /&gt;
&lt;br /&gt;
Ending the Boss Fight on the floor forces you into a section with the [[Wire Adapter]]. This one is very finicky due to the behaviour of the Wire Adapter, and it's advised to make advantage of the invincibility frames the Spines can give you to effectively use the Wire quicker. In addition, using the Quick Swap buttons to cancel the Wire can gain you slightly more height than any other method.&lt;br /&gt;
&lt;br /&gt;
Ending the Boss Fight on the ceiling forces you into a section with [[Jewel Satellite]]. You will be falling upside-down for most of this section, with Tellies following your every movement. You cannot always see the spikes coming, but when falling off a ledge, most often turning around and falling towards the direction of the ledge again will save you. Occasionally, the Tellies can also hit you while shielded, which you can use the invincibility frames of to scout ahead.&lt;br /&gt;
&lt;br /&gt;
Clearing either of these sections will enable all your weapons again and lead you to a central room. Heading down the ladders here will lead you to short puzzle with the [[Grab Buster]]. Shoot only the green, not the gray blocks to make your way through this and claim another [[Noble Nickel]]. Different special weapons may be used to scale the blocks as well. Heading the path on the left will lead you to a puzzle with [[Triple Blade]]. Once again, do not hit the gray blocks make use of the different firing patterns of Triple Blade to grab a [[Noble Nickel]]. Using the Pause Menu to get rid of any blades currently on the screen is a good option for this as well. Finally, heading upwards using the Super Arrow will lead you to the Wave Bike section, the last of this level.&lt;br /&gt;
&lt;br /&gt;
Once in the Wave Bike, you can only use the uncharged Mega Buster, so fire away at everything you see. Halfway through the ride, scale a few platforms and don't get knocked off by the Lyrics to receive this level's final Noble Nickel.&lt;br /&gt;
Precarious jumps over tiny platforms must be made towards the end, so a good strategy is to actually pull the Wave Bike back and forth for every individual jump. Finally, the boss awaits.&lt;br /&gt;
&lt;br /&gt;
[[Autobounce]] will always start off in its Wheel Cutter form. After a hit, it takes two units of damage and changes form, choosing randomly from Hornet Chaser, Jewel Satellite, Grab Buster, Triple Blade, Slash Claw, Wheel Cutter, Sakugarne and Super Arrow, though it can't select the same form twice in a row. Master the fight, and the Energy Element is yours!&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Early in development, this level was known as Throne Gate.&lt;br /&gt;
* So far, this is the only level in the entire contest that has been nerfed without obtaining a skip teleporter. In Version 1.3.0, all spikes in the Sakugarne and Super Arrow sections were changed to electric tiles that dealt 7 damage, and a few spikes in the Jewel Satellite section were removed altogether. Additionally, [[Autobounce]]'s Grab Buster form shoots one projectile less and heals it by only two Health Points rather than three upon a hit.&lt;br /&gt;
* A recreation of the Super Arrow segment from this level was used in a GIF by WreckingPrograms to showcase the Super Arrow in Mega Man Maker, which can be seen [https://i.imgur.com/Oa1a6j9.gif here.]&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Inner_Sanctum&amp;diff=3329</id>
		<title>Inner Sanctum</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Inner_Sanctum&amp;diff=3329"/>
				<updated>2018-03-18T19:27:45Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &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= Inner Sanctum&lt;br /&gt;
|image= [[File:MaGMML2_Wily4_climb.png]]&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Garirry&lt;br /&gt;
|composer= IntiCreates/MiniMacro&lt;br /&gt;
|artist= [[MiniMacro]]/[[M-Jacq]]&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5&lt;br /&gt;
|enemies = &lt;br /&gt;
* Taketento&lt;br /&gt;
* Skeleton Joe&lt;br /&gt;
* Telly&lt;br /&gt;
* Batton&lt;br /&gt;
* Crazy Cannon&lt;br /&gt;
* Colton&lt;br /&gt;
* Giree&lt;br /&gt;
* Shield Attacker&lt;br /&gt;
* Komasaburo&lt;br /&gt;
* Jamacy&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Tatepakkan&lt;br /&gt;
* Dachone&lt;br /&gt;
* Gamarn and Gamadayu&lt;br /&gt;
* Tadpole&lt;br /&gt;
* Spring Head&lt;br /&gt;
* Garyoby&lt;br /&gt;
* Electric Gabyoall&lt;br /&gt;
* Petit Devil&lt;br /&gt;
* Docron Hatch&lt;br /&gt;
* Ring Ring&lt;br /&gt;
* Rembakun&lt;br /&gt;
* Jet Bomb&lt;br /&gt;
* Rider Joe&lt;br /&gt;
* Lyric&lt;br /&gt;
|subbosses = *[[Gravity Man]]&lt;br /&gt;
|bosses = *[[Autobounce]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Azure Striker Gunvolt - Pharmaceutical Lab&lt;br /&gt;
|location = [[Wily Star II]]&lt;br /&gt;
|previous = [[Lever Oriental Enchanted]]&lt;br /&gt;
|next = [[Unobtainium Mine]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{quote|hello. i feel the need to ping @Garirrry to tell him of how much Despair his level caused me. it drained me of my heart and soul. i was trapped in my room for weeks, weakened by lack of nourishment, having to knaw on a plastic, empty casing of a water bottle. my feet bled as they were dry from lack of good. every time a spike pierced me on the arrow ride to misery, i felt a sharp sting inside of my heart, and my eyes became more bloodshot. as i continued to hear the godforsaken music of the hellscape, i knew that when my utterly sinful soul, being dragged down to purgatory, would be tormented for the rest of eternity, hearing that eight bit chiptune, piercing my skin and my heart. wily stage 4. inner sanctum. the level, that caused my internal apocalypse|'''SnoruntPyro''', setting the tone for this page a little ''too'' good| }}&lt;br /&gt;
Inner Sanctum is the 4th Wily Stage in [[Make a Good Mega Man Level 2]]. It was created by [[Garirry]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The main gimmick of the level is the presence of certain power ups, which must be picked up and cannot be avoided. Picking up these power ups gives Mega Man infinite use of one weapon while disabling all of the others. After picking up this weapon power up, the player must do a challenge related to that weapon's usage. &lt;br /&gt;
&lt;br /&gt;
Challenges revolving around the Mega Buster, Sakugarne, and Super Arrow are required to progress. A [[Hornet Chaser]] segment for a noble nickel is available by heading to the left at the beginning. One must also complete at least one of the sections revolving around one of these weapons: [[Slash Claw]], [[Wheel Cutter]], or [[Rush Jet]] (completing all three rewards the player with a nickel). After the Super Arrow section, one must fight Gravity Man, and they are then required to either complete a [[Wire Adaptor]] or [[Jewel Satellite]] challenge, based on the their orientation when they defeat Gravity Man (Wire if they ended on the floor, Jewel if they ended on the ceiling). The Jewel Satellite section contains super-fast Tellies that swarm the player, but they do not drop items, so don't bother trying to farm them for bolts. &lt;br /&gt;
&lt;br /&gt;
After completing the Jewel or Wire challenge, all weapons become unlocked and have infinite ammo. The user can then complete a [[Triple Blade]] or a [[Grab Buster]] segment, each containing a Noble Nickel, or proceed directly to the final segment, a Wave Bike section.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This level is said to be one of the hardest stages MaGMML2 has to offer. Heading to the left at the start, [[Hornet Chaser]] can be used to clear the path for one of the easier Noble Nickels in the game. Head back to the start and drop down the hole on the right to continue the main path. This segment limits you to only the Mega Buster, so make good use of your Charge Shots and proceed up the platforms with caution, as most of them are very small and the enemies in the way can easily knock you down if you're not careful.&lt;br /&gt;
&lt;br /&gt;
The next section is a ride on [[Sakugarne]]. Assess it slowly and carefully, and think twice before every jump whether you need to jump high or low. Some jumps require a rather precise low hop to get over them. Do also keep in mind that a mistake is not fatal, the electric blocks only deal a quarter of your health of damage.&lt;br /&gt;
&lt;br /&gt;
In the next section, you will find three branching paths, all of which you have to complete for a [[Noble Nickel]]. Heading down-left, there is a short trial with [[Rush Jet]]. Make sure to keep firing to keep the occasional Tellies away, and react quickly to the arrows in the background. It is advised to position yourself at the front of the Rush Jet, so knockback isn't as fatal. Once you've collected the first Key Coin, take the teleporter and head for the other sections.&lt;br /&gt;
&lt;br /&gt;
The second trial, heading down-right, forces heavy usage of the [[Wheel Cutter]]. Once again, take this portion very slowly and carefully, and remember that when going downwards, using Wheel Cutter can actually deccelerate you for safety. Also, if you're stuck on a wall with not not enough momentum to ride it up, face away from it for a brief moment, fall, and turn towards it again. It is risky, but can get you just the right amount of momentum to clear the wall. Once again, take the Teleporter once you've collected the Key Coin.&lt;br /&gt;
&lt;br /&gt;
The final trial is a section of forces [[Slash Claw]] usage. It mostly revolves around killing enemies fatally weak to the Slash Claw, such as members of the Joe family, Shield attackers and other shielded enemies. Be patient and wait for the enemies on the ladders, and this section should not cause much trouble. With all the Key Coins in hand, grab yourself the [[Noble Nickel]] and move on to the right. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Super Arrow]] section is deemed the hardest one in this level, due to its nature of being performed over a bottomless pit and the finicky nature of the Super Arrow. Take the challenges one at a time and remember you can only have a maximum of three Super Arrows on screen at once, then it should not be a very hard challenge after you memorize its layout.&lt;br /&gt;
&lt;br /&gt;
Next up is the midboss of this Stage, [[Gravity Man]]. Gravity Man is, by all means, not a very difficult fight. His pattern is simple, and the boss fight will be the same every time. Do use an E-Tank here if you are at low health and do not want to repeat the Super Arrow section. Gravity Man also has a weakness in Super Arrow, and since it lingers a little before being launched, one should be able to get hits in fairly easily. Depending on whether you end this fight at the floor or the ceiling of the room, you will have to do a different section next.&lt;br /&gt;
&lt;br /&gt;
Ending the Boss Fight on the floor forces you into a section with the [[Wire Adapter]]. This one is very finicky due to the behaviour of the Wire Adapter, and it's advised to make advantage of the invincibility frames the Spines can give you to effectively use the Wire quicker. In addition, using the Quick Swap buttons to cancel the Wire can gain you slightly more height than any other method.&lt;br /&gt;
&lt;br /&gt;
Ending the Boss Fight on the ceiling forces you into a section with [[Jewel Satellite]]. You will be falling upside-down for most of this section, with Tellies following your every movement. You cannot always see the spikes coming, but when falling off a ledge, most often turning around and falling towards the direction of the ledge again will save you. Occasionally, the Tellies can also hit you while shielded, which you can use the invincibility frames of to scout ahead.&lt;br /&gt;
&lt;br /&gt;
Clearing either of these sections will enable all your weapons again and lead you to a central room. Heading down the ladders here will lead you to short puzzle with the [[Grab Buster]]. Shoot only the green, not the gray blocks to make your way through this and claim another [[Noble Nickel]]. Different special weapons may be used to scale the blocks as well. Heading the path on the left will lead you to a puzzle with [[Triple Blade]]. Once again, do not hit the gray blocks make use of the different firing patterns of Triple Blade to grab a [[Noble Nickel]]. Using the Pause Menu to get rid of any blades currently on the screen is a good option for this as well. Finally, heading upwards using the Super Arrow will lead you to the Wave Bike section, the last of this level.&lt;br /&gt;
&lt;br /&gt;
Once in the Wave Bike, you can only use the uncharged Mega Buster, so fire away at everything you see. Halfway through the ride, scale a few platforms and don't get knocked off by the Lyrics to receive this level's final Noble Nickel.&lt;br /&gt;
Precarious jumps over tiny platforms must be made towards the end, so a good strategy is to actually pull the Wave Bike back and forth for every individual jump. Finally, the boss awaits.&lt;br /&gt;
&lt;br /&gt;
[[Autobounce]] will always start off in its Wheel Cutter form. After a hit, it takes two units of damage and changes form, choosing randomly from Hornet Chaser, Jewel Satellite, Grab Buster, Triple Blade, Slash Claw, Wheel Cutter, Sakugarne and Super Arrow, though it can't select the same form twice in a row. Master the fight, and the Energy Element is yours!&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Early in development, this level was known as Throne Gate.&lt;br /&gt;
* So far, this is the only level in the entire contest that has been nerfed without obtaining a skip teleporter. In Version 1.3.0, all spikes in the Sakugarne and Super Arrow sections were changed to electric tiles that dealt 7 damage, and a few spikes in the Jewel Satellite section were removed altogether. Additionally, [[Autobounce]]'s Grab Buster form shoots one projectile less and heals it by only two Health Points rather than three upon a hit.&lt;br /&gt;
* A recreation of the Super Arrow segment from this level was used in a GIF by WreckingPrograms to showcase the Super Arrow in Mega Man Maker, which can be seen [https://i.imgur.com/Oa1a6j9.gif here.]&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Inner_Sanctum&amp;diff=3328</id>
		<title>Inner Sanctum</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Inner_Sanctum&amp;diff=3328"/>
				<updated>2018-03-18T19:27:13Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &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= Inner Sanctum&lt;br /&gt;
|image= [[File:MaGMML2_Wily4_climb.png]]&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Garirry&lt;br /&gt;
|composer= IntiCreates/MiniMacro&lt;br /&gt;
|artist= [[MiniMacro]]/[[M-Jacq]]&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5&lt;br /&gt;
|enemies = &lt;br /&gt;
* Taketento&lt;br /&gt;
* Skeleton Joe&lt;br /&gt;
* Telly&lt;br /&gt;
* Batton&lt;br /&gt;
* Crazy Cannon&lt;br /&gt;
* Colton&lt;br /&gt;
* Giree&lt;br /&gt;
* Shield Attacker&lt;br /&gt;
* Komasaburo&lt;br /&gt;
* Jamacy&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Tatepakkan&lt;br /&gt;
* Dachone&lt;br /&gt;
* Gamarn and Gamadayu&lt;br /&gt;
* Tadpole&lt;br /&gt;
* Spring Head&lt;br /&gt;
* Garyoby&lt;br /&gt;
* Electric Gabyoall&lt;br /&gt;
* Petit Devil&lt;br /&gt;
* Docron Hatch&lt;br /&gt;
* Ring Ring&lt;br /&gt;
* Rembakun&lt;br /&gt;
* Jet Bomb&lt;br /&gt;
* Rider Joe&lt;br /&gt;
* Lyric&lt;br /&gt;
|subbosses = [[Gravity Man]]&lt;br /&gt;
|bosses = [[Autobounce]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Azure Striker Gunvolt - Pharmaceutical Lab&lt;br /&gt;
|location = Wily Star II&lt;br /&gt;
|previous = [[Lever Oriental Enchanted]]&lt;br /&gt;
|next = [[Unobtainium Mine]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{quote|hello. i feel the need to ping @Garirrry to tell him of how much Despair his level caused me. it drained me of my heart and soul. i was trapped in my room for weeks, weakened by lack of nourishment, having to knaw on a plastic, empty casing of a water bottle. my feet bled as they were dry from lack of good. every time a spike pierced me on the arrow ride to misery, i felt a sharp sting inside of my heart, and my eyes became more bloodshot. as i continued to hear the godforsaken music of the hellscape, i knew that when my utterly sinful soul, being dragged down to purgatory, would be tormented for the rest of eternity, hearing that eight bit chiptune, piercing my skin and my heart. wily stage 4. inner sanctum. the level, that caused my internal apocalypse|'''SnoruntPyro''', setting the tone for this page a little ''too'' good| }}&lt;br /&gt;
Inner Sanctum is the 4th Wily Stage in [[Make a Good Mega Man Level 2]]. It was created by [[Garirry]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The main gimmick of the level is the presence of certain power ups, which must be picked up and cannot be avoided. Picking up these power ups gives Mega Man infinite use of one weapon while disabling all of the others. After picking up this weapon power up, the player must do a challenge related to that weapon's usage. &lt;br /&gt;
&lt;br /&gt;
Challenges revolving around the Mega Buster, Sakugarne, and Super Arrow are required to progress. A [[Hornet Chaser]] segment for a noble nickel is available by heading to the left at the beginning. One must also complete at least one of the sections revolving around one of these weapons: [[Slash Claw]], [[Wheel Cutter]], or [[Rush Jet]] (completing all three rewards the player with a nickel). After the Super Arrow section, one must fight Gravity Man, and they are then required to either complete a [[Wire Adaptor]] or [[Jewel Satellite]] challenge, based on the their orientation when they defeat Gravity Man (Wire if they ended on the floor, Jewel if they ended on the ceiling). The Jewel Satellite section contains super-fast Tellies that swarm the player, but they do not drop items, so don't bother trying to farm them for bolts. &lt;br /&gt;
&lt;br /&gt;
After completing the Jewel or Wire challenge, all weapons become unlocked and have infinite ammo. The user can then complete a [[Triple Blade]] or a [[Grab Buster]] segment, each containing a Noble Nickel, or proceed directly to the final segment, a Wave Bike section.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This level is said to be one of the hardest stages MaGMML2 has to offer. Heading to the left at the start, [[Hornet Chaser]] can be used to clear the path for one of the easier Noble Nickels in the game. Head back to the start and drop down the hole on the right to continue the main path. This segment limits you to only the Mega Buster, so make good use of your Charge Shots and proceed up the platforms with caution, as most of them are very small and the enemies in the way can easily knock you down if you're not careful.&lt;br /&gt;
&lt;br /&gt;
The next section is a ride on [[Sakugarne]]. Assess it slowly and carefully, and think twice before every jump whether you need to jump high or low. Some jumps require a rather precise low hop to get over them. Do also keep in mind that a mistake is not fatal, the electric blocks only deal a quarter of your health of damage.&lt;br /&gt;
&lt;br /&gt;
In the next section, you will find three branching paths, all of which you have to complete for a [[Noble Nickel]]. Heading down-left, there is a short trial with [[Rush Jet]]. Make sure to keep firing to keep the occasional Tellies away, and react quickly to the arrows in the background. It is advised to position yourself at the front of the Rush Jet, so knockback isn't as fatal. Once you've collected the first Key Coin, take the teleporter and head for the other sections.&lt;br /&gt;
&lt;br /&gt;
The second trial, heading down-right, forces heavy usage of the [[Wheel Cutter]]. Once again, take this portion very slowly and carefully, and remember that when going downwards, using Wheel Cutter can actually deccelerate you for safety. Also, if you're stuck on a wall with not not enough momentum to ride it up, face away from it for a brief moment, fall, and turn towards it again. It is risky, but can get you just the right amount of momentum to clear the wall. Once again, take the Teleporter once you've collected the Key Coin.&lt;br /&gt;
&lt;br /&gt;
The final trial is a section of forces [[Slash Claw]] usage. It mostly revolves around killing enemies fatally weak to the Slash Claw, such as members of the Joe family, Shield attackers and other shielded enemies. Be patient and wait for the enemies on the ladders, and this section should not cause much trouble. With all the Key Coins in hand, grab yourself the [[Noble Nickel]] and move on to the right. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Super Arrow]] section is deemed the hardest one in this level, due to its nature of being performed over a bottomless pit and the finicky nature of the Super Arrow. Take the challenges one at a time and remember you can only have a maximum of three Super Arrows on screen at once, then it should not be a very hard challenge after you memorize its layout.&lt;br /&gt;
&lt;br /&gt;
Next up is the midboss of this Stage, [[Gravity Man]]. Gravity Man is, by all means, not a very difficult fight. His pattern is simple, and the boss fight will be the same every time. Do use an E-Tank here if you are at low health and do not want to repeat the Super Arrow section. Gravity Man also has a weakness in Super Arrow, and since it lingers a little before being launched, one should be able to get hits in fairly easily. Depending on whether you end this fight at the floor or the ceiling of the room, you will have to do a different section next.&lt;br /&gt;
&lt;br /&gt;
Ending the Boss Fight on the floor forces you into a section with the [[Wire Adapter]]. This one is very finicky due to the behaviour of the Wire Adapter, and it's advised to make advantage of the invincibility frames the Spines can give you to effectively use the Wire quicker. In addition, using the Quick Swap buttons to cancel the Wire can gain you slightly more height than any other method.&lt;br /&gt;
&lt;br /&gt;
Ending the Boss Fight on the ceiling forces you into a section with [[Jewel Satellite]]. You will be falling upside-down for most of this section, with Tellies following your every movement. You cannot always see the spikes coming, but when falling off a ledge, most often turning around and falling towards the direction of the ledge again will save you. Occasionally, the Tellies can also hit you while shielded, which you can use the invincibility frames of to scout ahead.&lt;br /&gt;
&lt;br /&gt;
Clearing either of these sections will enable all your weapons again and lead you to a central room. Heading down the ladders here will lead you to short puzzle with the [[Grab Buster]]. Shoot only the green, not the gray blocks to make your way through this and claim another [[Noble Nickel]]. Different special weapons may be used to scale the blocks as well. Heading the path on the left will lead you to a puzzle with [[Triple Blade]]. Once again, do not hit the gray blocks make use of the different firing patterns of Triple Blade to grab a [[Noble Nickel]]. Using the Pause Menu to get rid of any blades currently on the screen is a good option for this as well. Finally, heading upwards using the Super Arrow will lead you to the Wave Bike section, the last of this level.&lt;br /&gt;
&lt;br /&gt;
Once in the Wave Bike, you can only use the uncharged Mega Buster, so fire away at everything you see. Halfway through the ride, scale a few platforms and don't get knocked off by the Lyrics to receive this level's final Noble Nickel.&lt;br /&gt;
Precarious jumps over tiny platforms must be made towards the end, so a good strategy is to actually pull the Wave Bike back and forth for every individual jump. Finally, the boss awaits.&lt;br /&gt;
&lt;br /&gt;
[[Autobounce]] will always start off in its Wheel Cutter form. After a hit, it takes two units of damage and changes form, choosing randomly from Hornet Chaser, Jewel Satellite, Grab Buster, Triple Blade, Slash Claw, Wheel Cutter, Sakugarne and Super Arrow, though it can't select the same form twice in a row. Master the fight, and the Energy Element is yours!&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Early in development, this level was known as Throne Gate.&lt;br /&gt;
* So far, this is the only level in the entire contest that has been nerfed without obtaining a skip teleporter. In Version 1.3.0, all spikes in the Sakugarne and Super Arrow sections were changed to electric tiles that dealt 7 damage, and a few spikes in the Jewel Satellite section were removed altogether. Additionally, [[Autobounce]]'s Grab Buster form shoots one projectile less and heals it by only two Health Points rather than three upon a hit.&lt;br /&gt;
* A recreation of the Super Arrow segment from this level was used in a GIF by WreckingPrograms to showcase the Super Arrow in Mega Man Maker, which can be seen [https://i.imgur.com/Oa1a6j9.gif here.]&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Donut_Observation_Center&amp;diff=3327</id>
		<title>Donut Observation Center</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Donut_Observation_Center&amp;diff=3327"/>
				<updated>2018-03-18T19:25:48Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &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 = 17th&lt;br /&gt;
|image= [[File:Donnut.PNG|250px]]&lt;br /&gt;
|caption= Mmmmm...Donuts *drools*&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Lobster King&lt;br /&gt;
|composer= Drozerix&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 = 42&lt;br /&gt;
|judge2 = 38&lt;br /&gt;
|judge3 = 30&lt;br /&gt;
|judge4 = 36&lt;br /&gt;
|judge5 = 42&lt;br /&gt;
|totalscore = 37.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3&lt;br /&gt;
|enemies = &lt;br /&gt;
* Cannopeller&lt;br /&gt;
* Pickelman Bull&lt;br /&gt;
* Tatebo&lt;br /&gt;
* Twin Cannon&lt;br /&gt;
* Yambow&lt;br /&gt;
&lt;br /&gt;
|subbosses = Tama&lt;br /&gt;
|bosses = [[Donut X]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Drozerix - Augmented Emotions&lt;br /&gt;
|location = [[Tier 9 (MaGMML2)|Tier 9]]&lt;br /&gt;
|previous = [[Misty Lake]]&lt;br /&gt;
|next = [[Rad Gravity]]&lt;br /&gt;
}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{quote|mfw I didn't even play X6 and I still get PTSD from this level.|SnoruntPyro|in the judge comments.|}}&lt;br /&gt;
'''Donut Observation Center''' is the 17th place level in [[Make a Good Mega Man Level 2]], made by LobsterKing.&lt;br /&gt;
&lt;br /&gt;
==Overview== &lt;br /&gt;
&lt;br /&gt;
This is a stage that relies mainly on gimmicks. The most prominent among these are Ring Man platforms. Other gimmicks include Galaxy Man portals, Tomahawk Man platforms, Drill Man switches and the moving blocks and spikes from Wily Castle in Mega Man 3. At the end lies the boss; Donut X, who's green cores must be shot at to be defeated.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
==Reception==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = mfw I didn't even play X6 and I still get PTSD from this level. Man, this level is super neat! I really love the interactions you had between the different gimmicks. Fav setup is definitely the galaxy man teleporters + tile slide, it's reeally clever and well thought out. I really like the sections with portals and Drill Man switches too, I like how you just loop around a lot. I also really love the final stretch - the super long ring man platform + galaxy portal + switch setup is really fast paced and clever and I like it a lot. Probably the only part of the level I'm iffy on is the boss. I think it's a bit too finicky to time yourself just right to avoid getting hit with the galaxy man portals, I got hit a loooot by just messing up the timing. Plus it was kinda weird that the boss got easier as it went along? I still really like this level though, great job!! Also this level looks and sounds great too!!! &amp;lt;3&lt;br /&gt;
|pyroscore = 42&lt;br /&gt;
|spdesign = 13&lt;br /&gt;
|spfun = 8&lt;br /&gt;
|spcreativity = 11&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = That was a weird level. For some reason it gave me Brutal Mario vibes. Anyway, I liked the use of the switches in the indoor section, but the outside section at the end was a bit crazy with all of the ring platforms. You have a few Galaxy Man portals laying around to save the player if they fall in a pit, which is nice. The boss was kind of annoying though, the two green things on the top were hard to hit unless you used its weakness (Triple Blade) from above.&lt;br /&gt;
|jupiscore = 38&lt;br /&gt;
|jhdesign = 10&lt;br /&gt;
|jhfun = 8&lt;br /&gt;
|jhcreativity = 12&lt;br /&gt;
|jhaesthetics = 4&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = This level proposes some interesting uses for teleporters, but unfortunately their presence in the level doesn't really shine next to all the other features it throws in. While the level is mostly consistent, it introduces concepts very rapidly, making it hard to use each of them to its fullest potential. I fell like due to the oversaturation of concepts the level occasionally felt a bit messy, even though it almost never got overwhelming with its enemy placement. There is also one instance in this level where I feel like the teleporters needed an indication as to where they would lead to: the first upwards section past spikes. I took a gamble by assuming the teleporters would lead to the other one in the room, which was the case, but wasn't clear at all. The boss of the level, to me, is its weakest point, mainly due to its small hitboxes and lack of detail on the HP bar. The way in which the targets are offset makes hitting them more precise than it needs to be. Aside from that it doesn't give the player much of a learning opportunity as they first come into the room, as the arena contains some elements the player can interact with, in addition to the boss.&lt;br /&gt;
|enjlscore = 30&lt;br /&gt;
|endesign = 7&lt;br /&gt;
|enfun = 6&lt;br /&gt;
|encreativity = 10&lt;br /&gt;
|enaesthetics = 3&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Aside from the annoying boss at the end, this is a very enjoyable level. Some sections were slightly irritating, but the amount of checkpoints makes up for them. I really like how the assets were used, it's really interesting and it makes the stage fun to play. There's really nothing else for me to say, it's a really good level, boss could be better though.&lt;br /&gt;
|garirryscore = 36&lt;br /&gt;
|gadesign = 10&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 10&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Not bad. I think there are cases when some jumps are a bit specific, but the amount of checkpoints kinda makes up for it. Boss is frustrating though.&lt;br /&gt;
|gafunnote = It was very enjoyable. Only exception is the boss, which is annoying as hell.&lt;br /&gt;
|gacreativitynote = Nothing special, but it's still interesting. I liked how all the assets were combined and used. It is well done.&lt;br /&gt;
|gaaestheticsnote = Looks good, but I don't like the music.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = ... did...did you just take one of the most reviled things in Mega Man history, only change its setup, and manage to make it FUN!? Oh. My.&lt;br /&gt;
First: I did not expect that end of stage section. I'm not spoilering it here, but colour me impressed.&lt;br /&gt;
Second: Your conveyance of everything was excellent. Everything was introduced well, and if any player was unfamiliar with any of these level objects, they won't be now.&lt;br /&gt;
Third: Not only did you take these gimmicks... you merged them creatively, and are proof that, yes, even the dev-kit gimmicks can be used in ways Capcom never thought of.&lt;br /&gt;
Fourth: Your checkpoint placement was ON POINT. I did not mind the instant-death introduced, because I did not have much level to actually backtrack through.. and in some cases, no level at all! Good!&lt;br /&gt;
&lt;br /&gt;
There are issues though, I'm not sure what theme this level is going for, it's a bit nonsensical, and the lack any concrete theme of it is probably the biggest detriment to the stage, it also doesn't match anything, and honestly, a LOT of the objects and backgrounds clash. There's also quite a few misplaced tiles every so often, and the two areas of the stage.. don't.. really follow on with each other?&lt;br /&gt;
Also - I have no idea what was up with that mini-boss placement, but you probably would've been better off without it... or to have at least modified it to be vaguely a threat.&lt;br /&gt;
Your first two Noble Nickels were also.... devoid of challenge, which makes the third one a bit of a puzzler. Still, this is a bit of a nitpick!&lt;br /&gt;
I think in future, work on your theming a bit better, so it isn't all random like this. Few new graphics, spruce up the gimmicks and music, (You probably should've taken the background as your hint and gone all circus on us!)  we'd have something pretty close to Capcom level, endgame aside.&lt;br /&gt;
This was a great stage though. Good stuff.&lt;br /&gt;
|acescore = 42&lt;br /&gt;
|asdesign = 12&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 14&lt;br /&gt;
|asaesthetics = 2&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 9}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 9 Stages]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Unobtainium_Mine&amp;diff=3326</id>
		<title>Unobtainium Mine</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Unobtainium_Mine&amp;diff=3326"/>
				<updated>2018-03-18T19:24:35Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &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= Unobtainium Mine&lt;br /&gt;
|image= &lt;br /&gt;
|caption= Warning! Boss Incoming! 7 FORCE!&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[ACESpark]]&lt;br /&gt;
|composer= &lt;br /&gt;
|artist= ACESpark&lt;br /&gt;
|programmer = ACESpark&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5&lt;br /&gt;
|enemies = &lt;br /&gt;
* Picket Man&lt;br /&gt;
* Teles&lt;br /&gt;
* Fat Mets&lt;br /&gt;
* Jumbig&lt;br /&gt;
* Tekus&lt;br /&gt;
&lt;br /&gt;
|subbosses = *Custom Dochane&lt;br /&gt;
|bosses = *[[Seven Force]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Gunstar Heroes - Last Party on the Moon&lt;br /&gt;
|location = [[Wily Star II]]&lt;br /&gt;
|previous = [[Inner Sanctum]]&lt;br /&gt;
|next = [[Reality Core]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|It's Called 7 Force, and it's persistent as its name suggests.|Dr. Light|Special Message.}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Unobtainium Mine is the 5th Wily Stage in Make a Good Mega Man Level 2. It was created by ACESpark.&lt;br /&gt;
The level's main feature lies with its usage of shields, as well as magnets that will push or pull Mega Man, depending on their color. &lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The level is also rather linear, with the occasional Noble Nickel off the beaten path, or hidden beyond a challenge in plain sight.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The level name is most likely a reference to the fictional element featured in the movie Avatar, where it was being harvested on an alien planet.&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Unobtainium_Mine&amp;diff=3325</id>
		<title>Unobtainium Mine</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Unobtainium_Mine&amp;diff=3325"/>
				<updated>2018-03-18T19:24:07Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &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= Unobtainium Mine&lt;br /&gt;
|image= &lt;br /&gt;
|caption= Warning! Boss Incoming! 7 FORCE!&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[ACESpark]]&lt;br /&gt;
|composer= &lt;br /&gt;
|artist= ACESpark&lt;br /&gt;
|programmer = ACESpark&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectibles = 5&lt;br /&gt;
|enemies = &lt;br /&gt;
* Picket Man&lt;br /&gt;
* Teles&lt;br /&gt;
* Fat Mets&lt;br /&gt;
* Jumbig&lt;br /&gt;
* Tekus&lt;br /&gt;
&lt;br /&gt;
|subbosses = *Custom Dochane&lt;br /&gt;
|bosses = *[[Seven Force]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Gunstar Heroes - Last Party on the Moon&lt;br /&gt;
|location = [[Wily Star II]]&lt;br /&gt;
|previous = [[Inner Sanctum]]&lt;br /&gt;
|next = [[Reality Core]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|It's Called 7 Force, and it's persistent as its name suggests.|Dr. Light|Special Message.}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Unobtainium Mine is the 5th Wily Stage in Make a Good Mega Man Level 2. It was created by ACESpark.&lt;br /&gt;
The level's main feature lies with its usage of shields, as well as magnets that will push or pull Mega Man, depending on their color. &lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The level is also rather linear, with the occasional Noble Nickel off the beaten path, or hidden beyond a challenge in plain sight.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The level name is most likely a reference to the fictional element featured in the movie Avatar, where it was being harvested on an alien planet.&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Unobtainium_Mine&amp;diff=3324</id>
		<title>Unobtainium Mine</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Unobtainium_Mine&amp;diff=3324"/>
				<updated>2018-03-18T19:23:45Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &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= Unobtainium Mine&lt;br /&gt;
|image= &lt;br /&gt;
|caption= Warning! Boss Incoming! 7 FORCE!&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[ACESpark]]&lt;br /&gt;
|composer= &lt;br /&gt;
|artist= ACESpark&lt;br /&gt;
|programmer = ACESpark&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5&lt;br /&gt;
|enemies = &lt;br /&gt;
* Picket Man&lt;br /&gt;
* Teles&lt;br /&gt;
* Fat Mets&lt;br /&gt;
* Jumbig&lt;br /&gt;
* Tekus&lt;br /&gt;
&lt;br /&gt;
|subbosses = *Custom Dochane&lt;br /&gt;
|bosses = *[[Seven Force]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Gunstar Heroes - Last Party on the Moon&lt;br /&gt;
|location = [[Wily Star II]]&lt;br /&gt;
|previous = [[Inner Sanctum]]&lt;br /&gt;
|next = [[Reality Core]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|It's Called 7 Force, and it's persistent as its name suggests.|Dr. Light|Special Message.}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Unobtainium Mine is the 5th Wily Stage in Make a Good Mega Man Level 2. It was created by ACESpark.&lt;br /&gt;
The level's main feature lies with its usage of shields, as well as magnets that will push or pull Mega Man, depending on their color. &lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The level is also rather linear, with the occasional Noble Nickel off the beaten path, or hidden beyond a challenge in plain sight.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The level name is most likely a reference to the fictional element featured in the movie Avatar, where it was being harvested on an alien planet.&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Unobtainium_Mine&amp;diff=3323</id>
		<title>Unobtainium Mine</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Unobtainium_Mine&amp;diff=3323"/>
				<updated>2018-03-18T19:22:28Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &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= Unobtainium Mine&lt;br /&gt;
|image= &lt;br /&gt;
|caption= Warning! Boss Incoming! 7 FORCE!&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[ACESpark]]&lt;br /&gt;
|composer= &lt;br /&gt;
|artist= ACESpark&lt;br /&gt;
|programmer = ACESpark&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 = &lt;br /&gt;
|judge2 = &lt;br /&gt;
|judge3 = &lt;br /&gt;
|judge4 = &lt;br /&gt;
|judge5 = &lt;br /&gt;
|totalscore = &lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5&lt;br /&gt;
|enemies = &lt;br /&gt;
* Picket Man&lt;br /&gt;
* Teles&lt;br /&gt;
* Fat Mets&lt;br /&gt;
* Jumbig&lt;br /&gt;
* Tekus&lt;br /&gt;
&lt;br /&gt;
|subbosses = *Custom Dochane&lt;br /&gt;
|bosses = *[[Seven Force]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Gunstar Heroes - Last Party on the Moon&lt;br /&gt;
|location = [[Wily Star II]]&lt;br /&gt;
|previous = [[Inner Sanctum]]&lt;br /&gt;
|next = [[Reality Core]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|It's Called 7 Force, and it's persistent as its name suggests.|Dr. Light|Special Message.}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Unobtainium Mine is the 5th Wily Stage in Make a Good Mega Man Level 2. It was created by ACESpark.&lt;br /&gt;
The level's main feature lies with its usage of shields, as well as magnets that will push or pull Mega Man, depending on their color. &lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The level is also rather linear, with the occasional Noble Nickel off the beaten path, or hidden beyond a challenge in plain sight.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The level name is most likely a reference to the fictional element featured in the movie Avatar, where it was being harvested on an alien planet.&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Wily_Star_II&amp;diff=3322</id>
		<title>Wily Star II</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Wily_Star_II&amp;diff=3322"/>
				<updated>2018-03-18T19:21:31Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Wily Star II&lt;br /&gt;
|image= [[File:WilyStar2.png|256px]]&lt;br /&gt;
|caption= OwO what's this?&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2|MaGMML2]]''&lt;br /&gt;
|creator= &lt;br /&gt;
|composer= MiniMacro, CosmicGem&lt;br /&gt;
|artist= Design by ACESpark, Sprite by Enjl&lt;br /&gt;
|programmer = Programmer(s)&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 7&lt;br /&gt;
|collectables = 10&lt;br /&gt;
|bosses = [[Vanguard]],&amp;lt;br&amp;gt;[[Mecha Bubble]],&amp;lt;br&amp;gt;[[Btd'nhan]],&amp;lt;br&amp;gt;[[Riplings]],&amp;lt;br&amp;gt;[[Autobounce]],&amp;lt;br&amp;gt;[[Seven Force]],&amp;lt;br&amp;gt;[[Wily Machine SWORD]],&amp;lt;br&amp;gt;[[Mega Man Sprite Game]],&amp;lt;br&amp;gt;[[Wily Core]]&lt;br /&gt;
|previous = [[Tier 10 (MaGMML2)]]&lt;br /&gt;
|next = [[Tier X (MaGMML2)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Wily Star II''' is Wily's latest base of operations. It contains the [[Reality Core]], a device capable of tearing apart the fabric of reality itself, as well as some of Wily's most persistent creations yet devised.&lt;br /&gt;
The base is embedded atop a large [[Unobtainium Mine|asteroid]], containing the minerals Wily needed to create the Reality Core in the first place.&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;|Noble Nickels&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Bosses&lt;br /&gt;
|-&lt;br /&gt;
|[[Outer Space]]&lt;br /&gt;
|[[The Stove Guy]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|[[Vanguard]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Water Ducts]]&lt;br /&gt;
|[[SnoruntPyro]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|[[Mecha Bubble]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Classic Castle]]&lt;br /&gt;
|[[JupiHornet]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|[[Btd'nhan]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Lever Oriental Enchanted]]&lt;br /&gt;
|[[Enjl]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|[[Riplings]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Inner Sanctum]]&lt;br /&gt;
|[[Garirry]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:Nickel.png]][[File:Nickel.png]][[File:Nickel.png]][[File:Nickel.png]][[File:Nickel.png]]&lt;br /&gt;
|[[Autobounce]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Unobtainium Mine]]&lt;br /&gt;
|[[ACESpark]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:Nickel.png]][[File:Nickel.png]][[File:Nickel.png]][[File:Nickel.png]][[File:Nickel.png]]&lt;br /&gt;
|[[Seven Force]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Reality Core]]&lt;br /&gt;
|[[SnoruntPyro]], [[The Stove Guy]], [[ACESpark]], [[Jupi Hornet]], &amp;lt;br&amp;gt;[[Renhoek]], [[Beed28]], [[Cruise Elroy]]&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|Multiple collectables before the final boss is unlocked.&lt;br /&gt;
|[[Wily Machine SWORD]], [[megaman sprite game]], [[Wily Core]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Inner Sanctum was heavily modified after release in order to reduce its difficulty.&lt;br /&gt;
* Reality Core is the only level in the game that allows you to save partway through it, thanks in part to its sheer length.&lt;br /&gt;
* Once completed, the Wily stages can be accessed at the [[Dojo]] for future replaying, as well as to obtain any Noble Nickels that may have been missed on the first pass.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
[[Category:Tiers]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Outer_Space&amp;diff=3321</id>
		<title>Outer Space</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Outer_Space&amp;diff=3321"/>
				<updated>2018-03-18T19:20:13Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &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= Outer Space&lt;br /&gt;
|image= [[File:OuterSpace.PNG|250px]]&lt;br /&gt;
|caption= The final frontier, but only the first Wily stage&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Stove Guy&lt;br /&gt;
|composer= &lt;br /&gt;
|artist= &lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 0&lt;br /&gt;
|enemies = &lt;br /&gt;
* Flying Shell&lt;br /&gt;
* Gyoraibo&lt;br /&gt;
* Haehaey&lt;br /&gt;
* Helipon&lt;br /&gt;
* Jet Bomb&lt;br /&gt;
* Kouker Q&lt;br /&gt;
* Mantan&lt;br /&gt;
* Moth&lt;br /&gt;
* Potton&lt;br /&gt;
* Pukapelly&lt;br /&gt;
* RingRing&lt;br /&gt;
* Sea Mine&lt;br /&gt;
* Shield Attacker&lt;br /&gt;
* Space Metall&lt;br /&gt;
* Taketento&lt;br /&gt;
* Telly&lt;br /&gt;
* Tondeall&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = [[Vanguard]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Mibibli's Quest - Thursday&lt;br /&gt;
|location = [[Wily Star II]]&lt;br /&gt;
|previous = &lt;br /&gt;
|next = [[Water Ducts]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Outer Space is the first Wily level in Make A Good Mega Man Level 2. It is a space shooter stage where the player has to survive a bunch of flying enemies until they reach the boss, [[Vanguard]]. The appearance of enemies is randomized, meaning different playthroughs will have different arrangements of enemies, and some enemies might not even appear in a run-through. &lt;br /&gt;
&lt;br /&gt;
[[Wheel Cutter]]'s behavior is modified for this level. It can no longer be held in front of Mega Man. Instead it launches itself in an arc.&lt;br /&gt;
&lt;br /&gt;
==Strategy== &lt;br /&gt;
&lt;br /&gt;
Enemies always scroll in from the right, so stick to the left side of the screen when possible and focus on dodging.&lt;br /&gt;
&lt;br /&gt;
The use of special weapons is highly advised. [[Jewel Satellite]] is especially advised as it is capable of destroying most enemies in one hit (Taketento, Shield Attacker, Gyoraibo and Petit Devil being exceptions), and it also protects Mega Man from the projectiles. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Reality_Core&amp;diff=3320</id>
		<title>Reality Core</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Reality_Core&amp;diff=3320"/>
				<updated>2018-03-18T19:19:20Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &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= Reality Core&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|image= [[File:MaGMML2-W6-Realitycore.png]]&lt;br /&gt;
|caption= The Reality Core itself, as well as Dr. Wily&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Snorunt Pyro, The Stove Guy, ACESpark, JupiHornet, Beed28, Renhoek, and Cruise Elroy&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 = 2&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|judge1 = ---&lt;br /&gt;
|judge2 = ---&lt;br /&gt;
|judge3 = ---&lt;br /&gt;
|judge4 = ---&lt;br /&gt;
|judge5 = ---&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|totalscore = Unranked&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* The entire devkit's worth&lt;br /&gt;
|subbosses = [[Holo Dragon]] &amp;amp; [[Chimerabot 1-5]]&lt;br /&gt;
|bosses = [[Wily Machine SWORD]], [[megaman sprite game]], &amp;amp; [[Wily Core]]&lt;br /&gt;
|other = &lt;br /&gt;
* Final, non post-game, stage&lt;br /&gt;
|music = La Mulana - Giant's Cry&lt;br /&gt;
|location = [[Wily Star II]]&lt;br /&gt;
|previous = [[Unobtainium Mine]]&lt;br /&gt;
|next = &lt;br /&gt;
}}&lt;br /&gt;
{{quote|With the power of your silly festival, I will SMASH YOU INTO A MILLION PIECES!|Dr. Wily|losing it completely.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Reality Core is the final Wily stage in '''Make a Good Mega Man Level 2''', being notable due to it being over an hour long on an average first completion.&lt;br /&gt;
* '''Path to the Reality Core:''' The stage begins with a short autoscrolling section, leading to the Reality Core and a brief cutscene in which Wily's plans actually work and he jumbles up reality!&lt;br /&gt;
&lt;br /&gt;
* '''Warped Nostalgia:''' The entrance to the stage's massive maze, where Mega Man must traverse through several rooms based off of his official games, ending in a fight against the [[Holo Dragon]].&lt;br /&gt;
&lt;br /&gt;
* '''The Maze:''' After falling several screens, Mega Man is thrown into the maze, based off of previous Mega Man levels. In the center lies a teleporter room with recovery items and a teleporter that will lead to the final boss only when activated. Stationed around the maze are five glitched rooms, which will take the player to the five sub-stages mandatory to progress, but as the sub-stages are beaten, glitched spikes will appear in some rooms, blocking the path and forcing the player to take a different route. The player's progress is saved after beating each sub-stage.&lt;br /&gt;
&lt;br /&gt;
* '''AceSpark - Tiers 1 &amp;amp; 2:''' This short level remixes stages from the first two tiers, but in surprisingly pleasant ways! Such references include a non-infuriating reprise of [[Snow Man]] and [[Yggdrasil]], making [[Ancient Tomb]] less of an obvious level edit, and using the miniboss from [[Quirky Unconsistent Incomprehensible Nonsensical Track]]. The boss of the area is the [[Chimerabot 1|Bondjoe Chimera]].&lt;br /&gt;
&lt;br /&gt;
* '''JupiHornet - Tiers 3 &amp;amp; 4:''' A gauntlet of remixed stages from tiers 3 and 4. The [[Chimerabot 2|Chompbust Chimera]] is the boss of this area.&lt;br /&gt;
&lt;br /&gt;
* '''Renhoek - Tiers 5 &amp;amp; 6:''' Instead of remixing all the levels of tiers 5 and 6, this stage mashes up [[Holy Crap, Mega Man Can Air Slide?]], [[Elec Dam]], and [[Nitrogen Man]] into one stage. The [[Chimerabot 3|Neapolitine Chimera]] appears at the end of the area.&lt;br /&gt;
&lt;br /&gt;
* '''Beed28 - Tiers 7 &amp;amp; 8:''' A gauntlet of remixed stages from tiers 7 and 8. The [[Chimerabot 4|Matchforce Chimera]] is the boss of this area.&lt;br /&gt;
&lt;br /&gt;
* '''Cruise Elroy - Tiers 9 &amp;amp; 10:''' A gauntlet of remixed stage from tiers 9 and 10, with a twist; the majority of this area is spent as one of the four Robot Masters from [[Identity Crisis]]. At the end, the player reverts to Mega Man to fight the [[Chimerabot 5|Cybersheriff Chimera]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The first part of the stage is an auto-scrolling segment containing only acid droplets and spikes.&lt;br /&gt;
After a brief cutscene with the Reality Core's activation, the player is thrown into a huge maze, akin to the Great Maze from Super Smash Bros. Brawl and Wily's Labyrinth from Rockman 4 Minus Infinity, where they must navigate to five sections each based on submission gimmicks from their included tiers and defeat the Chimerabots there to unlock the path to the exit.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:MaGMML2-W6-Realitycore-1.png|frame|none|alt=Reality Core Screenshot A|'''A''': The appearance of the paths leading to the tier-based sections.]]&lt;br /&gt;
|}&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Wily Stages]][[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=JupiHornet&amp;diff=3319</id>
		<title>JupiHornet</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=JupiHornet&amp;diff=3319"/>
				<updated>2018-03-18T19:15:29Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:JupiIcon.png|right]]&lt;br /&gt;
JupiHornet is one of the judges in [[Make a Good Mega Man Level 2]]. He is a former moderator of the SMBX forums and former co-owner of the Geometry Dash Forums, where he goes by the alias of megaman9. Being a judge, he has created [[Classic Castle]], the second [[Wily Star II]] stage for MaGMML2.&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{People}}&lt;br /&gt;
[[Category:Judges]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_Mega_Man_Level_2&amp;diff=3318</id>
		<title>Make a Good Mega Man Level 2</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_Mega_Man_Level_2&amp;diff=3318"/>
				<updated>2018-03-18T19:15:06Z</updated>
		
		<summary type="html">&lt;p&gt;JupiHornet: &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:MaGMML2Title.png|Make a Good Mega Man Level|256px]]&lt;br /&gt;
|caption= Make a Good Mega Man Level 2 Logo&lt;br /&gt;
|developer= [[SnoruntPyro]]&lt;br /&gt;
|publisher= &lt;br /&gt;
|director= [[SnoruntPyro]]&lt;br /&gt;
|producer= &lt;br /&gt;
|designer= Sprites Inc.&lt;br /&gt;
|programmer= [[WreckingPrograms]] / [[SnoruntPyro]] / [[Renhoek]] / [[The Stove Guy]]] / [[ACESpark]] / [[Entity1037]] / [[NaOH]] / [[Zieldak]]&lt;br /&gt;
|artist= [[ACESpark]] / [[Enjl]] / [[The Stove Guy]] / [[m9m]] / [[MiniMacro]] / [[NaOH]] / [[M-Jacq]] / E-Clare / [[CreshMan]] / [[Renhoek]]&lt;br /&gt;
|writer= &lt;br /&gt;
|composer= [[CosmicGem]] / [[MiniMacro]] / [[m9m]]&lt;br /&gt;
|series= Mega Man Classic&lt;br /&gt;
|platforms= PC&lt;br /&gt;
|releasedate= &lt;br /&gt;
|rerelease= &lt;br /&gt;
|version= &lt;br /&gt;
|genre = Action / Platform &lt;br /&gt;
|modes= &lt;br /&gt;
|media = Digital download&lt;br /&gt;
|input = &lt;br /&gt;
|music = &lt;br /&gt;
}}&lt;br /&gt;
{{quote|They started out as Mario contests, in both SMW and SMBX. One day I was drunk enough to be all like 'hahaha let's do that but with mega man!!' and the rest is history.|SnoruntPyro, on the contest|}}&lt;br /&gt;
&lt;br /&gt;
'''Make a Good Mega Man Level Contest 2''', or MaGMML2 for short, is the much more ambitious sequel event to ''[[Make a Good Mega Man Level]]'', once again ran by [[SnoruntPyro]]. Like its predecessor, the premise of the contest was to build a Mega Man-style stage in Game Maker in an engine filled with premade assets. Unlike last time, [[WreckingProgram]]'s ''Mega Engine'', used with Game Maker 8.1 rather than 8.0, was used, and a team of programmers including [[The Stove Guy]], [[Renhoek]], [[ACESpark]], [[Entity1037]], and [[SnoruntPyro]] was assembled to build the devkit, allowing for a vastly expanded array of assets and a far more stable engine in general. The engine was made public unlike last time and boasted nearly every asset from the classic first six Mega Man games and then some.&lt;br /&gt;
&lt;br /&gt;
The contest was judged by [[SnoruntPyro]] (the host of the contest), [[JupiHornet]] (a former moderator of the SMBX forums and former co-owner of the Geometry Dash Forums), [[Enjl]] (an active member of the SMBX forums and friend of Pyro), [[Garirry]] (active member of Sprites Inc. and participant in ''Mega Man Endless''), and [[ACESpark]] (owner of Sprites Inc., confirmed furry and possibly British). When the contest's submission period came to a close, the final total was 81 levels, just over four times the amount of entries from the original contest.&lt;br /&gt;
&lt;br /&gt;
The submission period closed on February 19th, 2017, with an extra nine days where users could submit levels late for a penalty to their averaged score (however, none ended up affecting anyone's score). The game was compiled and put together in a good enough state for Mega Man player [[Flashman85]] to stream the results once again on May 20th and 21st, 2017. The game boasts a much larger hub than the previous one, featuring an actual festival with carnival-y tents and numerous skyscrapers and buildings by Dr. Light's Lab.&lt;br /&gt;
&lt;br /&gt;
The game was finally released on October 1st, 2017, after some delays. While the contest itself was ran in Game Maker 8.1, the final game was released in Game Maker Studio, as porting became necessary as the game became too big for 8.1 itself to even handle it.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
The game begins with exposition from Dr. Light about the nature of the festival and how much bigger it is than [[Make a Good Mega Man Level|the first festival]]. The contest nature of the game is made clear by Dr. Light as he explains the various submissions as 'simulations' submitted as tributes to Mega Man in a celebration of the 30th anniversary since his first victory against Dr. Wily. Dr. Light and Mega Man expect that Dr. Wily will intervene, but there is currently no sign of him. After some more chat, Dr. Light lets Mega Man explore the festival on his own and gather more Energy Elements.&lt;br /&gt;
 &lt;br /&gt;
After a short period of time, Mega Man finds a note on the ground in the hub, telling him to go to  [[Chateau Chevaleresque]] for some info. Once there, he meets a [[Zero|mysterious cloaked figure]], who begins to ponder about the power of the simulations and warning Mega Man that something can go wrong, before leaving. Dr. Light also discovers an increase in space debris, and sends Rush to tell Mega Man this.&lt;br /&gt;
 &lt;br /&gt;
After two more encounters with the cloaked figure, each increasingly frustrating Mega Man due to the cloaked man being &amp;quot;extra&amp;quot; as the kids nowadays would say, things climax. Once 65 Energy Elements are collected, [[Dr. Wily]] reveals himself and unveils his newest fortress, the [[Wily Star II]]. He claims that the new fortress has the power to destroy reality, and he once again dares Mega Man to even get up to the fortress. Dr. Light discovers that the forcefield prevents [[Rush|Rush Space]] from getting through, but the cloaked figure intervenes. He explains that in the presence of each other, the Energy Elements will cause violent reactions, and are somewhat sentient in following the wishes of the holder. He and Mega Man use this to create a superpowered space ship to fly to the Wily Star, and Mega Man soon chases after Wily.&lt;br /&gt;
 &lt;br /&gt;
After fighting through five stages, Mega Man corners Wily, but Wily reveals the [[Reality Core]], his device that can scramble reality. Mega Man attempts to sabotage it, but it is protected, and Wily decides to activate it, scrambling the world. Mega Man finds himself in a void, but Dr. Light is able to contact him and explain the situation. Mega Man then sets out to find several energy hotspots, which turn out to be areas based on the simulations. Soon, Mega Man is able to make it back to the fortress through the scrambled reality, and confront Wily. Wily battles Mega Man in the [[Wily Machine SWORD]], before being defeated and deciding to take drastic measures. He activates the Reality Core once again, and warps the both of them to a mysterious place, where he tries to use the core's power to summon an evil version of Mega Man, but accidentally summons [[megaman sprite game|the Mega Man seen in ''Megaman Sprite Game'']] instead. ''Sprite Game'' Mega Man, confused and insulted, blasts off Wily after he tries to order him around, but winds up battling Mega Man anyway. Once defeated, he gets sucked back to his home dimension, and the dimension Mega Man is in begins to collapse. Mega Man tries to teleport away, but finds out that teleportation is disabled.&lt;br /&gt;
 &lt;br /&gt;
Mega Man is taken out by the dimension collapsing, and Dr. Light loses his signal, getting very concerned. However, the Energy Elements react, and revive Mega Man and create an even more powerful spaceship, and they all chase after Wily once again. Once defeating Wily in his [[Wily Core|escape pod]], the Reality Core fails to function, and begins to melt down. Dr. Wily slams his machine into Mega Man in a last ditch move, but the Reality Core explodes and unscrambles reality, taking Wily with it. He somehow survives. Mega Man is teleported back to the Wily Star II, where he escapes on the space bike just before the Wily Star is wiped from existence with the Reality Core's meltdown.&lt;br /&gt;
 &lt;br /&gt;
Once Mega Man returns to Earth, Dr. Light congratulates him, and says that now that that is over, the festival is in full swing. Mega Man is then challenged by the cloaked figure to obtain every Energy Element. If this is done, then Mega Man starts shaking as all of the Energy Elements fly to [[Tier 10 (MaGMML2)|Tier 10]]. Mega Man chases after them, and meets up with [[Launch Man &amp;amp; Shuttle Man (boss)|Launch Man]]. The two observe every Energy Element converging in the sky, before spiraling and opening a mysterious portal to [[Tier X (MaGMML2)|Tier X]]. Mega Man hops on Launch Man's back and they both warp through the portal. Mega Man then collects every Element in the unknown maze, unsealing the door to the final challenge, [[Null and Void]].&lt;br /&gt;
 &lt;br /&gt;
Once Mega Man fights through Null and Void, he meets up with the cloaked figure for the last time, with Mega Man expressing clear exasperation and confusion as to how the cloaked figure got up here. The cloaked figure reveals his true intentions - he wanted to have a proper battle with Mega Man after their last duel was cut short, and he has created a [[Absolute ZERO|gigantic robot]] for Mega Man to fight in the &amp;quot;ultimate battle&amp;quot;. As the robot is slowly taken out and defeated, the cloaked figure reveals himself to be [[Zero]] from MaGMML1, who survived the castle's explosion. He reveals that he wanted to have a proper duel with Mega Man after the decoy fight from the last festival, but he decided to take action against Dr. Wily first once he knew he was going to do something. He also reveals that he discovered Tier X and created Null and Void with the power of the Energy Elements. Satisfied with himself, Zero claims that he has seen everything in life, and he ascends to the heavens, leaving the final Energy Element as he warps away. Mega Man returns from the portal back to home.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Gameplay is obviously like a typical Mega Man Classic game, with quality of life additions like quick weapon switching, a slide button, a charging up progress bar, and input display. Like MaGMML1, eight weapons were voted in to be Mega Man's default arsenal, along with four utility weapons. The main goal of each stage is to get the Energy Element (or multiple of them) at the end of each entry, and getting enough Energy Elements will, like MaGMML1, unlock Wily's Castle and a slew of other bonus features. There is also a new collectible similar to Dragon Coins from ''Super Mario World'', the [[Noble Nickel]]s. There can be up to five at any stage, and collecting certain numbers of them and taking them to [[Knight Man]] will grant numerous rewards. Also returning from MaGMML1 are purchasable upgrades and costumes, but now they are much larger in number.&lt;br /&gt;
&lt;br /&gt;
Like its predecessor, 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. The hub world is much bigger than in MaGMML1 thanks to the larger number of entries. Some new unlockables also enrich the experience - the game introduces the [[Contest Weapon Data]] to the series, a set of unlockable weapons based off of the lRobot Masters from submissions. It is also the first to have a large postgame, with [[Tier X (MaGMML2)|Tier X]] being unlocked once all Energy Elements outside of it are collected, and with many more bonus bosses to fight.&lt;br /&gt;
&lt;br /&gt;
===Default 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:2icona5.gif]]&lt;br /&gt;
|[[Flash Stopper]]&lt;br /&gt;
|[[Bright Man]]&lt;br /&gt;
|''Mega Man 4''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona6.gif]]&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|Slash Man&lt;br /&gt;
|''Mega Man 7''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona2.gif]]&lt;br /&gt;
|[[Jewel Satellite]]&lt;br /&gt;
|Jewel Man&lt;br /&gt;
|''Mega Man 9''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona1.gif]]&lt;br /&gt;
|[[Hornet Chaser]]&lt;br /&gt;
|Hornet Man&lt;br /&gt;
|''Mega Man 9''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona4.gif]]&lt;br /&gt;
|[[Triple Blade]]&lt;br /&gt;
|Blade Man&lt;br /&gt;
|''Mega Man 10''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona7.gif]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|[[Nitro Man]]&lt;br /&gt;
|''Mega Man 10''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona3.gif]]&lt;br /&gt;
|[[Grab Buster]]&lt;br /&gt;
|Mercury&lt;br /&gt;
|''Mega Man V''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona8.png]]&lt;br /&gt;
|[[Sakugarne]]&lt;br /&gt;
|[[Quint]]&lt;br /&gt;
|''Mega Man II''&lt;br /&gt;
|-&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;|&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;|&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;
|[[File:2icona9.png]]&lt;br /&gt;
|[[Wire Adapter]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''Mega Man 4''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona10.png]]&lt;br /&gt;
|[[Super Arrow]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''Mega Man 5''&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:2Iconb5.png]]&lt;br /&gt;
|[[Cyber Distorter]]&lt;br /&gt;
|[[Cyber Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb6.png]]&lt;br /&gt;
|[[Force Beam]]&lt;br /&gt;
|[[Force Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb2.png]]&lt;br /&gt;
|[[Badge Barrier]]&lt;br /&gt;
|[[Sheriff Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb1.png]]&lt;br /&gt;
|[[Haunt Pumpkin]]&lt;br /&gt;
|[[Haunt Man (Boss)|Haunt Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb4.png]]&lt;br /&gt;
|[[Truffle Cluster]]&lt;br /&gt;
|[[Truffle Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb7.png]]&lt;br /&gt;
|[[Hazard Trapper]]&lt;br /&gt;
|[[Quarantine Woman]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb3.png]]&lt;br /&gt;
|[[Neapolitan Bomb]]&lt;br /&gt;
|[[Neapolitan Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb8.png]]&lt;br /&gt;
|[[Match Blast]]&lt;br /&gt;
|[[Match Man]]&lt;br /&gt;
|-&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;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb11.png]]&lt;br /&gt;
|[[Launch Rocket]]&lt;br /&gt;
|[[Launch Man &amp;amp; Shuttle Man|Launch Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb12.png]]&lt;br /&gt;
|[[Shuttle Jet]]&lt;br /&gt;
|[[Launch Man &amp;amp; Shuttle Man|Shuttle Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb9.png]]&lt;br /&gt;
|[[Chomp Claw]]&lt;br /&gt;
|[[Chomp Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb10.png]]&lt;br /&gt;
|[[Transport_items#Carry|Carry]]&lt;br /&gt;
|N/A (from ''Mega Man: Dr. Wily's Revenge'')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Entries ==&lt;br /&gt;
[[File:Sheriff Feelings.png|thumb|right|Sheriff Man, the 11th place entry.]]&lt;br /&gt;
[[81|Eighty one]] levels were entered to the second contest, a little over quadruple the amount of the first contest.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*[[A Mega Man for All Seasons]]&lt;br /&gt;
*[[AD 2101]]&lt;br /&gt;
*[[Airflow Hubble]]&lt;br /&gt;
*[[Alien Temple]]&lt;br /&gt;
*[[Ancient Tomb]]&lt;br /&gt;
*[[Aurora Man]]&lt;br /&gt;
*[[Beneath Sand and Rock]]&lt;br /&gt;
*[[Biplane Bay]]&lt;br /&gt;
*[[Blaze Man]]&lt;br /&gt;
*[[Boil Man (stage)|Boil Man]]&lt;br /&gt;
*[[Bond Man (stage)|Bond Man]]&lt;br /&gt;
*[[Bouncy Castle]]&lt;br /&gt;
*[[But it Lacked the Depth to Convince Me That This Was Really Hell]]&lt;br /&gt;
*[[Candy Panic]]&lt;br /&gt;
*[[Cardinal Man]]&lt;br /&gt;
*[[Changeable Caverns]]&lt;br /&gt;
*[[Chomp Man (stage)|Chomp Man]]&lt;br /&gt;
*[[City Under Siege]]&lt;br /&gt;
*[[Colorful Hall]]&lt;br /&gt;
*[[Combust Man (stage)|Combust Man]]&lt;br /&gt;
*[[Conveyor Mayhem]]&lt;br /&gt;
*[[Cossack's Other Citadel]]&lt;br /&gt;
*[[Crystal Lab]]&lt;br /&gt;
*[[Cursor Curse]]&lt;br /&gt;
*[[Cyber Man (stage)|Cyber Man]]&lt;br /&gt;
*[[Donut Observation Center]]&lt;br /&gt;
*[[Dragon Lab Lair]]&lt;br /&gt;
*[[Duwang]]&lt;br /&gt;
*[[Elec Dam]]&lt;br /&gt;
*[[Enhanced Mobility]]&lt;br /&gt;
*[[Escape Sequence]]&lt;br /&gt;
*[[Force Man (stage)|Force Man]]&lt;br /&gt;
*[[Forgotten Fortress]]&lt;br /&gt;
*[[Fortified Lab]]&lt;br /&gt;
|&lt;br /&gt;
*[[Gigavolt Man]]&lt;br /&gt;
*[[Gunpowder Cellar]]&lt;br /&gt;
*[[Guts Man's Asteroid]]&lt;br /&gt;
*[[Haunt Man (stage)|Haunt Man]]&lt;br /&gt;
*[[Holy Crap, Mega Man Can Airslide?]]&lt;br /&gt;
*[[Identity Crisis]]&lt;br /&gt;
*[[Joe Destruction Co.]]&lt;br /&gt;
*[[Joe Man (stage)|Joe Man]]&lt;br /&gt;
*[[Jungle Base]]&lt;br /&gt;
*[[Just an Ice Level]]&lt;br /&gt;
*[[Komuso Temple]]&lt;br /&gt;
*[[Launch Man &amp;amp; Shuttle Man]]&lt;br /&gt;
*[[Lava Factory]]&lt;br /&gt;
*[[Maze of Significantly Less Death]]&lt;br /&gt;
*[[MegaLondo]]&lt;br /&gt;
*[[Misty Lake]]&lt;br /&gt;
*[[Mix &amp;amp; Match]]&lt;br /&gt;
*[[Mount Sabre]]&lt;br /&gt;
*[[Neapolitan Man (stage)|Neopolitan Man]]&lt;br /&gt;
*[[Neon Man (stage)|Neon Man]]&lt;br /&gt;
*[[Nitrogen Man]]&lt;br /&gt;
*[[Orbital Station]]&lt;br /&gt;
*[[Poorly Named Level]]&lt;br /&gt;
*[[Quarantine Woman (stage)|Quarantine Woman]]&lt;br /&gt;
*[[Quint Stage]]&lt;br /&gt;
*[[Quirky Unconsistent Incomprehensible Nonsensical Track]]&lt;br /&gt;
*[[Rad Gravity]]&lt;br /&gt;
*[[Ruined Lab]]&lt;br /&gt;
*[[Rush City]]&lt;br /&gt;
*[[Sector Upsilon 6]]&lt;br /&gt;
*[[Sheriff Man (stage)|Sheriff Man]]&lt;br /&gt;
*[[Shovel Knight]]&lt;br /&gt;
|&lt;br /&gt;
*[[SMB3]]&lt;br /&gt;
*[[Smed's Big Annoying Mess of a Level]]&lt;br /&gt;
*[[Snow Man]]&lt;br /&gt;
*[[Something Original]]&lt;br /&gt;
*[[Spiky Situation]]&lt;br /&gt;
*[[Starman Recreation]]&lt;br /&gt;
*[[Taco Man (stage)|Taco Man]]&lt;br /&gt;
*[[The Dampening]]&lt;br /&gt;
*[[The Fall]]&lt;br /&gt;
*[[The Stage Nobody Asked For]]&lt;br /&gt;
*[[Truffle Man (stage)|Truffle Man]]&lt;br /&gt;
*[[Volcanic Furnace]]&lt;br /&gt;
*[[Wily Coaster]]&lt;br /&gt;
*[[Wily Tower]]&lt;br /&gt;
*[[Yggdrasil]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hub ==	&lt;br /&gt;
[[File:MaGMML2Hub.png|thumb|right|250px||Part of the city, near Tier 7.]]	&lt;br /&gt;
The hub in the second game is much larger than the first game's. Instead of being confined to Dr. Light's Lab, it includes the lab and much of its surroundings, including an outdoor festival grounds and a part of Mega City. Light's Lab from the first game is accessible, and [[Eddie's Shop]] is still open, but most of the lab, including the attic, has been blocked off, and there are many boxes laying around. Outside of the lab, the whole hub is one straight line that has plenty of landmarks, including the ten Tiers, all placed around. The tier order is shuffled compared to the first game, for geographical and exploration reasons.&lt;br /&gt;
&lt;br /&gt;
Like MaGMML1, NPCs gradually show up as more Energy Elements are obtained. They appear all around the main hub and at [[Chataeu Chevalresque]], the game's equivalent to Dr. Light's attic. The bar is run by [[Knight Man]], and as expected, many NPCs such as defeated tier bosses show up. The player can also exchange [[Noble Nickel]]s here for rewards, as well as get tips for the remaining nickels via [[Crystal Man]]. Another landmark is the [[Dojo]], which houses all of the Arenas, plus revisits to the Wily Stages once they are clear.&lt;br /&gt;
&lt;br /&gt;
=== Areas ===&lt;br /&gt;
* [[Tier 1 (MaGMML2)|Tier 1: Broken Simulation]]&lt;br /&gt;
* [[Tier 2 (MaGMML2)|Tier 2: Sewers]]&lt;br /&gt;
* [[Tier 3 (MaGMML2)|Tier 3: Forest]]&lt;br /&gt;
* [[Tier 4 (MaGMML2)|Tier 4: Train Station]]&lt;br /&gt;
* [[Tier 5 (MaGMML2)|Tier 5: Arcade]]&lt;br /&gt;
* [[Tier 6 (MaGMML2)|Tier 6: Battle Network]]&lt;br /&gt;
* [[Tier 7 (MaGMML2)|Tier 7: McWily's]]&lt;br /&gt;
* [[Tier 8 (MaGMML2)|Tier 8: Grand Tower]]&lt;br /&gt;
* [[Tier 9 (MaGMML2)|Tier 9: Festival Grounds]]&lt;br /&gt;
* [[Tier 10 (MaGMML2)|Tier 10: Rainbow Road]]&lt;br /&gt;
* [[Wily Star II|Dr. Wily Stages - Wily Star II]]&lt;br /&gt;
* [[Tier X (MaGMML2)|Tier X]]&lt;br /&gt;
* [[Dr. Light's Lab]]&lt;br /&gt;
** [[Eddie's Shop]]&lt;br /&gt;
* [[Costume Shop]]&lt;br /&gt;
* [[Chateau Chevaleresque]]&lt;br /&gt;
* [[Dojo]]&lt;br /&gt;
* [[Challenge Tent]]&lt;br /&gt;
* [[The Pit of Pits]]&lt;br /&gt;
==Bosses==&lt;br /&gt;
=== Devkit 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;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Original Game&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM1 CutMan.png|center]]&lt;br /&gt;
|[[Cut Man]]&lt;br /&gt;
|[[Pit of Pits]] (Dr. Wily's Cutting Edge Deja Vu)&lt;br /&gt;
|[[Grab Buster]]&lt;br /&gt;
|''Mega Man''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GutsMan.png|center]]&lt;br /&gt;
|[[Guts Man]]&lt;br /&gt;
|[[Colorful Hall]]&lt;br /&gt;
|[[Sakugarne]], [[Flash Stopper]]&lt;br /&gt;
|''Mega Man''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MetalSprite.png|center]]&lt;br /&gt;
|[[Metal Man]]&lt;br /&gt;
|[[Candy Panic]]&lt;br /&gt;
|[[Jewel Satellite]], [[Wheel Cutter]]&lt;br /&gt;
|''Mega Man 2''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CrashMan.png|center]]&lt;br /&gt;
|[[Crash Man]]&lt;br /&gt;
|[[Duwang]]&lt;br /&gt;
|[[Triple Blade]]&lt;br /&gt;
|''Mega Man 2''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MechaDragon.png|center]]&lt;br /&gt;
|[[Mecha Dragon]]&lt;br /&gt;
|[[Dragon Lab Lair]], [[But It Lacked the Depth to Convince Me That This is Really Hell]], [[City Under Siege]], [[Sector Upsilon 6]]&lt;br /&gt;
|[[Hornet Chaser]]&lt;br /&gt;
|''Mega Man 2''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2_VoltMan.png|center]]&lt;br /&gt;
|[[Volt Man]]&lt;br /&gt;
|[[Wily Tower]], [[Gigavolt Man]], [[Poorly Named Level]], [[Cursor Curse]], [[Null and Void]], [[Pit of Pits]] (My Cool New Boss Fight)&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|''Mega Man (DOS)''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TopMan.png|center]]&lt;br /&gt;
|[[Top Man]]&lt;br /&gt;
|[[Quint Stage]]&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|''Mega Man 3''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GeminiMan.png|center]]&lt;br /&gt;
|[[Gemini Man]]&lt;br /&gt;
|&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|''Mega Man 3''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toadsprite.png|center]]&lt;br /&gt;
|[[Toad Man]]&lt;br /&gt;
|[[Biplane Bay]], [[Hardcore Parkour]]&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|''Mega Man 4''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PharaohMan.png|center]]&lt;br /&gt;
|[[Pharaoh Man]]&lt;br /&gt;
|&lt;br /&gt;
|[[Flash Stopper]]&lt;br /&gt;
|''Mega Man 4''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Quint.png|center]]&lt;br /&gt;
|[[Quint]]&lt;br /&gt;
|[[Wily Tower]], [[Airflow Hubble]], [[Quint Stage]], [[Pit of Pits]] (Showdown at Dusk)&lt;br /&gt;
|[[Sakugarne]], [[Flash Stopper]]&lt;br /&gt;
|''Mega Man II''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GravityMan.png|center]]&lt;br /&gt;
|[[Gravity Man]]&lt;br /&gt;
|[[Sector Upsilon 6]], [[Inner Sanctum]]&lt;br /&gt;
|[[Jewel Satellite]] (Normal)&lt;br /&gt;
[[Super Arrow]] (Inner Sanctum)&lt;br /&gt;
|''Mega Man 5''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Plantsprite.png|center]]&lt;br /&gt;
|[[Plant Man]]&lt;br /&gt;
|&lt;br /&gt;
|[[Triple Blade]], [[Grab Buster]]&lt;br /&gt;
|''Mega Man 6''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CentaurMan.png|center]]&lt;br /&gt;
|[[Centaur Man]]&lt;br /&gt;
|&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|''Mega Man 6''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2_KomusoMan.png|center]]&lt;br /&gt;
|[[Komuso Man]]&lt;br /&gt;
|[[Wily Tower]], [[A Mega Man for All Seasons]], [[Komuso Temple]], [[Null and Void]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|''Mega Man &amp;amp; Bass: Challenger from the Future''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SplashWoman.png|center]]&lt;br /&gt;
|[[Splash Woman]]&lt;br /&gt;
|[[Pit of Pits]]&lt;br /&gt;
|[[Hornet Chaser]]&lt;br /&gt;
|''Mega Man 9''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MM10_ChillMan.png|center]]&lt;br /&gt;
|[[Chill Man]]&lt;br /&gt;
|[[Cardinal Man]], [[Crystal Lab]], [[Nitrogen Man]]&lt;br /&gt;
|[[Jewel Satellite]], [[Wire Adaptor]]&lt;br /&gt;
|''Mega Man 10''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 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;
!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:DiscoBall.png|center]]&lt;br /&gt;
|[[Disco Ball]]&lt;br /&gt;
|[[Neon Man]]&lt;br /&gt;
|[[Wire Adaptor]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:JoeMob.png|center]]&lt;br /&gt;
|[[Joe Mob]]&lt;br /&gt;
|[[Joe Man (stage)|Joe Man]]&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GiantMetall.png|center]]&lt;br /&gt;
|[[Giant Metall]]&lt;br /&gt;
|[[Ruined Lab]]&lt;br /&gt;
|[[Jewel Satellite]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BigFireTelly.png|center]]&lt;br /&gt;
|[[Big Fire Telly]]&lt;br /&gt;
|[[Conveyor Mayhem]]&lt;br /&gt;
|[[Wire Adaptor]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SuperCannopeller.png|center]]&lt;br /&gt;
|[[Super Cannopeller]]&lt;br /&gt;
|[[Conveyor Mayhem]]&lt;br /&gt;
|[[Super Arrow]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GreenHotDog.png|center]]&lt;br /&gt;
|[[Green Hot Dog]]&lt;br /&gt;
|[[Rad Gravity]]&lt;br /&gt;
|HELP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RedHotDog.png|center]]&lt;br /&gt;
|[[Red Hot Dog]]&lt;br /&gt;
|[[Rad Gravity]]&lt;br /&gt;
|HELP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MushKing.png|center]]&lt;br /&gt;
|[[Mush King]]&lt;br /&gt;
|[[Truffle Man (stage)|Truffle Man]]&lt;br /&gt;
|[[Sakugarne]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TurboRoost.png|center]]&lt;br /&gt;
|[[Turbo Roost]]&lt;br /&gt;
|[[Launch Man &amp;amp; Shuttle Man (stage)|Launch Man &amp;amp; Shuttle Man]]&lt;br /&gt;
|[[Flash Stopper]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AirDevil.png|center]]&lt;br /&gt;
|[[Air Devil]]&lt;br /&gt;
|[[Launch Man &amp;amp; Shuttle Man (stage)|Launch Man &amp;amp; Shuttle Man]]&lt;br /&gt;
|[[Jewel Satellite]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WarpAnomaly.png|center]]&lt;br /&gt;
|[[Warp Anomaly]]&lt;br /&gt;
|[[Cyber Man (stage)|Cyber Man]]&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HallMaster.png|center]]&lt;br /&gt;
|[[Hall Master]]&lt;br /&gt;
|[[Quarantine Woman (stage)|Quarantine Woman]]&lt;br /&gt;
|[[Sakugarne]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mixerlydia.png|center]]&lt;br /&gt;
|[[Mixerlydia]]&lt;br /&gt;
|[[Neopolitan Man (stage)|Neopolitan Man]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Robot Masters ===&lt;br /&gt;
The growth of the contest for the second goaround brought a significantly larger cast of Robot Masters. Only Robot Masters with actual boss fights are listed here, so Robot Masters such as [[Gigavolt Man]] and implied ones such as [[Aurora Man]] are not listed.&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;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Weakness&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Special Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2 ColorMan.png|center]]&lt;br /&gt;
|[[Color Man]]&lt;br /&gt;
|[[Something Original]]&lt;br /&gt;
|[[Sakugarne]], [[Flash Stopper]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
||[[File:MaGMML2RChompManSprite.png|center]]&lt;br /&gt;
|[[Chomp Man]]&lt;br /&gt;
|[[Chomp Man (stage)|Chomp Man]]&lt;br /&gt;
|[[Jewel Satellite]]&lt;br /&gt;
|[[Chomp Claw]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2 CombustMan.png|center]]&lt;br /&gt;
|[[Combust Man]]&lt;br /&gt;
|[[Combust Man (stage)|Combust Man]]&lt;br /&gt;
|[[Hornet Chaser]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2 TacoMan sprite.png|center]]&lt;br /&gt;
|[[Taco Man]]&lt;br /&gt;
|[[Taco Man (stage)|Taco Man]]&lt;br /&gt;
|[[Triple Blade]], [[Flash Stopper]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RNeonManSprite.png|center]]&lt;br /&gt;
|[[Neon Man]]&lt;br /&gt;
|[[Neon Man (stage)|Neon Man]]&lt;br /&gt;
|[[Wheel Cutter]], [[Wire Adaptor]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TopMan.png|center]]&lt;br /&gt;
|[[Romhack Top Man]]&lt;br /&gt;
|[[Holy Crap, Mega Man Can Air Slide?]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RJoeManSprite.png|center]]&lt;br /&gt;
|[[Joe Man]]&lt;br /&gt;
|[[Joe Man (stage)|Joe Man]]&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RJoeManSprite.png|center]]&lt;br /&gt;
|[[Joe Man|Joe Man R]]&lt;br /&gt;
|[[Joe Man (stage)|Joe Man]]&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MatchMan.png|center]]&lt;br /&gt;
|[[Match Man]]&lt;br /&gt;
|[[Gunpowder Cellar]]&lt;br /&gt;
|[[Grab Buster]]&lt;br /&gt;
|[[Match Blast]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RForceManSprite.png|center]]&lt;br /&gt;
|[[Force Man]]&lt;br /&gt;
|[[Force Man (stage)|Force Man]]&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|[[Force Beam]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CrusherJoe.png|center]]&lt;br /&gt;
|[[Crusher Joe]]&lt;br /&gt;
|[[Conveyor Mayhem]]&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RBondManSprite.png|center]]&lt;br /&gt;
|[[Bond Man]]&lt;br /&gt;
|[[Bond Man (stage)|Bond Man]]&lt;br /&gt;
|[[Triple Blade]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RTruffleManSprite.png|center]]&lt;br /&gt;
|[[Truffle Man]]&lt;br /&gt;
|[[Truffle Man (stage)|Truffle Man]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|[[Truffle Cluster]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RSheriffManSprite.png|center]]&lt;br /&gt;
|[[Sheriff Man]]&lt;br /&gt;
|[[Sheriff Man (stage)|Sheriff Man]]&lt;br /&gt;
|[[Super Arrow]], [[Slash Claw]], [[Grab Buster]]&lt;br /&gt;
|[[Badge Barrier]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RBoilManSprite.png|center]]&lt;br /&gt;
|[[Boil Man]]&lt;br /&gt;
|[[Boil Man (stage)|Boil Man]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RLaunchManSprite.png|center]][[File:MaGMML2RShuttleManSprite.png|center]]&lt;br /&gt;
|[[Launch Man &amp;amp; Shuttle Man]]&lt;br /&gt;
|[[Launch Man &amp;amp; Shuttle Man (stage)|Launch Man &amp;amp; Shuttle Man]]&lt;br /&gt;
|[[Jewel Satellite]] (Launch Man)&lt;br /&gt;
[[Super Arrow]] (Shuttle Man)&lt;br /&gt;
|[[Launch Rocket]] (Launch)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shuttle Jet]] (Shuttle)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RCyberManSprite.png|center]]&lt;br /&gt;
|[[Cyber Man]]&lt;br /&gt;
|[[Cyber Man (stage)|Cyber Man]]&lt;br /&gt;
|[[Hornet Chaser]]&lt;br /&gt;
|[[Cyber Distorter]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Quarantine Preview.png|center]]&lt;br /&gt;
|[[Quarantine Woman]]&lt;br /&gt;
|[[Quarantine Woman (stage)|Quarantine Woman]]&lt;br /&gt;
|[[Grab Buster]], [[Slash Claw]], [[Flash Stopper]]&lt;br /&gt;
|[[Hazard Trapper]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RNeapolitanManSprite.png|center]]&lt;br /&gt;
|[[Neapolitan Man]]&lt;br /&gt;
|[[Neapolitan Man (stage)|Neopolitan Man]]&lt;br /&gt;
|[[Grab Buster]], [[Flash Stopper]]&lt;br /&gt;
|[[Neapolitan Bomb]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HauntMan.png|center]]&lt;br /&gt;
|[[Haunt Man]]&lt;br /&gt;
|[[Haunt Man (stage)|Haunt Man]]&lt;br /&gt;
|[[Slash Claw]] &amp;gt; [[Triple Blade]] &amp;gt; [[Hornet Chaser]]&lt;br /&gt;
|[[Haunt Pumpkin]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RSpikedWallManSprite.png|center]]&lt;br /&gt;
|[[Spiked-Wall Man]]&lt;br /&gt;
|[[The Stage Nobody Asked For]]&lt;br /&gt;
|[[Sakugarne]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2 AlterMan.png|center]]&lt;br /&gt;
|[[Alter Man]]&lt;br /&gt;
|[[Identity Crisis]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|N/A&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;
!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:MaGMML2_Crator.png|center]]&lt;br /&gt;
|[[Crator]]&lt;br /&gt;
|[[Yggdrasil]]&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2_Cream.png|center]]&lt;br /&gt;
|[[Cream]]&lt;br /&gt;
|[[Yggdrasil]]&lt;br /&gt;
|[[Mega Buster]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2_Kichona.png|center]]&lt;br /&gt;
|[[Kichona]]&lt;br /&gt;
|[[Yggdrasil]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BowserSprite.png|center]]&lt;br /&gt;
|[[Bowser]]&lt;br /&gt;
|[[SMB3]]&lt;br /&gt;
|[[Super Arrow]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Alien.png|center]]&lt;br /&gt;
|[[Alien]]&lt;br /&gt;
|[[Alien Temple]]&lt;br /&gt;
|[[Flash Stopper]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BossWhopper.png|center]]&lt;br /&gt;
|[[Boss Whopper]]&lt;br /&gt;
|[[Orbital Station]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CATS.png|center]]&lt;br /&gt;
|[[CATS]]&lt;br /&gt;
|[[AD 2101]]&lt;br /&gt;
|[[Flash Stopper]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cursor.png|center]]&lt;br /&gt;
|[[Cursor]]&lt;br /&gt;
|[[Cursor Curse]]&lt;br /&gt;
|[[Jewel Satellite]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TheKid.png|center]]&lt;br /&gt;
|[[The Kid]]&lt;br /&gt;
|[[Spiky Situation]]&lt;br /&gt;
|HELP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:DocRobot.png|center]]&lt;br /&gt;
|[[Doc Robot]]&lt;br /&gt;
|[[Ruined Lab]]&lt;br /&gt;
|[[Jewel Satellite]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:KomusoManSmed.png|center]]&lt;br /&gt;
|[[Komuso Man?]]&lt;br /&gt;
|[[Smed's Big Annoying Mess of a Level]]&lt;br /&gt;
|[[Triple Blade]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toadsprite.png|center]]&lt;br /&gt;
|[[Final Toad]]&lt;br /&gt;
|[[Smed's Big Annoying Mess of a Level]]&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NapalmMan.png|center]]&lt;br /&gt;
|[[Napalm Man]]&lt;br /&gt;
|[[Conveyor Mayhem]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2_BoundingCrash.png|center]]&lt;br /&gt;
|[[Boundin' Crash Man]]&lt;br /&gt;
|[[Bouncy Castle]]&lt;br /&gt;
|[[Sakugarne]], [[Slash Claw]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CirnoMisty.png|center]]&lt;br /&gt;
|[[Cirno]]&lt;br /&gt;
|[[Misty Lake]]&lt;br /&gt;
|[[Wire Adaptor]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:DonutX.png|center]]&lt;br /&gt;
|[[Donut X]]&lt;br /&gt;
|[[Donut Observation Center]]&lt;br /&gt;
|[[Flash Stopper]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GroovityMan.png|center]]&lt;br /&gt;
|[[Groovity Man]]&lt;br /&gt;
|[[Rad Gravity]]&lt;br /&gt;
|[[Jewel Satellite]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CaptainViridian.png|center]]&lt;br /&gt;
|[[Captain Viridian]]&lt;br /&gt;
|[[Sector Upsilon 6]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kelbesque.png|center]]&lt;br /&gt;
|[[Kelbesque]]&lt;br /&gt;
|[[Mount Sabre]]&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GutsManDuo.png|center]]&lt;br /&gt;
|[[Guts Man Duo]]&lt;br /&gt;
|[[Guts Man's Asteroid]]&lt;br /&gt;
|[[Flash Stopper]], [[Sakugarne]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:8CentipederTower.png|center]]&lt;br /&gt;
|[[8 Centipeder Tower]]&lt;br /&gt;
|[[Beneath Sand &amp;amp; Rock]]&lt;br /&gt;
|[[Hornet Chaser]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PharaohMan.png|center]]&lt;br /&gt;
|[[Pharaoh Man's Revenge]]&lt;br /&gt;
|[[The Stage Nobody Asked For]]&lt;br /&gt;
|[[Flash Stopper]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Hidden 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;
!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:Creesh.png|center]]&lt;br /&gt;
|[[Gangly Crash Man]]&lt;br /&gt;
|[[Forgotten Fortress]]&lt;br /&gt;
|[[Wire Adaptor]], [[Slash Claw]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AirDabsule.png|center]]&lt;br /&gt;
|[[Air Capsule]]&lt;br /&gt;
|[[Boil Man]]&lt;br /&gt;
|[[Wire Adaptor]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dennis.png|center]]&lt;br /&gt;
|[[Dennis]]&lt;br /&gt;
|[[Launch Man &amp;amp; Shuttle Man]]&lt;br /&gt;
|None&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;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Tier&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Weakness&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Original Game&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2-Milk-Sprite.png|32px|center]][[File:MaGMML2-S-Milk-Sprite.png|32px|center]]&lt;br /&gt;
|[[Milk|Milk/Strawberry Milk]]&lt;br /&gt;
|Tier 1&lt;br /&gt;
|[[Grab Buster]]&lt;br /&gt;
|''Mega Man Square Root of Negative One''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2 OmbudsMan.png|center]]&lt;br /&gt;
|[[Ombuds Man]]&lt;br /&gt;
|Tier 2&lt;br /&gt;
|[[Triple Blade]]&lt;br /&gt;
|''Mega Man 42''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2TDoorManSprite.png|center]]&lt;br /&gt;
|[[Door Man]]&lt;br /&gt;
|Tier 3&lt;br /&gt;
|[[Jewel Satellite]]&lt;br /&gt;
|''Mega Man Rocks!''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2TScorchZookSprite.png|center]][[File:MaGMML2TScorchSunriseSprite.png|center]]&lt;br /&gt;
|[[The Scorching Duo]]&lt;br /&gt;
|Tier 4&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|''Mega Man Sunrise'' &amp;amp; ''Zook Hero Z''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2TLordElewoofroSprite.png|center]]&lt;br /&gt;
|[[Lord Elewoofro]]&lt;br /&gt;
|Tier 5&lt;br /&gt;
|[[Sakugarne]]&lt;br /&gt;
|''Dr. Wily's Final Attack''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2TCheatManSprite.png|center]]&lt;br /&gt;
|[[Cheat Man]]&lt;br /&gt;
|Tier 6&lt;br /&gt;
|[[Flash Stopper]]&lt;br /&gt;
|''Mega Man CX''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2TFutureSprite.png|center]]&lt;br /&gt;
|[[Future|Ghost of Christmas Future]]&lt;br /&gt;
|Tier 7&lt;br /&gt;
|[[Hornet Chaser]]&lt;br /&gt;
|''Megaman's Christmas Carol''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2TJetManSprite.png|center]]&lt;br /&gt;
|[[Jet Man]]&lt;br /&gt;
|Tier 8&lt;br /&gt;
|[[Transport_items#Super_Arrow|Super Arrow]]&amp;lt;br&amp;gt;[[Transport_items#Wire|Wire Adapter]]&lt;br /&gt;
|''Rokko Chan''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2_ButterNezumi.png|center]]&lt;br /&gt;
|[[Butter Nezumi]]&lt;br /&gt;
|Tier 9&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|''Nezumi Man''&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;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Level&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Weakness&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wily0 Vanguard.png]]&lt;br /&gt;
|[[Vanguard]]&lt;br /&gt;
|[[Outer Space]]&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wily1_MechaBubble.png]]&lt;br /&gt;
|[[Mecha Bubble Man]]&lt;br /&gt;
|[[Water Ducts]]&lt;br /&gt;
|[[Hornet Chaser]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wily2_JupiBoss.png]]&lt;br /&gt;
|[[Btd'nhan]]&lt;br /&gt;
|[[Classic Castle]]&lt;br /&gt;
|[[Grab Buster]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wily3 Ripling.png]]&lt;br /&gt;
|[[Riplings]]&lt;br /&gt;
|[[Lever Oriental Enchanted]]&lt;br /&gt;
|[[Grab Buster]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AutoBounce.png]]&lt;br /&gt;
|[[Autobounce]]&lt;br /&gt;
|[[Inner Sanctum]]&lt;br /&gt;
|Varies&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wily5_SevenForce1_BarbarianForce.png]]&lt;br /&gt;
|[[Seven Force]]&lt;br /&gt;
|[[Unobtainium Mine]]&lt;br /&gt;
|Varies&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wily6 WilyMachine.png]]&lt;br /&gt;
|[[Wily Machine SWORD]]&lt;br /&gt;
|[[Reality Core]]&lt;br /&gt;
|[[Super Arrow]] / [[Flash Stopper]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wily6 MegaManSpriteGame.png]]&lt;br /&gt;
|[[megaman sprite game]]&lt;br /&gt;
|[[Reality Core]]&lt;br /&gt;
|[[Triple Blade]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wily6 WilyCore.png]]&lt;br /&gt;
|[[Wily Core]]&lt;br /&gt;
|[[Reality Core]]&lt;br /&gt;
|[[Mega Buster]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The famous wizard and only girl on the internet [[NaOH]] accurately predicted that this contest would have [[81|eighty-one]] entries.&lt;br /&gt;
* The contest has 2 levels devoted to replicating aspects VVVVVV; this includes its gimmicks, aesthetics, and music. Those entries are [[Maze of Significantly Less Death]] and [[Sector Upsilon 6]].&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Games]][[Category:Make a Good Mega Man Level 2]]&lt;/div&gt;</summary>
		<author><name>JupiHornet</name></author>	</entry>

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