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		<id>http://magmmlcontest.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RedBlueGray</id>
		<title>Make a Good Mega Man Level Contest - User contributions [en]</title>
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		<updated>2026-09-06T23:25:07Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Pelicanu&amp;diff=10223</id>
		<title>Pelicanu</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Pelicanu&amp;diff=10223"/>
				<updated>2019-05-27T18:12:50Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: /* Triva= */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{enemy&lt;br /&gt;
|name=Pelicanu&lt;br /&gt;
|image=[[File:PelicanuArt.png|270px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|jname=&lt;br /&gt;
|script=ペリカーヌ&lt;br /&gt;
|romaji=Perikānu&lt;br /&gt;
|altname=&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=[[SnoruntPyro]]{{1}}&amp;lt;br&amp;gt;[[Entity1037]]{{2}}{{3}}&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=2&lt;br /&gt;
|at=2 (contact){{1}}&amp;lt;br&amp;gt;3 (contact){{2}}{{3}}&amp;lt;br&amp;gt;3 (fish)&lt;br /&gt;
|weak=[[Gemini Laser]], [[Top Spin]]{{1}}&amp;lt;br&amp;gt;[[Sakugarne]]{{2}}&amp;lt;br&amp;gt;[[Spark Chaser]], [[Tornado Blow]], [[Thunder Beam]], [[Ice Wall]]{{3}}&amp;lt;br&amp;gt;[[Flame Mixer]], [[Concrete Shot]]{{48H}}&amp;lt;br&amp;gt;[[Metal Blade]], [[Thunder Wool]], [[Wheel Cutter]], [[Wire Adaptor]], [[Power Stone]], [[Block Dropper]]{{Megamix}}&lt;br /&gt;
|category=Bird, Flying, Nature&lt;br /&gt;
|location='''MaGMML:'''&amp;lt;br&amp;gt;[[The Quickening]]&amp;lt;br&amp;gt;'''MaGMML2:'''&amp;lt;br&amp;gt;[[The Dampening]]&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;[[The Quickening 2]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&lt;br /&gt;
|OffAppear=[[Mega Man 6]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]] (Enemy)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]] (Enemy)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:Pelicanu.png]]&lt;br /&gt;
}}&lt;br /&gt;
'''Pelicanu''' is an enemy from ''[[Mega Man 6]]''. It is a pelican robot [[Doctor Albert W. Wily|Dr. Wily]] built to deliver food to him, only to later modify for battle as a result of its tendency to drop its cargo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pelicanu was first made available in the devkit for the original ''[[Make a Good Mega Man Level]]'', appearing in the entry [[The Quickening]].&lt;br /&gt;
&lt;br /&gt;
Pelicanu returned in ''[[Make a Good Mega Man Level 2]]'', where it appeared in the entry [[The Dampening]], as well as the Wily stage [[Reality Core]], the [[Tier X (MaGMML2)|Tier X]] stage [[The Quickening 2]], and the [[The Pit of Pits|Pit of Pits]] sublevel &amp;quot;Sea Breeze&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Pelicanu flies overhead, stopping to open its beak and drop fish down onto [[Mega Man]] once it gets close enough to him. These fish will flop around for a few moments upon hitting the ground, before self-destructing after a short while. Landing into water will also instantly destroy them.&lt;br /&gt;
&lt;br /&gt;
By changing the value of the &amp;quot;spd&amp;quot; variable in creation code, a Pelicanu's flight speed can be raised or lowered.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level===&lt;br /&gt;
{{Damagetable1&lt;br /&gt;
|buster=1/1/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|metal=1.5&amp;lt;br&amp;gt;3&lt;br /&gt;
|gemini=4&amp;lt;br&amp;gt;1&lt;br /&gt;
|solar=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|top=3&amp;lt;br&amp;gt;3&lt;br /&gt;
|wool=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|black=1&amp;lt;br&amp;gt;3&lt;br /&gt;
|phar=1/1/4&amp;lt;br&amp;gt;1/5&lt;br /&gt;
|magic=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|notes=Top row is damage in ''MaGMML''; bottom row is damage from ''MaGMML'' weapons in the Megamix Engine.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Make a Good Mega Man Level 2===&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/1/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|hornet=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|jewel=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|grab=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|triple=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|flash=Y&amp;lt;br&amp;gt;Y&lt;br /&gt;
|slash=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|wheel=2&amp;lt;br&amp;gt;3&lt;br /&gt;
|sakugarne=4&amp;lt;br&amp;gt;4&lt;br /&gt;
|wire=1&amp;lt;br&amp;gt;6&lt;br /&gt;
|arrow=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|notes=Top row is damage in ''MaGMML2''; bottom row is damage from ''MaGMML2'' weapons in the Megamix Engine.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Make a Good Mega Man Level 3===&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|spark=3&lt;br /&gt;
|laser=1&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=6&lt;br /&gt;
|thunder=3&lt;br /&gt;
|magnetic=2&lt;br /&gt;
|ice=4&lt;br /&gt;
|break=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Make a Good 24 Hour Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable24HM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|super=4/2&lt;br /&gt;
|chill=1/5&lt;br /&gt;
|pakkajoe=99&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Make a Good 48 Hour Mega Man Level===&lt;br /&gt;
{{Damagetable48H&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|flame=4&lt;br /&gt;
|rain=2&lt;br /&gt;
|spark=0&lt;br /&gt;
|snake=2&lt;br /&gt;
|tengu=1/1/2&lt;br /&gt;
|water=2&lt;br /&gt;
|concrete=5&lt;br /&gt;
|homing=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Megamix Engine===&lt;br /&gt;
{{DamagetableM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|time=Y&lt;br /&gt;
|stone=4&lt;br /&gt;
|plant=2&lt;br /&gt;
|block=4&lt;br /&gt;
|ice=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The MaGMML2 devkit labels the fish as &amp;quot;Fluffy The Ironically Named Fish&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]][[Category:Devkit Enemies (MaGMML1)]][[Category:Mega Man 6 Enemies]][[Category:Bird Enemies]][[Category:Flying Enemies]][[Category:Nature Enemies]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Pelicanu&amp;diff=10097</id>
		<title>Pelicanu</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Pelicanu&amp;diff=10097"/>
				<updated>2019-05-25T06:31:02Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{enemy&lt;br /&gt;
|name=Pelicanu&lt;br /&gt;
|image=[[File:PelicanuArt.png|270px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|jname=&lt;br /&gt;
|script=ペリカーヌ&lt;br /&gt;
|romaji=Perikānu&lt;br /&gt;
|altname=&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=[[SnoruntPyro]]{{1}}&amp;lt;br&amp;gt;[[Entity1037]]{{2}}{{3}}&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=2&lt;br /&gt;
|at=2 (contact){{1}}&amp;lt;br&amp;gt;3 (contact){{2}}{{3}}&amp;lt;br&amp;gt;3 (fish)&lt;br /&gt;
|weak=[[Gemini Laser]], [[Top Spin]]{{1}}&amp;lt;br&amp;gt;[[Sakugarne]]{{2}}&amp;lt;br&amp;gt;[[Spark Chaser]], [[Tornado Blow]], [[Thunder Beam]], [[Ice Wall]]{{3}}&amp;lt;br&amp;gt;[[Flame Mixer]], [[Concrete Shot]]{{48H}}&amp;lt;br&amp;gt;[[Metal Blade]], [[Thunder Wool]], [[Wheel Cutter]], [[Wire Adaptor]], [[Power Stone]], [[Block Dropper]]{{Megamix}}&lt;br /&gt;
|category=Bird, Flying, Nature&lt;br /&gt;
|location='''MaGMML:'''&amp;lt;br&amp;gt;[[The Quickening]]&amp;lt;br&amp;gt;'''MaGMML2:'''&amp;lt;br&amp;gt;[[The Dampening]]&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;[[The Quickening 2]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&lt;br /&gt;
|OffAppear=[[Mega Man 6]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]] (Enemy)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]] (Enemy)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:Pelicanu.png]]&lt;br /&gt;
}}&lt;br /&gt;
'''Pelicanu''' is an enemy from ''[[Mega Man 6]]''. It is a pelican robot [[Doctor Albert W. Wily|Dr. Wily]] built to deliver food to him, only to later modify for battle as a result of its tendency to drop its cargo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pelicanu was first made available in the devkit for the original ''[[Make a Good Mega Man Level]]'', appearing in the entry [[The Quickening]].&lt;br /&gt;
&lt;br /&gt;
Pelicanu returned in ''[[Make a Good Mega Man Level 2]]'', where it appeared in the entry [[The Dampening]], as well as the Wily stage [[Reality Core]], the [[Tier X (MaGMML2)|Tier X]] stage [[The Quickening 2]], and the [[The Pit of Pits|Pit of Pits]] sublevel &amp;quot;Sea Breeze&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Pelicanu flies overhead, stopping to open its beak and drop fish down onto [[Mega Man]] once it gets close enough to him. These fish will flop around for a few moments upon hitting the ground, before self-destructing after a short while. Landing into water will also instantly destroy them.&lt;br /&gt;
&lt;br /&gt;
By changing the value of the &amp;quot;spd&amp;quot; variable in creation code, a Pelicanu's flight speed can be raised or lowered.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level===&lt;br /&gt;
{{Damagetable1&lt;br /&gt;
|buster=1/1/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|metal=1.5&amp;lt;br&amp;gt;3&lt;br /&gt;
|gemini=4&amp;lt;br&amp;gt;1&lt;br /&gt;
|solar=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|top=3&amp;lt;br&amp;gt;3&lt;br /&gt;
|wool=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|black=1&amp;lt;br&amp;gt;3&lt;br /&gt;
|phar=1/1/4&amp;lt;br&amp;gt;1/5&lt;br /&gt;
|magic=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|notes=Top row is damage in ''MaGMML''; bottom row is damage from ''MaGMML'' weapons in the Megamix Engine.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Make a Good Mega Man Level 2===&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/1/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|hornet=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|jewel=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|grab=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|triple=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|flash=Y&amp;lt;br&amp;gt;Y&lt;br /&gt;
|slash=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|wheel=2&amp;lt;br&amp;gt;3&lt;br /&gt;
|sakugarne=4&amp;lt;br&amp;gt;4&lt;br /&gt;
|wire=1&amp;lt;br&amp;gt;6&lt;br /&gt;
|arrow=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|notes=Top row is damage in ''MaGMML2''; bottom row is damage from ''MaGMML2'' weapons in the Megamix Engine.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Make a Good Mega Man Level 3===&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|spark=3&lt;br /&gt;
|laser=1&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=6&lt;br /&gt;
|thunder=3&lt;br /&gt;
|magnetic=2&lt;br /&gt;
|ice=4&lt;br /&gt;
|break=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Make a Good 24 Hour Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable24HM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|super=4/2&lt;br /&gt;
|chill=1/5&lt;br /&gt;
|pakkajoe=99&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Make a Good 48 Hour Mega Man Level===&lt;br /&gt;
{{Damagetable48H&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|flame=4&lt;br /&gt;
|rain=2&lt;br /&gt;
|spark=0&lt;br /&gt;
|snake=2&lt;br /&gt;
|tengu=1/1/2&lt;br /&gt;
|water=2&lt;br /&gt;
|concrete=5&lt;br /&gt;
|homing=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Megamix Engine===&lt;br /&gt;
{{DamagetableM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|time=Y&lt;br /&gt;
|stone=4&lt;br /&gt;
|plant=2&lt;br /&gt;
|block=4&lt;br /&gt;
|ice=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Triva==&lt;br /&gt;
* The MaGMML2 devkit labels the fish as &amp;quot;Fluffy The Ironically Named Fish&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]][[Category:Devkit Enemies (MaGMML1)]][[Category:Mega Man 6 Enemies]][[Category:Bird Enemies]][[Category:Flying Enemies]][[Category:Nature Enemies]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Research_Facility&amp;diff=9131</id>
		<title>Research Facility</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Research_Facility&amp;diff=9131"/>
				<updated>2018-12-10T22:54:31Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: &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= Research Facility&lt;br /&gt;
|rank = 5th&lt;br /&gt;
|image= [[File:Research.PNG|256px]]&lt;br /&gt;
|caption= Bumo&lt;br /&gt;
|game=[[Make a Good Mega Man Level]]&lt;br /&gt;
|creator= [[WreckingPrograms]]&lt;br /&gt;
|composer= Ippo Yamada, Ryo Kawakami, Yu Shimoda, Hiroki Isogai, Manami Matsumae&lt;br /&gt;
|artist= Capcom&lt;br /&gt;
|programmer = WreckingPrograms&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 1&lt;br /&gt;
|judge1 = 88&lt;br /&gt;
|judge2 = 81&lt;br /&gt;
|judge3 = 80&lt;br /&gt;
|judge4 = 54&lt;br /&gt;
|judge5 = 68&lt;br /&gt;
|totalscore = &lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables =&lt;br /&gt;
|enemies = &lt;br /&gt;
* [[Crazy Cannon]]&lt;br /&gt;
* [[Metall]]&lt;br /&gt;
* [[Returning Sniper Joe]]&lt;br /&gt;
* [[Telly]]&lt;br /&gt;
|gimmicks =&lt;br /&gt;
* [[Drop Platform]]&lt;br /&gt;
* [[Sparkman Platform]]&lt;br /&gt;
|subbosses =&lt;br /&gt;
* [[Wily Archives]]&lt;br /&gt;
|bosses =&lt;br /&gt;
* [[Wily Archives]]&lt;br /&gt;
|other =&lt;br /&gt;
* [[MrKyurem]]'s favorite&lt;br /&gt;
|music = Mega Man 9 - Flash in the Dark&amp;lt;br&amp;gt;'''Wily Archives 1 and 2''': Mega Man 10 - Fortress Boss&amp;lt;br&amp;gt;'''Wily Archives 3''': Mega Man 9 - Wily Machine&lt;br /&gt;
|location = [[Tier 4 (MaGMML)|Tier 4]]&lt;br /&gt;
|previous = [[Thunderclyffe Plant]] &lt;br /&gt;
|next = [[Citadel Basement]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|A Wily Boss Archive was a very clever boss idea that I found very enjoyable!|MrKyurem|in his judge review}}&lt;br /&gt;
'''Research Facility''' is the 6th place entry in ''Make a Good Mega Man Level''. It is a pretty simple level with pretty simple levels and gimmicks. It features the [[Wily Archives]] as a boss.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This is a rather simple level. Just fight the enemies and do the somewhat simple platforming. For info on the Wily Archives boss fights, see the Wily Archives page.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment1&lt;br /&gt;
|pyro = This was AMAZING!!!! The weapon archives were SUPER neat and you had a great selection of bosses! Great choice of music too! The whole stage was just a lot of fun to go through. Though I do feel that the actual stage apart from the bosses was just 'a stage'? It's nice to see the sparkman platforms get some use but besides the bosses everything just felt like it was...there.&lt;br /&gt;
|pyroscore = 88&lt;br /&gt;
|sppersonal = 22&lt;br /&gt;
|spother = 21&lt;br /&gt;
|spunique = 13&lt;br /&gt;
|spcreativity = 15&lt;br /&gt;
|spgraphics = 7&lt;br /&gt;
|spmusic = 10&lt;br /&gt;
|cheez = Haha, wow. This definitely pleased the fanboy in me. That's a very nice take on the Wily Archive. All the boss parts were so well-crafted, and they generally struck a good balance of &amp;quot;faithful&amp;quot; and &amp;quot;improved&amp;quot;. I think you could have done a little more with the inbetween sections, but even then, what you have isn't bad.&lt;br /&gt;
|cheezscore = 81&lt;br /&gt;
|c8personal = 21&lt;br /&gt;
|c8other = 20&lt;br /&gt;
|c8unique = 14&lt;br /&gt;
|c8creativity = 12&lt;br /&gt;
|c8graphics = 6&lt;br /&gt;
|c8music = 8&lt;br /&gt;
|duvi = The only thing missing from this level is a scientist pleading for his life.&lt;br /&gt;
|duviscore = 80&lt;br /&gt;
|d0personal = 17&lt;br /&gt;
|d0other = 23&lt;br /&gt;
|d0unique = 8&lt;br /&gt;
|d0creativity = 15&lt;br /&gt;
|d0graphics = 7&lt;br /&gt;
|d0music = 10&lt;br /&gt;
|mick = The level itself was boring. Nothing about it really stood out as good or bad, it was just... there, really. The Guardian Archive, on the other hand, I rather liked that, and it was the main source of fun from this level, with one exception. The Cossack Catcher is an absolute pain to fight, and cost me two of my E-Tanks, something no other boss can say so far. That docked you pretty significantly, as I found that downright frustrating&lt;br /&gt;
|mickscore = 54&lt;br /&gt;
|mgpersonal = 16&lt;br /&gt;
|mgother = 15&lt;br /&gt;
|mgunique = 6&lt;br /&gt;
|mgcreativity = 7&lt;br /&gt;
|mggraphics = 5&lt;br /&gt;
|mgmusic = 7&lt;br /&gt;
|kyurem = A Wily Boss Archive was a very clever boss idea that I found very enjoyable! The rest of the stage, while somewhat devoid of enemy challenges, laid out some good game design demonstration, and each asset of the level was, for the most part, well introduced and tested.&lt;br /&gt;
|kyuremscore = 68&lt;br /&gt;
|mkpersonal = 21&lt;br /&gt;
|mkother = 20&lt;br /&gt;
|mkunique = 9&lt;br /&gt;
|mkcreativity = 7&lt;br /&gt;
|mkgraphics = 5&lt;br /&gt;
|mkmusic = 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML Tier 4}}&lt;br /&gt;
{{MaGMML}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level]][[Category:Stages]][[Category:Make a Good Mega Man Level Stages]][[Category:Tier 4 (MaGMML)]][[Category:Favorites]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Mega_Man_World&amp;diff=9130</id>
		<title>Mega Man World</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Mega_Man_World&amp;diff=9130"/>
				<updated>2018-12-10T22:53:06Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: &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=2nd&lt;br /&gt;
|image=[[File:MegaWorld.PNG|250px]]&lt;br /&gt;
|caption=It is I, Mega Man&lt;br /&gt;
|game=[[Make a Good Mega Man Level]]&lt;br /&gt;
|creator=[[kumuhmuh]]&lt;br /&gt;
|composer=Koji Kondo (original)&amp;lt;br&amp;gt;Unknown (remix)&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=1&lt;br /&gt;
|judge1=96&lt;br /&gt;
|judge2=58&lt;br /&gt;
|judge3=96&lt;br /&gt;
|judge4=86&lt;br /&gt;
|judge5=68&lt;br /&gt;
|totalscore=80.8&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|enemies = &lt;br /&gt;
*[[Cactton]]&lt;br /&gt;
*[[Charlie]]&lt;br /&gt;
*[[Cloud Bomber]]&lt;br /&gt;
*[[Goombot 156]]&lt;br /&gt;
*[[Hammer Joe (Mega Man World)|Hammer Joe]]&lt;br /&gt;
*[[Koopoid]]&lt;br /&gt;
*[[Monty G]]&lt;br /&gt;
*[[Munchoid]]&lt;br /&gt;
*[[Trappon F]]&lt;br /&gt;
*[[Yoshi Egg]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Dustman Block]] (resprited into a Brick Block)&lt;br /&gt;
*[[Spring]] (resprited into a Trampoline)&lt;br /&gt;
|subbosses=[[Ronrez]]&lt;br /&gt;
|bosses=[[Birdo]]&lt;br /&gt;
|other=&lt;br /&gt;
*[[SnoruntPyro]] Favorite&lt;br /&gt;
|music=Super Mario World - Overworld (8-bit remix)&lt;br /&gt;
|location=[[Tier 5 (MaGMML)|Tier 5]]&lt;br /&gt;
|previous=[[NEON GRAVITY]]&lt;br /&gt;
|next=[[Glass Man (stage)|Glass Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|[[I Hope I Win|I HOPE I WIN]]&amp;quot; &amp;quot;You probably did!!|[[kumuhmuh]]|at the end of level and [[Duvi0]], responding to these hopes}}&lt;br /&gt;
'''Mega Man World''' is the 2nd placed entry in ''[[Make a Good Mega Man Level]]''. It is a direct reference to the game [https://en.wikipedia.org/wiki/Super_Mario_World Super Mario World], featuring 8 bit renditions of that game's soundtrack and tile set as well as robotic versions of many enemies.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This stage features very little in the way of instant death, instead focusing on sheer length and enemies to stop Mega Man. Many of the enemies take a while to defeat, but they have predictable movement and attack patterns that can usually be easily exploited. With cautious play, this stage should pose little challenge.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment1&lt;br /&gt;
|pyro=Oh man this was super adorable ! I loooove your reimagining of the Mario enemies, the gimmicks were super neat, the design was great this was so gooood!!!!! I don't really have much to say about it other than fantastic job!! Like seriously I was smiling the whole time I played this&lt;br /&gt;
Also I HOPE I WIN&lt;br /&gt;
|pyroscore = 96&lt;br /&gt;
|sppersonal = 25&lt;br /&gt;
|spother = 23&lt;br /&gt;
|spunique = 15&lt;br /&gt;
|spcreativity = 15&lt;br /&gt;
|spgraphics = 10&lt;br /&gt;
|spmusic = 8&lt;br /&gt;
|cheez =Certainly felt like it dragged on. I don't know if it really was just the length, or if it was more because the majority of enemies were durable, shielded, and/or completely in the way... Actually, yeah, that was it. Too many of the enemies just take up your time, all the time. It outlived its charm.&lt;br /&gt;
|cheezscore = 58&lt;br /&gt;
|c8personal = 8&lt;br /&gt;
|c8other = 12&lt;br /&gt;
|c8unique = 13&lt;br /&gt;
|c8creativity = 7&lt;br /&gt;
|c8graphics = 9&lt;br /&gt;
|c8music = 8&lt;br /&gt;
|duvi =You probably did!!&lt;br /&gt;
|duviscore = 96&lt;br /&gt;
|d0personal = 25&lt;br /&gt;
|d0other = 23&lt;br /&gt;
|d0unique = 15&lt;br /&gt;
|d0creativity = 15&lt;br /&gt;
|d0graphics = 10&lt;br /&gt;
|d0music = 8&lt;br /&gt;
|mick =It's a Super Mario World-themed level, and its actually really quite fun. I greatly enjoyed all of the new enemy types, and you put the brick block gimmick to very good use with the Hammer Bros. enemy at one point. I honestly don't have much to complain about here, only that the Yoshi eggs don't really do much, Reznor glitched himself to death, and Birdo wasn't really a very impressive boss fight.&lt;br /&gt;
|mickscore = 86&lt;br /&gt;
|mgpersonal = 22&lt;br /&gt;
|mgother = 21&lt;br /&gt;
|mgunique = 13&lt;br /&gt;
|mgcreativity = 14&lt;br /&gt;
|mggraphics = 9&lt;br /&gt;
|mgmusic = 7&lt;br /&gt;
|kyurem =I really like what's been done here - the mix of these two games has come around quite nicely. I should point out, however, that I find a lot of the enemies a tad more durable than they deserve to be.&lt;br /&gt;
|kyuremscore = 68&lt;br /&gt;
|mkpersonal = 15&lt;br /&gt;
|mkother = 16&lt;br /&gt;
|mkunique = 13&lt;br /&gt;
|mkcreativity = 9&lt;br /&gt;
|mkgraphics = 7&lt;br /&gt;
|mkmusic = 8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML Tier 5}}&lt;br /&gt;
{{MaGMML}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level Stages]][[Category:Tier 5 (MaGMML)]][[Category:Favorites]][[Category:Stages]][[Category:Make a Good Mega Man Level]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Spiky_Meltdown&amp;diff=9129</id>
		<title>Spiky Meltdown</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Spiky_Meltdown&amp;diff=9129"/>
				<updated>2018-12-10T22:50:58Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: &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=7th&lt;br /&gt;
|image=[[File:SpikyMeltdown.PNG|250px]]&lt;br /&gt;
|caption=&lt;br /&gt;
|game=[[Make a Good Mega Man Level]]&lt;br /&gt;
|creator=[[The Stove Guy]]&lt;br /&gt;
|composer=symfonikev&lt;br /&gt;
|artist=[[The Stove Guy]]&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 1&lt;br /&gt;
|judge1 = 79&lt;br /&gt;
|judge2 = 84&lt;br /&gt;
|judge3 = 56&lt;br /&gt;
|judge4 = 70&lt;br /&gt;
|judge5 = 57&lt;br /&gt;
|totalscore = 69.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|enemies=&lt;br /&gt;
* [[Batton]]&lt;br /&gt;
* [[Gachappon]]&lt;br /&gt;
* [[Giree]]&lt;br /&gt;
* [[Hammer Joe]]&lt;br /&gt;
* [[Hothead]]&lt;br /&gt;
* [[Jamacy]]&lt;br /&gt;
* [[Pakatto 24]]&lt;br /&gt;
* [[Potton]]&lt;br /&gt;
* [[Returning Sniper Joe]]&lt;br /&gt;
* [[Sniper Joe]]&lt;br /&gt;
* [[Spine]]&lt;br /&gt;
* [[Tackle Fire]]&lt;br /&gt;
* [[Walking Bomb]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Cossack Platform]]&lt;br /&gt;
*[[Drop Platform]]&lt;br /&gt;
*[[Falling Platform]] (MM5)&lt;br /&gt;
*[[Plantman Platform]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Tama]]&lt;br /&gt;
|bosses=&lt;br /&gt;
|other= &lt;br /&gt;
*[[Cheez8]]'s Favorite&lt;br /&gt;
|music = Free Stage 14&lt;br /&gt;
|location = [[Tier 4 (MaGMML)|Tier 4]]&lt;br /&gt;
|previous = [[Under Construction]]&lt;br /&gt;
|next = [[Thunderclyffe Plant]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I am also fairly certain that ending classifies as psychological torture, which is illegal.|[[MrKyurem]]|in his judge comment.}}&lt;br /&gt;
'''Spiky Meltdown''' is the seventh-place level of ''[[Make a Good Mega Man Level]]''. It features many high-health enemies, which are introduced before the first checkpoint.&lt;br /&gt;
==Strategy==&lt;br /&gt;
This stage has many instances of having to dodge many bullets, especially in tight corners. If you get taken out by the [[Cossack Platform]] section near the start, exit and come back. It is recommended to use the [[Rush Jet]] in the [[Falling Platform]] section.&lt;br /&gt;
{{JudgeComment1&lt;br /&gt;
|pyro = Maaan this level looked great, and I really liked the design as a whole! The music didn't really feel like it 'fit', though. The Plantman platforms were used really well, too. My only real issue with the level is the design of some sections. The Tackle Fire area felt like a bit much, and the huge area with the falling platforms felt a bit unfair, with a Spine catching you right after a group of bomb enemies...&lt;br /&gt;
|pyroscore = 79&lt;br /&gt;
|sppersonal = 19&lt;br /&gt;
|spother = 21&lt;br /&gt;
|spunique = 14&lt;br /&gt;
|spcreativity = 10&lt;br /&gt;
|spgraphics = 10&lt;br /&gt;
|spmusic = 5&lt;br /&gt;
|cheez = I was fooled again! Man, that was a nice challenge. I especially like how the level asks you to think ahead on several of the screens. As far as issues go, the long bridge was a bit of a mood killer, since any little mistake in that area usually meant a death. Otherwise, there's really not much to complain about!&lt;br /&gt;
|cheezscore = 84&lt;br /&gt;
|c8personal = 22&lt;br /&gt;
|c8other = 19&lt;br /&gt;
|c8unique = 10&lt;br /&gt;
|c8creativity = 13&lt;br /&gt;
|c8graphics = 10&lt;br /&gt;
|c8music = 10&lt;br /&gt;
|duvi = I don't even have anything sassy to say about this one, really. Decent level.&lt;br /&gt;
|duviscore = 56&lt;br /&gt;
|d0personal = 12&lt;br /&gt;
|d0other = 15&lt;br /&gt;
|d0unique = 7&lt;br /&gt;
|d0creativity = 10&lt;br /&gt;
|d0graphics = 7&lt;br /&gt;
|d0music = 5&lt;br /&gt;
|mick = Okay, first thing I want to mention is, those are some nice graphics. Secondly, that's a Kevvviiinnn song in the background, isn't it? Third thing, this is actually a really solid level, I actually found myself quite enjoying this place, well, most of it. The Changkeys were an absolute pain in the rear to deal with (as per usual with respawning enemies in MaGMML), but other than that this level is pretty well made, and that spike scare at the end was evil. XD&lt;br /&gt;
|mickscore = 70&lt;br /&gt;
|mgpersonal = 18&lt;br /&gt;
|mgother = 14&lt;br /&gt;
|mgunique = 10&lt;br /&gt;
|mgcreativity = 12&lt;br /&gt;
|mggraphics = 8&lt;br /&gt;
|mgmusic = 8&lt;br /&gt;
|kyurem = Lives up a bit too well to its name at times, although the challenges provided by them are, for the most part, fun and interesting. I would say that, mainly during the horizontally scrolling sections with lava and falling platforms, there is a severe overpopulation of Tackle Fires and Gabyoalls, respectively, essentially rendering Pharoah Shot and Black Hole Bomb the only reasonable weapons in those areas. I’m also fairly certain that ending classifies as psychological torture, which is illegal.&lt;br /&gt;
|kyuremscore = 57&lt;br /&gt;
|mkpersonal = 15&lt;br /&gt;
|mkother = 12&lt;br /&gt;
|mkunique = 7&lt;br /&gt;
|mkcreativity = 10&lt;br /&gt;
|mkgraphics = 8&lt;br /&gt;
|mkmusic = 5&lt;br /&gt;
}}&lt;br /&gt;
{{MaGMML Tier 4}}&lt;br /&gt;
{{MaGMML}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level Stages]][[Category:Tier 4 (MaGMML)]][[Category:Make a Good Mega Man Level]][[Category:Stages]][[Category:Favorites]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Classic_Castle&amp;diff=3680</id>
		<title>Classic Castle</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Classic_Castle&amp;diff=3680"/>
				<updated>2018-03-23T15:35:17Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: &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;br /&gt;
&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Aurora_Man&amp;diff=3679</id>
		<title>Aurora Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Aurora_Man&amp;diff=3679"/>
				<updated>2018-03-23T15:34:22Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: &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= Aurora Man&lt;br /&gt;
|rank = 22nd&lt;br /&gt;
|image=[[File:screenshot119.png]]&lt;br /&gt;
|caption= No doctor, it's just the northern lights.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[SpoonyBardOL]]&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 = 39&lt;br /&gt;
|judge2 = 33&lt;br /&gt;
|judge3 = 35&lt;br /&gt;
|judge4 = 40&lt;br /&gt;
|judge5 = 23&lt;br /&gt;
|totalscore = 34&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 1 &lt;br /&gt;
|enemies =&lt;br /&gt;
* Twin Roader&lt;br /&gt;
* Twin Cannon&lt;br /&gt;
* Pukapelly&lt;br /&gt;
* Crystal Joe&lt;br /&gt;
* Neo Metall&lt;br /&gt;
* Wall Blaster II&lt;br /&gt;
* Bounder&lt;br /&gt;
* New Shield Attacker&lt;br /&gt;
* Metall Cannon&lt;br /&gt;
* Yudon&lt;br /&gt;
* Power Muscler&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
|music= Mega Man 9.5- Aurora Man&lt;br /&gt;
|location = [[Tier 8 (MaGMML2)|Tier 8]]&lt;br /&gt;
|previous = [[Bouncy Castle]]&lt;br /&gt;
|next = [[City Under Siege]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Aurora Man is the 22nd place level in Make A Good Mega Man Level 2. The level consists mostly of Shadow Man Platforms and clever enemy placement. One of its strongest points was its custom tileset, while its lack of gimmicks brought down its score with certain judges.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Really nice level! The level has a very good difficulty curve and there's some very interesting and surprisingly difficult setups dealing with the Shadowman platforms. I love how they were used in tandem with the Crystal Joes - they present nice, rhythm...y...challenges. I think the one issue I really would have with the level is the two rooms where you drop down onto Shadowman platforms - I didn't get killed by the rooms, but I feel like I got lucky. It seems very easy for a player to be dropped down into spikes if they're not positioned exactly right, and it requires very quick reaction time to react to the fact that you're falling onto spikes as well as to immediately jump off the Shadowman platform. Other than that, the level is pretty good, and I love the aesthetics. Very solid level overall.&lt;br /&gt;
|pyroscore = 39&lt;br /&gt;
|spdesign = 12&lt;br /&gt;
|spfun = 8&lt;br /&gt;
|spcreativity = 9&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This level was...meh. The graphics were nice (aurora effect could use some work though) but there were some design flaws. A few sections dropped you into a room on top of platforms that open up underneath you while having to dodge enemy attacks. There wasn't really enough time to react without using the Flash Stopper. The rest of the level was pretty uneventful, although there were some nice platforming challenges with the red platforms.&lt;br /&gt;
|jupiscore = 33&lt;br /&gt;
|jhdesign = 9&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 11&lt;br /&gt;
|jhaesthetics = 4&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = Pretty nice and simple level! It does a fairly good job at introducing all of its elements and looks really nice. I feel like the enemy placement in this stage occasionally gets rather wacky, with areas near the middle of the level being more challenging than setups towards the end, but the challenges themselves are nice and fun to play through! I feel like the level was in its design somewhat limited by its city theme and that shaping the surrounding area based on the design would've allowed for some more creative segments overall. Still, fun level!&lt;br /&gt;
|enjlscore = 35&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 7&lt;br /&gt;
|encreativity = 10&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Absolutely fantastic stage! The level design is rock solid and it was ultimately a very enjoyable experience. Not to mention the visuals look absolutely marvelous. I would have liked if the level had a boss like the title suggests, but that's certainly no big deal, especially when we have a stage as good as this.&lt;br /&gt;
|garirryscore = 40&lt;br /&gt;
|gadesign = 10&lt;br /&gt;
|gafun = 9&lt;br /&gt;
|gacreativity = 11&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Really good! Enemy placement is good, the level is well built, and the amount of bad design is really, really small.&lt;br /&gt;
|gafunnote = Really fun level. Really liked going through it. A little empty I think, but not a serious issue.&lt;br /&gt;
|gacreativitynote = Generally the physical design of the level is really creative, an aurora-themed level is cool. If only there was a boss though.&lt;br /&gt;
|gaaestheticsnote = Absolutely fantastic. Choice of music is also great.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = Another boss corridor, another lack of robot master. &lt;br /&gt;
This was disappointing, especially with the level name, you really needed a boss! &lt;br /&gt;
The main issue with this level is: It looked great, it sounded great... and that was it. There was so little interesting going on that it is overall quite forgettable. The fact that only one gimmick was used is also a real blow to the stage and didn't show much creativity there. &lt;br /&gt;
There is a lot there in the devkit, use it! The only real highlight of the stage was the Noble Nickel. &lt;br /&gt;
But one creative spot does not a creative stage make. The enemy selection was also all over the place with little cohesion, as if they were chosen at random at times. It got better as the stage went on, but it started off pretty meh. &lt;br /&gt;
Very forgettable, not that fun, so I'm not terribly impressed, sorry. But still, the level wasn't BAD, just not terribly interesting.&lt;br /&gt;
|acescore = 23&lt;br /&gt;
|asdesign = 5&lt;br /&gt;
|asfun = 5&lt;br /&gt;
|ascreativity = 3&lt;br /&gt;
|asaesthetics = 5&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Obligatory 'Steamed Hams' reference ==&lt;br /&gt;
'''ACESpark''': Good lord, what is happening in there!?&amp;lt;br&amp;gt;&lt;br /&gt;
'''SpoonyBardOL''': Aurora Man?&amp;lt;br&amp;gt;&lt;br /&gt;
'''ACESpark''': A...?&amp;lt;br&amp;gt;&lt;br /&gt;
'''ACESpark''': Aurora Man? In ''22nd place'', with ''34 points'', in ''this'' part of Tier 8, localized '''''entirely''''' between [[Bouncy Castle]] and [[City Under Siege]]!?!&amp;lt;br&amp;gt;&lt;br /&gt;
'''SpoonyBardOL''': Yes!&amp;lt;br&amp;gt;&lt;br /&gt;
'''ACESpark''': ...&amp;lt;br&amp;gt;&lt;br /&gt;
'''ACESpark''': May I fight him?&amp;lt;br&amp;gt;&lt;br /&gt;
'''SpoonyBardOL''': ...No.&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Template:MaGMML2 Tier 8}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 8 Stages]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Volcanic_Furnace&amp;diff=3631</id>
		<title>Volcanic Furnace</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Volcanic_Furnace&amp;diff=3631"/>
				<updated>2018-03-22T23:43:33Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: &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= Volcanic Furnace&lt;br /&gt;
|rank = 48th&lt;br /&gt;
|image= [[File:mylvl.png|250px]]&lt;br /&gt;
|caption= It's getting hot in here...&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[User:Game_Trooper|Game Trooper]]&lt;br /&gt;
|composer= ASAGEN&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 = 28&lt;br /&gt;
|judge3 = 28&lt;br /&gt;
|judge4 = 25&lt;br /&gt;
|judge5 = 24&lt;br /&gt;
|totalscore = 27&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;
* Big Eye&lt;br /&gt;
* Sonic Bill&lt;br /&gt;
* Killer Bullet&lt;br /&gt;
* Tackle Fire&lt;br /&gt;
* Hologran&lt;br /&gt;
* Big Telly&lt;br /&gt;
* Hot Head&lt;br /&gt;
* Cyber Gabyoall&lt;br /&gt;
* Gabyoall&lt;br /&gt;
* Pop Cannon&lt;br /&gt;
* Bomb Flyers&lt;br /&gt;
* Nobita&lt;br /&gt;
* Pirapire Joe&lt;br /&gt;
* Picket Man&lt;br /&gt;
* Rembakun&lt;br /&gt;
* Screw Bomber&lt;br /&gt;
* Subeil&lt;br /&gt;
|subbosses = Big Eye&lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
|music = Rokko Chan - Volcano Man Theme&lt;br /&gt;
|location = [[Tier 5 (MaGMML2)|Tier 5]]&lt;br /&gt;
|previous = [[City War]]&lt;br /&gt;
|next = [[Elec Dam]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I can't call this bad, but it's not really good.|ACESpark|Comment post judging.}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Volcanic Furnace is the 48th place entry in Make a Good Mega Man Level 2, created by [[User:Game_Trooper|GameTrooper]]. Its core features included a mix of Fire Man traps in the first half of the stage, while using Guts Man lifts mostly throughout the second half. One of it's major issues happened to be a poor mix-matching of tilesets from various games in the series, with most of it's positives being mostly solid gameplay and mostly good level design.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The level is rather straight-forward in terms of design, as most of it's Noble Nickels could be acquired with mostly no effort. The only exception being the 3rd, having a Hologran hiding pits and few other enemies to slow progress.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Good level overall. The level really picks up in the second half, I think, once Guts lifts come in - the first half isn't necessarily BAD, it's just less focused than the second and there's some enemies there that are used like literally once (the Subeils, Nobitas, etc). Once the Guts Lifts come in, though, I feel like the level plays a lot better, especially because it combines the lifts with stuff like fire pillars and killer bullets. I'm not sure if I like the killer bullet stretch tho, because it feels like the bullets can screw you over too often. Most of the level still plays really well, though. There's not much beyond that, really. It just plays well, it sticks to a few gimmicks, it's just plain good.&lt;br /&gt;
|pyroscore = 30&lt;br /&gt;
|spdesign = 9&lt;br /&gt;
|spfun = 6&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 wasn't bad design-wise, but it was a mess aesthetically. There are features from like 6 different tilesets, which is fine if you do it right, but in this level it was clashy and didn't look good. The first half of the level was really fun, but the second half was a bit extreme with the Guts Lift + Fire Bar section.&lt;br /&gt;
|jupiscore = 28&lt;br /&gt;
|jhdesign = 7&lt;br /&gt;
|jhfun = 7&lt;br /&gt;
|jhcreativity = 10&lt;br /&gt;
|jhaesthetics = 2&lt;br /&gt;
|jhfunction = 2&lt;br /&gt;
|enjl = I always find it rather sad when one particular section of a level overshadows everything else that goes on in the level. In this case, it's the guts lifts that are introduced halfway through since it's very easy to die there. The level as a whole is pretty nice and has a good flow to it. It, sadly, introduces elements it later forgets about, but is still fair and enjoyable. The guts lift sections, while not bad, can be very difficult to traverse because the platforms don't always line up well. In the first section it can be especially difficult to make one's way across these platforms because of the missiles constantly getting in the way. Aside from that, fun stage! I also got out of bounds once :3&lt;br /&gt;
|enjlscore = 28&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 5&lt;br /&gt;
|encreativity = 8&lt;br /&gt;
|enaesthetics = 3&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = There's... not a lot to talk about here. I don't think this is a bad level, but it's certainly nothing awesome. The level design is flawed, with quite a bit of bugs present, not to mention the sections with multiple instances of Lifts, which are desynced. Other than that... there's just nothing. It's an okay stage but there's just nothing interesting here.&lt;br /&gt;
|garirryscore = 25&lt;br /&gt;
|gadesign = 7&lt;br /&gt;
|gafun = 6&lt;br /&gt;
|gacreativity = 4&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|gadesignnote = It's okay. It's nothing particularly bad or frustrating, but some sections are either unnecessary, and the guts lift is often poorly placed.&lt;br /&gt;
|gafunnote = Eh. It was okay I guess.&lt;br /&gt;
|gacreativitynote = Hmm. I think it's alright, but nothing interesting here honestly.&lt;br /&gt;
|gaaestheticsnote = Could be better.&lt;br /&gt;
|gafunctionnote = Has a few bugs.&lt;br /&gt;
|ace = I can't call this bad... but it's not good. It's perfectly playable for the most part but you do drop the ball significantly in several spots and that seriously impacted your score. The least of your issues is the art - this stage is beyond ugly. Misused tiles, wonky animation, and tiles that are completely at odds at each other. Some segments even look unfinished!! &lt;br /&gt;
There were some good ideas here and there - you're combinations of firebar types were neat, as were two of the latter Noble Nickels, but your Guts Platform segment was seriously awkward at times, mostly thanks to desync, and really stupidly difficult for its own good elsewhere. &lt;br /&gt;
Why would you combine sinewave enemies, that explode, respawn, alongside tiny platforms AND jumping to other tiny platforms? I mean, yikes. I suspect you played this level once or twice, convinced it was possible to do it, and then didn't bother seeing what other players of other skill levels thought. If you do not do that segment exactly right, you are waiting ages on a platform with high risk of death. &lt;br /&gt;
That being said, the last Gutsman Platform segment did what any good Mega Man stage should do, and combine gimmicks with other gimmicks, so, that is good, and that one feels a lot closer to real proper difficulty than the nutball Killer Bullet segment. &lt;br /&gt;
It's a shame you just have badly implemented elements all over the place, as if these worked better, and.. probably as intended, you'd have the makings of a fun, if pretty average stage. (What was the point of that Big Eye &amp;quot;&amp;quot;mini boss&amp;quot;&amp;quot; that you can just skip?!) Oh.. and.. I fell out of bounds once when playing as a result of a misplaced screen scroller. Whoops. Thankfully I fell into another level segment, but still.. awkward. &lt;br /&gt;
Oh. Your use of a boss corridor without a climax... please don't.&lt;br /&gt;
|acescore = 24&lt;br /&gt;
|asdesign = 8&lt;br /&gt;
|asfun = 6&lt;br /&gt;
|ascreativity = 6&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
A more through documentation of Game Trooper's thoughts on the design process can be found [[User:Game_Trooper|here]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* This is the only level in the contest to use Foot Holders unaltered. The only other level use Foot Holders in any sense is [[The Stage Nobody Asked For]].&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Unobtainium_Mine&amp;diff=3630</id>
		<title>Unobtainium Mine</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Unobtainium_Mine&amp;diff=3630"/>
				<updated>2018-03-22T23:43:14Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: &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;br /&gt;
&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Water_Ducts&amp;diff=3629</id>
		<title>Water Ducts</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Water_Ducts&amp;diff=3629"/>
				<updated>2018-03-22T23:43:04Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: &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= Water Ducts&lt;br /&gt;
|image= &lt;br /&gt;
|caption= The water here is bananas!&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[SnoruntPyro]]&lt;br /&gt;
|composer= &lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectibles = &lt;br /&gt;
|enemies = &lt;br /&gt;
* Pakkato 24&lt;br /&gt;
* Vultive&lt;br /&gt;
* Ground Devil&lt;br /&gt;
* Colton&lt;br /&gt;
* Pole Egg&lt;br /&gt;
* Shrimp&lt;br /&gt;
* Tadahou&lt;br /&gt;
&lt;br /&gt;
|bosses = * [[Mecha Bubble Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Jazz Jackrabbit - Medivo&lt;br /&gt;
|location = [[Wily Star II]]&lt;br /&gt;
|previous = [[Outer Space]]&lt;br /&gt;
|next = [[Classic Castle]]&lt;br /&gt;
}}&lt;br /&gt;
Water Ducts is the 1st [[Wily Star II]] stage in [[Make a Good Mega Man Level 2]]. It was created by [[SnoruntPyro]].&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The main mechanics of the level is from multiple different Mario level contest levels (like the slamming water), including some of the boss' attacks. It also utilizes enemies as obstacles that you can't get rid of, like [[Spiky Situation]].&lt;br /&gt;
&lt;br /&gt;
The stage's boss is [[Mecha Bubble Man]], with Pyro's signature &amp;quot;random boss in a ride armour&amp;quot; aesthetic.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Utilize the utilities if you find a jump that's hard to time with the slamming water, Mecha Bubble's weakness is [[Hornet Chaser]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
This stage is based on the level &amp;quot;Subterranean Canal&amp;quot;, an entry into the ninth Vanilla Level Design Contest (VLDC9 for short) created by Worldpeace. The exact same music was used for Water Ducts and the gimmick with the smashing water was executed in a similar way.&lt;br /&gt;
&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Tier_7_(MaGMML2)&amp;diff=1969</id>
		<title>Tier 7 (MaGMML2)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Tier_7_(MaGMML2)&amp;diff=1969"/>
				<updated>2017-12-28T06:52:00Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|Normally I would question why a Wily-themed establishment is here, but the [[Wily Combo]] is so good that I don't care|Tornado Man|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= McWily's&lt;br /&gt;
|image= [[File:t7.PNG|256px]]&lt;br /&gt;
|caption= I'm lovin' it...though not as much as Tier 10.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2|MaGMML2]]''&lt;br /&gt;
|creator= &lt;br /&gt;
|composer= CosmicGem&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = Programmer(s)&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 10&lt;br /&gt;
|collectables = 4&lt;br /&gt;
|bosses = [[Future]]&lt;br /&gt;
|previous = [[Tier 6 (MaGMML2)]]&lt;br /&gt;
|next = [[Tier 8 (MaGMML2)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''McWily's'' is the seventh tier of Make A Good Mega Man Level 2, hosting levels 34 through 27, as well as a secret level. It is a Wily-themed, though apparently not Wily-owned, fast food restaurant. The NPCs here are either customers or employees, with the employees having their own costume, pictured above.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
Someone else fill this in.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* Burger Joe&lt;br /&gt;
* Flame Man&lt;br /&gt;
* Junk Man&lt;br /&gt;
* Mercury&lt;br /&gt;
* Napalm Man&lt;br /&gt;
* Past&lt;br /&gt;
* Pluto&lt;br /&gt;
* Scorch Man (Zook Hero Z) (after beating him)&lt;br /&gt;
* Shark Man&lt;br /&gt;
* Solar Man&lt;br /&gt;
* Tiny Tim and Bob Cratchit &lt;br /&gt;
* Toast Man&lt;br /&gt;
* Tornado Man&lt;br /&gt;
* Uranus&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* This tier's setting is based off of Duvi0's review for [[Wily Combo]].&lt;br /&gt;
* Bizarrely, Solar Man appears both in this tier and in the main hub. He is one of three NPCs to appear in multiple places in the hub at the same time. The other two are Gemini Man (justifiably) and Toad Man.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tiers]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Tier_7_(MaGMML2)&amp;diff=1968</id>
		<title>Tier 7 (MaGMML2)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Tier_7_(MaGMML2)&amp;diff=1968"/>
				<updated>2017-12-28T06:51:31Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|Normally I would question why a Wily-themed establishment is here, but the [[Wily Combo]] is so good that I don't care|Tornado Man|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= McWily's&lt;br /&gt;
|image= [[File:t7.PNG|256px]]&lt;br /&gt;
|caption= I'm lovin' it...though not as much as Tier 10.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2|MaGMML2]]''&lt;br /&gt;
|creator= &lt;br /&gt;
|composer= CosmicGem&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = Programmer(s)&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 10&lt;br /&gt;
|collectables = 4&lt;br /&gt;
|bosses = [[Future]]&lt;br /&gt;
|previous = [[Tier 6 (MaGMML2)]]&lt;br /&gt;
|next = [[Tier 8 (MaGMML2)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''McWily's'' is the seventh tier of Make A Good Mega Man Level 2, hosting levels 34 through 27, as well as a secret level. It is a Wily-themed, though apparently not Wily-owned, fast food restaurant. The NPCs here are either customers or employees, with the employees having their own costume, pictured above.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
Someone else fill this in.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* Burger Joe&lt;br /&gt;
* Flame Man&lt;br /&gt;
* Junk Man&lt;br /&gt;
* Mercury&lt;br /&gt;
* Napalm Man&lt;br /&gt;
* Past&lt;br /&gt;
* Pluto&lt;br /&gt;
* Scorch Man (Zook Hero Z) (after beating him)&lt;br /&gt;
* Shark Man&lt;br /&gt;
* Solar Man&lt;br /&gt;
* Tiny Tim and Bob Cratchit &lt;br /&gt;
* Toast Man&lt;br /&gt;
* Tornado Man&lt;br /&gt;
* Uranus&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* This tier's setting is based off of Duvi0's review for [[Wily Combo]].&lt;br /&gt;
* Bizarrely, Solar Man appears both in this tier and in the main hub. He is one of three characters to appear in multiple places in the hub at the same time. The other two are Gemini Man (justifiably) and Toad Man.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tiers]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Tier_7_(MaGMML2)&amp;diff=1967</id>
		<title>Tier 7 (MaGMML2)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Tier_7_(MaGMML2)&amp;diff=1967"/>
				<updated>2017-12-28T06:50:52Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|Normally I would question why a Wily-themed establishment is here, but the [[Wily Combo]] is so good that I don't care|Tornado Man|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= McWily's&lt;br /&gt;
|image= [[File:t7.PNG|256px]]&lt;br /&gt;
|caption= I'm lovin' it...though not as much as Tier 10.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2|MaGMML2]]''&lt;br /&gt;
|creator= &lt;br /&gt;
|composer= CosmicGem&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = Programmer(s)&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 10&lt;br /&gt;
|collectables = 4&lt;br /&gt;
|bosses = [[Future]]&lt;br /&gt;
|previous = [[Tier 6 (MaGMML2)]]&lt;br /&gt;
|next = [[Tier 8 (MaGMML2)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''McWily's'' is the seventh tier of Make A Good Mega Man Level 2, hosting levels 34 through 27, as well as a secret level. It is a Wily-themed, though apparently not Wily-owned, fast food restaurant. The NPCs here are either customers or employees, with the employees having their own costume, pictured above.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
Someone else fill this in.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* Burger Joe&lt;br /&gt;
* Flame Man&lt;br /&gt;
* Junk Man&lt;br /&gt;
* Mercury&lt;br /&gt;
* Napalm Man&lt;br /&gt;
* Past&lt;br /&gt;
* Pluto&lt;br /&gt;
* Scorch Man (Zook Hero Z) (after beating him)&lt;br /&gt;
* Shark Man&lt;br /&gt;
* Solar Man&lt;br /&gt;
* Tiny Tim and Bob Cratchit &lt;br /&gt;
* Toast Man&lt;br /&gt;
* Tornado Man&lt;br /&gt;
* Uranus&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* This tier's setting is based off of Duvi0's review for [[Wily Combo]].&lt;br /&gt;
* Bizarrely, Solar Man appears both in this tier and in the hub. He is one of three characters to appear in multiple places simultaneously. The other two are Gemini Man (justifiably) and Toad Man.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tiers]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Tier_7_(MaGMML2)&amp;diff=1966</id>
		<title>Tier 7 (MaGMML2)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Tier_7_(MaGMML2)&amp;diff=1966"/>
				<updated>2017-12-28T06:50:10Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: Created page with &amp;quot;{{quote|Normally I would question why a Wily-themed establishment is here, but the Wily Combo is so good that I don't care|Tornado Man|}}   {{LevelInfoAlt  &amp;lt;!-- ==========...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|Normally I would question why a Wily-themed establishment is here, but the [[Wily Combo]] is so good that I don't care|Tornado Man|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= McWily's&lt;br /&gt;
|image= [[File:t7.PNG|256px]]&lt;br /&gt;
|caption= I'm lovin' it...though not as much as Tier 10.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2|MaGMML2]]''&lt;br /&gt;
|creator= &lt;br /&gt;
|composer= CosmicGem&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = Programmer(s)&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 10&lt;br /&gt;
|collectables = 4&lt;br /&gt;
|bosses = [[Future]]&lt;br /&gt;
|previous = [[Tier 6 (MaGMML2)]]&lt;br /&gt;
|next = [[Tier 8 (MaGMML2)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''McWily's'' is the seventh tier of Make A Good Mega Man Level 2, hosting levels 34 through 27, as well as a secret level. It is a Wily-themed, though apparently not Wily-owned, fast food restaurant. The NPCs here are either customers or employees, with the employees having their own costume, pictured above.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
Someone else fill this in.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* Burger Joe&lt;br /&gt;
* Flame Man&lt;br /&gt;
* Junk Man&lt;br /&gt;
* Mercury&lt;br /&gt;
* Napalm Man&lt;br /&gt;
* Past&lt;br /&gt;
* Pluto&lt;br /&gt;
* Shark Man&lt;br /&gt;
* Solar Man&lt;br /&gt;
* Tiny Tim and Bob Cratchit &lt;br /&gt;
* Toast Man&lt;br /&gt;
* Tornado Man&lt;br /&gt;
* Uranus&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* This tier's setting is based off of Duvi0's review for [[Wily Combo]].&lt;br /&gt;
* Bizarrely, Solar Man appears both in this tier and in the hub. He is one of three characters to appear in multiple places simultaneously. The other two are Gemini Man (justifiably) and Toad Man.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tiers]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:T7.PNG&amp;diff=1965</id>
		<title>File:T7.PNG</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:T7.PNG&amp;diff=1965"/>
				<updated>2017-12-28T06:36:28Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Ombuds_Man&amp;diff=1948</id>
		<title>Ombuds Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Ombuds_Man&amp;diff=1948"/>
				<updated>2017-12-24T15:28:06Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|...what is an Ombuds?|Mega Man, confused as everybody on their first visit.|}}&lt;br /&gt;
&lt;br /&gt;
{{robotmaster&lt;br /&gt;
|titlebg=#181818&lt;br /&gt;
|titletext = #ffff00&lt;br /&gt;
|name= [[File:MM42OmbudsManMug.png|left]][[File:MM42OmbudsManMug.png|right]]Ombuds Man&lt;br /&gt;
|image= [[File:Om+Buds.jpg|287px]]&lt;br /&gt;
|caption=&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number= &lt;br /&gt;
|designer= Servadac&lt;br /&gt;
|programmer= &lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor = &lt;br /&gt;
|at=&lt;br /&gt;
|weapon= Paper Slash&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack= 4 (contact, rocks) &lt;br /&gt;
*2 (Paper)&lt;br /&gt;
|type = &lt;br /&gt;
|weak=[[Triple Blade]]&lt;br /&gt;
|affiliations= Dr. Wily&lt;br /&gt;
|stage=Tier 2 Boss&lt;br /&gt;
|location=&lt;br /&gt;
|occupation= &lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]]&lt;br /&gt;
|appear2= ''Mega Man 42''&lt;br /&gt;
|sprite=[[File:MaGMML2_OmbudsMan.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ombuds Man, much like his name implies, is a robot built to handle paperwork and affairs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Appearences ==&lt;br /&gt;
=== ''Mega Man: 42'' ===&lt;br /&gt;
&lt;br /&gt;
Ombuds Man is one of the eight robot masters. His stage takes place in an office building that either Mega Man or Mega Girl ([[Roll]]) must climb in order to reach the boss. His attacks consists of his signature move Paper Slash, which fires 3 simultaneous paper shots, one forward and two at 45 degree angles, and slamming his fist on the ground, producing falling debris from the ceiling. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''[[Make a Good Mega Man Level 2]]'' ===&lt;br /&gt;
Ombuds Man appears as the boss of Tier 2, the sewers. After a brief bit of dialogue with Mega Man, where he admits to not even knowing what an Ombuds is, calling it &amp;quot;an enigma of life&amp;quot;, he challenges the player. &lt;br /&gt;
&lt;br /&gt;
Ombuds Man's abilities have been significantly ramped up. In addition to retaining all his moves from Mega Man 42, he gained a good amount of new moves as listed below.&lt;br /&gt;
&lt;br /&gt;
* Ombuds Man tosses a printer on the ground, which can be destroyed. This printer fires paper shots straight forward.&lt;br /&gt;
* Ombuds Man walks around and jumps, firing a single piece of paper forward.&lt;br /&gt;
* Ombuds Man fires a paper slash straight up. The sideways papers arc downwards. He proceeds to adjust his tie, and teleport to another location. When he teleports, a paper slash is fired to the left and right of him. &lt;br /&gt;
&lt;br /&gt;
After defeat, he will appear at [[Chateau Chevaleresque]] as an NPC. &lt;br /&gt;
&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/3&lt;br /&gt;
| hornet = 1&lt;br /&gt;
| jewel = 2&lt;br /&gt;
| grab = 1&lt;br /&gt;
| triple = 4&lt;br /&gt;
| slash = 1&lt;br /&gt;
| wheel = 1&lt;br /&gt;
| sakugarne = 2&lt;br /&gt;
| wire = 1&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = Destroying the falling debris can actually yield drops.&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
His name is a reference to an ombudsman, an appointed official whose duty is to investigate complaints, generally on behalf of individuals such as consumers or taxpayers, against institutions such as companies and government departments.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
[[Category:Tier Boss]][[Category:Tier 2]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:Om%2BBuds.jpg&amp;diff=1947</id>
		<title>File:Om+Buds.jpg</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:Om%2BBuds.jpg&amp;diff=1947"/>
				<updated>2017-12-24T15:27:47Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Starman_Recreation&amp;diff=1946</id>
		<title>Starman Recreation</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Starman_Recreation&amp;diff=1946"/>
				<updated>2017-12-24T15:27:00Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: &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= Starman Recreation&lt;br /&gt;
|rank = 43rd&lt;br /&gt;
|image= [[File:Star Man.PNG|250px]]&lt;br /&gt;
|caption= He'd like to come and meet us, but he thinks he'd blow our minds. &lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= &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 = 26&lt;br /&gt;
|judge2 = 22&lt;br /&gt;
|judge3 = 32&lt;br /&gt;
|judge4 = 32&lt;br /&gt;
|judge5 = 31&lt;br /&gt;
|totalscore = 28.6&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;
* B Bitter &lt;br /&gt;
* Crystal&lt;br /&gt;
* Crystal Joe&lt;br /&gt;
* Dachone&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Giree&lt;br /&gt;
* Metall Cannon&lt;br /&gt;
* Space Metall&lt;br /&gt;
* Tatepakkan&lt;br /&gt;
* Tondeall&lt;br /&gt;
* Toss Machine&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = None&lt;br /&gt;
|other = &lt;br /&gt;
|music = Mega Man 5 - Star Man&lt;br /&gt;
|location = Tier 5&lt;br /&gt;
|previous = [[AD 2101]]&lt;br /&gt;
|next = [[Wily Coaster]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview== &lt;br /&gt;
&lt;br /&gt;
Star Man Recreation is the 43rd placed level in the second Make A Good Mega Man Level Contest, and the final level of [[Tier 5 (MaGMML2)|the fifth tier]]. The stage, as its name implies, is a recreation of Star Man's level. It has a level layout largely different from Star Man's original stage, unlike [[Ancient Tomb]] with Pharoah Man's stage. It also hosts numerous enemies and features not in Star Man's level, such as Galaxy Man portals and gravity flips.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Most of the Noble Nickels will be obtained along the way with little chance to miss them. The one exception to this is the one situated underneath a Galaxy Man portal in reversed gravity. This one is obtained easily with the [[Wheel Cutter]].&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Starman_Recreation&amp;diff=1945</id>
		<title>Starman Recreation</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Starman_Recreation&amp;diff=1945"/>
				<updated>2017-12-24T15:24:18Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: &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= Starman Recreation&lt;br /&gt;
|rank = 43rd&lt;br /&gt;
|image= [[File:Star Man.PNG|250px]]&lt;br /&gt;
|caption= He'd like to come and meet us, but he thinks he'd blow our minds. &lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= &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 = 26&lt;br /&gt;
|judge2 = 22&lt;br /&gt;
|judge3 = 32&lt;br /&gt;
|judge4 = 32&lt;br /&gt;
|judge5 = 31&lt;br /&gt;
|totalscore = 28.6&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;
* B Bitter &lt;br /&gt;
* Crystal&lt;br /&gt;
* Crystal Joe&lt;br /&gt;
* Dachone&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Giree&lt;br /&gt;
* Space Metall&lt;br /&gt;
* Tatepakkan&lt;br /&gt;
* Tondeall&lt;br /&gt;
* Toss Machine&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = None&lt;br /&gt;
|other = &lt;br /&gt;
|music = Mega Man 5 - Star Man&lt;br /&gt;
|location = Tier 5&lt;br /&gt;
|previous = [[AD 2101]]&lt;br /&gt;
|next = [[Wily Coaster]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview== &lt;br /&gt;
&lt;br /&gt;
Star Man Recreation is the 43rd placed level in the second Make A Good Mega Man Level Contest, and the final level of [[Tier 5 (MaGMML2)|the fifth tier]]. The stage, as its name implies, is a recreation of Star Man's level. It has a level layout largely different from Star Man's original stage, unlike [[Ancient Tomb]] with Pharoah Man's stage. It also hosts numerous enemies and features not in Star Man's level, such as Galaxy Man portals and gravity flips.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Most of the Noble Nickels will be obtained along the way with little chance to miss them. The one exception to this is the one situated underneath a Galaxy Man portal in reversed gravity. This one is obtained easily with the [[Wheel Cutter]].&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Starman_Recreation&amp;diff=1944</id>
		<title>Starman Recreation</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Starman_Recreation&amp;diff=1944"/>
				<updated>2017-12-24T15:23:47Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: Created page with &amp;quot;{{Levelinfo  |align= right &amp;lt;!-- ===========Info============== --&amp;gt; |title= Starman Recreation |rank = 43rd |image= 250px |caption= He'd like to come and m...&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= Starman Recreation&lt;br /&gt;
|rank = 43rd&lt;br /&gt;
|image= [[File:Star Man.PNG|250px]]&lt;br /&gt;
|caption= He'd like to come and meet us, but he thinks he'd blow our minds. &lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= &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 = 26&lt;br /&gt;
|judge2 = 22&lt;br /&gt;
|judge3 = 32&lt;br /&gt;
|judge4 = 32&lt;br /&gt;
|judge5 = 31&lt;br /&gt;
|totalscore = 28.6&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;
* B Bitter &lt;br /&gt;
* Bounder&lt;br /&gt;
* Crystal&lt;br /&gt;
* Crystal Joe&lt;br /&gt;
* Dachone&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Giree&lt;br /&gt;
* Space Metall&lt;br /&gt;
* Tatepakkan&lt;br /&gt;
* Tondeall&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = None&lt;br /&gt;
|other = &lt;br /&gt;
|music = Mega Man 5 - Star Man&lt;br /&gt;
|location = Tier 5&lt;br /&gt;
|previous = [[AD 2101]]&lt;br /&gt;
|next = [[Wily Coaster]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview== &lt;br /&gt;
&lt;br /&gt;
Star Man Recreation is the 43rd placed level in the second Make A Good Mega Man Level Contest, and the final level of [[Tier 5 (MaGMML2)|the fifth tier]]. The stage, as its name implies, is a recreation of Star Man's level. It has a level layout largely different from Star Man's original stage, unlike [[Ancient Tomb]] with Pharoah Man's stage. It also hosts numerous enemies and features not in Star Man's level, such as Galaxy Man portals and gravity flips.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Most of the Noble Nickels will be obtained along the way with little chance to miss them. The one exception to this is the one situated underneath a Galaxy Man portal in reversed gravity. This one is obtained easily with the [[Wheel Cutter]].&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:Star_Man.PNG&amp;diff=1943</id>
		<title>File:Star Man.PNG</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:Star_Man.PNG&amp;diff=1943"/>
				<updated>2017-12-24T15:23:24Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:StarMan.PNG&amp;diff=1942</id>
		<title>File:StarMan.PNG</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:StarMan.PNG&amp;diff=1942"/>
				<updated>2017-12-24T15:16:22Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Ombuds_Man&amp;diff=1936</id>
		<title>Ombuds Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Ombuds_Man&amp;diff=1936"/>
				<updated>2017-12-21T17:03:40Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: Created page with &amp;quot;{{quote|...what is an Ombuds?|Mega Man|}}  {{robotmaster |titlebg=#181818 |titletext = #ffff00 |name= leftrightOmbu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|...what is an Ombuds?|Mega Man|}}&lt;br /&gt;
&lt;br /&gt;
{{robotmaster&lt;br /&gt;
|titlebg=#181818&lt;br /&gt;
|titletext = #ffff00&lt;br /&gt;
|name= [[File:MM42OmbudsManMug.png|left]][[File:MM42OmbudsManMug.png|right]]Ombuds Man&lt;br /&gt;
|image= &lt;br /&gt;
|caption=&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number= &lt;br /&gt;
|designer= Servadac&lt;br /&gt;
|programmer= &lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor = &lt;br /&gt;
|at=&lt;br /&gt;
|weapon= Paper Slash&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack= 4 (contact, rocks) &lt;br /&gt;
*2 (Paper)&lt;br /&gt;
|type = &lt;br /&gt;
|weak=[[Triple Blade]]&lt;br /&gt;
|affiliations= Dr Wily&lt;br /&gt;
|stage=Tier 2 Boss&lt;br /&gt;
|location=&lt;br /&gt;
|occupation= &lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]]&lt;br /&gt;
|appear2= ''Mega Man 42''&lt;br /&gt;
|sprite=[[File:MaGMML2_OmbudsMan.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ombuds Man is a robot built to handle paperwork and affairs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Appearences ==&lt;br /&gt;
=== ''Mega Man: 42'' ===&lt;br /&gt;
&lt;br /&gt;
Ombuds Man is one of the eight robot masters. His stage takes place in an office building that either Mega Man or Mega Girl ([[Roll]]) must climb in order to reach the boss. His attacks consists of his signature move Paper Slash, which fires 3 simultaneous paper shots forward and at 45 degree angles, and slamming his fist on the ground, producing debris. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''[[Make a Good Mega Man Level 2]]'' ===&lt;br /&gt;
Ombuds Man appears in the sewers. After a brief bit of dialogue with Mega Man, where he admits to not even knowing what an Ombuds is, he challenges the player. &lt;br /&gt;
&lt;br /&gt;
Ombuds Man's abilities have been significantly ramped up. In addition to retaining all his moves from Mega Man 42, he gains a good amount of new moves, listed below.&lt;br /&gt;
&lt;br /&gt;
* Ombuds Man tosses a printer on the ground, which can be destroyed. This printer fires paper shots straight forward.&lt;br /&gt;
* Ombuds Man walks around and jumps, firing a single piece of paper forward.&lt;br /&gt;
* Ombuds Man fires a paper slash straight up. The sideways papers arc downwards. He proceeds to adjust his tie, and teleport to another location. When he teleports, a paper slash is fired to the left and right of him. &lt;br /&gt;
&lt;br /&gt;
After defeat, he will appear at the Chateau. &lt;br /&gt;
&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/3&lt;br /&gt;
| hornet = 1&lt;br /&gt;
| jewel = 2&lt;br /&gt;
| grab = 1&lt;br /&gt;
| triple = 4&lt;br /&gt;
| slash = 1&lt;br /&gt;
| wheel = 1&lt;br /&gt;
| sakugarne = 2&lt;br /&gt;
| wire = 1&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
[[Category:Tier Boss]][[Category:Tier 2]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MM42OmbudsManMug.png&amp;diff=1935</id>
		<title>File:MM42OmbudsManMug.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MM42OmbudsManMug.png&amp;diff=1935"/>
				<updated>2017-12-21T16:34:07Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaGMML2_OmbudsMan.png&amp;diff=1934</id>
		<title>File:MaGMML2 OmbudsMan.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaGMML2_OmbudsMan.png&amp;diff=1934"/>
				<updated>2017-12-21T16:32:54Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Dr._Light%27s_Lab&amp;diff=1869</id>
		<title>Dr. Light's Lab</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Dr._Light%27s_Lab&amp;diff=1869"/>
				<updated>2017-12-12T21:55:19Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: Created page with &amp;quot; 400px  Dr Light's Lab is a location in both games.   ==Make a Good Mega Man Level== The first game is set inside Dr Light's Lab. All the features of the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Lab.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
Dr Light's Lab is a location in both games. &lt;br /&gt;
&lt;br /&gt;
==[[Make a Good Mega Man Level]]==&lt;br /&gt;
The first game is set inside Dr Light's Lab. All the features of the game, with the exception of the levels themselves, are accessed from the Lab. &lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
==== Cool Robots Room ====&lt;br /&gt;
The Cool Robots Room is an attic Guts Man dedicated as a hangout out spot for all the &amp;quot;cool robots&amp;quot;. Initially, it only hosts Guts Man, but as you progress through the game more characters will be added: Oil Man, Galaxy Man, Solar Man, Crash Man, Sheep Man, Air Man, Wind Man and Raocow. Notably, some of these are not cool, and one character in the attic isn't even a robot. After completing the game the entrance to the Arena will appear here. [[Bright Man]] can be accessed on the wall to the left. &lt;br /&gt;
&lt;br /&gt;
==== Target Practice ====&lt;br /&gt;
&lt;br /&gt;
The basement houses numerous amounts of breakable targets to test your weapons on. Bomb Man and later Quint inhabit this room. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===NPCs ===&lt;br /&gt;
* Dr Light&lt;br /&gt;
* Kalinka (in a Concrete Man costume)&lt;br /&gt;
* Dr Cossack&lt;br /&gt;
* Bass&lt;br /&gt;
* Beat&lt;br /&gt;
* Tango &lt;br /&gt;
* Galaxy Man&lt;br /&gt;
* Wind Man&lt;br /&gt;
* Guts Man&lt;br /&gt;
* Sheep Man&lt;br /&gt;
* Raocow&lt;br /&gt;
* Metal Man&lt;br /&gt;
* Solar Man&lt;br /&gt;
* Crash Man&lt;br /&gt;
* Air Man&lt;br /&gt;
* Fire Man&lt;br /&gt;
* Cut Man&lt;br /&gt;
* Auto &lt;br /&gt;
* Ice Man&lt;br /&gt;
* Bomb Man&lt;br /&gt;
* Quint&lt;br /&gt;
* Snake Man&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Make a Good Mega Man Level 2]]==&lt;br /&gt;
The lab has noticeably been downsized in the second game, leading to almost all the features being removed. The only thing that remains are a few NPCs, a sign explaining who the judges are, and the shop.&lt;br /&gt;
&lt;br /&gt;
A variation of Dr Light's lab appears before fighting [[Volt Man The Assimilator]]. Notably, the Cool Robots Room returns. &lt;br /&gt;
&lt;br /&gt;
===NPCs===&lt;br /&gt;
* Dr Light/EVAL SANTA&lt;br /&gt;
* Fire Man&lt;br /&gt;
* Ice Man&lt;br /&gt;
* Reggae&lt;br /&gt;
* Tango&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaGMML2-Lab1.PNG&amp;diff=1868</id>
		<title>File:MaGMML2-Lab1.PNG</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaGMML2-Lab1.PNG&amp;diff=1868"/>
				<updated>2017-12-12T21:53:38Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Costumes&amp;diff=1866</id>
		<title>Costumes</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Costumes&amp;diff=1866"/>
				<updated>2017-12-12T13:49:48Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: /* Cut Man */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;For user-made costumes that can be used after earning 100 Noble Nickels, see [[Custom Costumes]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Costumes''' are unlockables in the ''Make a Good Mega Man Level'' series that change Mega Man's appearance.  Aside from a few exceptions, they are purely cosmetic and offer no gameplay advantages.&lt;br /&gt;
==''[[Make a Good Mega Man Level]]''==&lt;br /&gt;
Only a single costume can be found in the original ''Make a Good Mega Man Level'' game—the Proto Man costume, purchasable from Eddie's shop from the beginning for a paltry 50 bolts.&lt;br /&gt;
&lt;br /&gt;
==''[[Make a Good Mega Man Level 2]]''==&lt;br /&gt;
Costumes not only return from the first game, but are greatly expanded upon.  [[Roll]] now runs a costume shop located between [[Tier 4 (MaGMML2)|Tier 4]] and [[Tier 5 (MaGMML2)|Tier 5]], where the player can go at any time to purchase a costume or equip one they have already purchased.  Some skins cannot use the alternate weapon set (Due to not having the necessary sprites).&lt;br /&gt;
 &lt;br /&gt;
If Mega Man wears a costume that matches the identity of an NPC, that NPC will disappear while wearing that costume. For example, equipping Hornet Man's costume will make Hornet Man disappear from [[Tier 3 (MaGMML2)|Tier 3]]. The exceptions to this are Met and Dr Light, who still appear in [[Tier 10 (MaGMML2)|Tier 10]] and the lab, respectively. Relatedly, wearing any costume other than Mega Man (with or without helmet) causes Mega Man to appear near the entrance to Tier 3. The exception to this is Roll, in which case Rock will run the costume shop in her absence. &lt;br /&gt;
&lt;br /&gt;
Many costumes provide unique dialogue with certain NPCs. A good amount of them change the sprites for utilities, such as Rush Coil, Rush Jet, and Sakugarne. They still function identically, however. &lt;br /&gt;
&lt;br /&gt;
===List of Costumes===&lt;br /&gt;
&lt;br /&gt;
====[[Mega Man]]====&lt;br /&gt;
DLN-001, more commonly known as Mega Man or Rock, is the main character of the series. Mega Man is the default costume, so he does not need to be unlocked.  &lt;br /&gt;
&lt;br /&gt;
Mega Man is capable of using alternate weapons. &lt;br /&gt;
&lt;br /&gt;
====[[Proto Man]]====&lt;br /&gt;
{{quote| Ah, how did that tune go again? |Roll or Mega Man|upon purchase }}&lt;br /&gt;
Proto Man, also known as Blues, is the brother of Mega Man introduced in ''Mega Man 3''.  Proto Man is purchasable from the start, and costs 150 bolts. &lt;br /&gt;
&lt;br /&gt;
Proto Man can use alternate weapons.&lt;br /&gt;
&lt;br /&gt;
When Proto Man enters a level, his song briefly plays. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Bass]]==== &lt;br /&gt;
{{quote|Of all the--Of okay, fine, suit yourself. So to speak.|Roll or Mega Man|upon purchase }}&lt;br /&gt;
Bass, aka Forte, is a robot created by Dr Wily who debuted in ''Mega Man 7''. Bass is purchasable from the start, and costs 100 bolts.&lt;br /&gt;
&lt;br /&gt;
Bass can use alternate weapons. &lt;br /&gt;
&lt;br /&gt;
Bass has unique dialogue when battling Cheat Man.&lt;br /&gt;
&lt;br /&gt;
====[[Roll]]====&lt;br /&gt;
{{quote|Oh, you want to be me? Well, who wouldn't?|Roll|upon purchase }}&lt;br /&gt;
Roll is the younger sister of Mega Man, who debuted in the first ''Mega Man'' game. Roll is purchasable from the start, and costs 200 bolts. &lt;br /&gt;
&lt;br /&gt;
Roll can use alternate weapons.&lt;br /&gt;
&lt;br /&gt;
While using this costume, Rock takes over the shop in Roll's absence. He can be talked to for a few pieces of dialogue. Roll also has unique dialogue with Proto Man, Ice Man and [[Jet Man]].&lt;br /&gt;
&lt;br /&gt;
====[[Doctor Thomas Light|Dr. Light]]====&lt;br /&gt;
Dr. Light is the creator of Mega Man, Proto Man, Roll, and many other robots.  Dr. Light is obtainable by talking to him in his lab after obtaining every energy element from the entries.  His costume costs 250 bolts. &lt;br /&gt;
&lt;br /&gt;
Dr Light cannot use alternate weapons. He has a unique sprite for Sakugarne, Rush Jet (which is replaced with Item-2), and Rush Coil (which is replaced with the Proto Coil). &lt;br /&gt;
&lt;br /&gt;
Roll and Mega Man both express distaste of this costume when selected. &lt;br /&gt;
&lt;br /&gt;
====Rush==== &lt;br /&gt;
{{quote|A dog is man's best friend, and they're always so carefree. I don't blame you for wanting to be one.|Roll or Mega Man|upon purchase }}&lt;br /&gt;
&lt;br /&gt;
Rush is Mega Man's pet as well as his main mean of transportation. He debuted in ''Mega Man 3''. Rush is unlocked by beating the hidden statue bosses in [[Tier 10 (MaGMML2)|Tier 10]] ([[Glass Man (boss)|Glass Man]], [[Birdo]], and [[The Moon]]). His costume costs 300 bolts. &lt;br /&gt;
&lt;br /&gt;
Rush cannot use alternate weapons. When Rush uses the Sakugarne, he will instead turn into the Rush Coil from Megaman 5. Using Rush Coil and Rush Jet spawns Mega Man in his place. &lt;br /&gt;
&lt;br /&gt;
When Rush enters a level, &amp;quot;Ready&amp;quot; will be replaced with &amp;quot;Bark, Woof!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Hair====&lt;br /&gt;
The Hair costume is simply Mega Man without his helmet. It is unlocked by talking to Knight Man after collecting at least 50 Noble Nickels. The costume costs 600 bolts.   &lt;br /&gt;
&lt;br /&gt;
Due to &amp;quot;Hair&amp;quot; being Mega Man, just without his helmet, the Hair costume has all the same powers and dialogue that Mega Man does, up to and including being referred to as &amp;quot;Mega Man&amp;quot;. This means Hair can use alternate weapons.  &lt;br /&gt;
&lt;br /&gt;
====Mega Man?====&lt;br /&gt;
&lt;br /&gt;
Mega Man?, also known as &amp;quot;Mega?&amp;quot;, is the evil Mega Man from ''Mega Man: Powered Up''. It resembles Mega Man with a purple scarf and an evil glare. It is unlocked by talking to Knight Man after collecting at least 50 Noble Nickels. His costume costs 100 bolts.   &lt;br /&gt;
&lt;br /&gt;
Mega? can use alternate weapons. Rush Coil and Rush Jet have rush don the same evil glare and scarf that Mega? has.&lt;br /&gt;
Mega? changes the READY text to &amp;quot;ON THE SCENE!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Rockman CX====&lt;br /&gt;
&lt;br /&gt;
Rockman CX, CX for short, debuted in a Mega Man 2 ROM hack of the same name. Rockman CX is merely a grey palette for Mega Man, with shading around the arms and legs, as well as a dash. It is unlocked by talking to Knight Man after collecting at least 50 Noble Nickels. His costume costs 3 bolts.   &lt;br /&gt;
&lt;br /&gt;
Rockman CX can use alternate weapons. The Rush Coil is replaced with the Proto Coil, and the Rush Jet is replaced by the Floor item from the ROM hack. &lt;br /&gt;
&lt;br /&gt;
Rockman CX has unique dialogue with Cheat Man, Bass, and Mega Man.&lt;br /&gt;
&lt;br /&gt;
====Doropie==== &lt;br /&gt;
Doropie, occasionally referred to as Krion, is a witch who debuted in the Mega Man clone ''The Krion Conquest'', a game for the NES. It is unlocked by talking to Knight Man after collecting at least 50 Noble Nickels. Her costume costs 600 bolts.&lt;br /&gt;
&lt;br /&gt;
Doropie cannot use alternate weapons. Her Rush Jet is replaced with a broom.&lt;br /&gt;
&lt;br /&gt;
====Rokko Chan====&lt;br /&gt;
Rokko Chan, Rokko for short, is the star of the flash game of the same name. It is unlocked by talking to Knight Man after collecting at least 50 Noble Nickels.  Her costume costs 300 bolts.&lt;br /&gt;
&lt;br /&gt;
Rokko Chan cannot use alternate weapons. While wearing this costume, Rush Coil is replaced with the Proto Coil and Rush Jet is replaced with Beetle Jet.&lt;br /&gt;
&lt;br /&gt;
Rokko Chan has unique dialogue with Jet Man.&lt;br /&gt;
&lt;br /&gt;
====[[Alter Man]]====&lt;br /&gt;
Alter Man, &amp;quot;Alter&amp;quot; for short, is the boss of the first place level, [[Identity Crisis]]. Alter Man resembles Mega Man with eyes similar to a Sniper Joe's. Alter Man is unlocked by talking to Knight Man with at least 170 Noble Nickels. The costume costs 100 bolts.&lt;br /&gt;
&lt;br /&gt;
Alter Man can use alternate weapons. Rush Coil and Rush Jet will have Alter Man's eyes when he uses them. &lt;br /&gt;
&lt;br /&gt;
====[[Hornet Man]]==== &lt;br /&gt;
{{quote| Wanting to relive Identity Crisis everywhere, huh?|Roll or Mega Man|upon purchase }}&lt;br /&gt;
&lt;br /&gt;
DLN-070, Hornet Man, is a robot master from ''Mega Man 9''. Notably, he is also the avatar of JupiHornet, one of the judges.  His costume is unlocked after completing [[Identity Crisis]] and costs 250 bolts.&lt;br /&gt;
&lt;br /&gt;
Hornet Man cannot use alternate weapons. Hornet Man has a unique sprite for the Rush Coil and the Rush Jet, replacing them with a Flower Presenter and a Margherita projectile. &lt;br /&gt;
&lt;br /&gt;
====[[Bright Man]]====&lt;br /&gt;
{{quote| Wanting to relive Identity Crisis everywhere, huh?|Roll or Mega Man|upon purchase }}&lt;br /&gt;
&lt;br /&gt;
DWN-025, Bright Man, the smartest robot master, is a robot master hailing from ''Mega Man 4''.  His costume is unlocked after completing the [[Identity Crisis]] and costs 250 Bolts. &lt;br /&gt;
&lt;br /&gt;
Bright Man cannot use alternate weapons. Bright Man has a unique sprite for Rush Coil, Rush Jet, and Sakugarne, which are replaced by a Dompan, Totem Polen, and Grasshopper, respectively. &lt;br /&gt;
&lt;br /&gt;
Talking to Magma Man in Tier 4 as Bright Man causes him to respond with unique dialogue.&lt;br /&gt;
&lt;br /&gt;
====[[Cut Man]]==== &lt;br /&gt;
{{quote|A true classic. One could say it's cutti...no, I'm not saying that.|Roll or Mega Man|upon purchase }}&lt;br /&gt;
&lt;br /&gt;
DLN-003, Cut Man, is a Robot Master from the original ''Mega Man''. His costume is unlocked after beating the Arena, and costs 350 bolts. &lt;br /&gt;
&lt;br /&gt;
Cut Man can use alternate weapons. Rush Coil and Rush Jet are replaced with the Proto Coil and Item-2 respectively. Sakugarne is not replaced, though it has two odd floating dots above it when summoned. Cut Man's 1-ups also have a green background surrounding them.&lt;br /&gt;
&lt;br /&gt;
====Beck==== &lt;br /&gt;
{{quote| People seem to laugh at this costume. I don't really know why.|Roll|upon purchase }}&lt;br /&gt;
&lt;br /&gt;
Beck is the protagonist of ''Mighty No. 9'', another game by Mega Man's creator Keiji Inafune. His costume is unlocked by visiting a secret room in [[Forgotten Fortress]], and costs 200 bolts.&lt;br /&gt;
&lt;br /&gt;
Beck cannot use alternate weapons. Rush Coil and Rush Jet are replaced with Proto Coil and Item-2, respectively.&lt;br /&gt;
&lt;br /&gt;
====Metall==== &lt;br /&gt;
{{quote|Good choice -- Metalls are just so adorable!|Roll|upon purchase }}&lt;br /&gt;
&lt;br /&gt;
Metalls, Mets for short, are common enemies that appeared in almost every game in each of the franchise's series (save the Legends series.) The Metall costume is unlocked by buying every upgrade from Eddie's shop, and costs 200 bolts. &lt;br /&gt;
&lt;br /&gt;
Metall cannot use alternate weapons. Rush Coil, Rush Jet and Sakugarne are replaced while wearing the costume, with Rush Coil being a Watcher, Rush Jet being a Guts Lift, and Sakugarne being a Pickelman Dada. &lt;br /&gt;
&lt;br /&gt;
====[[Joe Man (boss)|Joe Man]]====&lt;br /&gt;
Joe Man is the boss of the level [[Joe Man]] in tier 6. The costume is unlocked by beating Joe Man R in &amp;quot;Joe Man&amp;quot;, a Tier 6 stage.  His costume costs 150 bolts.&lt;br /&gt;
&lt;br /&gt;
Joe Man cannot use alternate weapons.&lt;br /&gt;
&lt;br /&gt;
====[[Quint]]====&lt;br /&gt;
&lt;br /&gt;
Quint is a future incarnation of Mega Man that debuted in ''Mega Man II'' for the Game Boy.  His costume is unlocked by accessing Tier X for the first time, and costs 150 Bolts.&lt;br /&gt;
&lt;br /&gt;
Quint cannot use alternate weapons. Rush Coil and Rush Jet spawn a Rush that resembles Quint, having a green color scheme, sunglasses, and a crescent-shaped headpiece.&lt;br /&gt;
 &lt;br /&gt;
====Sonic==== &lt;br /&gt;
Sonic the Hedgehog, the fastest thing alive, is the protagonist of the series of the same name by SEGA.  His costume is unlocked by beating the Mega Arena, and costs 300 bolts. &lt;br /&gt;
&lt;br /&gt;
Sonic cannot use alternate weapons. Sonic's Sakugarne is a spring, while Rush Jet and Coil are replaced with Knuckles. &lt;br /&gt;
&lt;br /&gt;
====Marisa====&lt;br /&gt;
{{quote|A cute appearance! I feel like I've seen her and some icy person hanging around the festival|Roll|upon purchase }}&lt;br /&gt;
&lt;br /&gt;
Marisa Kirisame is one of the main protagonists of the ''Touhou'' series by Zun. Notably, she is also the protagonist of ''Megamari'', a Touhou fangame that plays similarly to the Mega Man games. Her costume is unlocked by beating [[Cirno]], the boss of [[Misty Lake]], using only the Mega Buster, and costs 350 bolts. After being unlocked, she will appear next to Cirno in the Tier 9 hub (Assuming you aren't wearing her costume). &lt;br /&gt;
&lt;br /&gt;
Marisa cannot use alternate weapons. Marisa's Rush Jet is replaced with a broom, different from the one Doropie uses.&lt;br /&gt;
&lt;br /&gt;
Marisa has unique dialogue with Cirno.&lt;br /&gt;
&lt;br /&gt;
====Karrot Man==== &lt;br /&gt;
{{quote|A creative choice. Carrots are always good for your eyes. Even robot eyes.|Roll|upon purchase }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Karrot Man is the avatar of Sprites Inc member Karakato, one of the artists who worked on the game.  His costume is unlocked by beating 8 challenges, and costs 250 bolts. &lt;br /&gt;
&lt;br /&gt;
Karrot Man is not capable of using alternate weapons. Karrot Man's buster is modified to shoot carrots: uncharged shoots a small carrot, mid-level charge shoots three small carrots, and full charge shoots a large one. Karrot Man's Rush Coil spawns a bunny instead of Rush, and Rush Jet spawns a carrot for him to ride. &lt;br /&gt;
&lt;br /&gt;
When starting a level, the intro says &amp;quot;GOOD FOR YOUR EYES&amp;quot; instead of &amp;quot;READY&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====[[Davwin Armanios|Davwin]]====&lt;br /&gt;
{{quote| Ah, you are a good judge of costume quality (Get it? Hee Hee)|Roll or Mega Man|upon purchase }}&lt;br /&gt;
&lt;br /&gt;
Davwin is the avatar/fursona of [[ACESpark]], judge of ''MaGMML2'' and owner of Sprites, Inc.  His costume is unlocked by beating the [[Unobtainium Mine]]'s boss, [[Seven Force]], using only the Mega Buster, and costs 350 bolts.&lt;br /&gt;
&lt;br /&gt;
Davwin cannot use alternate weapons. Davwin has unique sprites for Rush Coil and Jet, which spawns his companion, Patch. &lt;br /&gt;
&lt;br /&gt;
Davwin has unique dialogue with Tango, Yellow Devil, Uranus, and Pluto. When starting a level, &amp;quot;READY&amp;quot; is replaced with &amp;quot;BARK, WOOF&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Cut Man?==== &lt;br /&gt;
Cut Man?, refered to as &amp;quot;Cut Man&amp;quot; by NPCs and &amp;quot;Bad Scizzors Cutman&amp;quot; by others, is the protagonist of the Mega Man 2 ROM hack ''Cutman's Bad Scizzors Day''. This Cutman lacks Cut Man's signature pair of scissors, is very thin and sports a large overbite. Cut Man? is unlocked by beating [[Escape Sequence]], and costs 300 bolts.&lt;br /&gt;
&lt;br /&gt;
Cut Man? cannot use alternate weapons. &lt;br /&gt;
&lt;br /&gt;
Cut Man? has unique dialogue with Cut Man, Dr. Light (who gains a new sprite), Cheat Man and the displays outside Roll's shop. Roll will also express a bit of fear if you return to her shop in this costume. Starting a level as Cut Man? replaces &amp;quot;READY&amp;quot; with &amp;quot;LOZAR&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====me_irl====&lt;br /&gt;
{{quote|Same.|Mega Man or Roll|upon purchase }}&lt;br /&gt;
&lt;br /&gt;
me_irl is a Mega Man squashed down so only his head and feet remain.  This costume is obtained by getting squashed by a crusher, which can be found in many stages such as [[Identity Crisis]] or [[Blaze Man]]. me_irl costs 100 bolts.&lt;br /&gt;
&lt;br /&gt;
me_irl cannot use alternate weapons. me_irl's Rush Jet and Rush Coil are similarly squished, and his Sakugarne has Rush's face on it.&lt;br /&gt;
&lt;br /&gt;
When starting a level, &amp;quot;READY&amp;quot; is replaced with &amp;quot;HE'S HERE...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Break Man====&lt;br /&gt;
{{quote|Ooooh, I wonder who could be under that ''mysterious'' mask~?|Roll|upon purchase }}&lt;br /&gt;
&lt;br /&gt;
Break Man is the disguise Proto Man wore throughout ''Mega Man 3''. His costume is unlocked by completing 28 [[Challenge Tent|Challenges]], and costs 150 bolts.&lt;br /&gt;
&lt;br /&gt;
Break Man cannot use alternate weapons.&lt;br /&gt;
&lt;br /&gt;
====Super Saiyan Mega Man====&lt;br /&gt;
&lt;br /&gt;
Super Saiyan Mega Man is Mega Man sporting Goku's Super Saiyan hair. The costume is unlocked by collecting 220 Noble Nickels and beating [[Knight Man]], and costs 999 bolts.&lt;br /&gt;
&lt;br /&gt;
Super Saiyan Mega Man can use alternate weapons. Rush Jet and Rush Coil both gain Super Saiyan hair.&lt;br /&gt;
&lt;br /&gt;
====[[Zero]]====&lt;br /&gt;
&lt;br /&gt;
Zero is the final boss of both Make A Good Mega Man Level games, thus connecting these games to the X series. This poorly drawn sprite is unlocked as a costume by beating the boss of [[Null &amp;amp; Void]], the final level in the game. The costume costs 999 bolts.&lt;br /&gt;
&lt;br /&gt;
Zero can use alternate weapons. Zero has unique sprites for Rush Jet and Rush Coil, being poorly made sprites of a smily blob and a a spring. Sakugarne also sports &amp;quot;eyes&amp;quot; similar to Zero.&lt;br /&gt;
&lt;br /&gt;
Zero always retains the same sprite. His standing sprite is the same as his sliding, climbing, damage, and looking up sprites. The only change it makes is changing colors for the weapons and facing different directions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:c_alterman.png|Alter Man&lt;br /&gt;
File:c_bass.png|Bass&lt;br /&gt;
File:c_beck.png|Beck&lt;br /&gt;
File:c_breakman.png|Break Man&lt;br /&gt;
File:c_brightman.png|Bright Man&lt;br /&gt;
File:c_bsd.png|Bad Scissors Day&lt;br /&gt;
File:c_copyrock.png|CX&lt;br /&gt;
File:c_cutman.png|Cut Man&lt;br /&gt;
File:c_davwin.png|Davwin&lt;br /&gt;
File:c_doropie.png|Doropie&lt;br /&gt;
File:c_drlight.png|Dr Light&lt;br /&gt;
File:c_hornetman.png|Hornet Man&lt;br /&gt;
file:c_joe.png|Joe Man&lt;br /&gt;
File:c_karrotman.png|Karrotman&lt;br /&gt;
File:c_marisa.png|Marisa&lt;br /&gt;
File:c_megaman.png|Mega Man&lt;br /&gt;
File:c_megamanquestion.png|Mega Man?&lt;br /&gt;
File:c_meirl.png|me_irl&lt;br /&gt;
file:c_met.png|Met&lt;br /&gt;
File:c_protoman.png|Protoman&lt;br /&gt;
File:c_quint.png|Quint&lt;br /&gt;
File:c_rockmanhair.png|Hair&lt;br /&gt;
File:c_rokkochan.png|Rokko Chan&lt;br /&gt;
File:c_roll.png|Roll&lt;br /&gt;
File:c_rush.png|Rush&lt;br /&gt;
File:c_saiyanrockman.png|Super Saiyan Mega Man&lt;br /&gt;
File:c_sonic.png|Sonic&lt;br /&gt;
File:c_zero.png|Zero&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Costumes]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Contest_Weapon_Data&amp;diff=1854</id>
		<title>Contest Weapon Data</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Contest_Weapon_Data&amp;diff=1854"/>
				<updated>2017-12-11T16:12:25Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alternate weapons, alter weapons for short, are a feature added in Make A Good Mega Man Level 2. They are, with one exception, special weapons and utilities that belong to the bosses of certain stages. &lt;br /&gt;
&lt;br /&gt;
== Unlocking == &lt;br /&gt;
&lt;br /&gt;
Alternate weapons are unlocked by talking to Knight Man at the [[Chateau Chevaleresque]] upon having at least 170 Noble Nickels. He informs you about their use and gives you the ability to use them, along with the [[Alter Man]] [[Costumes|costume]]. &lt;br /&gt;
&lt;br /&gt;
To use them, press the fire button on the weapons select screen while wearing the appropriate costume. The costumes that can use alternate weapons are as follows: Mega Man (default), Super Saiyan Mega Man, Hair, Roll, Bass, Proto Man, Cut Man, Alter Man, Mega?, CX, and Zero, along with certain [[Custom Costumes]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
The Alternate weapons, when selected, replaces the standard 8 special weapons as well as Super Arrow and Wire Adapter. &lt;br /&gt;
&lt;br /&gt;
* [[Hornet Chaser]] is replaced with [[Haunt Pumpkin]]&lt;br /&gt;
* [[Jewel Satellite]] is replaced with [[Badge Barrier]]&lt;br /&gt;
* [[Grab Buster]] is replaced with [[Neapolitan Bomb]]&lt;br /&gt;
* [[Triple Blade]] is replaced with [[Truffle Cluster]]&lt;br /&gt;
* [[Flash Stopper]] is replaced with [[Cyber Distorter]]&lt;br /&gt;
* [[Slash Claw]] is replaced with [[Force Beam]]&lt;br /&gt;
* [[Wheel Cutter]] is replaced with [[Hazard Trapper]]&lt;br /&gt;
* [[Sakugarne]] is replaced with [[Match Blast]]&lt;br /&gt;
* [[Wire Adapter]] is replaced with [[Chomp Claw]]&lt;br /&gt;
* [[Super Arrow]] is replaced with [[Carry]]&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
An alternate weapon uses the same ammo count as its corresponding weapon. It also faces the same restrictions restrictions that are placed on the normal weapons for levels. For example, the only alternate weapon that can be used in [[Quirky Unconsistent Incomprehensible Nonsensical Track]] is Force Beam, due to it restricting all but Slash Claw. &lt;br /&gt;
&lt;br /&gt;
Weakness calculations for the alternate weapons are the same as they are for their corresponding normal weapon (for example, [[Milk]] takes the same amount of damage from Neapolitan Bomb as he would take from the Grab Buster).   [[Carry]] is the exception to this, as it cannot damage enemies. &lt;br /&gt;
&lt;br /&gt;
[[Destroyable Blocks]] are changed when Mega Man switches to the alternate set. They take on new sprites matching the alternate weapon corresponding to their corresponding normal weapon (Jewel Blocks will be replaced with Badge Blocks, for example). If Mega Man switches back to the default set, the blocks will also return to their default appearance. &lt;br /&gt;
&lt;br /&gt;
Switching to alternate weapons forces you into an alter run for speed runs (or a cheat run if you're using those as well). This kicks you out of normal, perfect, buster-only, and no-damage runs. &lt;br /&gt;
&lt;br /&gt;
Alternate weapons cannot be used in [[Escape Sequence]], [[Inner Sanctum]] or while you are transformed into another Robot Master in [[Reality Core]] or [[Identity Crisis]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Contest_Weapon_Data&amp;diff=1853</id>
		<title>Contest Weapon Data</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Contest_Weapon_Data&amp;diff=1853"/>
				<updated>2017-12-11T16:12:04Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: Created page with &amp;quot;Alternate weapons, alter weapons for short, are a feature added in Make A Good Mega Man Level 2. They are, with one exception, special weapons and utilities that belong to the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alternate weapons, alter weapons for short, are a feature added in Make A Good Mega Man Level 2. They are, with one exception, special weapons and utilities that belong to the bosses of certain stages. &lt;br /&gt;
&lt;br /&gt;
== Unlocking == &lt;br /&gt;
&lt;br /&gt;
Alternate weapons are unlocked by talking to Knight Man at the [[Chateau Chevaleresque]] upon having at least 170 Noble Nickels. He informs you about their use and gives you the ability to use them, along with the [[Alter Man]] [[Costumes|costume]]. &lt;br /&gt;
&lt;br /&gt;
To use them, press the fire button on the weapons select screen while wearing the appropriate costume. The costumes that can use alternate weapons are as follows: Mega Man (default), Super Saiyan Mega Man, Hair, Roll, Bass, Proto Man, Cut Man, Alter Man, Mega?, CX, and Zero, along with certain [[custom costumes]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
The Alternate weapons, when selected, replaces the standard 8 special weapons as well as Super Arrow and Wire Adapter. &lt;br /&gt;
&lt;br /&gt;
* [[Hornet Chaser]] is replaced with [[Haunt Pumpkin]]&lt;br /&gt;
* [[Jewel Satellite]] is replaced with [[Badge Barrier]]&lt;br /&gt;
* [[Grab Buster]] is replaced with [[Neapolitan Bomb]]&lt;br /&gt;
* [[Triple Blade]] is replaced with [[Truffle Cluster]]&lt;br /&gt;
* [[Flash Stopper]] is replaced with [[Cyber Distorter]]&lt;br /&gt;
* [[Slash Claw]] is replaced with [[Force Beam]]&lt;br /&gt;
* [[Wheel Cutter]] is replaced with [[Hazard Trapper]]&lt;br /&gt;
* [[Sakugarne]] is replaced with [[Match Blast]]&lt;br /&gt;
* [[Wire Adapter]] is replaced with [[Chomp Claw]]&lt;br /&gt;
* [[Super Arrow]] is replaced with [[Carry]]&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
An alternate weapon uses the same ammo count as its corresponding weapon. It also faces the same restrictions restrictions that are placed on the normal weapons for levels. For example, the only alternate weapon that can be used in [[Quirky Unconsistent Incomprehensible Nonsensical Track]] is Force Beam, due to it restricting all but Slash Claw. &lt;br /&gt;
&lt;br /&gt;
Weakness calculations for the alternate weapons are the same as they are for their corresponding normal weapon (for example, [[Milk]] takes the same amount of damage from Neapolitan Bomb as he would take from the Grab Buster).   [[Carry]] is the exception to this, as it cannot damage enemies. &lt;br /&gt;
&lt;br /&gt;
[[Destroyable Blocks]] are changed when Mega Man switches to the alternate set. They take on new sprites matching the alternate weapon corresponding to their corresponding normal weapon (Jewel Blocks will be replaced with Badge Blocks, for example). If Mega Man switches back to the default set, the blocks will also return to their default appearance. &lt;br /&gt;
&lt;br /&gt;
Switching to alternate weapons forces you into an alter run for speed runs (or a cheat run if you're using those as well). This kicks you out of normal, perfect, buster-only, and no-damage runs. &lt;br /&gt;
&lt;br /&gt;
Alternate weapons cannot be used in [[Escape Sequence]], [[Inner Sanctum]] or while you are transformed into another Robot Master in [[Reality Core]] or [[Identity Crisis]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Top_Spin&amp;diff=1852</id>
		<title>Top Spin</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Top_Spin&amp;diff=1852"/>
				<updated>2017-12-11T13:44:19Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: Created page with &amp;quot;{{Weapondata |align= right |imagebg= #FFFFFF |name= leftrightTop Spin |image= 250px |caption= Me...&amp;quot;&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:Topspinicon.png|left]][[File:Topspinicon.png|right]]Top Spin&lt;br /&gt;
|image= [[File:MM3-TopSpin-Art.jpg|250px]]&lt;br /&gt;
|caption= Mega Man using the Top Spin&lt;br /&gt;
|boss= Top Man&lt;br /&gt;
|eagainst=  [[Weapons Archive]] (Kamegoro Maker form)&lt;br /&gt;
|user= [[Mega Man]]&lt;br /&gt;
|at= &lt;br /&gt;
|cost= 1 units&lt;br /&gt;
|capacity= 28&lt;br /&gt;
|type=	Melee&lt;br /&gt;
|OffAppear=Mega Man 3&amp;lt;br&amp;gt;Mega Man III&amp;lt;br&amp;gt;Mega Man: The Wily Wars&lt;br /&gt;
|appearances=[[Make a Good Mega Man Level]]&lt;br /&gt;
|sprite=[[File:MM3-TopSpin-Sprite.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Top Spin'' is is a special weapon available for use immediately in [[Make a Good Mega Man Level]]. When Mega Man uses it in the air, he enters a spinning animation. This will damage anything that comes into contact with him while he's spinning. Furthermore, Mega Man is invincible during the duration of the spin, which is unique to Make A Good Mega Man Level. Weapon energy is only used when Top Spin damages an enemy. Top Spin cannot be used on the ground. &lt;br /&gt;
&lt;br /&gt;
Many flying enemies and projectiles can be destroyed in one hit by the Top Spin, such as Parasyu and Yambow. Unfortunately, very few bosses are weak to the Top Spin. &lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MM3-TopSpin-Sprite.png&amp;diff=1851</id>
		<title>File:MM3-TopSpin-Sprite.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MM3-TopSpin-Sprite.png&amp;diff=1851"/>
				<updated>2017-12-11T13:38:43Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MM3-TopSpin-Art.jpg&amp;diff=1850</id>
		<title>File:MM3-TopSpin-Art.jpg</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MM3-TopSpin-Art.jpg&amp;diff=1850"/>
				<updated>2017-12-11T13:38:35Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:Topspinicon.png&amp;diff=1849</id>
		<title>File:Topspinicon.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:Topspinicon.png&amp;diff=1849"/>
				<updated>2017-12-11T13:38:33Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Beneath_Sand_and_Rock&amp;diff=1848</id>
		<title>Beneath Sand and Rock</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Beneath_Sand_and_Rock&amp;diff=1848"/>
				<updated>2017-12-11T13:34:52Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: &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= Beneath Sand and Rock &lt;br /&gt;
|rank = 6th&lt;br /&gt;
|image= [[File:Beneath.PNG|250px]]&lt;br /&gt;
|caption= &lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Stove Guy]]&lt;br /&gt;
|composer= Bulby&lt;br /&gt;
|artist= [[Stove Guy]]&lt;br /&gt;
|programmer = [[Stove Guy]]&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 = 46&lt;br /&gt;
|judge2 = 38&lt;br /&gt;
|judge3 = 40&lt;br /&gt;
|judge4 = 46&lt;br /&gt;
|judge5 = 47&lt;br /&gt;
|totalscore = 43.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 2&lt;br /&gt;
|enemies = &lt;br /&gt;
* Jet Buton&lt;br /&gt;
* Jumbig&lt;br /&gt;
* Pickelman Bull&lt;br /&gt;
* Ratton &lt;br /&gt;
* Sasoreena&lt;br /&gt;
* Skull Walker&lt;br /&gt;
* Tatebo&lt;br /&gt;
* Totem Pole&lt;br /&gt;
* Up n' Down&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = [[Centipede Tower]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Donkey Kong Country - Fear Factory, Go K.K. Rider&lt;br /&gt;
|location = Tier 10&lt;br /&gt;
|previous = [[Cyber Man (stage)]]&lt;br /&gt;
|next = [[Quarantine Woman (stage)]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|These ruins have slept for thousands of years under sand and rock. However, one day, they were reawakened by a man named Dr. Wily. Remodified into a super secret hideout, these ruins have lost their original purpose, which will remain a mystery for eternity. But there are still a lot of questions surrounding this place: Who built them? Why were they built here? Why were they abandoned? And what emits those screams that can be heard in the distance? |Hidden sign|giving this level the deepest lore}}&lt;br /&gt;
&lt;br /&gt;
== Overview==&lt;br /&gt;
&lt;br /&gt;
This level has Mega Man explore an ancient temple. Like most ancient temples, it is filled with puzzles involving keys, deadly spikes and pests. It also has a Wave Bike section at the end, which is rather unique for an ancient temple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The first Noble Nickel requires collecting all the keys. After unlocking the doors containing the Tatebo, make sure you have one extra key before jumping down the pit. A door containing the Noble Nickel appears shortly after that pit, which the final key will be needed to unlock. &lt;br /&gt;
&lt;br /&gt;
To get the last Noble Nickel, go to the top right in the room with the Tatebo, Up N' Down, and Skull Walker. It will take you to the room with the Noble Nickel. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Easter Eggs==&lt;br /&gt;
[[File:Torment.PNG|thumb|That answers one question|200px]]&lt;br /&gt;
After the room with the first Noble Nickel, there is a quicksand pit with two spikes. There is a small area between the spikes. Fall in between the two spikes to access a secret room which answers what's emitting those screams.&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]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Beneath_Sand_and_Rock&amp;diff=1847</id>
		<title>Beneath Sand and Rock</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Beneath_Sand_and_Rock&amp;diff=1847"/>
				<updated>2017-12-11T13:33:21Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: Created page with &amp;quot;{{Levelinfo  |align= right &amp;lt;!-- ===========Info============== --&amp;gt; |title= Beneath Sand and Rock  |rank = 6th |image= 250px |caption=  |game=Make a Good...&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= Beneath Sand and Rock &lt;br /&gt;
|rank = 6th&lt;br /&gt;
|image= [[File:Beneath.PNG|250px]]&lt;br /&gt;
|caption= &lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Stove Guy]]&lt;br /&gt;
|composer= Bulby&lt;br /&gt;
|artist= [[Stove Guy]]&lt;br /&gt;
|programmer = [[Stove Guy]]&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 = 46&lt;br /&gt;
|judge2 = 38&lt;br /&gt;
|judge3 = 40&lt;br /&gt;
|judge4 = 46&lt;br /&gt;
|judge5 = 47&lt;br /&gt;
|totalscore = 43.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 2&lt;br /&gt;
|enemies = &lt;br /&gt;
* Jet Buton&lt;br /&gt;
* Jumbig&lt;br /&gt;
* Pickelman Bull&lt;br /&gt;
* Ratton &lt;br /&gt;
* Sasoreena&lt;br /&gt;
* Skull Walker&lt;br /&gt;
* Tatebo&lt;br /&gt;
* Totem Pole&lt;br /&gt;
* Up n' Down&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = [[Millipede Tower]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Donkey Kong Country - Fear Factory, Go K.K. Rider&lt;br /&gt;
|location = Tier 10&lt;br /&gt;
|previous = [[Cyber Man (stage)]]&lt;br /&gt;
|next = [[Quarantine Woman (stage)]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|These ruins have slept for thousands of years under sand and rock. However, one day, they were reawakened by a man named Dr. Wily. Remodified into a super secret hideout, these ruins have lost their original purpose, which will remain a mystery for eternity. But there are still a lot of questions surrounding this place: Who built them? Why were they built here? Why were they abandoned? And what emits those screams that can be heard in the distance? |Hidden sign|giving this level the deepest lore}}&lt;br /&gt;
&lt;br /&gt;
== Overview==&lt;br /&gt;
&lt;br /&gt;
This level has Mega Man explore an ancient temple. Like most ancient temples, it is filled with puzzles involving keys, deadly spikes and pests. It also has a Wave Bike section at the end, which is rather unique for an ancient temple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The first Noble Nickel requires collecting all the keys. After unlocking the doors containing the Tatebo, make sure you have one extra key before jumping down the pit. A door containing the Noble Nickel appears shortly after that pit, which the final key will be needed to unlock. &lt;br /&gt;
&lt;br /&gt;
To get the last Noble Nickel, go to the top right in the room with the Tatebo, Up N' Down, and Skull Walker. It will take you to the room with the Noble Nickel. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Easter Eggs==&lt;br /&gt;
[[File:Torment.PNG|thumb|That answers one question|200px]]&lt;br /&gt;
After the room with the first Noble Nickel, there is a quicksand pit with two spikes. There is a small area between the spikes. Fall in between the two spikes to access a secret room which answers what's emitting those screams.&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]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:Torment.PNG&amp;diff=1846</id>
		<title>File:Torment.PNG</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:Torment.PNG&amp;diff=1846"/>
				<updated>2017-12-11T13:20:35Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:Beneath.PNG&amp;diff=1845</id>
		<title>File:Beneath.PNG</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:Beneath.PNG&amp;diff=1845"/>
				<updated>2017-12-11T13:11:26Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Elec_Dam&amp;diff=1840</id>
		<title>Elec Dam</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Elec_Dam&amp;diff=1840"/>
				<updated>2017-12-10T19:23:53Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: Created page with &amp;quot;{{Levelinfo  |align= right &amp;lt;!-- ===========Info============== --&amp;gt; |title= Elec Dam |rank = 47th |image= 250px |caption= Shocking, isn't it? |game=Ma...&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= Elec Dam&lt;br /&gt;
|rank = 47th&lt;br /&gt;
|image= [[File:ElecDam (2).PNG|250px]]&lt;br /&gt;
|caption= Shocking, isn't it?&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= m9m&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 = 27&lt;br /&gt;
|judge2 = 29&lt;br /&gt;
|judge3 = 28&lt;br /&gt;
|judge4 = 26&lt;br /&gt;
|judge5 = 27&lt;br /&gt;
|totalscore = 27.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 0&lt;br /&gt;
|enemies = *Elec'n&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Komasaburo&lt;br /&gt;
* Metall Swim&lt;br /&gt;
* Spine&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = &lt;br /&gt;
|other = &lt;br /&gt;
|music = Stage 12 (Free Song)&lt;br /&gt;
|location = Tier 5&lt;br /&gt;
|previous = [[Volcanic Furnace]]&lt;br /&gt;
|next = [[Quint Stage]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Elec Dam is the 47th place level in ''Make A Good Mega Man Level 2''. Borrowing from Shock Man's stage in the fan game ''Mega Man Rock Force'' or Volteel Biblio's stage from ''Mega Man Zero 3'', the main gimmick of this stage is the water which is periodically electrified, damaging Mega Man if he happens to be standing in it. &lt;br /&gt;
&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>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:ElecDam_(2).PNG&amp;diff=1839</id>
		<title>File:ElecDam (2).PNG</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:ElecDam_(2).PNG&amp;diff=1839"/>
				<updated>2017-12-10T19:16:42Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Yggdrasil&amp;diff=1838</id>
		<title>Yggdrasil</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Yggdrasil&amp;diff=1838"/>
				<updated>2017-12-10T19:08:17Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin-left: auto; margin-right: 0px; float:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Yggdrasil&lt;br /&gt;
|rank = 72nd&lt;br /&gt;
|image= [[File:ygg2.png]]&lt;br /&gt;
|caption= An Eldritch Location.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Zatsupachi&lt;br /&gt;
|composer= Motoi Sakuraba(Stage theme), Michiru Yamane, Yasuhiro Ichihashi(Boss themes)&lt;br /&gt;
|artist= Zatsupachi&lt;br /&gt;
|programmer = Zatsupachi&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 = 25&lt;br /&gt;
|judge2 = 24&lt;br /&gt;
|judge3 = 5&lt;br /&gt;
|judge4 = 18&lt;br /&gt;
|judge5 = 4&lt;br /&gt;
|totalscore = 15.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 3&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* Bombomb&lt;br /&gt;
* Rabbit&lt;br /&gt;
* Sear&lt;br /&gt;
* Super Joe&lt;br /&gt;
* Wild Gunner&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
* [[Crator]]&lt;br /&gt;
* [[Cream]]&lt;br /&gt;
* [[Kichona]]&lt;br /&gt;
|other = &lt;br /&gt;
* Skippable&lt;br /&gt;
* ACE_Spark's Least Favourite&lt;br /&gt;
* Enjl's Least Favourite&lt;br /&gt;
|music = Mission to Deep Space(Valkyrie Profile version), Sorrow's Distortion(Crator), Dissonant Courage(Cream), Prediction of Insanity(Kichona)&lt;br /&gt;
|location = Tier 2&lt;br /&gt;
|previous = [[Airflow Hubble]] &lt;br /&gt;
|next = [[Rush City]]&lt;br /&gt;
}}&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{quote|Yggdrasil, the world tree! As a robot with woodland heritage, I really appreciate this level, even if the judges didn't!|Wood Man|commenting on Yggdrasil}}&lt;br /&gt;
'''Yggdrasil''' is the 72nd place entry of ''[[Make a Good Mega Man Level 2]]''. The level was poorly received (a score of 15.2/50) and got a least favorite from [[Enjl|2 ]][[ACESpark|judges]], mainly because of its poorly-introduced and inconsistent &amp;quot;non-Euclid&amp;quot; screen-warping gimmick. It was also infamous for its unforgiving difficulty, overpowered enemies and, the super bosses in the end. It is one of the larger levels in the contest running at 92(?) screens.&lt;br /&gt;
&lt;br /&gt;
A location-based Norse Cosmology that connects the nine worlds, it is also called the Tree of Life in some interpretations. Being an Eldritch locale, there is only a vague interpretation what is up there. The three characters encountered in this level are from Zatsupachi's 'Cutezome Mythos' works, [[Crator]], [[Cream]], and [[Kichona]], visit this area (and it is made apparent that it's not their first time) to study it. Kichona's intentions were to make stable transdimensional travel in space-time to ease their travels. Once confirmed stable, she will open this project up with her superiors to make traveling to different parts the universe easier for their race. According to her research, this stability is achieved if a constant frequency matrix can be transmitted in this border world of sorts. The nature of Yggdrasil, as with the myth, is that it provides a sort-of shortcut to different parts of the universe (and time), similar to a wormhole. The property noted with this location was that it was safer to travel across (despite its potentially hostile inhabitants).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
'''BLUE'''&lt;br /&gt;
&lt;br /&gt;
Section 0: Lasers are harmless as they are blocked by a wall. Unless you go over it, they are not the Insta-kill variety though. There is an E-tank in this screen.&lt;br /&gt;
&lt;br /&gt;
Section 1: Climb up quickly, shoot the Super Joe (3 hp) with a charge shot or three normal shots. Keep pressing on to the left.&lt;br /&gt;
&lt;br /&gt;
Section 2: Jump down the hole. It will wrap you to the top. Proceed left.&lt;br /&gt;
&lt;br /&gt;
Section 3: If you're quick enough you can dodge the laser. But if you're not, can loop from the left and pop-out to the right.&lt;br /&gt;
&lt;br /&gt;
Section 4: Climb up quickly, slide to the left, climb up, jump to the right, climb up.&lt;br /&gt;
&lt;br /&gt;
Section 5: Checkpoint.&lt;br /&gt;
&lt;br /&gt;
Section 6: Climb up the middle ladder, walk left, jump down, slide to the left, fall, slide to the right, jump over the pit.&lt;br /&gt;
&lt;br /&gt;
Section 7: Take one engagement at a time, kill the Sear if you can. You will come across 2 Wild Gunners.&lt;br /&gt;
Wait for their patterns to synchronize and take out the lower one by taking the ladder up quickly.&lt;br /&gt;
Take out the second Sear.&lt;br /&gt;
&lt;br /&gt;
Section 8: You can take the pink path from here, but if you haven't defeated Crator and Cream then don't. Shoot the Super Joe, and proceed upwards.&lt;br /&gt;
&lt;br /&gt;
Section 9: Quickly leap from the platforms then climb up to the ladder once you can reach it.&lt;br /&gt;
&lt;br /&gt;
Section 10: Checkpoint.&lt;br /&gt;
&lt;br /&gt;
Section 11: Run left, Fall, Run right, Fall, Run Left, Jump over the pit.&lt;br /&gt;
&lt;br /&gt;
Section 12: Either slide under the block the Super Joe is in for a secret, or drop down and jump towards(but not into) the spike pit.&lt;br /&gt;
Get Past the Super Joe, and climb the ladder.&lt;br /&gt;
&lt;br /&gt;
Section 12(secret 1): There is a Yashichi guarded by respawning Bombombs. Otherwise, proceed top left.&lt;br /&gt;
&lt;br /&gt;
Section 12(secret 2): Go up.&lt;br /&gt;
&lt;br /&gt;
Section 12(secret 3): Go right.&lt;br /&gt;
&lt;br /&gt;
Section 13: Jump down to the left, take out the Wild Gunner, jump onto where the Wild Gunner was, jump high towards the wall to the right, then press up. You will wrap unto the ladder below. Continue heading upwards.&lt;br /&gt;
&lt;br /&gt;
Section 14: Slide into the hole to the left. Jump down(but not into the laser), Jump to the left side of the screen carefully.(There is an unfortunate glitch here that kills you as you get clipped into the floor.). As you are wrapped to the other side, go right.&lt;br /&gt;
&lt;br /&gt;
Section 15: Don't stop moving. Keep moving right, and jumping from island to island.&lt;br /&gt;
You will soon encounter 2 Rabbits, either skip or kill them(13 hp) at your own leisure.&lt;br /&gt;
Here is a split path, go up to instantly go to the bottom of the level(green) or go down to go to pink. Otherwise, keep moving right.&lt;br /&gt;
&lt;br /&gt;
Section 16: Boss corridor.&lt;br /&gt;
&lt;br /&gt;
'''GREEN'''&lt;br /&gt;
&lt;br /&gt;
Section 0: Drop, avoid the spikes.&lt;br /&gt;
&lt;br /&gt;
Section 1: Jump on the first block, Jump in the second, then just leap to the ladder. Move left.&lt;br /&gt;
&lt;br /&gt;
Section 2: Jump on the first block, Jump in the second, then jump to align yourself with the platform above.&lt;br /&gt;
Jump on the third, jump left.&lt;br /&gt;
&lt;br /&gt;
Section 3: Jump on the first block, wait, Jump on the third block, wait, Quickly leap across the next 2 blocks.&lt;br /&gt;
Jump towards the spike wall(it seems the collision isn't working.) Or jump to align yourself with a ladder below then press up.&lt;br /&gt;
Proceed downwards, but not on the ladder.&lt;br /&gt;
&lt;br /&gt;
Section 4: Jump across the platforms, and jump through the gap in-between the spikes.&lt;br /&gt;
&lt;br /&gt;
Section 5: Checkpoint.&lt;br /&gt;
&lt;br /&gt;
Section 6: Jump over the Yoku column, wrap to the top, stay on the right side until the blocks will lead out to the left.&lt;br /&gt;
&lt;br /&gt;
Section 7: Climb the ladder, jump over the spikes, you can take the pink path here too. Otherwise, go down.&lt;br /&gt;
&lt;br /&gt;
Section 8: Just wait for the blocks to appear and slide to the left, get wrapped to the right, wait till the next set, then slide to the left, then fall.&lt;br /&gt;
&lt;br /&gt;
Section 9: Use the Yokus to jump onto the middle platform.&lt;br /&gt;
&lt;br /&gt;
Section 10: Follow the maze, be sure to stick to the upper path, the middle has a large column of Yokus you can try and clip yourself to the top of the maze. Proceed left.&lt;br /&gt;
&lt;br /&gt;
Section 11: Just quickly jump to the left, do not stop, drop down to the pit.&lt;br /&gt;
&lt;br /&gt;
Section 12: Checkpoint. Drop from left for safety and easier access to the secret. Drop from the middle to be caught by a Yoku. Drop the rightmost(with super arrow) if you want to take the top route of the Yoku section.&lt;br /&gt;
&lt;br /&gt;
Section 13: Go to the left for a secret, Go right to proceed on with the last stretch.&lt;br /&gt;
&lt;br /&gt;
Section 13(secret 1): Time yourself with the enemies and climb the ladder.&lt;br /&gt;
&lt;br /&gt;
Section 13(secret 2): There is a Yashichi guarded by spikes and enemies. Go right to exit, loop back to Screen 11.&lt;br /&gt;
&lt;br /&gt;
Section 14: The top route is mostly straight-forward, the only concern is the low ceiling from time to time, there is an E-tank here.&lt;br /&gt;
The bottom route though follows this rule: do not take a Yoku spawning to the left. You can use the rhythm of Yoku blocks spawning to know the timing to when the next block appears.&lt;br /&gt;
You eventually finish this section but will have to deal with 2 Rabbits. Again deal with them at your leisure.&lt;br /&gt;
Here is a split path, go down to get to the top of the level(Blue), up if you want to go pink. Sadly though, the author forgot to put ladder collisions on the first segment of this alt-path to pink, so it's only possible with very strictly timed super arrows.&lt;br /&gt;
Otherwise, go right.&lt;br /&gt;
&lt;br /&gt;
Section 15: Boss corridor. Be Careful of spikes.&lt;br /&gt;
&lt;br /&gt;
'''PINK'''&lt;br /&gt;
&lt;br /&gt;
TOP PATH&lt;br /&gt;
&lt;br /&gt;
Section 0: Wrap to the left, jump down.&lt;br /&gt;
&lt;br /&gt;
Section 1: Jump across the platforms, try Slash Claw-ing/Triple Blade some of the enemies.&lt;br /&gt;
There is a ladder on the third spike for a secret.&lt;br /&gt;
&lt;br /&gt;
TOP PATH (LATE, BLUE)&lt;br /&gt;
&lt;br /&gt;
Section 0: Drop, stir left, slide right.&lt;br /&gt;
&lt;br /&gt;
Section 1: Drop, navigate the layers of platforms quickly before the beams fill the screen.\&lt;br /&gt;
&lt;br /&gt;
BOTTOM PATH&lt;br /&gt;
&lt;br /&gt;
Section 0: Wrap to the right, climb up.&lt;br /&gt;
&lt;br /&gt;
Section 1: Jump across the platforms, try Jewel Satellite to deflect projectiles.&lt;br /&gt;
There is a transparent ladder in the sky if you want to take the secret.&lt;br /&gt;
&lt;br /&gt;
BOTTOM PATH (LATE, GREEN, IF IT WAS FIXED)&lt;br /&gt;
&lt;br /&gt;
Section 0: Time yourself into clipping inside the Yoku blocks. You will end up at the top of the Yoku column.&lt;br /&gt;
Repeat this for 3? times. Then grab on the ladder once you're high enough(sadly this ladder doesn't have a collision so this section is impossible without some skillful super arrow-ing.)&lt;br /&gt;
&lt;br /&gt;
Section 1: Navigate the vertical shaft with the Yoku snake. Where to jump is in the rule of whether if the Yoku is progressing up.&lt;br /&gt;
&lt;br /&gt;
PINK SECRET&lt;br /&gt;
&lt;br /&gt;
Section 0: In either entrance, it takes a couple of super arrows to get past the spikes. Once you get to the middle,&lt;br /&gt;
do not head right unless you want to move forward with the level. Go left for an M-Tank.&lt;br /&gt;
&lt;br /&gt;
Section 1: Do not go into the portal if you don't want to re-do a section. The reason why this exists is because the paths to get here are meant to be one-way. If you ended up here without defeating both Cream and Crator, then take this portal. If else, you can try and brave the vertical shaft leading to the Green path by doing the Yoku snake in reverse. There are 4 mystery cans here.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = WHY&lt;br /&gt;
|pyroscore = 25&lt;br /&gt;
|jupi = I'm gonna be honest, what did I just play? No one is gonna be able to beat this without dying several times unless they've already memorized the stage. The Force Beam sections were cheap and there was nothing showing were the lasers would come from. Some of the Yoku block sections were cool, but there was a jump in one of them that REQUIRED Rush Jet or Super Arrow to get across. The enemies flood the screen with projectiles and you're almost guaranteed to get hit by them unless you know where they all are. In some sections, there are instant warps and pits next to each other with no distinction between the two. This is all very unfortunate, because the stage is creative and looks really cool! You have to design your levels with other players in mind!&lt;br /&gt;
|jupiscore = 24&lt;br /&gt;
|enjl = Usually in my reviews, if a level fails at something I try to isolate this point of failure and give feedback and ideas on how to iron it out to make the level better. In this review, I will omit the latter part, because if all of the level's issues were ironed out, the level would be a completely different level. This level's issues basically boil down to fundamental principles of game design and it manages to fail in terms of clarity, fairness, difficulty curve, guidance, boss design and consistency alike. This level basically asks the player to fully understand how the level is laid out, where every trap lies, how to deal with the incredibly powerful and spammy enemies, and how to fight each of the 3 bosses and in which order to fight them before they even start playing. I'm trying hard to find a redeemable aspect of this level, and I'm sorry, but I can't find one.&lt;br /&gt;
|enjlscore = 5&lt;br /&gt;
|garirry = Okay, there's just so much wrong with this level. Let's start with the basics, the boss sprites are bad, and their designs remind me of very bad OCs. Also, their dialogue is hard to read and scrolls way too fast. Then, the level itself isn't even that good, in fact, far from it. The Yoku Blocks and Quick Lasers are often unpredictable and hard to get through. The placement of overpowered enemies is absolutely awful. Not to mention the boss fights are cheap and random. Then comes the main problem: this level is extremely buggy. I'm often not even sure where the collisions are, the whole warp to the other side of the screen thing is hardly working, and there are plenty of graphical bugs. I honestly can't say anything else. I liked the music choices but it's just so bad!&lt;br /&gt;
|garirryscore = 18&lt;br /&gt;
|ace = That was the least enjoyable Mega Man experience I have ever had. Worse than the constant cancellations, worse than half the nonsense zero effort rom hacks of Rock Man 2, more unplayable than those garbage mobile phone ports, more annoying than the Upon a Star OVA, and yes, worse than X7 and its stupid face. I will gladly fight Flame Hyenard again and again, with full sound, rather than play this stage again. Hell I'd happily go through X7 with all the sound replaced with Flame Hyenard vocal cues. My friends, any Let's Players - if you are going to skip any level in this contest - make it this one. I cannot understate how un-fun this stage was. I was stuck in this level for over an hour on my first passes, and I hated every minute of it.&lt;br /&gt;
&lt;br /&gt;
This level does not start off well. We get walls of text (I know, sorry, I'm doing it here), from 3 random characters, that speed by so quickly the player does not have a chance to even read them. Thankfully I do not have to sit through it every time I die, although it is still really annoying, because for some reason there is not a checkpoint past this screen, and I have to wait through an overly long pause as the game figures out what it's doing with the cutscene it is supposed to skip. And the average player will be seeing this. A lot.&lt;br /&gt;
&lt;br /&gt;
Anyway, let's get to the meat of the matter. Are ya'll ready kids? Settle in, this is the long one.&lt;br /&gt;
&lt;br /&gt;
I started off going up. The blue segment. We have Quick Man Lasers. Ok... so this will be a quick paced segment, not too bad. The fact they're introduced safely seems like a positive. I then wait a few seconds on the room above - and suddenly lasers. With no indication at all that this room is going to be dangerous, especially since there is a newly introduced enemy in this room which takes time to get used to. And somehow it gets worse from there.&lt;br /&gt;
&lt;br /&gt;
Home to this stage is a very original, warping gimmick - and at first the rules seem obvious - go off the edge of the screen and you'll warp to the other side. This is a lovely idea and so much good could come out of this gimmick.&lt;br /&gt;
Except... it turns out there are no rules to this gimmick. At all. The rules to this thing change between rooms. Sometimes you can walk into somewhere complete innocuous and you'll warp elsewhere. Sometimes logical spots for warps don't have them. Outside of trial and error, there is no way to tell where you'll end up with this gimmick, and whether or not you'll be led to a pit.&lt;br /&gt;
&lt;br /&gt;
It is also impossible to tell what is and isn't a pit without falling headlong into them. Which is required in several segments of the level, so get used to it.&lt;br /&gt;
This route is.. mostly doable without weapons. Except when it suddenly, without warning, requires you to pause the lasers using Flash Stopper. What!? You can even get STUCK in this area, being forced to throw yourself at the lasers to reset.&lt;br /&gt;
&lt;br /&gt;
I eventually reached the first of the three bosses. All three of which have very ugly sprites, but that is minor compared to their actual problem - their attack patterns. Wow. Bullet spam much? There does not seem to be any rhyme or reason behind this boss, it was rather dreadful, and this point one of the worst submitted boss fights in the contest.&lt;br /&gt;
&lt;br /&gt;
I haven't even mentioned the enemy set yet. They're bad. They're so bad. We are not playing Touhou, Mega Man actually has a HUGE hitbox, and more to the point  bullet hell shoot em up games actually have PATTERNS and THOUGHT to the masses of projectiles... not just total RNG like this.&lt;br /&gt;
&lt;br /&gt;
That was one route. Of three. Oh no.&lt;br /&gt;
&lt;br /&gt;
The green route, uses Yoku blocks. They're also trash. The main issue with this route is the sheer number of traps and &amp;quot;&amp;quot;gotcha&amp;quot;&amp;quot; moments placed along the screens, usually on long horizontal corridors. Outside of trial and error, it is impossible to gauge where you are supposed to jump to next, since the platform you are on vanishes just as the one you are supposed to jump to appears. Once, would've been annoying. But the amount of times you pulled it off, was just abysmal. Also, this route introduces you to the screen wrapping gimmick in a manner that is completely at odds with sensible gimmick introduction. As in, you are in the middle of crossing a Yoku blocks, and have to just hope something saves you from falling into a pit or spikes.&lt;br /&gt;
&lt;br /&gt;
This might be a good to state this: It is so nearly impossible to tell what is and isn't a spike in this level. And as nifty as the level looks at first - most of the tiling is lazy, and it is incredibly hard to tell what isn't solid.&lt;br /&gt;
&lt;br /&gt;
So, green route. Also complete garbage. And then we reach the boss with the sword. Somehow this boss manages to be worse than the previous one. Its damage output is nuts, it can and will pull off attacks when it feels like it with little to no warning, and is completely invincible whilst making these attacks. It's bad.&lt;br /&gt;
&lt;br /&gt;
Finally there is the pink route. Which might as well not exist - it has no gimmick other than awful enemy placement and bullets flying everywhere. The boss to this section is the only tolerable one - but only just. She has two health bars, and is invincible for far too much of the battle. And heals herself. But she's doable and at least the player is giving some warning before her attacks, even if it isn't much.&lt;br /&gt;
&lt;br /&gt;
So your stage is going to be memorable.&lt;br /&gt;
For the wrong reasons, but hey, at least people can say &amp;quot;&amp;quot;Oh yes, MaGMML2, that had that Yggdrasil stage? Man, I never want to see that level again.&amp;quot;&amp;quot;&lt;br /&gt;
|acescore = 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 2 Stages]][[Category:Skippable Levels]] [[Category:Least Favorites]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Chroma_Key&amp;diff=1837</id>
		<title>Chroma Key</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Chroma_Key&amp;diff=1837"/>
				<updated>2017-12-10T19:07:40Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: &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 = 16th&lt;br /&gt;
|image= [[File:chroma_key.png]]&lt;br /&gt;
|caption= And this isn't even where the sadness begins!&lt;br /&gt;
|game=[[Make a Good Mega Man Level]]&lt;br /&gt;
|creator= [[Gyra Solune]]&lt;br /&gt;
|composer= Tetsuya Komuro (original), Unknown (cover)&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 1&lt;br /&gt;
|judge1 = 58&lt;br /&gt;
|judge2 = 33&lt;br /&gt;
|judge3 = 16&lt;br /&gt;
|judge4 = 50&lt;br /&gt;
|judge5 = 36&lt;br /&gt;
|totalscore = 35.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
*Blocky&lt;br /&gt;
*Cannon&lt;br /&gt;
*Cannon Joe&lt;br /&gt;
*Crazy Razy&lt;br /&gt;
*Fire Telly&lt;br /&gt;
*Hammer Joe&lt;br /&gt;
*Helipon&lt;br /&gt;
*Mag Fly&lt;br /&gt;
*Metall&lt;br /&gt;
*Mono Roader&lt;br /&gt;
*Petit Snakey&lt;br /&gt;
*Picket Man&lt;br /&gt;
*Power Muscler&lt;br /&gt;
*Ratton&lt;br /&gt;
*Rolling Drill&lt;br /&gt;
*Sniper Armor&lt;br /&gt;
*Super Ball Machine Jr.&lt;br /&gt;
*Taban&lt;br /&gt;
*Telly&lt;br /&gt;
*Tondeall&lt;br /&gt;
|subbosses = &lt;br /&gt;
*Big Snakey&lt;br /&gt;
*Hot Dog&lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
*Duvi0's Least Favorite&lt;br /&gt;
|music = Beyond the Time (8-bit)&lt;br /&gt;
|location = Tier 2&lt;br /&gt;
|previous = [[The Quickening]]&lt;br /&gt;
|next = [[Midnight Snow]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Enemy spam is fun, right, guys?|Duvi0|judge comment.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Chroma Key''' is the 16th place entry in ''Make a Good Mega Man Level.'' It's arranged in a color theme.&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment1&lt;br /&gt;
|pyro =The idea behind this stage was super neat, and I LOVED the mixture of the included tilesets (it looked great!), but the stage in general just didn't seem too terribly fun? Parts of it really felt like enemy spam, and while there were a couple neat things (like using the Hot Dog as a stage obstacle), it felt like enemies were kinda just slapped down, especially in the section with the snake miniboss.&lt;br /&gt;
|pyroscore = 58&lt;br /&gt;
|sppersonal = 13&lt;br /&gt;
|spother = 9&lt;br /&gt;
|spunique = 12&lt;br /&gt;
|spcreativity = 10&lt;br /&gt;
|spgraphics = 9&lt;br /&gt;
|spmusic = 5&lt;br /&gt;
|cheez =There's a right way and a wrong way even for something like enemy spam. The right way in this case is to break up a constant stream of enemies with well-placed breathers- that way the game doesn't respawn, oh, say... a pair of ballistic green clowns every time the player backs away from anything. I at least loved the look of the first half, but then the level enters the jungle and loses what little focus it had.&lt;br /&gt;
|cheezscore = 33&lt;br /&gt;
|c8personal = 4&lt;br /&gt;
|c8other = 2&lt;br /&gt;
|c8unique = 11&lt;br /&gt;
|c8creativity = 2&lt;br /&gt;
|c8graphics = 5&lt;br /&gt;
|c8music = 9&lt;br /&gt;
|duvi =&amp;quot;Enemy spam is fun, right, guys?&amp;quot;&lt;br /&gt;
|duviscore = 16&lt;br /&gt;
|d0personal = 2&lt;br /&gt;
|d0other = 2&lt;br /&gt;
|d0unique = 1&lt;br /&gt;
|d0creativity = 3&lt;br /&gt;
|d0graphics = 5&lt;br /&gt;
|d0music = 3&lt;br /&gt;
|mick =This is a unique concept! I didn't quite expect this sort of level, and it worked decently well... conceptually. However, there are definitely some issues with the level design itself. First is the absolutely insane Telly spam, if you wait for much longer than 3 seconds that room becomes basically unmanagable. The Power Massler near the end also kind of bugged me since it was almost impossible to no damage without weapons. I managed to work around these issues, but not everyone will, creating a bit of a problem with this level. Final Comment: Beyond the Time is a good song.&lt;br /&gt;
|mickscore = 50&lt;br /&gt;
|mgpersonal = 9&lt;br /&gt;
|mgother = 7&lt;br /&gt;
|mgunique = 8&lt;br /&gt;
|mgcreativity = 9&lt;br /&gt;
|mggraphics = 8&lt;br /&gt;
|mgmusic = 9&lt;br /&gt;
|kyurem =The only part of this level I found interesting was the theming. The rest of the level was usually either rather dull, swamped with enemies that really didn’t need to be there, or in some cases, a mixture of both.&lt;br /&gt;
|kyuremscore = 36&lt;br /&gt;
|mkpersonal = 5&lt;br /&gt;
|mkother = 4&lt;br /&gt;
|mkunique = 9&lt;br /&gt;
|mkcreativity = 6&lt;br /&gt;
|mkgraphics = 7&lt;br /&gt;
|mkmusic = 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML Tier 2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level Stages]][[Category:Tier 2 Stages]] [[Category:Least Favorites]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Forgotten_Fortress&amp;diff=1836</id>
		<title>Forgotten Fortress</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Forgotten_Fortress&amp;diff=1836"/>
				<updated>2017-12-10T16:53:01Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: &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= Forgotten Fortress&lt;br /&gt;
|rank = 59th&lt;br /&gt;
|image= &lt;br /&gt;
[[File:ForgottenFortressIcon.png]]&lt;br /&gt;
|caption= That skip teleporter is here for a reason...&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[BBLIR]]&lt;br /&gt;
|composer= Deathro&lt;br /&gt;
|artist= BBLIR&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 = 14&lt;br /&gt;
|judge2 = 35&lt;br /&gt;
|judge3 = 14&lt;br /&gt;
|judge4 = 36&lt;br /&gt;
|judge5 = 19&lt;br /&gt;
|totalscore = 23.6&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;
* Spine&lt;br /&gt;
* Picket Man&lt;br /&gt;
* Flying Shell&lt;br /&gt;
* Big Eye&lt;br /&gt;
* MM2 Sniper Joe&lt;br /&gt;
* Tellie&lt;br /&gt;
* Metall (MM1, MM2, spin, run and gun)&lt;br /&gt;
* Crazy Cannon&lt;br /&gt;
* Sniper Armor&lt;br /&gt;
* New Shotman&lt;br /&gt;
* Bolton &amp;amp; Nutton&lt;br /&gt;
* Ring Ring&lt;br /&gt;
* Up 'n down&lt;br /&gt;
* Bomb Thrown&lt;br /&gt;
* Jumbig&lt;br /&gt;
* Metall Mommy&lt;br /&gt;
* Metall Baby (separately)&lt;br /&gt;
* New Shield Attacker&lt;br /&gt;
* Curlinger&lt;br /&gt;
* Petit Devil (both)&lt;br /&gt;
* Drillun&lt;br /&gt;
* Fatool&lt;br /&gt;
* Tellie XL&lt;br /&gt;
* Mega Met&lt;br /&gt;
* Metall Spawner&lt;br /&gt;
|subbosses =&lt;br /&gt;
|bosses = * [[Gangly Crash Man]]&lt;br /&gt;
|other = &lt;br /&gt;
* Skippable&lt;br /&gt;
* SnoruntPyro's least favorite&lt;br /&gt;
|music = Mega Man: Infamous Intent - Fort Famous Stage 4&lt;br /&gt;
|location = Tier 3&lt;br /&gt;
|previous = [[Candy Panic]]&lt;br /&gt;
|next = [[Door Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|There is one absolutely massive flaw in this level in that it has literally no idea what it's doing.|SnoruntPyro|summing it up perfectly.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Forgotten Fortress is the 59th level in '''Make a Good Mega Man Level 2.''' It is the largest submitted level in the Game, clocking in at 114 screens (all paths included). It contains a secret room to get the Beck [[Costumes|costume]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The stage has a total of five paths. First off, the '''Purple Path''', which is accesed by going one screen right and going down in the first path split, more specifically, in the room with the two MM1 Mets and Dust platforms. This path does not split up further and does not connect to the other paths until the very end (the room below the Wily statues). There lies a Noble Nickel at the end of this path.&lt;br /&gt;
Then the '''Blue Path''', which is accesed by going right in the first path split, above the two Mets and Dust platforms.&lt;br /&gt;
[[File:Screenshot7.png|thumb|center|Choose here.]]&lt;br /&gt;
This path splits up into the ''Primary'' and ''Secondary'' Blue Path. The split is right after the pit with Up 'n Downs and Dust platforms. The player can go down, to the Primary Blue path or right, to the Secondary Blue path. The Primary Blue path can also be accesed through the Purple Path, if you slide right instead of jumping down. The Secondary Blue Path contains a Noble Nickel (can also be accesed via the Orange Path, more on that later) and the Primary Blue Path contains a hidden Yashichi.&lt;br /&gt;
[[File:Screenshot10.png|thumb|center|Hm...]]&lt;br /&gt;
The third possible path is the '''Orange Path'''. This path also splits into a primary and secondary path. It is accesed by going left where going right would take you to the Blue Path. The path splits after the Up 'n Downs and M tank. Going right takes you to the ''Primary Orange Path'' and going down to the ''Secondary Orange Path''. The Secondary Orange Path ends with a hidden Yashichi and a chance to get the Noble Nickel at the end of the Secondary Blue Path.&lt;br /&gt;
The Blue and Orange paths connect and take you to a Force Beam section, where the [[Gangly Crash Man]] fight and '''The Lab''' can be found. Both contain Noble Nickels, where the Lab Nickel is hidden under a Jewel Sattelite Block.&lt;br /&gt;
The stage ends with a set of Wily statues, the giant one in the center holding a ?-Tank in each hand.  The one to the right contains Mega Met, the &amp;quot;boss&amp;quot; of the level, and the one to the left contains the level's Energy Element.&lt;br /&gt;
[[File:Screenshot14.png|thumb|center|Let's take this to the start...]]&lt;br /&gt;
If you ignore it, you can go right to get a key and go left to a teleporter that takes you to the beginning of the stage, where going left takes you to the teleporter that takes you to the teleporter room. This room has teleporters that take you to the paths. This allows for a run where one can get all the items in one run.&lt;br /&gt;
[[File:Screenshot4.png|thumb|center|Go left and you go to infinity.]]&lt;br /&gt;
If you're a speedrunner, you're in luck too. There is a shortcut. The Lab has a teleporter that, like sliding left in the room with the Crash platform + 2.0 gravity combo, takes you to the Dev room, containing all but one NPCs. The last NPC is a Wily Statue at the end.&lt;br /&gt;
[[File:Screenshot5.png|thumb|center|I wonder what will happen if I slide left...]]&lt;br /&gt;
A speedrunner can go to the devroom, teleport to the Lab and finish the level from that.&lt;br /&gt;
The 'Gangly Crash Man' fight is the same fight as regular ol' Crash Man, just with a bigger hitbox and a 2-screen wide room.&lt;br /&gt;
It should also be noted that the Primary Blue Path has an exelent grinding spot for Bolts.&lt;br /&gt;
[[File:Screenshot9.png|thumb|center|BOLT YOU SHOP!]]&lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
This level was deemed skippable by the judges, due to the level's absurd length, amount of alternate paths and secrets.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Oh wow. Um. Wow. This is pretty awful. There is one absolutely massive flaw in this level in that it has literally no idea what it's doing. Virtually every gimmick in the engine appears at some point (or at least it feels like it), and the level is so insanely unfocused that I don't even know what to think of it besides 'it's really messy'. None of the gimmicks are ever focused on or used well, and they constantly just fly in and out of existence. Nonsensical design is everywhere, like an excruciatingly long autoscroll with a black background and almost no enemies (but plenty of Knight Man bouncers), a random section where there's a block train that seems to want to crush you but you can blow past it before it gets close to you, and asinine amounts of split paths. The latter is what utterly kills the level for me. Everything sprawl everywhere in every direction you can think of and it makes it completely impossible to have a sense of where you are at all, and this is amplified by the utter lack of focus. It took me over an hour to slog through the entire thing and get the energy element and all four noble nickels, and it was an incredibly unpleasent and absolutely boring experience. And on top of that there's a bajillion weird secrets too, like some room with a ton of NPCs and a bonus fight with a strangely drawn Crash Man with actually a kind of creative arena but not really. This level is just a giant mess and I did not enjoy it in the slightest.&lt;br /&gt;
|pyroscore = 14&lt;br /&gt;
|jupi = I really enjoyed the nice platforming challenges this level provided. There were so many different gimmicks used in this stage, and they were all used so well! The best part for me was the Force Beam section, because there were clear outlines showing where the force beams were. THIS is how you make a challenging level without having it be exceedingly difficult. My main issue was that the level lagged. A lot. It wasn't game-breaking, but it did make some parts the stage pretty annoying. Also, the Crash Man fight...what even was that?&lt;br /&gt;
|jupiscore = 35&lt;br /&gt;
|enjl = I tried my best to like this level, but unfortunately, the heavy lag I had when playing through it made this pretty much impossible. Couple that with the maze-like structure of the level and playing it felt more like a chore than a fun experience. Which is a shame. This level has ideas that it proposes and it has a lot to offer. Maybe even to the point where it becomes too much. The confusing layout of the level made me lose all sense of direction and even after several playthroughs I wasn't able to build a cognitive map of the level. When I got to the ending room the first time I picked up the key and completely missed the exit. Heading back to the door I thought the level only just now got started, and while somewhat scared I was also excited to look through the level in order to find Crash Man, who I assumed would hold the Energy Element. Sadly, Crash Man's room is a mess and getting to him didn't feel very rewarding. I eventually found the energy element on my third visit to the end room. On a more general note, the level doesn't do a very good job at ramping up its difficulty or maintaining any kind of consistency. This level has everything, but doesn't really play around with anything, which is a shame.&lt;br /&gt;
|enjlscore = 14&lt;br /&gt;
|garirry = This is a complicated one to review. Generally, it's good; the level design is mostly solid and it's pretty fun to play through the first time. However, this level splits into so many paths it becomes hard to even replay the stage without feeling annoyed at repeating the same section again. This is especially a problem if you're trying to get the Noble Nickels, which are scattered around the whole level, so getting them is a pain. Otherwise, it's a good stage. Ideas are interesting and the level's graphics and music are good.&lt;br /&gt;
|garirryscore = 36&lt;br /&gt;
|ace = There comes a point... where you need to stop.&lt;br /&gt;
This was a slog. I had so little fun playing this stage I wanted to quit part way through.&lt;br /&gt;
&lt;br /&gt;
So, I'm going to get the positive out of the way first: Your original assets are well drawn (although the colour scheme is absolutely garish), and your opening area was great! Good conveyance, good design, really well thought out. And then I got to the second area. And the third. And the fourth and then... Why. &lt;br /&gt;
I know there is a lot in the dev kit but you didn't need to use... Every. Single. Sodding. Gimmick. &lt;br /&gt;
Later on in the stage, you seemed to stop thinking and did the bare minimum required to implement a segment. In all fairness, there is nothing wrong with any of these rooms aside from how easy they are (this is actually to your stage's benefit believe me.), and a lot of these areas, introduce themselves well.&lt;br /&gt;
&lt;br /&gt;
Pick a gimmick, pick a second gimmick, maybe a third, and stick to them. &lt;br /&gt;
Start doing clever stuff with them and maybe this would work. Everything in the dev kit though? Blerugh.&lt;br /&gt;
You have the makings of a good designer - just scale back next time! This, wasn't fun. &lt;br /&gt;
Finally: Poor Crash Man. I'm not sure what good making him so gangly was, but it didn't help matters.&lt;br /&gt;
|acescore = 19&lt;br /&gt;
}}&lt;br /&gt;
==Older Versions==&lt;br /&gt;
'''Version 1 (december 19th devkit)''': The stage used to be even longer, at 87 screens. The screencount is smaller, but the shortest route is much longer, the paths don't split up further, there are fewer checkpoints and the devroom is nonexistent, exept for two NPCs (Bass and Proto Man) at the end of the secret ˝Purple Path˝ (wasn't actually purple). Bass sighs and Proto Man says the following: ''I'm suprised you found this part of the level. Here's a message from the stage's creator: Moo.'' Other changes include an orange Background for the Blue Path and a cut Snowboarding section and a smaller ammount of enemies and gimmicks.&lt;br /&gt;
&lt;br /&gt;
'''Version 2 (dec. 22th devkit)''': The stage is closer to the final version, with the Purple Path not being a secret anymore, and, along with the Blue Path, having a purple background. It contains a Rush Jet section, after only one Block Train. The path doesn't actually connect to the main path, it goes around and ends you up above the right-most screen of the Wily statues. Also adds the Lab and features the dev room and fake Wily statue NPC. Also, this is the version where it's called by it's name and not just 'BBLIR'.&lt;br /&gt;
&lt;br /&gt;
'''Version 3 (dec. 29 devkit)''': Appears to only be smaller changes.&lt;br /&gt;
&lt;br /&gt;
'''Version 4 (january 3rd devkit)''': This version dumps the Rush Jet section and instead replaces it with the autoscrolling. Also, this is the update that adds the path splits inside the paths.&lt;br /&gt;
&lt;br /&gt;
'''Version 5 (jan. 8th devkit)''': This version starts the beginning of the compression to reduce the screen count.&lt;br /&gt;
&lt;br /&gt;
'''Version 6 (jan. 9th devkit)''': The final version. Adds Crash Man, the Teleporters, graphical additions and general touch ups. Also adds custom enemies, the Noble Nickels and lenghtens the paths.&lt;br /&gt;
&lt;br /&gt;
==Improved Version==&lt;br /&gt;
The level's creator, BBLIR, has created an overhaul of the level, in response to the judge comments.&lt;br /&gt;
Get it here: http://www.mediafire.com/file/vybrq51419ju1jl/ForgottenFortressNew.rar (was made before any updated engine was released, it is based on the most recent version of the devkit as of november 11th 2017).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* There is an unaccesible room near the beginning containing a Proto Man NPC.&lt;br /&gt;
[[File:Lolwut.png|thumb|right|(P.S., he says HOW DID YOU GET HERE!?!?!?!?!?)]]&lt;br /&gt;
* The Flashman statue in the dev room is there because of [[Flashman85]]'s playtesting of the level.&lt;br /&gt;
* Mr. Bleh originates from an unfinished RM7 FC character swap.&lt;br /&gt;
* The Zap Met originates from the cancelled Mega Man X: Y.&lt;br /&gt;
* The teleporter idea was suggested by Flashman85&lt;br /&gt;
* The Energy Element is inside the ? Tanks because of a devkit bug of the element flying into oblivion at the speed of Sanik.&lt;br /&gt;
{{MaGMML2 Tier 3}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 3 Stages]][[Category:Skippable Levels]] [[Category:Least Favorites]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Airflow_Hubble&amp;diff=1835</id>
		<title>Airflow Hubble</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Airflow_Hubble&amp;diff=1835"/>
				<updated>2017-12-10T16:52:44Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: &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= Airflow Hubble&lt;br /&gt;
|rank = 73rd&lt;br /&gt;
|image= [[File:Hubble.png|250px]]&lt;br /&gt;
|caption= The sole checkpoint&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Concord_butterfly&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 = 24&lt;br /&gt;
|judge2 = 18&lt;br /&gt;
|judge3 = 12&lt;br /&gt;
|judge4 = 14&lt;br /&gt;
|judge5 = 1&lt;br /&gt;
|totalscore = 13.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* Apache Joe&lt;br /&gt;
* Bounder&lt;br /&gt;
* Crystal Joe&lt;br /&gt;
* Lyric&lt;br /&gt;
* Metall Mommy&lt;br /&gt;
* Pukapelly&lt;br /&gt;
* Power Muscler&lt;br /&gt;
* RingRing&lt;br /&gt;
* Subeil&lt;br /&gt;
* Tellie&lt;br /&gt;
* Wall Cannon&lt;br /&gt;
&lt;br /&gt;
|subbosses = &lt;br /&gt;
* Dachone&lt;br /&gt;
*Gorilla Tank&lt;br /&gt;
*Metall Potton&lt;br /&gt;
|bosses = [[Quint]]&lt;br /&gt;
|other = * Garriry's least favorite&lt;br /&gt;
* Skippable&lt;br /&gt;
|music = Unopened- Sonata Arctica (8bit)&lt;br /&gt;
|location = Tier 2&lt;br /&gt;
|previous = [[Wily Tower]]&lt;br /&gt;
|next = [[Yggdrasil]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Contains no message|Sign at the start| Showing this levels quality}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Airflow Hubble is the 73rd place level in Make A Good Mega Man Level 2. It contains guts lifts, numerous spikes, and only a single checkpoint (not even in the boss hallway). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Skip it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = A very, very meh level. A lot of the enemies placed here can be easily avoided, and there's large chunks of level where every challenge is just laughably skippable. There's this long vertical drop with a bunch of enemies that you can just find a hole in near the top and fall down the entire shaft and never get hit. There's a room with like 3 crystal joes that you can just get out of before they can fire. There's a Metall gumball machine miniboss that you can just snipe from a ladder with no danger whatsoever. The only real parts of the level that are threatening are the parts that are really obnoxious - the beginning part with Apache Joes and the part with the guts lifts. Apache Joe part speaks for itself, and the Guts Lift part just has annoying jumps due to Lyrics and weirdly placed drop lines. The fan part at the end is okay. Then there's a Quint fight and then the level's over. Uhh...yeah.&lt;br /&gt;
|pyroscore = 24&lt;br /&gt;
|jupi = This level was badly designed all the way through. At the beginning, you put like 3 Copter Joes, one of those missile guys, a line of Mets, and 2 of those laser-shooting space walkers...it's all too much and basically requires weapons, which isn't good. During the indoor portion, it's too hard to see the split in the Guts Man platform lines (it's not very visible, there are blue squares instead of black ones) when you're focusing on avoiding enemy attacks. Most of the fans weren't attached to any other blocks and looked out of place. The screen scrolls in the Quint boss fight because the StopScroll objects weren't placed correctly. Honestly, I don't think this level was designed with other players in mind. My advice to you would be to have other people test your level before you submit it!&lt;br /&gt;
&lt;br /&gt;
|jupiscore = 16&lt;br /&gt;
|enjl = I'm having serious issues taking this level seriously in any regard. It's so... random, inconsistent and messy. In some sections it doesn't even work properly with, for instance, the Met Dispenser despawning when you leave and re-enter the screen. Every element in this level looks to be placed with so little thought to gameplay that I have to wonder whether it was even tested at all. Enemies repeatedly respawn in places where you have to take a moment and concentrate, many obstacles are unfairly placed, others are completely useless. There's no flow, no coherency and overall I just didn't have fun playing through this stage.&lt;br /&gt;
&lt;br /&gt;
|enjlscore = 12&lt;br /&gt;
|garirry = Is this level even finished? I'm asking this because,  the level design is AWFUL. The amount of enemies there is is ridiculous and they happen to be perfectly placed in order to make the experience as uncomfortable as possible. Other than that, most of the level is extremely empty with overly long passages and dead ends, not to mention the forced weapon usage, as well as cases where weapon usage is optional but will let you skip over painful sections. Also, there is a severe lack of checkpoints. [] Why did this level need to happen? Even the most basic stuff like graphics seemed to go downhill after a few screens, not to mention the level is a bit buggy. This is an infuriating level to play through and it could have been much, MUCH better.&lt;br /&gt;
&lt;br /&gt;
|garirryscore = 14&lt;br /&gt;
|ace =&lt;br /&gt;
[[File:MaGMML2-AirflowHubble.png|450px]]&lt;br /&gt;
&lt;br /&gt;
|acescore = 1&lt;br /&gt;
}}&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 2 Stages]][[Category:Stages without Collectables]] [[Category:Skippable Levels]]  [[Category:Least Favorites]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Category:Least_Favorites&amp;diff=1834</id>
		<title>Category:Least Favorites</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Category:Least_Favorites&amp;diff=1834"/>
				<updated>2017-12-10T16:52:27Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: Created page with &amp;quot;Stages in either contest that received a &amp;quot;Least Favorite&amp;quot; ranking from at least one judge.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stages in either contest that received a &amp;quot;Least Favorite&amp;quot; ranking from at least one judge.&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=City_War&amp;diff=1833</id>
		<title>City War</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=City_War&amp;diff=1833"/>
				<updated>2017-12-10T16:51:36Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin-left: auto; margin-right: 0px; float:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= City War&lt;br /&gt;
|rank = 19th&lt;br /&gt;
|image= [[File:MaGMML1-19-CityWar1.png]]&lt;br /&gt;
|caption= Collision problems plague this stage.&lt;br /&gt;
|game=[[Make a Good Mega Man Level]]&lt;br /&gt;
|creator= [[qazcake]]&lt;br /&gt;
|composer= Randall Crissman (original)&amp;lt;br&amp;gt;Adam Remy (remix)&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 1&lt;br /&gt;
|judge1 = 22&lt;br /&gt;
|judge2 = 21&lt;br /&gt;
|judge3 = 8&lt;br /&gt;
|judge4 = 12&lt;br /&gt;
|judge5 = 9&lt;br /&gt;
|totalscore = 14.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* Batton&lt;br /&gt;
* Bomb Thrown&lt;br /&gt;
* Crazy Cannon&lt;br /&gt;
* Croaker&lt;br /&gt;
* Dada&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Hothead&lt;br /&gt;
* Metall&lt;br /&gt;
* Returning Sniper Joe&lt;br /&gt;
* Sniper Armor&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
* Skippable&lt;br /&gt;
* Pyro's Least Favourite&lt;br /&gt;
* Cheez8's Least Favourite&lt;br /&gt;
* Mick's Least Favourite&lt;br /&gt;
* Mr Kyurem's Least Favourite&lt;br /&gt;
* Judge Comment Comic (Pyro)&lt;br /&gt;
|music = Swat Cats Theme Remix&lt;br /&gt;
|location = [[Tier 1 (MaGMML)|Tier 1]]&lt;br /&gt;
|previous = [[Objective: Vain Space]] &lt;br /&gt;
|next = [[Level]]&lt;br /&gt;
}}&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{&lt;br /&gt;
LevelInfoAlt &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= City War Arcade Machine&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Smedis&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|location = Tier 5&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{quote|There are some... issues with the level to the right of me.|Haehaey|NPC near City War, understatement of the year.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
'''City War''' is the 19th place entry in ''Make a Good Mega Man Level.'' It was one of the last entries submitted to the contest, which, being heavily rushed, makes it a prime example of &amp;quot;Test your Levels before sending them in&amp;quot;. Due to qazcake's Game Maker settings deleting certain blocks, the level had a myriad of collision issues and missing blocks, rendering the level almost unplayable. It is the only skippable level in the original Make a Good Mega Man Level game. It also has the infamous distinction of being the least favourite stage of 4 of the 5 Judges, a record that is not likely to be broken anytime soon.&lt;br /&gt;
==Strategy==&lt;br /&gt;
This level requires special weapons in order to bypass a lot of the challenges. There are also no checkpoints in this stage and the only way to progress is to understand the rules of the level.&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| [[File:MaGMML1-19-CityWar2.png|frame|none|alt=City War Screenshot A|'''A''': One of the primary rules of this stage is: If an enemy used to be standing there, it's most likely a hole.]]&lt;br /&gt;
| [[File:MaGMML1-19-CityWar3.png|frame|none|alt=City War Screenshot B|'''B''': There are also several areas with solid collision which look like they're part of the background rather than foreground.]]&lt;br /&gt;
| [[File:MaGMML1-19-CityWar4.png|frame|none|alt=City War Screenshot C|'''C''': Sometimes the strange collision choices can be used to your advantage, and allow you to summon Rush Jet at greater heights.]]&lt;br /&gt;
|}&lt;br /&gt;
The enemy challenges in this level, outside of the Sniper Armour, are the least of your worries in this stage. Paying careful attention to where an enemy is standing should allow you to bypass most of the holes. You will also be relying on Rush Jet constantly, which is the other major worry in this level. Memorising what is and isn't solid elsewhere is also a must.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:MaGMML1-19-CityWar5.png|frame|none|alt=City War Screenshot D|'''D''': You can bypass the corridor segment of the level, (since it it harder to track holes here) by going above the wall.]]&lt;br /&gt;
| [[File:MaGMML1-19-CityWar6.png|frame|none|alt=City War Screenshot E|'''E''': Fortunately, this is a floor, and you can safely land on it.]]&lt;br /&gt;
| [[File:MaGMML1-19-CityWar7.png|frame|none|alt=City War Screenshot F|'''F''': Windows are also solid. This is the other showstopper, as getting the glitchy Rush Jet through this segment is an exercise in patience.]]&lt;br /&gt;
|}&lt;br /&gt;
You need Rush Jet to clear the final segment of the level, as there are several gaps too wide for Mega Man to cross.&lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
This level was deemed skippable by the judges, due to it being virtually unplayable thanks to the missing collision areas.&lt;br /&gt;
[[File:MaGMML1-CityWarComic.png|200px|thumb|left|City War's Judge Comment Comic by Pyro.]] &lt;br /&gt;
{{JudgeComment1&lt;br /&gt;
|pyro = http://i.imgur.com/0Xk0F5W.png&lt;br /&gt;
|pyroscore = 22&lt;br /&gt;
|sppersonal = 4&lt;br /&gt;
|spother = 2&lt;br /&gt;
|spunique = 6&lt;br /&gt;
|spcreativity = 2&lt;br /&gt;
|spgraphics = 3&lt;br /&gt;
|spmusic = 5&lt;br /&gt;
|cheez = I don't know whether all the invisible holes were on accident or on purpose, and honestly, I'm not sure which would be worse. They really ruined the level.&lt;br /&gt;
|cheezscore = 21&lt;br /&gt;
|c8personal = 1&lt;br /&gt;
|c8other = 1&lt;br /&gt;
|c8unique = 1&lt;br /&gt;
|c8creativity = 1&lt;br /&gt;
|c8graphics = 1&lt;br /&gt;
|c8music = 3&lt;br /&gt;
|duvi = I refuse.&lt;br /&gt;
|duviscore = 8&lt;br /&gt;
|d0personal = 1&lt;br /&gt;
|d0other = 2&lt;br /&gt;
|d0unique = 6&lt;br /&gt;
|d0creativity = 0&lt;br /&gt;
|d0graphics = 0&lt;br /&gt;
|d0music = 0&lt;br /&gt;
|mick = No checkpoints at all, invisible ladders, a number of random invisible holes, very little in the way of actual platforming, a background that really should've been paralaxed, a copious amount of spots where I just used Rush, etc. This level is... not a good one, at all, I definitely did not enjoy this one, it really feels like more of a rush job than anything.&lt;br /&gt;
|mickscore = 12&lt;br /&gt;
|mgpersonal = 0&lt;br /&gt;
|mgother = 0&lt;br /&gt;
|mgunique = 3&lt;br /&gt;
|mgcreativity = 0&lt;br /&gt;
|mggraphics = 3&lt;br /&gt;
|mgmusic = 6&lt;br /&gt;
|kyurem = I’m not quite sure how to describe this, but it works kinda like a therapy for me. Occasionally, I look at some old Mario Maker levels, and get sad, because Nintendo patched out the glitch that allows you to have invisible blocks, and blocks that behave like other blocks. When that happens, I load up this level, spend a few minutes on it, and suddenly, I respect their decision.&lt;br /&gt;
|kyuremscore = 9&lt;br /&gt;
|mkpersonal = 0&lt;br /&gt;
|mkother = 0&lt;br /&gt;
|mkunique = 4&lt;br /&gt;
|mkcreativity = 3&lt;br /&gt;
|mkgraphics = 1&lt;br /&gt;
|mkmusic = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Make a Good Mega Man Level 2==&lt;br /&gt;
This infamous level is included as a hidden level; you can access it by pressing up at the City War arcade cabinet in the Tier 5 hub. Unlike the original level, the invisible ladders are visible this time, but the invisible holes remain. This version is significantly easier thanks to [[Super Arrow]] being in your arsenal as well as a less problematic [[Rush Jet]]. Also unlike the original, this version is '''not''' skippable.&lt;br /&gt;
&lt;br /&gt;
Additionally, the 21st-place level [[City Under Siege]] was envisioned as an improved version of City War.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML Tier 1}}&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level Stages]][[Category:Tier 1 Stages]][[Category:Skippable Levels]]  [[Category:Least Favorites]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Maze_of_Death&amp;diff=1832</id>
		<title>Maze of Death</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Maze_of_Death&amp;diff=1832"/>
				<updated>2017-12-10T16:50:59Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: &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;
&lt;br /&gt;
|rank = 9th&lt;br /&gt;
|image= [[File:MaGMML1_Maze_of_Death_Barriers.png ]]&lt;br /&gt;
|caption= My head hurts just looking at this.&lt;br /&gt;
|game=[[Make a Good Mega Man Level]]&lt;br /&gt;
|creator= [[Flashman85]]&lt;br /&gt;
|composer= &lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 1&lt;br /&gt;
|judge1 = 93&lt;br /&gt;
|judge2 = 89&lt;br /&gt;
|judge3 = 78&lt;br /&gt;
|judge4 = 30&lt;br /&gt;
|judge5 = 29&lt;br /&gt;
|totalscore = 63.8&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* Beak&lt;br /&gt;
* Big Fish&lt;br /&gt;
* Bikky&lt;br /&gt;
* Cannon Joe&lt;br /&gt;
* Croaker&lt;br /&gt;
* Curlinger&lt;br /&gt;
* Dada&lt;br /&gt;
* Flea&lt;br /&gt;
* Giree&lt;br /&gt;
* Lantern Fish&lt;br /&gt;
* Needle Press&lt;br /&gt;
* New Shotman&lt;br /&gt;
* Peng&lt;br /&gt;
* Petit Croaker&lt;br /&gt;
* Petit Snakey&lt;br /&gt;
* Pole&lt;br /&gt;
* Power Muscler&lt;br /&gt;
* Returning Sniper Joe&lt;br /&gt;
* Rolling Drill&lt;br /&gt;
* Sea Mine&lt;br /&gt;
* Shrink&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Spine&lt;br /&gt;
* Sumatran&lt;br /&gt;
* Super Ball Cannon&lt;br /&gt;
* Taban&lt;br /&gt;
* Telly&lt;br /&gt;
* Up'n'Down&lt;br /&gt;
* Wanaan&lt;br /&gt;
|subbosses = &lt;br /&gt;
* Big Snakey&lt;br /&gt;
|bosses =&lt;br /&gt;
|other = Duvi's Favourite&lt;br /&gt;
|music = Mega Man 9 &amp;quot;Maze of Death&amp;quot; (Endless Attack)&lt;br /&gt;
|location = Tier 3&lt;br /&gt;
|previous = [[Hard to See Land]]&lt;br /&gt;
|next = [[Under Construction]]&lt;br /&gt;
}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{quote|Quick warning - the level to the right of me is very, very long.|Flash Man|NPC near Maze of Death}}&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Maze of Death''' is the 9th place entry in ''Make a Good Mega Man Level.'' The player must navigate several branches of a large maze in order to destroy a series of [[Destroyable Blocks|barriers]] blocking the exit. Despite a screen count that is only slightly above average (34 screens, some of which are skippable), Maze of Death is widely considered to be the longest submission in the contest due to the amount of backtracking required to destroy every barrier. Maze of Death is also noteworthy for its high level of difficulty (hence the three extra lives next to the level's entrance in the Tier 3 hub), puzzle-oriented challenges, use of player-created shortcuts in lieu of checkpoints, and divisiveness among judges and players alike as a &amp;quot;love it or hate it&amp;quot; level.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
Inspired by the movie ''[https://en.wikipedia.org/wiki/Cube_(film) Cube],'' Maze of Death was originally intended to be a large, square-shaped grid of interconnected single-screen rooms featuring a wide variety of challenges, with two Energy Elements hidden at different points in the maze. However, it became difficult to maintain a sense of fairness and challenge when the player could enter every room from multiple angles. Additionally, the nature of the maze meant that players could stumble on the exit after just a few screens, resulting in a potentially anticlimactic experience. Roughly halfway though development, the barrier gimmick was introduced to add an element of structure to the level design.&lt;br /&gt;
&lt;br /&gt;
The level was restructured to feature a small &amp;quot;cube&amp;quot; (the nine-screen starting area that had already been designed), a connecting hallway, and a large &amp;quot;cube&amp;quot; where players had to destroy a series of barriers from different angles to reach the exit. When it became apparent that the level no longer resembled a maze, additional paths and shortcuts were added. Checkpoints were deliberately omitted, with the rationale that an ever-growing network of shortcuts would be more useful and satisfying to discover than random respawn points that could somehow backfire in such a nonlinear level.&lt;br /&gt;
&lt;br /&gt;
Maze of Death was constructed specifically with experienced ''Mega Man'' players in mind, under the false assumption that players would be able to sample the submitted levels without necessarily needing to beat any of them to reach the end of the game. Flashman85 playtested the finished level extensively, but only one external playtester playtested the level (at a much earlier stage of development).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Don't die.&lt;br /&gt;
[[File:MaGMML1 Maze of Death Map.png|384px|thumb|left|A map of the level, with secret passages shaded gray. You're welcome.]]&lt;br /&gt;
&lt;br /&gt;
The three keys to surviving Maze of Death are to (1) come prepared with as many extra lives, E-Tanks, W-Tanks, and shop upgrades as possible; (2) approach each challenge like a puzzle to be solved; and (3) use special weapons frequently and creatively. It is not uncommon for a playthrough of this stage to take 15 minutes or more, especially on a first attempt.&lt;br /&gt;
&lt;br /&gt;
Rushing ahead is likely to result in disaster; it is possible and indeed advisable to pause for a moment when entering any new screen, sizing up the situation before proceeding. If the action picks up before you are ready to proceed, it's often possible to retreat to the previous room and then return with a better idea of what to expect. Destroy every barrier you come across (except the ones with spikes directly below them), and try taking different paths around the level to reach barriers you're unable to hit from your current position. Destroying barriers clears a path to the exit, but it also opens shortcuts that will significantly reduce the amount of time and risk required to return to an area you've been before...which is especially important because the only checkpoint in the level is on the other side of the boss door.&lt;br /&gt;
&lt;br /&gt;
Many challenges were designed with a specific special weapon in mind. Metal Blade works well in the underwater corridor with the Sea Mines; Gemini Laser can quickly clear the Big Snakey and Cannon Joe rooms if fired in the right places; Top Spin is ideal for the bouncy room with spawning Dadas; Black Hole Bomb absorbs the randomly scattered bullets in the room with the Quick Man background and is devastating on the screen with the Tellys and Pole Eggs (making that screen an excellent spot to quickly farm for power-ups); and Magic Card is strangely effective against the Power Muscler and Rolling Drills, plus it can be used to collect pre-placed power-ups that are out of reach.&lt;br /&gt;
&lt;br /&gt;
One particular trouble spot is the second half of the underwater corridor, where death spikes are hidden behind Sea Mines. One strategy is to proceed slowly, waiting for the Sea Mines to detonate before pushing forward, and relying on very precise jumping or careful use of Rush Jet to reach the end. Another strategy is to deliberately get hit by the Sea Mines and use the ensuing invincibility frames to race past the spikes. Sliding underneath the last two pairs of spikes is preferable to attempting to jump over them. Be sure to destroy the Magic Card barrier at the end of the corridor, and then slide all the way left to destroy the Magic Card barriers at the start of the corridor, to open a shortcut that will allow you to bypass this challenge if you die and restart at the beginning.&lt;br /&gt;
&lt;br /&gt;
Another trouble spot is the room with the Rolling Drills and the spiked floor. Rush Jet can be used to cross the gap if you're fast and keep moving toward the ceiling. Another option is to use the Rolling Drills as platforms: jump on top of the first three, drop down onto the fourth, and then land on the ground and destroy the next Rolling Drill as it emerges from the wall before sliding to the next screen.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:MaGMML1_Maze_of_Death_Water.png|frame|none|alt=Maze of Death Underwater Spike Jump|You can pixel-step to the edge of this spike and jump straight up without exploding. The floor tile can help you judge how close you are.]]&lt;br /&gt;
| [[File:MaGMML1_Maze_of_Death_Drills.png|frame|none|alt=Maze of Death Rolling Drill Jumping|You can use the drills as a spiky staircase to success. Look at how fun this must be! Proto Man is clearly having fun.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Players have discovered a few ways to &amp;quot;break&amp;quot; the level and bypass major challenges. For example, on the screen with the Guts Man platforms, Rush Coil can be summoned onto the ladder at the bottom of the screen to propel you to the ladder at the top of the screen. Most notably, it is possible to reach the boss door without destroying the Solar Blaze, Metal Blade, or Magic Card barriers that block the tunnel the player is intended to slide through. After destroying the Sheep Man blocks in front of the boss door, the player may climb up to the previous screen, take damage from the Pole or the fire jets, and drop down the ladder and past the spikes while momentarily invincible. Flashman85 swears you weren't able to do that in the devkit.&lt;br /&gt;
&lt;br /&gt;
==Easter Eggs==&lt;br /&gt;
Flashman85 has a well-documented dislike of Sniper Joes, particularly after playing numerous fangames that reuse the same few types of Joes in the same few ways. To that end, the Sniper Joe on the screen with the laser emitters can be unceremoniously disposed of by using Thunder Wool to destroy the platform underneath it. A similar approach may be used at the end of the level, where Returning Sniper Joes are being mass-produced: using Solar Blaze to destroy the ice blocks will drop the Joes into the junk heap below, where they belong. Flashman85's utter disdain for enemies popping out of pits is also well documented, so it is only fitting that some Up'n'Downs have made a home in the junk pile...just far enough out of range to not be a nuisance.&lt;br /&gt;
&lt;br /&gt;
There is one additional screen to the right of the Energy Element, which players are unlikely to discover due to programming changes between the devkit and the release version of the game. After collecting an Energy Element in the release version, Mega Man stands still for a moment before teleporting away; in the devkit, Mega Man automatically walks right for a few moments before teleporting away, similar to how Mario continues walking after crossing a finish line in ''Super Mario World.'' The end of Maze of Death is designed so that Mega Man can collect the Energy Element, proceed to the next screen, and march off the edge of a platform into apparent oblivion. Just as the player starts to panic, Mega Man teleports away, with a celebratory Victory Fish appearing to simultaneously panic the player further and pat the player on the back for a job well done.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML Tier 3}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level Stages]][[Category:Tier 3 Stages]] [[Category:Favorites]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Glass_Man_(stage)&amp;diff=1831</id>
		<title>Glass Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Glass_Man_(stage)&amp;diff=1831"/>
				<updated>2017-12-10T16:50:28Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin-left: auto; margin-right: 0px; float:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Glass Man&lt;br /&gt;
|rank = 1st&lt;br /&gt;
|image= [[File:GlassManSnip.PNG|250px]]&lt;br /&gt;
|caption= We're number one. We're number one&lt;br /&gt;
|game=[[Make a Good Mega Man Level]]&lt;br /&gt;
|creator= [[RedBlupi]]&lt;br /&gt;
|composer= Kevvviiinnn&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 1&lt;br /&gt;
|judge1 = 94&lt;br /&gt;
|judge2 = 76&lt;br /&gt;
|judge3 = 90&lt;br /&gt;
|judge4 = 82&lt;br /&gt;
|judge5 = 79&lt;br /&gt;
|totalscore = 84.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* Vitreus Joe&lt;br /&gt;
* Bolton and Nutton&lt;br /&gt;
* Garyoby&lt;br /&gt;
* Gachappon&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = [[Glass Man (Boss)|Glass Man]]&lt;br /&gt;
|other = Blackmore_Darkwing's favorite&lt;br /&gt;
|music = Stage 37 (Original)&lt;br /&gt;
|location = Tier 5&lt;br /&gt;
|previous = [[Mega Man World]] &lt;br /&gt;
|next = &lt;br /&gt;
}}&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{quote|I can't begin to describe this level. This is what Megaman should be.|Duvi0|Excerpt from his comment on the stage}}&lt;br /&gt;
==Overview ==&lt;br /&gt;
&lt;br /&gt;
Glass Man is the first place stage of the [[Make a Good Mega Man Level|first Make a Good Mega Man Level contest]]. It features a large amount of custom assets, including a custom tileset, a custom enemy, and a custom boss. Of all of the first game's entries, it is the one that most resembles a Robot Master stage from the classic game, complete with a fight against its titular Robot Master at the end.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
This isn't an overly difficult level, though a few new things can mess a player up. The Vitreus Joes should be killed with immediately with a charge shot, otherwise they will erect four glass shields which must be individually shot. The falling crystals, unlike the ones from Crystal Man's stage, are timer-based, thus simple memorization and timing will allow the player to get past them.&lt;br /&gt;
&lt;br /&gt;
==Make a Good Mega Man Level 2==&lt;br /&gt;
A recreation of certain sections of this level is included in [[Make a Good Mega Man Level 2]] as a room in the [[Pit of Pits]]&lt;br /&gt;
&lt;br /&gt;
{{MaGMML Tier 5}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level Stages]][[Category:Tier 5 Stages]] [[Category:Favorites]]&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Category:Favorites&amp;diff=1830</id>
		<title>Category:Favorites</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Category:Favorites&amp;diff=1830"/>
				<updated>2017-12-10T16:48:41Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: Created page with &amp;quot;These are the stages that received a favorite from at least one judge.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the stages that received a favorite from at least one judge.&lt;/div&gt;</summary>
		<author><name>RedBlueGray</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=The_Stage_Nobody_Asked_For&amp;diff=1829</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=1829"/>
				<updated>2017-12-10T16:46:13Z</updated>
		
		<summary type="html">&lt;p&gt;RedBlueGray: &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= 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&lt;br /&gt;
|previous = [[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 goes out of its way to try to be as ridiculous as possible while still trying to also be well designed and fair. 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;
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WIP will finish later &amp;lt;br&amp;gt;&lt;br /&gt;
-Entity1037&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;
|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;
|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;
|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;
|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;
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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;
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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;
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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;
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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;
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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;
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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;
}}&lt;br /&gt;
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{{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>RedBlueGray</name></author>	</entry>

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