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		<title>Make a Good Mega Man Level Contest - User contributions [en]</title>
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		<id>http://magmmlcontest.com/wiki/index.php?title=User:TheKman100/List_of_Minor_Characters&amp;diff=28718</id>
		<title>User:TheKman100/List of Minor Characters</title>
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				<updated>2025-03-28T03:03:28Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: Added Galacta Knight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UnderConstruction}}&lt;br /&gt;
&lt;br /&gt;
This is a list of characters that:&lt;br /&gt;
* Belong more to the ''Make a Good Mega Man Level'' game canon than that of the Classic ''Mega Man'' game series or any [[List of fangame references in MaGMML|referenced fan game]].&lt;br /&gt;
* Play a small but notable role in the mythos of a submitted level or section of the main game's overworld.&lt;br /&gt;
* Appear in-game or are confirmed to exist, but are not prominent enough to fill a separate page on the wiki.&lt;br /&gt;
These characters are sorted by the game in which they first debut.&lt;br /&gt;
&lt;br /&gt;
==''Make a Good Mega Man Level 2''==&lt;br /&gt;
&lt;br /&gt;
===Acolyte Joe===&lt;br /&gt;
[[File:AcolyteJoe.png|right|64px]]&lt;br /&gt;
Acolyte Joe is an occultist [[Sniper Joe]] wearing a fez and robe, often seen in the middle of a ritual. He first appears beyond the [[Tier 5 (MaGMML2)|Tier 5]] boss gate in MaGMML2, reciting an incantation to summon [[Lord Elewoofro]] that he accidentally botches by acknowledging [[Mega Man|Mega Man's]] entrance. He then frantically warns that &amp;quot;Lord Elewoofro will come into this world full of hate and anger&amp;quot; before fleeing for his life.&lt;br /&gt;
&lt;br /&gt;
He is seen again aboard the [[SS Elroy]] in MaG48HMML, performing another ritual to reunite with his lost lover. Mega Man offers to help with the ritual so [[User:TheKman100/List of Minor Characters#Jean|Jean]] can clean his room, chasing the spirit throughout [[Celestial Resort]] until it becomes a solid, collectible object. After bringing it back to Acolyte Joe, he completes the ritual, physically fusing with it before the amalgam ascends to a higher plane of existence.&lt;br /&gt;
{{-}}&lt;br /&gt;
===Gigavolt Man===&lt;br /&gt;
[[File:GigavoltMan.png|right|64px]]&lt;br /&gt;
{{quote|Aaah! Mega Man! Thank you for coming here! This [[Volt Man|Wily Bot]] has took over my base and I couldn't do a thing! If you beat him, he'll drop the core to my power suppily![sic]|Gigavolt Man|}}&lt;br /&gt;
&lt;br /&gt;
Gigavolt Man is a Robot Master created by [[ThatOneEnder]] that appears in his [[Gigavolt Man|titular stage]]. Originally intended to be the stage's boss, he was demoted to an NPC role, hiding on an elevated platform in the room with the ''actual'' boss, [[Volt Man]]. If Mega Man talks to him, he explains that Volt Man broke into his base and stole an [[Energy Element]] from him, which he was either too afraid or too weak to retrieve on his own. His dialogue does not change if Volt Man is defeated first.&lt;br /&gt;
&lt;br /&gt;
Gigavolt Man later makes a cameo in the [[Tier X (MaGMML2)|Tier X]] stage [[Deep Thoughts]], appearing in an isolated &amp;quot;pocket&amp;quot; of a side room where Mega Man is unable to talk to him.&lt;br /&gt;
{{-}}&lt;br /&gt;
===Kamek===&lt;br /&gt;
[[File:Kamek.png|right|64px]]&lt;br /&gt;
{{quote|You can, ah, will, aaah, never enter the Wily Fortress!|Kamek|Rad Gravity}}&lt;br /&gt;
&lt;br /&gt;
Kamek is an old Magikoopa that serves as a recurring villain in the ''Super Mario'' franchise, most notably the ''Yoshi's Island'' games. In several of those games, Kamek will taunt Yoshi at the end of each Fortress and Castle stage, using his magic to turn regular enemies into ''much'' larger threats.&lt;br /&gt;
&lt;br /&gt;
His sole MaGMML2 appearance is in [[Rad Gravity]], right before the boss fight with [[Groovity Man]]. ''Dr.'' Kamek enters in a Wily Capsule, says his one line to Mega Man, then slams his capsule into the ground, sending him and Groovity Man to the latter's unique moon-shaped battlefield. Both the moon sprite and the battle format are taken from Raphael Raven's boss fight from ''Super Mario World 2: Yoshi's Island,'' as Kamek's appearance and particular dialogue were intended to allude.&lt;br /&gt;
{{-}}&lt;br /&gt;
===Sir Thomas More===&lt;br /&gt;
[[File:SirThomasMore.png|right|64px]]&lt;br /&gt;
{{quote| An absolutely new idea is one of the rarest things known to man.|Sir Thomas More| Deep Thoughts}}&lt;br /&gt;
Sir Thomas More is a philosopher who appears in the MaGMML2 submission [[A Mega Man for All Seasons]], as well as [[Tier X (MaGMML2)|Tier X]] stage [[Deep Thoughts]].&lt;br /&gt;
&lt;br /&gt;
He is based on the real-life Sir Thomas More (7 February 1478 - 6 July 1535), an English statesman and Renaissance humanist, about whom the 1960 play &amp;quot;A Man for All Seasons&amp;quot; was written. Despite his faithful service to Kings Henry VII and Henry VIII over a total of twenty-eight years, More refused to take an Oath of Supremacy, which would acknowledge King Henry VIII as &amp;quot;supreme head of the Church of England&amp;quot;, and later refused to acknowledge the &amp;quot;spiritual validity&amp;quot; in Henry VIII's efforts to justly coronate his second wife, Anne Boleyn. These stances would eventually be construed as evidence of treason, for which More was charged, imprisoned in the Tower of London for fourteen months, and then beheaded.&lt;br /&gt;
&lt;br /&gt;
The in-game Thomas More can be encountered four times in ''A Mega Man for All Seasons'', once per &amp;quot;season&amp;quot;. For the Fall, Winter and Spring sections, he remains in a cell-like area, reciting excerpts from real-life Thomas More's socio-political satire &amp;quot;Utopia&amp;quot;. In the Summer section, he appears in the last room before the [[Komuso Man|executioner,]] offering some &amp;quot;gallows humor&amp;quot; in line with a quote from his real-life counterpart. He appears once more in ''Deep Thoughts'', and provides yet another real-life quote when spoken to. &lt;br /&gt;
{{-}}&lt;br /&gt;
===Sanct===&lt;br /&gt;
([[Sanct|Has her own page]])&lt;br /&gt;
{{-}}&lt;br /&gt;
===Tier 6 Scientist===&lt;br /&gt;
{{quote|I've been working so long on this prototype of a network of sorts that can hold data just like the simulations, hehe! It's just like any other tier, but I added some of my own personal touches to make it mind-boggling...|&amp;quot;Old Man&amp;quot;|[[Make a Good Mega Man Level 2]]}}&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tier 6 Scientist&amp;quot; (referred to as &amp;quot;Old Man&amp;quot; in-game) is a cantankerous old man with questionable credentials, who nonetheless is the creator of the [[Tier 6 (MaGMML2)|Battle Network]]. He claims that the Robot Masters within the tier are &amp;quot;definitely there of their own volition&amp;quot;, though [[Elec Man]]'s dialogue and constant movement within the tier suggest that this is untrue.&lt;br /&gt;
&lt;br /&gt;
He makes a small appearance in ''Make a Good Mega Man Level: Episode Zero'', once again standing near the ''MaGMML2'' Tier 6 teleporter in [[Mega City]]. He lets [[Zero]] partake in his training simulation after believing that he saw the disheveled looking robot in a dream. If talked to later in the game, he will invite Zero to stay for a cup of tea, which he claims is &amp;quot;not poisoned&amp;quot;.&lt;br /&gt;
{{-}}&lt;br /&gt;
==''Make a Good Mega Man Level: Episode Zero''==&lt;br /&gt;
===Conchobar, Petey, Ali, and Alister===&lt;br /&gt;
{{-}}&lt;br /&gt;
==''Make a Good 48 Hour Mega Man Level''==&lt;br /&gt;
===Abigail, Brittany, and Crungo===&lt;br /&gt;
[[File:Abigail.png|right|64px]]&lt;br /&gt;
[[File:Brittany.png|right|64px]]&lt;br /&gt;
[[File:Crungo.png|right|64px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
===Bol'o and Nu'o===&lt;br /&gt;
[[File:BolOAndNuO.png|right|64px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
===Bonnie===&lt;br /&gt;
[[File:Bonnie.png|right|64px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
===Bud===&lt;br /&gt;
[[File:Bud.png|right|64px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
===Cap'n Crunchran===&lt;br /&gt;
[[File:CapnCrunchran.png|right|64px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
===Crazy Daisy===&lt;br /&gt;
[[File:CrazyDaisy.png|right|64px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
===Gangstatepakkan===&lt;br /&gt;
[[File:Gangstatepakkan.png|right|64px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
===Gordyn Pressman===&lt;br /&gt;
[[File:GordynPressman.png|right|64px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
===Granny-Oh===&lt;br /&gt;
[[File:GrannyOh.png|right|64px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
===Gyosephine===&lt;br /&gt;
[[File:Gyosephine.png|right|64px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
===Helen===&lt;br /&gt;
[[File:Helen.png|right|64px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
===Jean===&lt;br /&gt;
[[File:Jean.png|right|64px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
===Master Reddorgold=== &lt;br /&gt;
[[File:MasterReddorgold.png|right|64px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Sarge===&lt;br /&gt;
[[File:Sarge.png|right|64px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
===Serker===&lt;br /&gt;
[[File:Serker.png|right|64px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
===The Overseer of All Good Deeds===&lt;br /&gt;
[[File:OverseerThe.png|right|64px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
===Tomothy Daddy &amp;amp; Tompson B.===&lt;br /&gt;
[[File:TomothyDaddy|right|64px]]&lt;br /&gt;
[[File:TompsonB.png|right|64px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
==''Make a Good Mega Man Level 3''==&lt;br /&gt;
===Adrenal Man===&lt;br /&gt;
{{robotmaster&lt;br /&gt;
|name=[[File:AdrenalManMugshot.png|Adrenal Man's mugshot|left]]Adrenal Man[[File:AdrenalManMugshot.png|Adrenal Man's mugshot|right]]&lt;br /&gt;
|image=[[File:AdrenalManArt.png|210px|Adrenal Man]]&lt;br /&gt;
|caption=&lt;br /&gt;
|designer=[[CSketch]]&lt;br /&gt;
|artist=CSketch&lt;br /&gt;
|gender=Male&lt;br /&gt;
|health=28&lt;br /&gt;
|occupation=Waterpark mascot&lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 3|MaGMML3]] (NPC)&lt;br /&gt;
|sprite=[[File:AdrenalMan.png]]&lt;br /&gt;
|}}&lt;br /&gt;
{{quote|Yo, Mega Man! How are you enjoying this AWESOME day at Adrenaline Park? Totally tubular, right?|Adrenal Man|[[Get Wild, Get Wet]]}}&lt;br /&gt;
Adrenal Man is a Robot Master created by CSketch that appears in [[Get Wild, Get Wet]]. He serves as the mascot of Adrenaline Park, the mountainside waterpark that comprises the level, and is first encountered on a platform below the boss gate. He pushes back on Mega Man's concerns about the ''numerous'' safety hazards in the park, and prepares to fight Mega Man, complete with a health bar filling up... only for their shared platform to fall apart in a flurry of explosions. While Mega Man descends to the last leg of the level, Adrenal Man lands on a bed of spikes, destroying him instantly.&lt;br /&gt;
{{-}}&lt;br /&gt;
===Aurora Man===&lt;br /&gt;
{{quote|I can't believe Dr. Wily fired me just because I was late getting into my Boss Room last year!|Aurora Man|[[Glitz Woman]]}}&lt;br /&gt;
Aurora Man is a Robot Master created by SpoonyBard, intended to serve as the boss of his [[Aurora Man|titular stage]] in MaGMML2, but left out of the final version as his boss battle was not finished in time.&lt;br /&gt;
He officially appears in a secret room of [[Glitz Woman (stage)|Glitz Woman]], SpoonyBard's MaGMML3 entry, lamenting that he was &amp;quot;fired&amp;quot; for arriving late. If the &amp;quot;Glitz Aegis&amp;quot; [[Contest Weapon Data#Parallel Weapons|parallel weapon]] is equipped, Aurora Man will appear midway through the restyled [[Water Shield]] [[Weapon Tutorials|tutorial]], insisting that Mega Man &amp;quot;share the wealth&amp;quot;.&lt;br /&gt;
{{-}}&lt;br /&gt;
===Citrus Man===&lt;br /&gt;
{{robotmaster&lt;br /&gt;
|name=[[File:CitrusManMugshot.png|Citrus Man's mugshot|left]]Citrus Man[[File:CitrusManMugshot.png|Citrus Man's mugshot|right]]&lt;br /&gt;
|image=[[File:CitrusManArt.png|210px|Citrus Man]]&lt;br /&gt;
|caption=&lt;br /&gt;
|designer=[[RedBlueGray (Van)]]&lt;br /&gt;
|artist=RedBlueGray (Van)&lt;br /&gt;
|gender=Male&lt;br /&gt;
|haircolor=Green&lt;br /&gt;
|eyecolor=Blue&lt;br /&gt;
|occupation= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 3|MaGMML3]] (NPC)&lt;br /&gt;
|sprite=[[File:CitrusMan.png]]&lt;br /&gt;
|}}&lt;br /&gt;
{{quote|I'm as surprised as you are that I'm here? Not sure how you 'beat' me exactly, I don't have a health bar...|Citrus Man|Citrus Man's Zesty Challenge}}&lt;br /&gt;
Citrus Man is a Robot Master created by [[RedBlueGray (Van)]] that appears in [[Fruit Forest]]. In the level proper, he appears next to the first [[Trickster Token]] in the level, showing no interest at all in fighting Mega Man. &lt;br /&gt;
Despite not being a conventional boss, his mugshot appears in the [[Limestone Pagoda]] Boss Gallery challenge &amp;quot;Citrus Man's Zesty Challenge&amp;quot;. The challenge is similar to the final platforming challenge of Fruit Forest, but with Citrus Man standing at the end, unsure of how Mega Man is supposed to 'beat' him. He explodes when Mega Man slips on the banana peel just behind him.&lt;br /&gt;
After clearing [[Wily Stadium]], Citrus Man also appears as an NPC in the stadium hub.&lt;br /&gt;
{{-}}&lt;br /&gt;
===Callie &amp;amp; Marie===&lt;br /&gt;
{{-}}&lt;br /&gt;
===Dr. Gaberu===&lt;br /&gt;
[[File:DrGaberu.png|right|128px]]&lt;br /&gt;
Dr. Gaberu is a human scientist character created by [[8-BIT FAN]], and himself the creator of [[Hodenki]]. His main appearance is at the end of [[Weapon Data Center]], where he's surprised to see Mega Man enter his hideaway after defeating Hodenki, but relieved to hear that Hodenki's body is still intact enough to be repaired. As thanks for Mega Man checking on his safety, he leaves him with a Weapon Capsule for Hodenki's weapon (which serves as the level's Energy Element), before stating his intention of finding tools to repair Hodenki elsewhere in the facility.&lt;br /&gt;
&lt;br /&gt;
When speaking to Hodenki in [[Tier 12 (MaGMML3)|Tier 12]] (after clearing [[Wily Stadium]]), he mentions he was there at Dr. Gaberu's suggestion.&lt;br /&gt;
{{-}}&lt;br /&gt;
===Dr. Vicious and Dr. Hyenaman===&lt;br /&gt;
Dr. Vicious and Dr. Hyenamen are a pair of scientists who like to bust so called &amp;quot;fables&amp;quot;, being parodies of Adam Savage and Jamie Hyneman from ''Mythbusters''. The two appear in ''MaGMML 3'' during the [[Tier 6 (MaGMML3)|Tier 6]] boss fight, having obtained the Tier Rank needed to progress. Dr. Vicious greets Mega Man while testing a fable of &amp;quot;can ice by melted by the power of the sun&amp;quot;, revealing Dr. Hyenaman piloting an [[Ice Buster]] to test this fable, while also cracking a few jokes about his partner to his dismay. After destroying the Ice Buster, Dr. Hyenaman is ejected from the machine, and Dr. Vicious pretends that he’s dead, while Dr. Hyenaman comments he isn’t. After gaining the Tier Rank, the two can be found at the Casino testing another fable about luck.&lt;br /&gt;
&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Fish Fiend===&lt;br /&gt;
&lt;br /&gt;
{{-}}&lt;br /&gt;
===Galacta Knight===&lt;br /&gt;
&lt;br /&gt;
{{-}}&lt;br /&gt;
===Ivan Chillski===&lt;br /&gt;
&lt;br /&gt;
{{-}}&lt;br /&gt;
===Magolor===&lt;br /&gt;
{{robotmaster&lt;br /&gt;
|name=[[File:MagolorMugshot.png|Magshot|left]]Magolor[[File:MagolorMugshot.png|Magshot|right]]&lt;br /&gt;
|image=[[File:MagolorArt.png|210px|Magolor]]&lt;br /&gt;
|caption=&lt;br /&gt;
|designer=HAL Entertainment&lt;br /&gt;
|artist= &lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Yellow&lt;br /&gt;
|occupation=Shopkeeper, Theme Park Manager&lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 3|MaGMML3]] (NPC)&lt;br /&gt;
|sprite=[[File:Magolor.png]]&lt;br /&gt;
|}}&lt;br /&gt;
{{quote|When I arrived in this world, I came to this casino and saw a business... I mean, fun opportunity! My experience with real rifts is what inspired me to make a game like this! Pretty cool, huh?|Magolor|floating in front of his stall.}}&lt;br /&gt;
Magolor is a recurring character in the ''Kirby'' series, making his first appearance in &amp;quot;Kirby's Return to Dreamland&amp;quot;. He can be found outside the Rift Wanderer mini-game at the [[Magic Card Casino]], explaining how it works to [[Mega Man]] once he obtains the Silver Membership. Additionally, one of the movie posters in Tier 13 depicts him as he appeared as the final boss of &amp;quot;Return to Dreamland&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{-}}&lt;br /&gt;
===Malware Man===&lt;br /&gt;
{{robotmaster&lt;br /&gt;
|name=Malware Man&lt;br /&gt;
|image=[[File:MalwareManArt.png|210px|Malware Man]]&lt;br /&gt;
|caption=Artwork by HAL Laboratory&lt;br /&gt;
|designer=[[Wowowood]]&lt;br /&gt;
|artist=Wowowood&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|occupation= Hacker&lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 3|MaGMML3]] (NPC)&lt;br /&gt;
|sprite=[[File:MalwareMan.png]]&lt;br /&gt;
|}}&lt;br /&gt;
{{quote|H-hey i'm uhh Malware Man and I was not ready to face you. Here's an energy element, you can use it to fix Dr. Light's computer|Malware Man|during his &amp;quot;boss fight&amp;quot;.}}&lt;br /&gt;
Malware Man is a green Met found at the end of his [[Malware Man (stage)|titular level]] in ''Make a Good Mega Man Level 3.'' In the story of that level, he hacks Dr. Light’s computer, and when Mega Man teleports into cyberspace, diverts him to a location further away from his lair. He threatens Mega Man using multiple signposts throughout the level, and presumably created the many enemies and hazards that stand in his way.&lt;br /&gt;
&lt;br /&gt;
When Mega Man reaches the &amp;quot;boss arena&amp;quot;, Malware Man is seen hiding under his helmet, serving only as an NPC. He confesses that he was unprepared to face Mega Man in combat, offering the level’s [[Energy Element]] (which can supposedly fix Dr. Light’s computer) in exchange for his life.&lt;br /&gt;
&lt;br /&gt;
After clearing the [[Wily Stadium]], Malware Man can be found as an NPC in [[Tier 6 (MaGMML3)|Tier 6]]. He remains hidden under his helmet, nervous about the [[User:TheKman100/List of Minor Characters#Professor Mariarti|professor]] standing next to him.&lt;br /&gt;
{{-}}&lt;br /&gt;
===Metool Nana===&lt;br /&gt;
[[File:MetoolNana.png|right|128px]]&lt;br /&gt;
&amp;quot;Metool Nana&amp;quot; is an unused level graphic for [[Mega Man 2]] that resembles a [[Metall]], and was likely intended to dispense [[Neo Metall]] enemies through the opening at the bottom. It makes a few brief appearances throughout ''Make a Good Mega Man Level 3.''&lt;br /&gt;
&lt;br /&gt;
The first appearance it makes is in the room before the [[Regular Joe|Tier 1 Boss]] as an NPC. She begs Mega Man to remove the boss from the premises, explaining that he seemed ''regular'', and although she tried to eject from the premises, he confused her to the point of ejecting herself instead.&lt;br /&gt;
&lt;br /&gt;
Its other two appearances are in mini-levels; The [[Neo Pit of Pits]] mini-level &amp;quot;Build up Speed&amp;quot; features a Custom Spawner shaped like Metool Nana that dispenses Neo Metools, while the [[Shrine of Nebula]] mini-level &amp;quot;Deconstruction Zone&amp;quot; features Metool Nana-shaped spawners that continuously drop bombs below them.&lt;br /&gt;
{{-}}&lt;br /&gt;
===Mr. Zero===&lt;br /&gt;
[[File:MrZero.png|right|64px]]&lt;br /&gt;
Mr. Zero is a character from the Ruby-Spears Mega Man cartoon. He owned the Zero Refrigeration Company, and was kidnapped by Dr. Wily to provide the &amp;quot;super freeze formula&amp;quot; for his latest scheme of freezing the city in a massive glacier. &lt;br /&gt;
&lt;br /&gt;
In MaGMML3, he appears at the entrance of the [[Tier 6 (MaGMML3)|Tier 6]], which he refers to as the &amp;quot;Winter Laboratory&amp;quot;. He explains that [[Ernest Will]] bought out the laboratory for use during the tournament (which he is clearly not happy about), and asks Mega Man to ignore the regular staff as they go about their work. Whether the lab itself or Mr. Zero's work there have any relation to the Zero Refrigeration Company is unclear.&lt;br /&gt;
&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Mysterious Trick-or-treater===&lt;br /&gt;
&lt;br /&gt;
{{-}}&lt;br /&gt;
===Professor Mariarti===&lt;br /&gt;
[[File:ProfessorMariarti.png|right|64px]]&lt;br /&gt;
Professor Mariarti is the main character of the 1990 game ''Mad Professor Mariarti,'' where he ventures through his five laboratories, each full of inanimate objects that have come to life, and tries to quell the chaos by shutting each one down. He appears in [[Tier 6 (MaGMML3)|Tier 6]] as one of the Cryo Lab professors, and explains his current project is creating &amp;quot;artificial, unmelting, unbreakable ice&amp;quot;, though not with a specific purpose in mind.&lt;br /&gt;
&lt;br /&gt;
The Amiga version of ''Mad Professor Mariarti,'' contains a message from designer/musician Matt Furniss that strongly discourages hacking the game. This makes [[List of Minor Characters#Malware Man|Malware Man,]] who sits next to Mariarti in the postgame, understandably nervous.&lt;br /&gt;
{{-}}&lt;br /&gt;
===Ref Mario===&lt;br /&gt;
[[File:RefMario.png|right|64px]]&lt;br /&gt;
&amp;quot;Ref Mario&amp;quot;, better known as just &amp;quot;Mario&amp;quot;, is an Italian-American plumber who debuted in the 1981 video game ''Donkey Kong'', and canonically served as the referee in ''Punch-Out (1987)''.&lt;br /&gt;
&lt;br /&gt;
Ref Mario first appears during the ''Punch-Out''-themed [[Tier 14 (MaGMML3)|Tier 14]] boss fight against [[Punch Donkey]]. When the latter's health bar is first depleted, Mario walks above the arena on a [[Snake Block]] and begins counting to 10. He only reaches 5 before Punch Donkey gets back up, refilling half his health bar to continue the fight, so Mario allows the fight to continue and walks away.&lt;br /&gt;
&lt;br /&gt;
As the second phase begins, Ref Mario attempts to call a time-out as Punch Donkey uses a &amp;quot;P-Tank&amp;quot; to make himself bigger. However, Punch Donkey uses his new size to strike him from underneath, destroying the Snake Block platform and sending him flying. After the Tier Boss’s health is depleted yet again, &amp;quot;Small Ref Mario&amp;quot; returns on a different Block Snake platform and finishes counting to 10, marking the end of the boss fight.&lt;br /&gt;
&lt;br /&gt;
After Punch Donkey's defeat, Ref Mario appears next to him as an NPC at the [[Magic Card Casino]], lamenting that he agreed to [[Ernest Will]]'s deal.&lt;br /&gt;
{{-}}&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:Peter.png&amp;diff=28699</id>
		<title>File:Peter.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:Peter.png&amp;diff=28699"/>
				<updated>2025-03-27T03:08:09Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: Peter enemy from Cassette Man's stage... my second attempt of cropping from a MaGMML3 screenshot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Peter enemy from Cassette Man's stage... my second attempt of cropping from a MaGMML3 screenshot.&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:Frank.png&amp;diff=28698</id>
		<title>File:Frank.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:Frank.png&amp;diff=28698"/>
				<updated>2025-03-27T03:07:30Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: Frank enemy from Cassette Man's stage... my first attempt of cropping from a MaGMML3 screenshot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Frank enemy from Cassette Man's stage... my first attempt of cropping from a MaGMML3 screenshot.&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Autobounce&amp;diff=28697</id>
		<title>Autobounce</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Autobounce&amp;diff=28697"/>
				<updated>2025-03-27T00:53:46Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: Moved Autobounce sprite to proper place.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#8D83AB&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name=[[File:AutobounceIcon.png|left]]Autobounce[[File:AutobounceIcon.png|right]]&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number= &lt;br /&gt;
|designer= Garirry&amp;lt;br&amp;gt;ACESpark (sprite)&lt;br /&gt;
|programmer= Garirry&amp;lt;br&amp;gt;SnoruntPyro (additional attacks)&lt;br /&gt;
|gender= &lt;br /&gt;
|eyecolor = Varies&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Copy&lt;br /&gt;
|weak= Varies&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Inner Sanctum]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:AutoBounce.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Autobounce''' is a boss in ''[[Make a Good Mega Man Level 2]]''. It appears at the end of the fourth [[Wily Star II]] stage, [[Inner Sanctum]].&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
[[File:AutoBounceForms.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Autobounce, fittingly enough, spends the fight bouncing around the room. It is only vulnerable to one special weapon at a time, denoted by its current appearance and color scheme (which changes after the player lands a hit on it). It always starts vulnerable to [[Wheel Cutter]], but after that it changes its appearance at random. Autobounce telegraphs all of its attacks by flashing white and playing a sound effect; its attacks come out faster as it loses more health. Its attacks are as follows:&lt;br /&gt;
* [[Hornet Chaser]]: Shoots a trail of explosions that homes in on the player.&lt;br /&gt;
* [[Jewel Satellite]]: Shoots a [[Gemini Laser]] projectile at the nearest wall.&lt;br /&gt;
* [[Grab Buster]]: Shoots three Grab Buster shots in a line. These shots heal Autobounce for 2 HP if they connect.&lt;br /&gt;
* [[Triple Blade]]: Fires two blades into the air that then fall to the ground.&lt;br /&gt;
* [[Slash Claw]]: Releases a burst of energy surrounding it. In this form, Autobounce speeds up over time until it is hit.&lt;br /&gt;
* [[Wheel Cutter]]: Shoots two [[Metal Blade]] projectiles.&lt;br /&gt;
* [[Sakugarne]]: Releases two rocks from its head that break apart into two smaller rocks upon hitting the ground.&lt;br /&gt;
* [[Super Arrow]]: Shoots a buster shot that spreads into a wide arc upon hitting a wall, similar to [[Centaur Man]]'s attack.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 0/0/0&lt;br /&gt;
| hornet = 2&lt;br /&gt;
| jewel = 2&lt;br /&gt;
| grab = 2&lt;br /&gt;
| triple = 2&lt;br /&gt;
| slash = 2&lt;br /&gt;
| wheel = 2&lt;br /&gt;
| sakugarne = 2&lt;br /&gt;
| wire = 0&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = Alter weapons are disabled against Autobounce, and it is only vulnerable to one weapon at a time.&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Autobounce originally had 56 HP instead of 28 HP, but to compensate, weapons did 4 damage to it instead of 2.&lt;br /&gt;
* Autobounce's Grab Buster attack was nerfed in v1.3.0. Before this version, it fired an additional shot, and healed for 4 HP instead of 2.&lt;br /&gt;
* Because Autobounce is immune to the [[Mega Buster]] at all times, it is one of two bosses (alongside [[Wily Machine SWORD]]) in the [[The Arena|True Arena]] where using special weapons is allowed for the &amp;quot;Masochist&amp;quot; [[Achievements|challenge]].&lt;br /&gt;
* During very early development, Autobounce used basic blank placeholder graphics that had no visual difference in the forms aside from the colors changing, making it hard to tell the form it's currently in. Its graphics were later created by [[ACESpark]], and were designed to eradicate this issue.&lt;br /&gt;
** The boss also lacked attacks; these were added late in development by [[snoruntpyro]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Fortress Guardian]][[Category:Wily Star]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Riplings&amp;diff=28696</id>
		<title>Riplings</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Riplings&amp;diff=28696"/>
				<updated>2025-03-27T00:40:12Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: Moved Ripling sprite to proper place.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#7D7F85&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= [[File:RiplingsMugshot.png|left|]][[File:RiplingsMugshot.png|right|]] Riplings&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number= &lt;br /&gt;
|designer= Enjl &lt;br /&gt;
|programmer= Enjl&lt;br /&gt;
|gender=&lt;br /&gt;
|eyecolor = Green&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=84 (total)&amp;lt;br&amp;gt;28 (individual Ripling)&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Cutter&lt;br /&gt;
|weak=[[Grab Buster]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Lever Oriental Enchanted]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:Wily3 Ripling.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{quote|Oh no, it's an angry... erm... diamond!|[[Cheez8]]| }}&lt;br /&gt;
&lt;br /&gt;
The '''Riplings''' are a boss in ''[[Make a Good Mega Man Level 2]]''. They appear at the end of [[Lever Oriental Enchanted]], the third Stage of the Wily Star II.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
&lt;br /&gt;
The Riplings appear in a group of three, each with their own health bar; only one attacks you at first, and after defeating that one, the other two will enter the fight. Both of these Riplings perform their attacks at the same time, but they do not always do the same attack at the same time. Each one has four possible attacks, performed at random:&lt;br /&gt;
* Appears at the top of the screen, and follows your position before quickly dropping down.&lt;br /&gt;
* Appears on the ground at either the left or right edge of the screen, before rushing over to the other side.&lt;br /&gt;
* Shoots its blades in the four cardinal directions, and then again in an X-Shaped pattern at a slight angle.&lt;br /&gt;
* The blades detach and spin around it quickly at a fixed distance. &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
The Riplings aren't the most threatening boss in Wily Star II, but their quick attack speed is what makes them tricky. For the first phase, try getting familiar with its tells, knowing to slide quickly away from it if it does anything but the ground move. While their weakness is technically Grab Buster, due to their almost complete lack of invincibility frames one can possibly get in more buster shots quickly because of the speed at which the projectiles travel. It is up to preference what they are fought with.&lt;br /&gt;
&lt;br /&gt;
In the second phase, it gets much more tricky. Since the Riplings pick from their attacks at random independently, there are many combinations one should be prepared for.&lt;br /&gt;
*Both will appear on the ground and rush towards you, one coming from the left and one from the right. Most easily avoided by standing in the middle and jumping.&lt;br /&gt;
*Both will appear on the ground and rush towards you, both coming from the same side and slightly delayed. Most easily avoided by getting some distance from them and then quickly hopping over the first, then over the second.&lt;br /&gt;
*Both will appear very high up and drop down onto you slightly delayed. Best avoided by luring them for about a second and then sliding away in the opposite direction.&lt;br /&gt;
*One will rush towards you while the other one tries to fall on you. Best avoided by walking away from the bottom one for roughly half a second and then jumping.&lt;br /&gt;
*Both will perform the blade shot in mid-air. Best avoided by standing in the middle for the first blade shot and then moving slightly to the left of the left Ripling for the X-Shot.&lt;br /&gt;
*Both will perform their shield spin attack. Best avoided by staying exactly in the middle between them.&lt;br /&gt;
*Et cetera. Just about every combination of attacks is possible.&lt;br /&gt;
&lt;br /&gt;
For most of their attacks it's suggested to stay in the middle and react accordingly. This phase is all about reflexes, and once you know what the tells mean and what different attacks there are in the second phase, this shouldn't be too hard a boss fight.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/2&lt;br /&gt;
| hornet = 1&lt;br /&gt;
| jewel = 0&lt;br /&gt;
| grab = 4&lt;br /&gt;
| triple = 2&lt;br /&gt;
| slash = 2&lt;br /&gt;
| wheel = 1&lt;br /&gt;
| sakugarne = 2&lt;br /&gt;
| wire = 1&lt;br /&gt;
| arrow = 1&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = No Ripling has invulnerability frames, meaning at close range Triple Blade will deal more damage than Grab Buster.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Ripling's sprites are used by [[Enjl]] in one of his [https://www.youtube.com/watch?v=stWB3cfJmXw LunaLua tutorial videos for SMBX2.]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Fortress Guardian]][[Category:Wily Star]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:TheKman100/Shrine_of_Nebula_Draft&amp;diff=28664</id>
		<title>User:TheKman100/Shrine of Nebula Draft</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:TheKman100/Shrine_of_Nebula_Draft&amp;diff=28664"/>
				<updated>2025-03-26T00:07:58Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Restored Beta */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UnderConstruction}}&lt;br /&gt;
{{Levelinfo&lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Shrine of Nebula&lt;br /&gt;
|rank=X&lt;br /&gt;
|image=[[File:MaGMML3-TF-ShrineofNebula.png|256px]]&lt;br /&gt;
|caption= &amp;quot;This again? Maybe I should call in some allies…&amp;quot;&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[:Category:MULTIPERSON Levels|MULTIPERSON]]&lt;br /&gt;
|composer=[[MiniMacro]]&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|enemies=&lt;br /&gt;
'''Entrance:'''&lt;br /&gt;
*[[MetFire]]&lt;br /&gt;
*[[Sparky (enemy)|Sparky]]&lt;br /&gt;
(Others listed on individual floors)&lt;br /&gt;
|gimmicks=&lt;br /&gt;
(Listed on individual floors)&lt;br /&gt;
|subbosses=&lt;br /&gt;
(Listed on individual floors)&lt;br /&gt;
|bosses=&lt;br /&gt;
'''Floor 3:'''&lt;br /&gt;
*[[Hard Splash]]&lt;br /&gt;
'''Floor 5:'''&lt;br /&gt;
*[[Top Dummy]]&lt;br /&gt;
*[[Gharial Man]]&lt;br /&gt;
*[[Returning Flash Armor]]&lt;br /&gt;
'''Finale:'''&lt;br /&gt;
*[[Nebula Grey]]&lt;br /&gt;
|other=&lt;br /&gt;
*True final stage&lt;br /&gt;
|music=&lt;br /&gt;
'''Floor 1:''' Movement I: Seeking a Nexus&amp;lt;br&amp;gt;&lt;br /&gt;
P-Switch (Nectar Sector)&amp;lt;br&amp;gt; &lt;br /&gt;
'''Floor 2:''' Movement II: Halcyon's End&amp;lt;br&amp;gt;&lt;br /&gt;
'''Floor 3:''' Movement III: Running to the Beacon&amp;lt;br&amp;gt;&lt;br /&gt;
'''Floor 4:''' Movement IV: Identity Ultimatum&amp;lt;br&amp;gt;&lt;br /&gt;
'''Floor 5:''' Movement V: Nearing War's Light&amp;lt;br&amp;gt;&lt;br /&gt;
'''Nebula Grey Phase 1:''' SOULBREAKER&amp;lt;br&amp;gt;&lt;br /&gt;
'''Nebula Grey Phase 2:''' Movement VI: End of an Age&amp;lt;br&amp;gt;&lt;br /&gt;
|location=[[Tier X (MaGMML3)|Tier X]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Just past here... is the fated sealing grounds of an ancient evil. None other than... The Shrine of Nebula! These [[Tier X (MaGMML3)|Grey Isles]] exist outside the boundaries of time, space, and logic... And with the Shrine within my grasp, I'm itching to test their limits!! |[[Dr. Regal]]| just before entering the Shrine.}}&lt;br /&gt;
'''Shrine of Nebula''' is the true final stage in ''[[Make a Good Mega Man Level 3]]'', accessible from the last island of [[Tier X (MaGMML3)|Tier X]] after all other [[Energy Element|Energy Elements]] in the game have been collected. When [[Mega Man]] first approaches the Shrine, he runs into [[Dr. Regal]], who boasts his intention of releasing [[Nebula Grey]] for his own evil ends before heading further inside.&lt;br /&gt;
&lt;br /&gt;
Similar to [[Null and Void (MaGMML2)|Null and Void]] from the [[Make a Good Mega Man Level 2|previous game]], the Shrine of Nebula contains several &amp;quot;floors&amp;quot; of mini-stages created by multiple people, only some of which must be completed in order to progress. There are six floors, with the first five each containing eight mini-stage portals, one key, and one [[Trickster Token]], the latter two locked behind gates. An elevator connects all six floors, requiring the key from each floor to open up the floor below. At least two mini-stages on each floor (ten overall) must be completed to reach the bottom floor, while at least four mini-stages on each floor (twenty overall) are required to obtain the last five Trickster Tokens in the game.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
===Floor 1===&lt;br /&gt;
&lt;br /&gt;
{{&lt;br /&gt;
LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Shrine of Nebula (Floor 1)&lt;br /&gt;
|image=[[File:MaGMML3-TF-ShrineOfNebula-Floor1.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables = [[File:TricksterTokenSpade.png]]&lt;br /&gt;
|enemies =&lt;br /&gt;
*[[Yonbain]] (Solar)&lt;br /&gt;
*[[Au-Au]] (Blizzard)&lt;br /&gt;
*[[Returning Monking]] (Hard)&lt;br /&gt;
*[[Wander Bell]] (Clock)&lt;br /&gt;
*[[Chibee]]&lt;br /&gt;
*[[Have &amp;quot;Su&amp;quot; Bee]]&lt;br /&gt;
*[[Mummira]]&lt;br /&gt;
*[[Flying Shell]]&lt;br /&gt;
*[[Deispider]]&lt;br /&gt;
*[[Katonbyon]]&lt;br /&gt;
*[[Pukapelly]]&lt;br /&gt;
*[[Twin Cannon]]&lt;br /&gt;
*[[Merserker]]&lt;br /&gt;
*[[Suzy G]]&lt;br /&gt;
*[[Jet Bomb]]&lt;br /&gt;
*[[Fire Boy]]&lt;br /&gt;
*[[Popo Heli]]&lt;br /&gt;
*[[Tatebo]]&lt;br /&gt;
*[[Telly]]&lt;br /&gt;
*[[Power Slam]]&lt;br /&gt;
*[[Bukiset]]&lt;br /&gt;
*[[_]]&lt;br /&gt;
|gimmicks =&lt;br /&gt;
*[[Ball 'N' Chain]] (Sun)&lt;br /&gt;
*[[Destroyable Blocks]] (Break Dash)&lt;br /&gt;
*[[Count Bomb]] (Springy)&lt;br /&gt;
*[[Key Barrier]]&lt;br /&gt;
*[[Move Hover]]&lt;br /&gt;
*[[Crystal Generator]]&lt;br /&gt;
*[[Ringman Platform]]&lt;br /&gt;
*[[Gravity Flip]]&lt;br /&gt;
*[[Falling Platform]] (Pillar)&lt;br /&gt;
*[[Rocket]]&lt;br /&gt;
*[[Compactor]]&lt;br /&gt;
*[[Scrolling Tiles]]&lt;br /&gt;
*[[_]]&lt;br /&gt;
|subbosses =&lt;br /&gt;
*[[Frost Lord]]&lt;br /&gt;
*[[Changkey Dragon|Geary Dragon]]&lt;br /&gt;
|music = &lt;br /&gt;
Movement I: Seeking a Nexus&amp;lt;br&amp;gt;&lt;br /&gt;
P-Switch (Nectar Sector)&amp;lt;br&amp;gt; &lt;br /&gt;
}}&lt;br /&gt;
After a brief, dimly-lit hallway of [[MetFire]] and [[Sparky (enemy)|Sparky]] enemies, [[Mega Man]] will arrive at a door leading into the first floor hub. The hub has no gimmicks, just ladders and platforms among the eight mini-stage portals.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Clockwork Castle====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-ClockworkCastle.png|thumb|left|256px|&amp;quot;Are castles ''supposed'' to have this much lava?&amp;quot;]]&lt;br /&gt;
:''Created by: [[michaelwave]]''&lt;br /&gt;
This level is themed after both a clock tower and a solar inferno, crossing explosive cannons and [[Mecha Dragon M2|Mecha Dragon M2s]] along with lava pits, swinging suns and flame-jet floor tiles.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Mixed &amp;amp; Matched====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-MixedAndMatched.png|thumb|left|256px|&amp;quot;Frost Walrus, Spring Bomb... I should ask the [[Dr. Wily|Doc]] about Snake upgrades when I get back...&amp;quot;]]&lt;br /&gt;
:''Created by: [[Big Fish (user)|Big Fish]] &amp;amp; [[CSketch]]''&lt;br /&gt;
The enemies in this level all have traits of other Robot Masters: [[Yonbain]]s that release Solar Blazes upon destruction, [[Au-Au]]s that send out Blizzard Attack snowflakes, [[Returning Monking]]s that fire off Hard Knuckle fists, and Clock Men-themed [[Wander Bell|Wander Bells]] that summon lightning bolts. Even the [[Count Bomb]] platforms have a springy surprise in them. [[Frost Lord]], a giant Lightning Lord themed after Frost Man, appears as a sub-boss at the end.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Nectar Sector====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineofNebula-NectarSector.png|thumb|left|256px|If honey's what you covet,&amp;lt;br&amp;gt;You'll find out, they ''love'' it.]]&lt;br /&gt;
:''Created by: [[babyjeff]]''&lt;br /&gt;
In this hive-themed level, Mega Man contends with several bee enemies, pouring honey hazards, and honeycomb-shaped P-Switches that make certain platforms appear or disappear for a short period of time. &lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Watch for Rolling Rockmen====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-WatchForRollingRockmen.png|thumb|left|256px|You can make it if you try.]]&lt;br /&gt;
:''Created by: [[Snessy]]''&lt;br /&gt;
This level has a lot of spike pits, which Mega Man must make careful use of rolling boulders and [[Move Hover]]s to traverse.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Castle of Diamonds====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-CastleOfDiamonds.png|thumb|left|256px|Those diamonds are ''not'' her best friends.]]&lt;br /&gt;
:''Created by: [[DetectiveZvarri]]''&lt;br /&gt;
This level uses many elements that are either &amp;quot;shiny&amp;quot; (Crystal Man aesthetics, [[Ringman Platform|Ringman Platforms]], [[Merserker|Merserkers]]) or come from Mega Man 5 ([[Pukapelly|Pukapellies]], [[Twin Cannon|Twin Cannons]], [[Gravity Flip|Gravity Flips]] and [[Suzy G|Suzy Gs]]). As such, [[Crystal Generator|Crystal Generators]] are featured quite prominently, with some even firing crystals sideways.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Rock, Rock, Rocket====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-RockRockRocket.png|thumb|left|256px|Don't look up.]]&lt;br /&gt;
:''Created by: [[MaestroSinc]]''&lt;br /&gt;
This level is themed after a mining camp on a distant planet, with several [[Pickelman Dada|Pickelman Dadas]] across the ground (overseen by [[Guts Man]]-looking [[Kakinbatank|Kakinbatanks]]), and floating rocks that launch themselves at Mega Man. Sideways-flying [[Jet Bomb|Jet Bombs]] and upward-launching rockets make the terrain even trickier to traverse.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Rusted Cog Keep====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-RustedCogKeep.png|thumb|left|256px|_]]&lt;br /&gt;
:''Created by: [[Incinoratormk4]]''&lt;br /&gt;
This level is themed after an old metal processing plant, with several fire-themed enemies, [[Compactor|Compactors]], and lanterns that create fiery shockwaves on the floor underneath. [[Changkey Dragon|Geary Dragon]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Scrolling Scrutiny====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-ScrollingScrutiny.png|thumb|left|256px|The spikes scroll at one speed, then suddenly at a different speed, then again at the first speed? How overzealous.]]&lt;br /&gt;
:''Created by: [[Ratty]] &amp;amp; [[Big Fish (user)|Big Fish]]''&lt;br /&gt;
This level is an upward climb, with several platforms and spikes scrolling continuously from one side of the screen to the other. Some scrolling lines will intermittently stop or change speed, and various [[Bukiset|Bukisets]] will complicate the platforming.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Floor 2===&lt;br /&gt;
{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Shrine of Nebula (Floor 2)&lt;br /&gt;
|image=[[File:MaGMML3-TF-ShrineOfNebula-Floor2.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables = [[File:TricksterTokenClub.png]]&lt;br /&gt;
|enemies =&lt;br /&gt;
*[[Lyric]]&lt;br /&gt;
*[[Propeller Eye]]&lt;br /&gt;
*[[Spring Head]]&lt;br /&gt;
*[[Palm Hopper]]&lt;br /&gt;
*[[Toss Machine]]&lt;br /&gt;
*[[Cyber Gabyoall]]&lt;br /&gt;
*[[Mousubeil]] (Maus, Technosqueek)&lt;br /&gt;
*[[Air Tiki]] (Eggman)&lt;br /&gt;
*[[Gremlin]] (Eggman)&lt;br /&gt;
*[[Lightning Lord]] (Badnik)&lt;br /&gt;
*[[Bomb Flier]] (Badnik)&lt;br /&gt;
*[[Tadahou]] (Badnik)&lt;br /&gt;
*[[Foojeen]] (Badnik)&lt;br /&gt;
*[[Power Slam]] (Badnik)&lt;br /&gt;
*[[Turbo Roader]]&lt;br /&gt;
*[[Killer Bullet]] (eye projectiles)&lt;br /&gt;
*[[Petit Devil]]&lt;br /&gt;
*[[_]]&lt;br /&gt;
|gimmicks =&lt;br /&gt;
*[[Landmine]]&lt;br /&gt;
*[[Gravity Flip]]&lt;br /&gt;
*[[Nitro Truck]]&lt;br /&gt;
*[[Nitro Truck Signal]]&lt;br /&gt;
*[[Screen Wrap]]&lt;br /&gt;
*[[Key Barrier]]&lt;br /&gt;
*[[Auto Scroller]]&lt;br /&gt;
*[[Guts Hover]]&lt;br /&gt;
*[[Revealing Tiles]]&lt;br /&gt;
*[[Wind]]&lt;br /&gt;
*[[Cloud Platform (MM2)]] (reskinned)&lt;br /&gt;
*[[Concrete Platform]]&lt;br /&gt;
*[[Block Train]] (?)&lt;br /&gt;
*[[_]]&lt;br /&gt;
|subbosses =&lt;br /&gt;
*[[Hyoey|E101B]]&lt;br /&gt;
*[[Takyusha]]&lt;br /&gt;
*[[Giant Suzy|Lavender House Suzy]]&lt;br /&gt;
|music = &lt;br /&gt;
Movement II: Halcyon's End&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Floor 2 lobby is more spaced out than the Floor 1 lobby, and features [[Dangan Platform|Dangan Platforms]] to access the higher portals.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Run Shoot Think Live====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-RunShootThinkLive.png|thumb|left|256px|A ''lot'' of things here are gonna explode.]]&lt;br /&gt;
:''Created by: [[Mabrick]]''&lt;br /&gt;
This level is themed after a military base, with tank enemies, land mines, bazooka-wielding soldiers and turrets triggered by security lasers. The base also has destructible blocks that send out a [[Solar Blaze]] (unless destroyed with [[Water Shield]] or [[Tornado Blow]]), reminiscent of the thermal generator seen in the background. [[Takyusha]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Forgotten Tower of Folded Space====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineofNebula-ForgottenTowerofFoldedSpace.png|thumb|left|256px|Always check for secrets on the left.]]&lt;br /&gt;
:''Created by: [[Samario]], [[Yoshiatom]]''&lt;br /&gt;
This level is an upward climb that makes use of horizontal screen-wrap. A [[Donkey Joe]] appears at the top as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====PUBLIC TRANSPORTATION!!!!!====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-PUBLICTRANSPORTATION.png|thumb|left|256px|&amp;quot;Does this count as getting run ''under?&amp;quot;'']]&lt;br /&gt;
:''Created by: [[InUniverse]]''&lt;br /&gt;
This level primarily takes place on an inverted freeway, where a [[Nitro Truck]] drives through the center road. Mega Man must use the alcoves and Gravity Flippers to either avoid the Nitro Trucks or jump on top of them.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Deconstruction Zone====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-DeconstructionZone.png|thumb|left|256px|&amp;quot;Hey, kid! You can't skate here!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You can't tell me what to do!&amp;quot;]]&lt;br /&gt;
:''Created by: [[Solo Oashisu]]''&lt;br /&gt;
This construction-themed level is riddled with hazards: [[Byouz]] and bomb-dropping [[Metool Nana|Metool Nanas]] on the ceiling, skateboard robots and [[Doncatch]]-esque hammer [[Spine|Spines]] rolling along the floors, and enough spikes and bottomless pits to warrant [[Guts Hover]] travel.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Windy &amp;amp; Ripply Deck====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-WindyAndRipplyDeck.png|thumb|left|256px|&amp;quot;Now ''there's'' a familiar face.&amp;quot;]]&lt;br /&gt;
:''Created by: [[02gn]]''&lt;br /&gt;
This level takes place high in the sky, where Mega Man has to contend with both wind effects and robots reskinned to look like Badniks. [[Hyoey|E101B]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Werewire Wednesday====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-WerewireWednesday.png|thumb|left|256px|&amp;quot;Wait... you can't cut those wires?&amp;quot;]]&lt;br /&gt;
:''Created by: [[J8-Bit]]''&lt;br /&gt;
Taking place within an area reminiscent of the Pandora Palace from Chapter 2 of ''Deltarune'', this level features platforming challenges involving [[Revealing Tile|Revealing Tiles]] illuminated by everything except the player (&amp;quot;Magical Glass&amp;quot;) and battery acid which deals damage and teleports the player to safety. Some enemies featured within the level are minor recolors or edits of preexisting ''Mega Man'' series enemies, such as the blue-and-yellow [[Graviton]]s, and &amp;quot;Mausubeils&amp;quot; – [[Mousubeil|Mousubeils]] recolored to resemble the Maus enemy from ''Deltarune''. The others are enemies with unique behavior based on designs from ''Deltarune'' — Virovirokun travel along a diagonal path bouncing off of solid objects and screen borders, while Werewires prepare themselves with a Plugboy and shoot a spread shot of electricity towards the player at a regular interval.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Rails &amp;amp; Smiles====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-RailsandSmiles.png|thumb|left|256px|&amp;quot;Before you ask, he is ''not'' related to me.&amp;quot;]]&lt;br /&gt;
:''Created by: [[Telaherz]]''&lt;br /&gt;
This level gets creative with the rails used for voodoo dolls in [[Evil Energy Facility]]. Some rails have attached [[Blader]] enemies that buster shots can only push a different way, while others have walls of fatal saw blades. Voodoo dolls (with Blader-shaped heads) are still used, but some are attached to &amp;quot;bike platforms&amp;quot; that Mega Man can stand on while pushing the &amp;quot;driver&amp;quot; along.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====The House of Eyes====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-TheHouseOfEyes.png|thumb|left|256px|All those eyes, and yet they ''still'' never saw her coming.]]&lt;br /&gt;
:''Created by: [[citrusnoelle]]''&lt;br /&gt;
This level takes place in a purple-and-black void with massive eyes scrolling in the background, eye-themed [[Block Train]]s, eyes that fire various projectiles, and one-eyed enemies like [[Sniper Joe]] and [[Petit Devil]]. [[Giant Suzy|Lavender House Suzy]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
===Floor 3===&lt;br /&gt;
{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Shrine of Nebula (Floor 3)&lt;br /&gt;
|image=[[File:MaGMML3-TF-ShrineOfNebula-Floor3.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables = [[File:TricksterTokenHeart.png]]&lt;br /&gt;
|enemies =&lt;br /&gt;
*[[Adamski]]&lt;br /&gt;
*[[Bukiset]]&lt;br /&gt;
*[[Yaffu#Variants|Gravaffu]]&lt;br /&gt;
*[[Pole]]&lt;br /&gt;
*[[Gerosene]]&lt;br /&gt;
*[[Petit Snakey]]&lt;br /&gt;
*[[Ratton]](empowered)&lt;br /&gt;
*[[Doncatch]](empowered)&lt;br /&gt;
*[[Battonton]](empowered)&lt;br /&gt;
*[[Lightning Lord#Variant|''Revenge'' Lightning Lord]]&lt;br /&gt;
*[[Frank]]&lt;br /&gt;
*[[Shield Attacker]]&lt;br /&gt;
*[[Galleon Spider]]&lt;br /&gt;
*[[Super Ball Machine Jr.]](Hard)&lt;br /&gt;
*[[Dockalocker]](Hard)&lt;br /&gt;
*[[Brown]](Hard)&lt;br /&gt;
*[[_]]&lt;br /&gt;
|gimmicks =&lt;br /&gt;
*[[Dash Tile]]&lt;br /&gt;
*[[Gravity Flip]]&lt;br /&gt;
*[[Pole Egg]]&lt;br /&gt;
*[[Petit Snakey Pillar]]&lt;br /&gt;
*[[Shift]]&lt;br /&gt;
*[[Fan]]&lt;br /&gt;
*[[Foot Holder]](Walker, Hard)&lt;br /&gt;
*[[Jewel Platform]](Swinging)&lt;br /&gt;
*[[Count Bomb]](regular, walking)&lt;br /&gt;
*[[_]]&lt;br /&gt;
|subbosses =&lt;br /&gt;
*[[Cat Static Lightning Brusher]]&lt;br /&gt;
*[[Hopeful Sign]]&lt;br /&gt;
*[[Hyoey|Space Hyoey]]&lt;br /&gt;
*[[Tama#Variants|Schrodinger's Cat]]&lt;br /&gt;
*[[Gamarn and Gamadayu|Gamoriyu]]&lt;br /&gt;
*[[Kachikachi]]&lt;br /&gt;
*[[Gamarn and Gamadayu|Hard Gamarn and Hard Gamadayu]]&lt;br /&gt;
|bosses = &lt;br /&gt;
*[[Hard Splash]]&lt;br /&gt;
|music = &lt;br /&gt;
Movement III: Running to the Beacon&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The floor 3 lobby has a wind effect that pushes Mega Man across the ramped floor, with all the portals arranged in a roughly horizontal line.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Fizzy Lifting Drinks====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineofNebula-FizzyLiftingDrinks.png|thumb|left|256px|Come along, you belong,&amp;lt;br&amp;gt;Feel the fizz of Coo-Coo Cola!]]&lt;br /&gt;
:''Created by: [[Gannio]]''&lt;br /&gt;
This stage is an homage to the ''Chip 'n Dale: Rescue Rangers'' video games, borrowing some of their level assets and enemy designs. The titular drink, which spouts from uncorked bottles and dented pipes, provides a bubbly environment where Mega Man's jump height is increased. [[Cat Static Lightning Brusher]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Unlikely Alliance====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-UnlikelyAlliance.png|thumb|left|256px|&amp;quot;You're helping ''him?&amp;quot;''&amp;lt;br&amp;gt;&amp;quot;He asked for the strongest. So I came.&amp;quot;]]&lt;br /&gt;
:''Created by: [[Buster]]''&lt;br /&gt;
This ninja heist-themed level begins with an introduction to dash tiles; touching one sends Mega Man soaring through the air for a brief period, during which time he can jump out in any direction. Further in, [[Cut Man]] assists by tossing Mega Man up from his wall-latch points, and contributes offensively with his own Rolling Cutter. Later trials will coordinate both gimmicks... and require both robots to coordinate in turn.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Gravity of the Situation====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-GravityOfTheSituation.png|thumb|left|256px|&amp;quot;Let's see, how to passively kill the multiple blue annoyances around you...&amp;quot;]]&lt;br /&gt;
:''Created by: [[Trooper3]]''&lt;br /&gt;
This level is themed after a space station, with walls indicating a gravity direction similar to levels in ''Super Mario Galaxy''. [[Adamski]], [[Bukiset]] and [[Yaffu|Gravaffu]] will attempt to hinder Mega Man's process, while [[Galaxy Man]] can sometimes be seen waving from the glass windows in the background. &lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Frog Sign: Wily's Toad====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-FrogSignWilysToad.png|thumb|left|256px|&amp;quot;Perhaps I should've brought Cirno with me.&amp;quot;]]&lt;br /&gt;
:''Created by: [[TruffledToad]]''&lt;br /&gt;
This woodland-themed level contains only three types of enemies: [[Gerosene]], [[Pole]] (from [[Pole Egg]] barriers that Mega Man needs to destroy) and [[Petit Snakey]]. Destroying the head of a Petit Snakey will cause a chain reaction that not only destroys [[Petit Snakey Pillar|its body]] like a bomb fuse, but automatically hatches any Pole Eggs ingrained in its segments. [[Gamarn and Gamadayu|Gamoriyu]] appears at the end of this stage as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Cliff of Power====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineofNebula-CliffofPower.png|thumb|left|256px|Seems a bit excessive for pest control.]]&lt;br /&gt;
:''Created by: [[Spade_Magnes]]''&lt;br /&gt;
This mine-themed level has stronger versions of familiar enemies: [[Ratton]] that jump more swiftly, [[Doncatch]] that can quake the ground even harder, and [[Battonton]] that blast self-destructive lightning bolts. Even a [[Hopeful Sign|pair of signboards]] have been empowered - blasting a [[I Hope I Win|familiar stream of letters]] at intruders.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Shift Posting 2: The Shift Hits the Fan====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-ShiftPosting2TheShiftHitsTheFan.png|thumb|left|256px|It's a long shift, but it allows for a lunch break.]]&lt;br /&gt;
:''Created by: [[CWU10P]]''&lt;br /&gt;
A successor to [[Shift Posting]] from ''[[Make a Good Mega Man Level: Episode Zero]]'', this stage contains several platforming challenges that involve [[Shift|shifting]] [[Fan|fans]] above and below Mega Man, mostly in conjunction with spikes. [[Tama|Schrodinger's Cat]] appears at the end of this stage as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Temporal Swing====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-TemporalSwing.png|thumb|left|256px|The clock strikes one.]]&lt;br /&gt;
:''Created by: [[DragonFogel]] &amp;amp; [[snoruntpyro]]''&lt;br /&gt;
This level takes place within a clock tower, with swinging pendulums, clock enemies that fire their hands at Mega Man, and walking Count Bombs. [[Kachikachi]] appears as a sub-boss near the end, with only two swinging platforms to stand on.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====The Hardest Level====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-TheHardestLevel.png|thumb|left|256px|&amp;quot;Woah... ''this'' is the stuff my scissors are made of?&amp;quot;]]&lt;br /&gt;
:''Created by: [[Ndraxian0]] &amp;amp; [[Big Fish (user)|Big Fish]]''&lt;br /&gt;
This level features a host of enemies with Hard Man's likeness and attacks, including [[Foot Holder]]s that slam themselves into the ground. [[Gamarn and Gamadayu|Hard Gamarn and Hard Gamadayu]] appear as a sub-boss, with [[Hard Splash]] appearing as a more official boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Floor 4===&lt;br /&gt;
{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Shrine of Nebula (Floor 4)&lt;br /&gt;
|image=[[File:MaGMML3-TF-ShrineOfNebula-Floor4.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables = [[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|enemies =&lt;br /&gt;
*[[Petit Devil]] (Nadir)&lt;br /&gt;
*[[Crunchran]] (Nadir)&lt;br /&gt;
*[[Subwoofer]]&lt;br /&gt;
*[[Trumpy#Variants|Tromby]]&lt;br /&gt;
*[[Fooley]] (Cooley)&lt;br /&gt;
*[[Electric Gabyoall]]&lt;br /&gt;
*[[Elecit]]&lt;br /&gt;
*[[Yaffu]]&lt;br /&gt;
*[[Lightning Lord]]&lt;br /&gt;
**[[Pukapucker|Pukapucker body]]&lt;br /&gt;
**[[Spine|Spine body]]&lt;br /&gt;
**[[Telly|Telly body]]&lt;br /&gt;
**Elecit body&lt;br /&gt;
*[[Bireezu]]&lt;br /&gt;
*[[Sulphur Bubble]]&lt;br /&gt;
*[[Shrink|&amp;quot;Fish&amp;quot;]]&lt;br /&gt;
*[[Press'n#Variants|Blue Press'n]]&lt;br /&gt;
*[[Buranko#Variants|Ballade Buranko]]&lt;br /&gt;
*[[Spark Joe]]&lt;br /&gt;
*[[Floor Turret]]&lt;br /&gt;
*[[Gunbo]]&lt;br /&gt;
*[[Mini Hot Dog]]&lt;br /&gt;
*[[Security Metall]]&lt;br /&gt;
*[[Geary]]&lt;br /&gt;
*[[Wall Sleepy]]&lt;br /&gt;
*[[Shield Attacker]](Arcade Archives)&lt;br /&gt;
*[[Astro Zombieg]] (head)&lt;br /&gt;
*[[Pipi]]&lt;br /&gt;
*[[Batton]]&lt;br /&gt;
*[[Blocky#Variants|Spam Blocky]]&lt;br /&gt;
*[[Flying Shell]]&lt;br /&gt;
*[[Mole]]&lt;br /&gt;
*[[Octotrooper]]&lt;br /&gt;
*[[Octocopter]]&lt;br /&gt;
*[[Octodisco]]&lt;br /&gt;
*[[Tentakook]]&lt;br /&gt;
*[[Octomissile]]&lt;br /&gt;
*[[Joe Eyed Cotton]]&lt;br /&gt;
*[[Cannopeller]]&lt;br /&gt;
*[[Choker Oh]](Chargin')&lt;br /&gt;
*[[_]]&lt;br /&gt;
|gimmicks =&lt;br /&gt;
*[[Acid Drop]]&lt;br /&gt;
*[[Skull Switch]] (Nadir)&lt;br /&gt;
*[[Skull Elevator]] (Nadir)&lt;br /&gt;
*[[Gravity Button]]&lt;br /&gt;
*[[Tengu Wind]]&lt;br /&gt;
*[[Sniper Crosshairs]]&lt;br /&gt;
*[[Light Platform]]&lt;br /&gt;
*[[Key Barrier]]&lt;br /&gt;
*[[Foot Holder]] (walking)&lt;br /&gt;
*[[Boost Pad]]&lt;br /&gt;
*[[Jump Pad]]&lt;br /&gt;
*[[Toothpaste]]&lt;br /&gt;
*[[Destroyable Block]]&lt;br /&gt;
*[[Cork Blocker]]&lt;br /&gt;
*[[Gaster Blaster]]&lt;br /&gt;
*[[Tomahawk Platform]]&lt;br /&gt;
*[[Hornet Platform]]&lt;br /&gt;
*[[Conveyor]](custom)&lt;br /&gt;
*[[_]]&lt;br /&gt;
|subbosses =&lt;br /&gt;
*[[Nadir Devil]]&lt;br /&gt;
*[[Devilish Woods]]&lt;br /&gt;
*[[Face Of VAN]]&lt;br /&gt;
*[[Shade Spam]]&lt;br /&gt;
*[[Octosniper]]&lt;br /&gt;
|music = &lt;br /&gt;
Movement IV: Identity Ultimatum&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The Floor 4 lobby has its portals arranged in two columns of four, with [[Yoku Block|Yoku Blocks]] following an upward climbing pattern on one side of each column and a downward falling pattern on the other side.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Nadir of the Crawling Chaos====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-NadirOfTheCrawlingChaos.png|thumb|left|256px|&amp;quot;...Bumo?&amp;quot;]]&lt;br /&gt;
:''Created by: [[VoidVisitor]]''&lt;br /&gt;
This level takes place in a bizarre world of grey [[Petit Devil|Devil]]-like creatures that serve as enemies, platforms and hazards. Some areas have Evil Energy [[Acid Drop]]s that agitate the Devil creatures - enemies become stronger and healthier, platforms briefly grow spikes on the top and bottom surfaces, and &amp;quot;Crunchan&amp;quot; become larger and able to attack higher. The giant three-eyed [[Nadir Devil]] appears as a sub-boss at the end.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Consequences of Timpani====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-ConsequencesOfTimpani.png|thumb|left|256px|For a sense of how strong the earthquakes are... [[Subwoofer]] cannot jump.]]&lt;br /&gt;
:''Created by: [[snoruntpyro]]''&lt;br /&gt;
In this cliffside level, periodic quakes (indicated by a countdown at the top of the screen) will bounce Mega Man, pickups and enemies high off the ground they were standing on. These quakes often come in conjunction with downward scrolling platforms, [[Guitar Platform]]s and spiky ceilings, with one or two [[Trumpy|Trombys]] causing trouble where the quakes die down.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Fooley Cooley 2====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-FooleyCooley2.png|thumb|left|256px|&amp;quot;Ah...so this is where the stuff from my phase transition comes from.&amp;quot;]]&lt;br /&gt;
:''Created by: [[LOLIPOP1136]]''&lt;br /&gt;
The main gimmick of this wintry level is snowfall (sometimes sprinkled down by a [[Fooley]]) that makes Mega Man invincible while standing under it. A lengthy (and hopefully harmless) walk across a spike pit leads into a series of [[Key Barrier]] puzzles involving arrow and napalm traps that will hurt Mega Man if he's not standing under the snowfall.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Don't Shock the Rock!====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-DontShockTheRock.png|thumb|left|256px|&amp;quot;Pfft. Screw gravity!&amp;quot;]]&lt;br /&gt;
:''Created by: [[CapedLuigisYoshi]]''&lt;br /&gt;
This forest-themed level makes use of the Gravity Button gimmick from [[Falling System Core]], which Mega Man must use to traverse a tree full of electric roots, [[Lightning Lord]]s, [[Elecit]]s, [[Yaffu]]s and [[Electric Gabyoall]]s. [[Devilish Woods]] appears as a sub-boss at the end, with an electric vine on the floor and four Gravity Buttons at the corners of the room.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Charmingly Haphazard Assortment Of Trials In Chambers====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-CharminglyHaphazardAssortmentOfTrialsInChambers.png|thumb|left|256px|&amp;quot;This place has ''everything:'' beached whales, pop-up ads, chess pieces... a rambling veteran of the Notvietnam War...&amp;quot;]]&lt;br /&gt;
:''Created by: [[Flashman85]] &amp;amp; [[Riguor]]''&lt;br /&gt;
This level is a multi-layer gauntlet with enemies and gimmicks from several stage entries. &lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Shade Spam====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-ShadeSpam.png|thumb|left|256px|COME ON, [Forbidden Knowlege]! DON'T YOU WANT [The Sweet Taste] OF REAL [Freedom]?]]&lt;br /&gt;
:''Created by: [[JaxOf7]]''&lt;br /&gt;
This haunted house-themed level is meant to simulate the boss fight against Spamton NEO in Chapter 2 of ''Deltarune'', with close quarters similar to the game's &amp;quot;bullet board&amp;quot;. During two auto-scroll sections, waves of Astro Zombieg heads, [[Batton|Battons]], [[Blocky|Blockies]], [[Pipi|Pipis]], [[Flying Shell|Flying Shells]] and [[Mole|Moles]] appear somewhat reminiscent to Spamton NEO's attacks, with [[Face of VAN]] (after the first auto-scroll) mimicking his &amp;quot;Eyes, Nose and Mouth&amp;quot; attack, and [[Shade Spam]] himself (after the second auto-scroll) mimicking the &amp;quot;Chained Heart&amp;quot; attack.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Before Alterna====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-BeforeAlterna.png|thumb|left|256px|So, does this make you Agent 9 or something?]]&lt;br /&gt;
:''Created by: [[Yoshiatom]],  [[rcrdcat]]''&lt;br /&gt;
This level is an homage to ''Splatoon'', with enemies reskinned to look like Octarians, and Callie &amp;amp; Marie offering Mission Control commentary. Three [[Octosniper|Octosnipers]] appear throughout the stage as sub-bosses.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====eSports Championship at the Thunderdome====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-eSportsChampionshipAtTheThunderdome.png|thumb|left|256px|The only thing they don't overcharge is the entrance fee.]]&lt;br /&gt;
:''Created by: [[Pineappler]]''&lt;br /&gt;
This level crosses a sports stadium setting with electric and plant elements - electrified volleyballs tossed back and forth between &amp;quot;Joe Eyed Cotton&amp;quot;, Adrenal [[Cannopeller|Cannopellers]], Battery Mets, and football-tossing [[Choker Oh|Choker Ohs]] that charge at Mega Man after getting attacked. In addition, the stage's conveyor belts always change direction when Mega Man turns left or right - orange ones in the same direction, blue ones in the opposite direction. The stage's sub-boss is [[Theodore Thunderdunk: Owner of the Thundervale Thunderdome]].&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Floor 5===&lt;br /&gt;
{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Shrine of Nebula (Floor 5)&lt;br /&gt;
|image=[[File:MaGMML3-TF-ShrineOfNebula-Floor5.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables = [[File:TricksterTokenStar.png]]&lt;br /&gt;
|enemies =&lt;br /&gt;
*[[Swim Ball]] (Blocky)&lt;br /&gt;
*[[Bubukan MK-II]] (Blocky)&lt;br /&gt;
*[[Brown]] (Blocky)&lt;br /&gt;
*[[Shield Attacker]]&lt;br /&gt;
*[[Soshi Breaker]] (Blocky)&lt;br /&gt;
*[[Haiker N]] (Blocky)&lt;br /&gt;
*[[Pole]]&lt;br /&gt;
*[[Darspider]]&lt;br /&gt;
*[[Tatebo]] (double-barrel)&lt;br /&gt;
*[[Yambow]]&lt;br /&gt;
*[[Snippscissor]]&lt;br /&gt;
*[[Batton]] (upgraded)&lt;br /&gt;
*[[B Bitter]] (upgraded)&lt;br /&gt;
*[[Biribaree]] (Trickster)&lt;br /&gt;
*&amp;quot;Gravity Eater&amp;quot;&lt;br /&gt;
*[[L.E.C]]&lt;br /&gt;
*[[Diarn]] (upgraded)&lt;br /&gt;
*[[Bunby Catcher]]&lt;br /&gt;
*[[Returning Sniper Joe]]&lt;br /&gt;
*[[Spring Head]]&lt;br /&gt;
*[[Scworm]]&lt;br /&gt;
*[[Telly]] (Normal, MM8Rushdius)&lt;br /&gt;
*[[Sniper Armor]]&lt;br /&gt;
*[[Komasaburo]]&lt;br /&gt;
*[[Electriri]]&lt;br /&gt;
*[[Elecit]]&lt;br /&gt;
*[[Trumpy#Variants|Tuby]]&lt;br /&gt;
*[[Pirate Goom]]&lt;br /&gt;
*[[Underpaid Joe]]&lt;br /&gt;
*[[Gobots]]&lt;br /&gt;
*[[Big Eye]]&lt;br /&gt;
*[[Feeber]]&lt;br /&gt;
*[[Tsuranattori]]&lt;br /&gt;
*[[Screw Bomber]]&lt;br /&gt;
*[[Shotom]]&lt;br /&gt;
*&amp;quot;Faucet Man&amp;quot;&lt;br /&gt;
*&amp;quot;Lightning Man&amp;quot;&lt;br /&gt;
*&amp;quot;Smoke Man&amp;quot;&lt;br /&gt;
*&amp;quot;Barga Man&amp;quot;&lt;br /&gt;
*[[Feeber#Variants|Rare Feeber]]&lt;br /&gt;
*&amp;quot;Worm Man&amp;quot;&lt;br /&gt;
*&amp;quot;Elephant Man&amp;quot;&lt;br /&gt;
*[[Flying Shell]] (MM8Rushdius)&lt;br /&gt;
*[[Space Metall]] (MM8Rushdius)&lt;br /&gt;
*[[Cannon]] (MM8Rushdius)&lt;br /&gt;
*Mini-[[Dachone]]&lt;br /&gt;
*[[_]]&lt;br /&gt;
|gimmicks =&lt;br /&gt;
*[[Conveyor]]&lt;br /&gt;
*[[Low Gravity]]&lt;br /&gt;
*[[Fire Wave]](Shield Attackers)&lt;br /&gt;
*[[Dark Room]]?&lt;br /&gt;
*[[Pole Egg]]&lt;br /&gt;
*[[Kamegoro Tornado Spawner]]&lt;br /&gt;
*[[Dustman Block]]&lt;br /&gt;
*[[Falling Platform]](5)&lt;br /&gt;
*[[Uranus Platform]]&lt;br /&gt;
*[[Sniper Armor]](usable)&lt;br /&gt;
*[[Acid Drop]]&lt;br /&gt;
*[[Top Lift]]&lt;br /&gt;
*&amp;quot;Top Eggs&amp;quot;&lt;br /&gt;
*[[Shift]]&lt;br /&gt;
*[[Grass]]&lt;br /&gt;
*[[_]]&lt;br /&gt;
|subbosses =&lt;br /&gt;
*[[Big Pets 2: This Time, He Has An Axe]]&lt;br /&gt;
*[[Mecha Spear Man]]&lt;br /&gt;
*[[Great Core]]&lt;br /&gt;
|bosses = &lt;br /&gt;
*[[Top Dummy]]&lt;br /&gt;
*[[Gharial Man]]&lt;br /&gt;
*[[Returning Flash Armor]]&lt;br /&gt;
|music = &lt;br /&gt;
Movement V: Nearing War's Light&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The floor 5 lobby is much wider than those of previous floors, with [[Conveyor|conveyor belts]] and [[Low Gravity|low gravity]] making each of the portals simple enough to reach.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Mobile Blockyade====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-MobileBlockyade.png|thumb|left|256px|This program was brought to you by ''Blocky's Funny Doings International.'']]&lt;br /&gt;
:''Created by: [[Pineappler]]''&lt;br /&gt;
This temple-themed level contains several enemies crossed with [[Blocky]], such as [[Swim Ball|Swim Balls]], [[Bubukan MK-II|Bubukan MK-IIs]], and [[Brown|Browns]]. While contending with these detachable enemies, Mega Man must traverse the darker parts of the temple carefully, as the purple platforms, walls and ladders only become visible when he gets close to them.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====The Chomp Attacker====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-TheChompAttacker.png|thumb|left|256px|&amp;quot;What, you thought I was just gonna laze around in my boss room until you showed up?&amp;quot;]]&lt;br /&gt;
:''Created by: [[Soulephant]]''&lt;br /&gt;
This level is themed after a sewer, with [[Deispider|Deispiders]], Pole Eggs, and [[Kamegoro Tornado Spawner|Kamegoro Tornadoes]] in the murky water. The titular boss, [[Gharial Man]], appears throughout the stage to slow Mega Man down, either by firing wall-crawling Gharial Drones or lunging out of the water to ambush him. Gharial Man can be damaged when he appears on screen, weakening him before his boss fight, if not skipping him altogether.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Cuts &amp;amp; Scraps====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-CutsAndScraps.png|thumb|left|256px|Not quite The Cutting Room Floor.]]&lt;br /&gt;
:''Created by: [[CWU01P]]''&lt;br /&gt;
A level that prides itself on using multiple assets that weren't used anywhere else in ''MaGMML3''; including devkit enemies such as [[L.E.C]] and [[Snippscissor]], unused assets submitted with entries (including the miniboss [[Big Pets 2: This Time, He Has An Axe]]), alternate palettes and appearances for enemies and gimmicks (such as the Wily Star variant of [[Uranus Platform]]s), and even devkit tilesets. A gimmick unique to the stage are [[Mercury Conveyor]]s from ''[[Mega Man V]]'', which swap directions at random intervals.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Sniper Armor Certified====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-SniperArmorCertified.png|thumb|left|256px|&amp;quot;While I don't normally advocate violence... I ''could'' use this to walk across these crystal spike pits.&amp;quot;]]&lt;br /&gt;
:''Created by: [[ThatEntityGirl]]''&lt;br /&gt;
This level, reminiscent of [[Flash Man]]'s stage, allows Mega Man to pilot an empty [[Sniper Armor]] mech. The Sniper Armor can stomp enemies, walk across spikes, and fire a spread shot of bullets, but takes damage separately from Mega Man, exploding for a few seconds after rescuing its limit. [[Returning Flash Armor]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Shock Chaser====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-ShockChaser.png|thumb|left|256px|Dr. Cossack would later sue this toy store for its unsafe work environment.]]&lt;br /&gt;
:''Created by: [[snoruntpyro]]''&lt;br /&gt;
This toy store-themed level features several platforming challenges involving [[Top Lift]]s, [[Komasaburo|top-]] and [[Electriri|electric-]]themed enemies, and Spine-esque top hazards that always try to spin toward Mega Man. [[Top Dummy]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Defeat the Mecha Spear Man!====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-DefeatTheMechaSpearMan.png|thumb|left|256px|&amp;quot;You call those things spears? You're ''Fork'' Men at best!&amp;quot;]]&lt;br /&gt;
:''Created by: [[Scatman's World]]''&lt;br /&gt;
This level crosses the sewer setting of [[Pipe Man (stage)|Pipe Man]] with the spear-toting enemies and &amp;quot;charging&amp;quot; challenges of ''Wario Land II''. The titular [[Mecha Spear Man]] appears as a boss at the end of the stage.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Restored Beta====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-RestoredBeta.png|thumb|left|256px|When there's no more creativity left in man, the beta concepts will walk the earth.]]&lt;br /&gt;
:''Created by: [[Spin Attaxx]]''&lt;br /&gt;
This stage depicts none other than [[Tier 1 (MaGMML3)|Tier 1]], now in a restored and functional state, with uncovered spikes and enemies in its corridors. A recreation of the tier's layout quickly gives way to an industrial Wily stage reminiscent of those from [[Mega Man 1|the original ''Mega Man'']], as several of the rejected Robot Master prototypes come to life as minor enemies. Other noteworthy features include a return of the blue and orange conveyors from [[Metall Man's Metall Factory]], the rarely-seen Wily Star variant of Feeber – whose solid, heavy bubbles are needed to cross spikes – and a shifting crusher corridor similar to the one from Wily Castle 1 in ''[[Mega Man 5]]''.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====MM8Rushdius====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-MM8Rushdius.png|thumb|left|256px|DANGER! BOSS APPROACHING FAST!]]&lt;br /&gt;
:''Created by: [[Zatsupachi]]''&lt;br /&gt;
This level functions more as a side-scrolling shoot-'em-up (akin to ''Gradius'' or ''[[Mega Man 8]]''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s Rush Jet sections) than a typical platforming level. Like the [[Stone Butterfly]] boss fight from the previous game, only a small red dot on Mega Man's chest takes damage, and like the MM8 Rush Jet sections, there are power-up capsules that can summon [[Auto]], [[Eddie]] and [[Beat]] to assist, or allow [[Rush]] to fire bullets. [[Great Core]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Finale===&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-Floor6.png|thumb|left|256px|&amp;quot;Either Nebula Grey is gigantic... or some of these chains are pointless.&amp;quot;]]&lt;br /&gt;
After clearing five floors, the player finds themselves in an empty hallway with several chains and pillars in the background, as well as a Yasichi and a Tank Vending Machine in the foreground. Moving further right will begin the fight against the '''Pillar of Nebula''', awakened by Dr. Regal's interference, followed by [[Nebula Grey]] itself. Defeating Nebula Grey will reward the player with the game's true credits, as well as the final Energy Element.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* &amp;quot;Deconstruction Zone&amp;quot; utilizes a great amount of unused content throughout the Mega Man series: the Metool Nanas, unused from [[Mega Man 2]]; the city background and Spark Man spikes &amp;amp; ladders from [[Mega Man 3]]; the unused hammer enemies and Tonedall graphics from [[Mega Man 5]]; and the surfer enemies from [[Mega Man 9]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier X}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier X (MaGMML3)]][[Category:MULTIPERSON Levels]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:TheKman100/Shrine_of_Nebula_Draft&amp;diff=28663</id>
		<title>User:TheKman100/Shrine of Nebula Draft</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:TheKman100/Shrine_of_Nebula_Draft&amp;diff=28663"/>
				<updated>2025-03-26T00:05:04Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Don't Shock the Rock! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UnderConstruction}}&lt;br /&gt;
{{Levelinfo&lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Shrine of Nebula&lt;br /&gt;
|rank=X&lt;br /&gt;
|image=[[File:MaGMML3-TF-ShrineofNebula.png|256px]]&lt;br /&gt;
|caption= &amp;quot;This again? Maybe I should call in some allies…&amp;quot;&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[:Category:MULTIPERSON Levels|MULTIPERSON]]&lt;br /&gt;
|composer=[[MiniMacro]]&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]][[File:TricksterTokenStar.png]]&lt;br /&gt;
|enemies=&lt;br /&gt;
'''Entrance:'''&lt;br /&gt;
*[[MetFire]]&lt;br /&gt;
*[[Sparky (enemy)|Sparky]]&lt;br /&gt;
(Others listed on individual floors)&lt;br /&gt;
|gimmicks=&lt;br /&gt;
(Listed on individual floors)&lt;br /&gt;
|subbosses=&lt;br /&gt;
(Listed on individual floors)&lt;br /&gt;
|bosses=&lt;br /&gt;
'''Floor 3:'''&lt;br /&gt;
*[[Hard Splash]]&lt;br /&gt;
'''Floor 5:'''&lt;br /&gt;
*[[Top Dummy]]&lt;br /&gt;
*[[Gharial Man]]&lt;br /&gt;
*[[Returning Flash Armor]]&lt;br /&gt;
'''Finale:'''&lt;br /&gt;
*[[Nebula Grey]]&lt;br /&gt;
|other=&lt;br /&gt;
*True final stage&lt;br /&gt;
|music=&lt;br /&gt;
'''Floor 1:''' Movement I: Seeking a Nexus&amp;lt;br&amp;gt;&lt;br /&gt;
P-Switch (Nectar Sector)&amp;lt;br&amp;gt; &lt;br /&gt;
'''Floor 2:''' Movement II: Halcyon's End&amp;lt;br&amp;gt;&lt;br /&gt;
'''Floor 3:''' Movement III: Running to the Beacon&amp;lt;br&amp;gt;&lt;br /&gt;
'''Floor 4:''' Movement IV: Identity Ultimatum&amp;lt;br&amp;gt;&lt;br /&gt;
'''Floor 5:''' Movement V: Nearing War's Light&amp;lt;br&amp;gt;&lt;br /&gt;
'''Nebula Grey Phase 1:''' SOULBREAKER&amp;lt;br&amp;gt;&lt;br /&gt;
'''Nebula Grey Phase 2:''' Movement VI: End of an Age&amp;lt;br&amp;gt;&lt;br /&gt;
|location=[[Tier X (MaGMML3)|Tier X]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Just past here... is the fated sealing grounds of an ancient evil. None other than... The Shrine of Nebula! These [[Tier X (MaGMML3)|Grey Isles]] exist outside the boundaries of time, space, and logic... And with the Shrine within my grasp, I'm itching to test their limits!! |[[Dr. Regal]]| just before entering the Shrine.}}&lt;br /&gt;
'''Shrine of Nebula''' is the true final stage in ''[[Make a Good Mega Man Level 3]]'', accessible from the last island of [[Tier X (MaGMML3)|Tier X]] after all other [[Energy Element|Energy Elements]] in the game have been collected. When [[Mega Man]] first approaches the Shrine, he runs into [[Dr. Regal]], who boasts his intention of releasing [[Nebula Grey]] for his own evil ends before heading further inside.&lt;br /&gt;
&lt;br /&gt;
Similar to [[Null and Void (MaGMML2)|Null and Void]] from the [[Make a Good Mega Man Level 2|previous game]], the Shrine of Nebula contains several &amp;quot;floors&amp;quot; of mini-stages created by multiple people, only some of which must be completed in order to progress. There are six floors, with the first five each containing eight mini-stage portals, one key, and one [[Trickster Token]], the latter two locked behind gates. An elevator connects all six floors, requiring the key from each floor to open up the floor below. At least two mini-stages on each floor (ten overall) must be completed to reach the bottom floor, while at least four mini-stages on each floor (twenty overall) are required to obtain the last five Trickster Tokens in the game.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
===Floor 1===&lt;br /&gt;
&lt;br /&gt;
{{&lt;br /&gt;
LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Shrine of Nebula (Floor 1)&lt;br /&gt;
|image=[[File:MaGMML3-TF-ShrineOfNebula-Floor1.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables = [[File:TricksterTokenSpade.png]]&lt;br /&gt;
|enemies =&lt;br /&gt;
*[[Yonbain]] (Solar)&lt;br /&gt;
*[[Au-Au]] (Blizzard)&lt;br /&gt;
*[[Returning Monking]] (Hard)&lt;br /&gt;
*[[Wander Bell]] (Clock)&lt;br /&gt;
*[[Chibee]]&lt;br /&gt;
*[[Have &amp;quot;Su&amp;quot; Bee]]&lt;br /&gt;
*[[Mummira]]&lt;br /&gt;
*[[Flying Shell]]&lt;br /&gt;
*[[Deispider]]&lt;br /&gt;
*[[Katonbyon]]&lt;br /&gt;
*[[Pukapelly]]&lt;br /&gt;
*[[Twin Cannon]]&lt;br /&gt;
*[[Merserker]]&lt;br /&gt;
*[[Suzy G]]&lt;br /&gt;
*[[Jet Bomb]]&lt;br /&gt;
*[[Fire Boy]]&lt;br /&gt;
*[[Popo Heli]]&lt;br /&gt;
*[[Tatebo]]&lt;br /&gt;
*[[Telly]]&lt;br /&gt;
*[[Power Slam]]&lt;br /&gt;
*[[Bukiset]]&lt;br /&gt;
*[[_]]&lt;br /&gt;
|gimmicks =&lt;br /&gt;
*[[Ball 'N' Chain]] (Sun)&lt;br /&gt;
*[[Destroyable Blocks]] (Break Dash)&lt;br /&gt;
*[[Count Bomb]] (Springy)&lt;br /&gt;
*[[Key Barrier]]&lt;br /&gt;
*[[Move Hover]]&lt;br /&gt;
*[[Crystal Generator]]&lt;br /&gt;
*[[Ringman Platform]]&lt;br /&gt;
*[[Gravity Flip]]&lt;br /&gt;
*[[Falling Platform]] (Pillar)&lt;br /&gt;
*[[Rocket]]&lt;br /&gt;
*[[Compactor]]&lt;br /&gt;
*[[Scrolling Tiles]]&lt;br /&gt;
*[[_]]&lt;br /&gt;
|subbosses =&lt;br /&gt;
*[[Frost Lord]]&lt;br /&gt;
*[[Changkey Dragon|Geary Dragon]]&lt;br /&gt;
|music = &lt;br /&gt;
Movement I: Seeking a Nexus&amp;lt;br&amp;gt;&lt;br /&gt;
P-Switch (Nectar Sector)&amp;lt;br&amp;gt; &lt;br /&gt;
}}&lt;br /&gt;
After a brief, dimly-lit hallway of [[MetFire]] and [[Sparky (enemy)|Sparky]] enemies, [[Mega Man]] will arrive at a door leading into the first floor hub. The hub has no gimmicks, just ladders and platforms among the eight mini-stage portals.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Clockwork Castle====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-ClockworkCastle.png|thumb|left|256px|&amp;quot;Are castles ''supposed'' to have this much lava?&amp;quot;]]&lt;br /&gt;
:''Created by: [[michaelwave]]''&lt;br /&gt;
This level is themed after both a clock tower and a solar inferno, crossing explosive cannons and [[Mecha Dragon M2|Mecha Dragon M2s]] along with lava pits, swinging suns and flame-jet floor tiles.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Mixed &amp;amp; Matched====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-MixedAndMatched.png|thumb|left|256px|&amp;quot;Frost Walrus, Spring Bomb... I should ask the [[Dr. Wily|Doc]] about Snake upgrades when I get back...&amp;quot;]]&lt;br /&gt;
:''Created by: [[Big Fish (user)|Big Fish]] &amp;amp; [[CSketch]]''&lt;br /&gt;
The enemies in this level all have traits of other Robot Masters: [[Yonbain]]s that release Solar Blazes upon destruction, [[Au-Au]]s that send out Blizzard Attack snowflakes, [[Returning Monking]]s that fire off Hard Knuckle fists, and Clock Men-themed [[Wander Bell|Wander Bells]] that summon lightning bolts. Even the [[Count Bomb]] platforms have a springy surprise in them. [[Frost Lord]], a giant Lightning Lord themed after Frost Man, appears as a sub-boss at the end.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Nectar Sector====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineofNebula-NectarSector.png|thumb|left|256px|If honey's what you covet,&amp;lt;br&amp;gt;You'll find out, they ''love'' it.]]&lt;br /&gt;
:''Created by: [[babyjeff]]''&lt;br /&gt;
In this hive-themed level, Mega Man contends with several bee enemies, pouring honey hazards, and honeycomb-shaped P-Switches that make certain platforms appear or disappear for a short period of time. &lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Watch for Rolling Rockmen====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-WatchForRollingRockmen.png|thumb|left|256px|You can make it if you try.]]&lt;br /&gt;
:''Created by: [[Snessy]]''&lt;br /&gt;
This level has a lot of spike pits, which Mega Man must make careful use of rolling boulders and [[Move Hover]]s to traverse.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Castle of Diamonds====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-CastleOfDiamonds.png|thumb|left|256px|Those diamonds are ''not'' her best friends.]]&lt;br /&gt;
:''Created by: [[DetectiveZvarri]]''&lt;br /&gt;
This level uses many elements that are either &amp;quot;shiny&amp;quot; (Crystal Man aesthetics, [[Ringman Platform|Ringman Platforms]], [[Merserker|Merserkers]]) or come from Mega Man 5 ([[Pukapelly|Pukapellies]], [[Twin Cannon|Twin Cannons]], [[Gravity Flip|Gravity Flips]] and [[Suzy G|Suzy Gs]]). As such, [[Crystal Generator|Crystal Generators]] are featured quite prominently, with some even firing crystals sideways.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Rock, Rock, Rocket====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-RockRockRocket.png|thumb|left|256px|Don't look up.]]&lt;br /&gt;
:''Created by: [[MaestroSinc]]''&lt;br /&gt;
This level is themed after a mining camp on a distant planet, with several [[Pickelman Dada|Pickelman Dadas]] across the ground (overseen by [[Guts Man]]-looking [[Kakinbatank|Kakinbatanks]]), and floating rocks that launch themselves at Mega Man. Sideways-flying [[Jet Bomb|Jet Bombs]] and upward-launching rockets make the terrain even trickier to traverse.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Rusted Cog Keep====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-RustedCogKeep.png|thumb|left|256px|_]]&lt;br /&gt;
:''Created by: [[Incinoratormk4]]''&lt;br /&gt;
This level is themed after an old metal processing plant, with several fire-themed enemies, [[Compactor|Compactors]], and lanterns that create fiery shockwaves on the floor underneath. [[Changkey Dragon|Geary Dragon]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Scrolling Scrutiny====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-ScrollingScrutiny.png|thumb|left|256px|The spikes scroll at one speed, then suddenly at a different speed, then again at the first speed? How overzealous.]]&lt;br /&gt;
:''Created by: [[Ratty]] &amp;amp; [[Big Fish (user)|Big Fish]]''&lt;br /&gt;
This level is an upward climb, with several platforms and spikes scrolling continuously from one side of the screen to the other. Some scrolling lines will intermittently stop or change speed, and various [[Bukiset|Bukisets]] will complicate the platforming.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Floor 2===&lt;br /&gt;
{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Shrine of Nebula (Floor 2)&lt;br /&gt;
|image=[[File:MaGMML3-TF-ShrineOfNebula-Floor2.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables = [[File:TricksterTokenClub.png]]&lt;br /&gt;
|enemies =&lt;br /&gt;
*[[Lyric]]&lt;br /&gt;
*[[Propeller Eye]]&lt;br /&gt;
*[[Spring Head]]&lt;br /&gt;
*[[Palm Hopper]]&lt;br /&gt;
*[[Toss Machine]]&lt;br /&gt;
*[[Cyber Gabyoall]]&lt;br /&gt;
*[[Mousubeil]] (Maus, Technosqueek)&lt;br /&gt;
*[[Air Tiki]] (Eggman)&lt;br /&gt;
*[[Gremlin]] (Eggman)&lt;br /&gt;
*[[Lightning Lord]] (Badnik)&lt;br /&gt;
*[[Bomb Flier]] (Badnik)&lt;br /&gt;
*[[Tadahou]] (Badnik)&lt;br /&gt;
*[[Foojeen]] (Badnik)&lt;br /&gt;
*[[Power Slam]] (Badnik)&lt;br /&gt;
*[[Turbo Roader]]&lt;br /&gt;
*[[Killer Bullet]] (eye projectiles)&lt;br /&gt;
*[[Petit Devil]]&lt;br /&gt;
*[[_]]&lt;br /&gt;
|gimmicks =&lt;br /&gt;
*[[Landmine]]&lt;br /&gt;
*[[Gravity Flip]]&lt;br /&gt;
*[[Nitro Truck]]&lt;br /&gt;
*[[Nitro Truck Signal]]&lt;br /&gt;
*[[Screen Wrap]]&lt;br /&gt;
*[[Key Barrier]]&lt;br /&gt;
*[[Auto Scroller]]&lt;br /&gt;
*[[Guts Hover]]&lt;br /&gt;
*[[Revealing Tiles]]&lt;br /&gt;
*[[Wind]]&lt;br /&gt;
*[[Cloud Platform (MM2)]] (reskinned)&lt;br /&gt;
*[[Concrete Platform]]&lt;br /&gt;
*[[Block Train]] (?)&lt;br /&gt;
*[[_]]&lt;br /&gt;
|subbosses =&lt;br /&gt;
*[[Hyoey|E101B]]&lt;br /&gt;
*[[Takyusha]]&lt;br /&gt;
*[[Giant Suzy|Lavender House Suzy]]&lt;br /&gt;
|music = &lt;br /&gt;
Movement II: Halcyon's End&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Floor 2 lobby is more spaced out than the Floor 1 lobby, and features [[Dangan Platform|Dangan Platforms]] to access the higher portals.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Run Shoot Think Live====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-RunShootThinkLive.png|thumb|left|256px|A ''lot'' of things here are gonna explode.]]&lt;br /&gt;
:''Created by: [[Mabrick]]''&lt;br /&gt;
This level is themed after a military base, with tank enemies, land mines, bazooka-wielding soldiers and turrets triggered by security lasers. The base also has destructible blocks that send out a [[Solar Blaze]] (unless destroyed with [[Water Shield]] or [[Tornado Blow]]), reminiscent of the thermal generator seen in the background. [[Takyusha]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Forgotten Tower of Folded Space====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineofNebula-ForgottenTowerofFoldedSpace.png|thumb|left|256px|Always check for secrets on the left.]]&lt;br /&gt;
:''Created by: [[Samario]], [[Yoshiatom]]''&lt;br /&gt;
This level is an upward climb that makes use of horizontal screen-wrap. A [[Donkey Joe]] appears at the top as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====PUBLIC TRANSPORTATION!!!!!====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-PUBLICTRANSPORTATION.png|thumb|left|256px|&amp;quot;Does this count as getting run ''under?&amp;quot;'']]&lt;br /&gt;
:''Created by: [[InUniverse]]''&lt;br /&gt;
This level primarily takes place on an inverted freeway, where a [[Nitro Truck]] drives through the center road. Mega Man must use the alcoves and Gravity Flippers to either avoid the Nitro Trucks or jump on top of them.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Deconstruction Zone====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-DeconstructionZone.png|thumb|left|256px|&amp;quot;Hey, kid! You can't skate here!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You can't tell me what to do!&amp;quot;]]&lt;br /&gt;
:''Created by: [[Solo Oashisu]]''&lt;br /&gt;
This construction-themed level is riddled with hazards: [[Byouz]] and bomb-dropping [[Metool Nana|Metool Nanas]] on the ceiling, skateboard robots and [[Doncatch]]-esque hammer [[Spine|Spines]] rolling along the floors, and enough spikes and bottomless pits to warrant [[Guts Hover]] travel.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Windy &amp;amp; Ripply Deck====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-WindyAndRipplyDeck.png|thumb|left|256px|&amp;quot;Now ''there's'' a familiar face.&amp;quot;]]&lt;br /&gt;
:''Created by: [[02gn]]''&lt;br /&gt;
This level takes place high in the sky, where Mega Man has to contend with both wind effects and robots reskinned to look like Badniks. [[Hyoey|E101B]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Werewire Wednesday====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-WerewireWednesday.png|thumb|left|256px|&amp;quot;Wait... you can't cut those wires?&amp;quot;]]&lt;br /&gt;
:''Created by: [[J8-Bit]]''&lt;br /&gt;
Taking place within an area reminiscent of the Pandora Palace from Chapter 2 of ''Deltarune'', this level features platforming challenges involving [[Revealing Tile|Revealing Tiles]] illuminated by everything except the player (&amp;quot;Magical Glass&amp;quot;) and battery acid which deals damage and teleports the player to safety. Some enemies featured within the level are minor recolors or edits of preexisting ''Mega Man'' series enemies, such as the blue-and-yellow [[Graviton]]s, and &amp;quot;Mausubeils&amp;quot; – [[Mousubeil|Mousubeils]] recolored to resemble the Maus enemy from ''Deltarune''. The others are enemies with unique behavior based on designs from ''Deltarune'' — Virovirokun travel along a diagonal path bouncing off of solid objects and screen borders, while Werewires prepare themselves with a Plugboy and shoot a spread shot of electricity towards the player at a regular interval.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Rails &amp;amp; Smiles====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-RailsandSmiles.png|thumb|left|256px|&amp;quot;Before you ask, he is ''not'' related to me.&amp;quot;]]&lt;br /&gt;
:''Created by: [[Telaherz]]''&lt;br /&gt;
This level gets creative with the rails used for voodoo dolls in [[Evil Energy Facility]]. Some rails have attached [[Blader]] enemies that buster shots can only push a different way, while others have walls of fatal saw blades. Voodoo dolls (with Blader-shaped heads) are still used, but some are attached to &amp;quot;bike platforms&amp;quot; that Mega Man can stand on while pushing the &amp;quot;driver&amp;quot; along.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====The House of Eyes====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-TheHouseOfEyes.png|thumb|left|256px|All those eyes, and yet they ''still'' never saw her coming.]]&lt;br /&gt;
:''Created by: [[citrusnoelle]]''&lt;br /&gt;
This level takes place in a purple-and-black void with massive eyes scrolling in the background, eye-themed [[Block Train]]s, eyes that fire various projectiles, and one-eyed enemies like [[Sniper Joe]] and [[Petit Devil]]. [[Giant Suzy|Lavender House Suzy]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
===Floor 3===&lt;br /&gt;
{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Shrine of Nebula (Floor 3)&lt;br /&gt;
|image=[[File:MaGMML3-TF-ShrineOfNebula-Floor3.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables = [[File:TricksterTokenHeart.png]]&lt;br /&gt;
|enemies =&lt;br /&gt;
*[[Adamski]]&lt;br /&gt;
*[[Bukiset]]&lt;br /&gt;
*[[Yaffu#Variants|Gravaffu]]&lt;br /&gt;
*[[Pole]]&lt;br /&gt;
*[[Gerosene]]&lt;br /&gt;
*[[Petit Snakey]]&lt;br /&gt;
*[[Ratton]](empowered)&lt;br /&gt;
*[[Doncatch]](empowered)&lt;br /&gt;
*[[Battonton]](empowered)&lt;br /&gt;
*[[Lightning Lord#Variant|''Revenge'' Lightning Lord]]&lt;br /&gt;
*[[Frank]]&lt;br /&gt;
*[[Shield Attacker]]&lt;br /&gt;
*[[Galleon Spider]]&lt;br /&gt;
*[[Super Ball Machine Jr.]](Hard)&lt;br /&gt;
*[[Dockalocker]](Hard)&lt;br /&gt;
*[[Brown]](Hard)&lt;br /&gt;
*[[_]]&lt;br /&gt;
|gimmicks =&lt;br /&gt;
*[[Dash Tile]]&lt;br /&gt;
*[[Gravity Flip]]&lt;br /&gt;
*[[Pole Egg]]&lt;br /&gt;
*[[Petit Snakey Pillar]]&lt;br /&gt;
*[[Shift]]&lt;br /&gt;
*[[Fan]]&lt;br /&gt;
*[[Foot Holder]](Walker, Hard)&lt;br /&gt;
*[[Jewel Platform]](Swinging)&lt;br /&gt;
*[[Count Bomb]](regular, walking)&lt;br /&gt;
*[[_]]&lt;br /&gt;
|subbosses =&lt;br /&gt;
*[[Cat Static Lightning Brusher]]&lt;br /&gt;
*[[Hopeful Sign]]&lt;br /&gt;
*[[Hyoey|Space Hyoey]]&lt;br /&gt;
*[[Tama#Variants|Schrodinger's Cat]]&lt;br /&gt;
*[[Gamarn and Gamadayu|Gamoriyu]]&lt;br /&gt;
*[[Kachikachi]]&lt;br /&gt;
*[[Gamarn and Gamadayu|Hard Gamarn and Hard Gamadayu]]&lt;br /&gt;
|bosses = &lt;br /&gt;
*[[Hard Splash]]&lt;br /&gt;
|music = &lt;br /&gt;
Movement III: Running to the Beacon&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The floor 3 lobby has a wind effect that pushes Mega Man across the ramped floor, with all the portals arranged in a roughly horizontal line.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Fizzy Lifting Drinks====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineofNebula-FizzyLiftingDrinks.png|thumb|left|256px|Come along, you belong,&amp;lt;br&amp;gt;Feel the fizz of Coo-Coo Cola!]]&lt;br /&gt;
:''Created by: [[Gannio]]''&lt;br /&gt;
This stage is an homage to the ''Chip 'n Dale: Rescue Rangers'' video games, borrowing some of their level assets and enemy designs. The titular drink, which spouts from uncorked bottles and dented pipes, provides a bubbly environment where Mega Man's jump height is increased. [[Cat Static Lightning Brusher]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Unlikely Alliance====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-UnlikelyAlliance.png|thumb|left|256px|&amp;quot;You're helping ''him?&amp;quot;''&amp;lt;br&amp;gt;&amp;quot;He asked for the strongest. So I came.&amp;quot;]]&lt;br /&gt;
:''Created by: [[Buster]]''&lt;br /&gt;
This ninja heist-themed level begins with an introduction to dash tiles; touching one sends Mega Man soaring through the air for a brief period, during which time he can jump out in any direction. Further in, [[Cut Man]] assists by tossing Mega Man up from his wall-latch points, and contributes offensively with his own Rolling Cutter. Later trials will coordinate both gimmicks... and require both robots to coordinate in turn.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Gravity of the Situation====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-GravityOfTheSituation.png|thumb|left|256px|&amp;quot;Let's see, how to passively kill the multiple blue annoyances around you...&amp;quot;]]&lt;br /&gt;
:''Created by: [[Trooper3]]''&lt;br /&gt;
This level is themed after a space station, with walls indicating a gravity direction similar to levels in ''Super Mario Galaxy''. [[Adamski]], [[Bukiset]] and [[Yaffu|Gravaffu]] will attempt to hinder Mega Man's process, while [[Galaxy Man]] can sometimes be seen waving from the glass windows in the background. &lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Frog Sign: Wily's Toad====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-FrogSignWilysToad.png|thumb|left|256px|&amp;quot;Perhaps I should've brought Cirno with me.&amp;quot;]]&lt;br /&gt;
:''Created by: [[TruffledToad]]''&lt;br /&gt;
This woodland-themed level contains only three types of enemies: [[Gerosene]], [[Pole]] (from [[Pole Egg]] barriers that Mega Man needs to destroy) and [[Petit Snakey]]. Destroying the head of a Petit Snakey will cause a chain reaction that not only destroys [[Petit Snakey Pillar|its body]] like a bomb fuse, but automatically hatches any Pole Eggs ingrained in its segments. [[Gamarn and Gamadayu|Gamoriyu]] appears at the end of this stage as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Cliff of Power====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineofNebula-CliffofPower.png|thumb|left|256px|Seems a bit excessive for pest control.]]&lt;br /&gt;
:''Created by: [[Spade_Magnes]]''&lt;br /&gt;
This mine-themed level has stronger versions of familiar enemies: [[Ratton]] that jump more swiftly, [[Doncatch]] that can quake the ground even harder, and [[Battonton]] that blast self-destructive lightning bolts. Even a [[Hopeful Sign|pair of signboards]] have been empowered - blasting a [[I Hope I Win|familiar stream of letters]] at intruders.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Shift Posting 2: The Shift Hits the Fan====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-ShiftPosting2TheShiftHitsTheFan.png|thumb|left|256px|It's a long shift, but it allows for a lunch break.]]&lt;br /&gt;
:''Created by: [[CWU10P]]''&lt;br /&gt;
A successor to [[Shift Posting]] from ''[[Make a Good Mega Man Level: Episode Zero]]'', this stage contains several platforming challenges that involve [[Shift|shifting]] [[Fan|fans]] above and below Mega Man, mostly in conjunction with spikes. [[Tama|Schrodinger's Cat]] appears at the end of this stage as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Temporal Swing====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-TemporalSwing.png|thumb|left|256px|The clock strikes one.]]&lt;br /&gt;
:''Created by: [[DragonFogel]] &amp;amp; [[snoruntpyro]]''&lt;br /&gt;
This level takes place within a clock tower, with swinging pendulums, clock enemies that fire their hands at Mega Man, and walking Count Bombs. [[Kachikachi]] appears as a sub-boss near the end, with only two swinging platforms to stand on.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====The Hardest Level====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-TheHardestLevel.png|thumb|left|256px|&amp;quot;Woah... ''this'' is the stuff my scissors are made of?&amp;quot;]]&lt;br /&gt;
:''Created by: [[Ndraxian0]] &amp;amp; [[Big Fish (user)|Big Fish]]''&lt;br /&gt;
This level features a host of enemies with Hard Man's likeness and attacks, including [[Foot Holder]]s that slam themselves into the ground. [[Gamarn and Gamadayu|Hard Gamarn and Hard Gamadayu]] appear as a sub-boss, with [[Hard Splash]] appearing as a more official boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Floor 4===&lt;br /&gt;
{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Shrine of Nebula (Floor 4)&lt;br /&gt;
|image=[[File:MaGMML3-TF-ShrineOfNebula-Floor4.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables = [[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|enemies =&lt;br /&gt;
*[[Petit Devil]] (Nadir)&lt;br /&gt;
*[[Crunchran]] (Nadir)&lt;br /&gt;
*[[Subwoofer]]&lt;br /&gt;
*[[Trumpy#Variants|Tromby]]&lt;br /&gt;
*[[Fooley]] (Cooley)&lt;br /&gt;
*[[Electric Gabyoall]]&lt;br /&gt;
*[[Elecit]]&lt;br /&gt;
*[[Yaffu]]&lt;br /&gt;
*[[Lightning Lord]]&lt;br /&gt;
**[[Pukapucker|Pukapucker body]]&lt;br /&gt;
**[[Spine|Spine body]]&lt;br /&gt;
**[[Telly|Telly body]]&lt;br /&gt;
**Elecit body&lt;br /&gt;
*[[Bireezu]]&lt;br /&gt;
*[[Sulphur Bubble]]&lt;br /&gt;
*[[Shrink|&amp;quot;Fish&amp;quot;]]&lt;br /&gt;
*[[Press'n#Variants|Blue Press'n]]&lt;br /&gt;
*[[Buranko#Variants|Ballade Buranko]]&lt;br /&gt;
*[[Spark Joe]]&lt;br /&gt;
*[[Floor Turret]]&lt;br /&gt;
*[[Gunbo]]&lt;br /&gt;
*[[Mini Hot Dog]]&lt;br /&gt;
*[[Security Metall]]&lt;br /&gt;
*[[Geary]]&lt;br /&gt;
*[[Wall Sleepy]]&lt;br /&gt;
*[[Shield Attacker]](Arcade Archives)&lt;br /&gt;
*[[Astro Zombieg]] (head)&lt;br /&gt;
*[[Pipi]]&lt;br /&gt;
*[[Batton]]&lt;br /&gt;
*[[Blocky#Variants|Spam Blocky]]&lt;br /&gt;
*[[Flying Shell]]&lt;br /&gt;
*[[Mole]]&lt;br /&gt;
*[[Octotrooper]]&lt;br /&gt;
*[[Octocopter]]&lt;br /&gt;
*[[Octodisco]]&lt;br /&gt;
*[[Tentakook]]&lt;br /&gt;
*[[Octomissile]]&lt;br /&gt;
*[[Joe Eyed Cotton]]&lt;br /&gt;
*[[Cannopeller]]&lt;br /&gt;
*[[Choker Oh]](Chargin')&lt;br /&gt;
*[[_]]&lt;br /&gt;
|gimmicks =&lt;br /&gt;
*[[Acid Drop]]&lt;br /&gt;
*[[Skull Switch]] (Nadir)&lt;br /&gt;
*[[Skull Elevator]] (Nadir)&lt;br /&gt;
*[[Gravity Button]]&lt;br /&gt;
*[[Tengu Wind]]&lt;br /&gt;
*[[Sniper Crosshairs]]&lt;br /&gt;
*[[Light Platform]]&lt;br /&gt;
*[[Key Barrier]]&lt;br /&gt;
*[[Foot Holder]] (walking)&lt;br /&gt;
*[[Boost Pad]]&lt;br /&gt;
*[[Jump Pad]]&lt;br /&gt;
*[[Toothpaste]]&lt;br /&gt;
*[[Destroyable Block]]&lt;br /&gt;
*[[Cork Blocker]]&lt;br /&gt;
*[[Gaster Blaster]]&lt;br /&gt;
*[[Tomahawk Platform]]&lt;br /&gt;
*[[Hornet Platform]]&lt;br /&gt;
*[[Conveyor]](custom)&lt;br /&gt;
*[[_]]&lt;br /&gt;
|subbosses =&lt;br /&gt;
*[[Nadir Devil]]&lt;br /&gt;
*[[Devilish Woods]]&lt;br /&gt;
*[[Face Of VAN]]&lt;br /&gt;
*[[Shade Spam]]&lt;br /&gt;
*[[Octosniper]]&lt;br /&gt;
|music = &lt;br /&gt;
Movement IV: Identity Ultimatum&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The Floor 4 lobby has its portals arranged in two columns of four, with [[Yoku Block|Yoku Blocks]] following an upward climbing pattern on one side of each column and a downward falling pattern on the other side.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Nadir of the Crawling Chaos====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-NadirOfTheCrawlingChaos.png|thumb|left|256px|&amp;quot;...Bumo?&amp;quot;]]&lt;br /&gt;
:''Created by: [[VoidVisitor]]''&lt;br /&gt;
This level takes place in a bizarre world of grey [[Petit Devil|Devil]]-like creatures that serve as enemies, platforms and hazards. Some areas have Evil Energy [[Acid Drop]]s that agitate the Devil creatures - enemies become stronger and healthier, platforms briefly grow spikes on the top and bottom surfaces, and &amp;quot;Crunchan&amp;quot; become larger and able to attack higher. The giant three-eyed [[Nadir Devil]] appears as a sub-boss at the end.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Consequences of Timpani====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-ConsequencesOfTimpani.png|thumb|left|256px|For a sense of how strong the earthquakes are... [[Subwoofer]] cannot jump.]]&lt;br /&gt;
:''Created by: [[snoruntpyro]]''&lt;br /&gt;
In this cliffside level, periodic quakes (indicated by a countdown at the top of the screen) will bounce Mega Man, pickups and enemies high off the ground they were standing on. These quakes often come in conjunction with downward scrolling platforms, [[Guitar Platform]]s and spiky ceilings, with one or two [[Trumpy|Trombys]] causing trouble where the quakes die down.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Fooley Cooley 2====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-FooleyCooley2.png|thumb|left|256px|&amp;quot;Ah...so this is where the stuff from my phase transition comes from.&amp;quot;]]&lt;br /&gt;
:''Created by: [[LOLIPOP1136]]''&lt;br /&gt;
The main gimmick of this wintry level is snowfall (sometimes sprinkled down by a [[Fooley]]) that makes Mega Man invincible while standing under it. A lengthy (and hopefully harmless) walk across a spike pit leads into a series of [[Key Barrier]] puzzles involving arrow and napalm traps that will hurt Mega Man if he's not standing under the snowfall.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Don't Shock the Rock!====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-DontShockTheRock.png|thumb|left|256px|&amp;quot;Pfft. Screw gravity!&amp;quot;]]&lt;br /&gt;
:''Created by: [[CapedLuigisYoshi]]''&lt;br /&gt;
This forest-themed level makes use of the Gravity Button gimmick from [[Falling System Core]], which Mega Man must use to traverse a tree full of electric roots, [[Lightning Lord]]s, [[Elecit]]s, [[Yaffu]]s and [[Electric Gabyoall]]s. [[Devilish Woods]] appears as a sub-boss at the end, with an electric vine on the floor and four Gravity Buttons at the corners of the room.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Charmingly Haphazard Assortment Of Trials In Chambers====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-CharminglyHaphazardAssortmentOfTrialsInChambers.png|thumb|left|256px|&amp;quot;This place has ''everything:'' beached whales, pop-up ads, chess pieces... a rambling veteran of the Notvietnam War...&amp;quot;]]&lt;br /&gt;
:''Created by: [[Flashman85]] &amp;amp; [[Riguor]]''&lt;br /&gt;
This level is a multi-layer gauntlet with enemies and gimmicks from several stage entries. &lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Shade Spam====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-ShadeSpam.png|thumb|left|256px|COME ON, [Forbidden Knowlege]! DON'T YOU WANT [The Sweet Taste] OF REAL [Freedom]?]]&lt;br /&gt;
:''Created by: [[JaxOf7]]''&lt;br /&gt;
This haunted house-themed level is meant to simulate the boss fight against Spamton NEO in Chapter 2 of ''Deltarune'', with close quarters similar to the game's &amp;quot;bullet board&amp;quot;. During two auto-scroll sections, waves of Astro Zombieg heads, [[Batton|Battons]], [[Blocky|Blockies]], [[Pipi|Pipis]], [[Flying Shell|Flying Shells]] and [[Mole|Moles]] appear somewhat reminiscent to Spamton NEO's attacks, with [[Face of VAN]] (after the first auto-scroll) mimicking his &amp;quot;Eyes, Nose and Mouth&amp;quot; attack, and [[Shade Spam]] himself (after the second auto-scroll) mimicking the &amp;quot;Chained Heart&amp;quot; attack.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Before Alterna====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-BeforeAlterna.png|thumb|left|256px|So, does this make you Agent 9 or something?]]&lt;br /&gt;
:''Created by: [[Yoshiatom]],  [[rcrdcat]]''&lt;br /&gt;
This level is an homage to ''Splatoon'', with enemies reskinned to look like Octarians, and Callie &amp;amp; Marie offering Mission Control commentary. Three [[Octosniper|Octosnipers]] appear throughout the stage as sub-bosses.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====eSports Championship at the Thunderdome====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-eSportsChampionshipAtTheThunderdome.png|thumb|left|256px|The only thing they don't overcharge is the entrance fee.]]&lt;br /&gt;
:''Created by: [[Pineappler]]''&lt;br /&gt;
This level crosses a sports stadium setting with electric and plant elements - electrified volleyballs tossed back and forth between &amp;quot;Joe Eyed Cotton&amp;quot;, Adrenal [[Cannopeller|Cannopellers]], Battery Mets, and football-tossing [[Choker Oh|Choker Ohs]] that charge at Mega Man after getting attacked. In addition, the stage's conveyor belts always change direction when Mega Man turns left or right - orange ones in the same direction, blue ones in the opposite direction. The stage's sub-boss is [[Theodore Thunderdunk: Owner of the Thundervale Thunderdome]].&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Floor 5===&lt;br /&gt;
{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Shrine of Nebula (Floor 5)&lt;br /&gt;
|image=[[File:MaGMML3-TF-ShrineOfNebula-Floor5.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables = [[File:TricksterTokenStar.png]]&lt;br /&gt;
|enemies =&lt;br /&gt;
*[[Swim Ball]] (Blocky)&lt;br /&gt;
*[[Bubukan MK-II]] (Blocky)&lt;br /&gt;
*[[Brown]] (Blocky)&lt;br /&gt;
*[[Shield Attacker]]&lt;br /&gt;
*[[Soshi Breaker]] (Blocky)&lt;br /&gt;
*[[Haiker N]] (Blocky)&lt;br /&gt;
*[[Pole]]&lt;br /&gt;
*[[Darspider]]&lt;br /&gt;
*[[Tatebo]] (double-barrel)&lt;br /&gt;
*[[Yambow]]&lt;br /&gt;
*[[Snippscissor]]&lt;br /&gt;
*[[Batton]] (upgraded)&lt;br /&gt;
*[[B Bitter]] (upgraded)&lt;br /&gt;
*[[Biribaree]] (Trickster)&lt;br /&gt;
*&amp;quot;Gravity Eater&amp;quot;&lt;br /&gt;
*[[L.E.C]]&lt;br /&gt;
*[[Diarn]] (upgraded)&lt;br /&gt;
*[[Bunby Catcher]]&lt;br /&gt;
*[[Returning Sniper Joe]]&lt;br /&gt;
*[[Spring Head]]&lt;br /&gt;
*[[Scworm]]&lt;br /&gt;
*[[Telly]] (Normal, MM8Rushdius)&lt;br /&gt;
*[[Sniper Armor]]&lt;br /&gt;
*[[Komasaburo]]&lt;br /&gt;
*[[Electriri]]&lt;br /&gt;
*[[Elecit]]&lt;br /&gt;
*[[Trumpy#Variants|Tuby]]&lt;br /&gt;
*[[Pirate Goom]]&lt;br /&gt;
*[[Underpaid Joe]]&lt;br /&gt;
*[[Gobots]]&lt;br /&gt;
*[[Big Eye]]&lt;br /&gt;
*[[Feeber]]&lt;br /&gt;
*[[Tsuranattori]]&lt;br /&gt;
*[[Screw Bomber]]&lt;br /&gt;
*[[Shotom]]&lt;br /&gt;
*&amp;quot;Faucet Man&amp;quot;&lt;br /&gt;
*&amp;quot;Lightning Man&amp;quot;&lt;br /&gt;
*&amp;quot;Smoke Man&amp;quot;&lt;br /&gt;
*&amp;quot;Barga Man&amp;quot;&lt;br /&gt;
*[[Feeber#Variants|Rare Feeber]]&lt;br /&gt;
*&amp;quot;Worm Man&amp;quot;&lt;br /&gt;
*&amp;quot;Elephant Man&amp;quot;&lt;br /&gt;
*[[Flying Shell]] (MM8Rushdius)&lt;br /&gt;
*[[Space Metall]] (MM8Rushdius)&lt;br /&gt;
*[[Cannon]] (MM8Rushdius)&lt;br /&gt;
*Mini-[[Dachone]]&lt;br /&gt;
*[[_]]&lt;br /&gt;
|gimmicks =&lt;br /&gt;
*[[Conveyor]]&lt;br /&gt;
*[[Low Gravity]]&lt;br /&gt;
*[[Fire Wave]](Shield Attackers)&lt;br /&gt;
*[[Dark Room]]?&lt;br /&gt;
*[[Pole Egg]]&lt;br /&gt;
*[[Kamegoro Tornado Spawner]]&lt;br /&gt;
*[[Dustman Block]]&lt;br /&gt;
*[[Falling Platform]](5)&lt;br /&gt;
*[[Uranus Platform]]&lt;br /&gt;
*[[Sniper Armor]](usable)&lt;br /&gt;
*[[Acid Drop]]&lt;br /&gt;
*[[Top Lift]]&lt;br /&gt;
*&amp;quot;Top Eggs&amp;quot;&lt;br /&gt;
*[[Shift]]&lt;br /&gt;
*[[Grass]]&lt;br /&gt;
*[[_]]&lt;br /&gt;
|subbosses =&lt;br /&gt;
*[[Big Pets 2: This Time, He Has An Axe]]&lt;br /&gt;
*[[Mecha Spear Man]]&lt;br /&gt;
*[[Great Core]]&lt;br /&gt;
|bosses = &lt;br /&gt;
*[[Top Dummy]]&lt;br /&gt;
*[[Gharial Man]]&lt;br /&gt;
*[[Returning Flash Armor]]&lt;br /&gt;
|music = &lt;br /&gt;
Movement V: Nearing War's Light&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The floor 5 lobby is much wider than those of previous floors, with [[Conveyor|conveyor belts]] and [[Low Gravity|low gravity]] making each of the portals simple enough to reach.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Mobile Blockyade====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-MobileBlockyade.png|thumb|left|256px|This program was brought to you by ''Blocky's Funny Doings International.'']]&lt;br /&gt;
:''Created by: [[Pineappler]]''&lt;br /&gt;
This temple-themed level contains several enemies crossed with [[Blocky]], such as [[Swim Ball|Swim Balls]], [[Bubukan MK-II|Bubukan MK-IIs]], and [[Brown|Browns]]. While contending with these detachable enemies, Mega Man must traverse the darker parts of the temple carefully, as the purple platforms, walls and ladders only become visible when he gets close to them.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====The Chomp Attacker====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-TheChompAttacker.png|thumb|left|256px|&amp;quot;What, you thought I was just gonna laze around in my boss room until you showed up?&amp;quot;]]&lt;br /&gt;
:''Created by: [[Soulephant]]''&lt;br /&gt;
This level is themed after a sewer, with [[Deispider|Deispiders]], Pole Eggs, and [[Kamegoro Tornado Spawner|Kamegoro Tornadoes]] in the murky water. The titular boss, [[Gharial Man]], appears throughout the stage to slow Mega Man down, either by firing wall-crawling Gharial Drones or lunging out of the water to ambush him. Gharial Man can be damaged when he appears on screen, weakening him before his boss fight, if not skipping him altogether.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Cuts &amp;amp; Scraps====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-CutsAndScraps.png|thumb|left|256px|Not quite The Cutting Room Floor.]]&lt;br /&gt;
:''Created by: [[CWU01P]]''&lt;br /&gt;
A level that prides itself on using multiple assets that weren't used anywhere else in ''MaGMML3''; including devkit enemies such as [[L.E.C]] and [[Snippscissor]], unused assets submitted with entries (including the miniboss [[Big Pets 2: This Time, He Has An Axe]]), alternate palettes and appearances for enemies and gimmicks (such as the Wily Star variant of [[Uranus Platform]]s), and even devkit tilesets. A gimmick unique to the stage are [[Mercury Conveyor]]s from ''[[Mega Man V]]'', which swap directions at random intervals.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Sniper Armor Certified====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-SniperArmorCertified.png|thumb|left|256px|&amp;quot;While I don't normally advocate violence... I ''could'' use this to walk across these crystal spike pits.&amp;quot;]]&lt;br /&gt;
:''Created by: [[ThatEntityGirl]]''&lt;br /&gt;
This level, reminiscent of [[Flash Man]]'s stage, allows Mega Man to pilot an empty [[Sniper Armor]] mech. The Sniper Armor can stomp enemies, walk across spikes, and fire a spread shot of bullets, but takes damage separately from Mega Man, exploding for a few seconds after rescuing its limit. [[Returning Flash Armor]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Shock Chaser====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-ShockChaser.png|thumb|left|256px|Dr. Cossack would later sue this toy store for its unsafe work environment.]]&lt;br /&gt;
:''Created by: [[snoruntpyro]]''&lt;br /&gt;
This toy store-themed level features several platforming challenges involving [[Top Lift]]s, [[Komasaburo|top-]] and [[Electriri|electric-]]themed enemies, and Spine-esque top hazards that always try to spin toward Mega Man. [[Top Dummy]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Defeat the Mecha Spear Man!====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-DefeatTheMechaSpearMan.png|thumb|left|256px|&amp;quot;You call those things spears? You're ''Fork'' Men at best!&amp;quot;]]&lt;br /&gt;
:''Created by: [[Scatman's World]]''&lt;br /&gt;
This level crosses the sewer setting of [[Pipe Man (stage)|Pipe Man]] with the spear-toting enemies and &amp;quot;charging&amp;quot; challenges of ''Wario Land II''. The titular [[Mecha Spear Man]] appears as a boss at the end of the stage.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Restored Beta====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-RestoredBeta.png|thumb|left|256px|When there's no more creativity left in man, the beta concepts will walk the earth.]]&lt;br /&gt;
:''Created by: [[Spin Attaxx]]''&lt;br /&gt;
Ths stage depicts none other than [[Tier 1 (MaGMML3)|Tier 1]], now in a restored and functional state, with uncovered spikes and enemies in its corridors. A recreation of the tier's layout quickly gives way to an industrial Wily stage reminiscent of those from [[Mega Man 1|the original ''Mega Man'']], as several of the rejected Robot Master prototypes come to life as minor enemies. Other noteworthy features include a return of the blue and orange conveyors from [[Metall Man's Metall Factory]], the rarely-seen Wily Star variant of Feeber – whose solid, heavy bubbles are needed to cross spikes – and a shifting crusher corridor similar to the one from Wily Castle 1 in ''[[Mega Man 5]]''.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====MM8Rushdius====&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-MM8Rushdius.png|thumb|left|256px|DANGER! BOSS APPROACHING FAST!]]&lt;br /&gt;
:''Created by: [[Zatsupachi]]''&lt;br /&gt;
This level functions more as a side-scrolling shoot-'em-up (akin to ''Gradius'' or ''[[Mega Man 8]]''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s Rush Jet sections) than a typical platforming level. Like the [[Stone Butterfly]] boss fight from the previous game, only a small red dot on Mega Man's chest takes damage, and like the MM8 Rush Jet sections, there are power-up capsules that can summon [[Auto]], [[Eddie]] and [[Beat]] to assist, or allow [[Rush]] to fire bullets. [[Great Core]] appears at the end as a sub-boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Finale===&lt;br /&gt;
[[File:MaGMML3-TF-ShrineOfNebula-Floor6.png|thumb|left|256px|&amp;quot;Either Nebula Grey is gigantic... or some of these chains are pointless.&amp;quot;]]&lt;br /&gt;
After clearing five floors, the player finds themselves in an empty hallway with several chains and pillars in the background, as well as a Yasichi and a Tank Vending Machine in the foreground. Moving further right will begin the fight against the '''Pillar of Nebula''', awakened by Dr. Regal's interference, followed by [[Nebula Grey]] itself. Defeating Nebula Grey will reward the player with the game's true credits, as well as the final Energy Element.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* &amp;quot;Deconstruction Zone&amp;quot; utilizes a great amount of unused content throughout the Mega Man series: the Metool Nanas, unused from [[Mega Man 2]]; the city background and Spark Man spikes &amp;amp; ladders from [[Mega Man 3]]; the unused hammer enemies and Tonedall graphics from [[Mega Man 5]]; and the surfer enemies from [[Mega Man 9]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier X}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier X (MaGMML3)]][[Category:MULTIPERSON Levels]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:TheKman100&amp;diff=28662</id>
		<title>User:TheKman100</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:TheKman100&amp;diff=28662"/>
				<updated>2025-03-26T00:04:06Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: Added link to Crosshair Aware draft.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello, all! Now that I've finished my 100% run of MaGMML3, I want to scratch my perpetual itch for providing new information.&lt;br /&gt;
&lt;br /&gt;
Achievements: &lt;br /&gt;
* [[Wily Rooms of Weapons]] - created page and early template&lt;br /&gt;
* [[Lantern Man]] - created page&lt;br /&gt;
* [[Rook Man]] - created page&lt;br /&gt;
* [[Bait Bobber]] - created page and early template&lt;br /&gt;
* [[Plushies]] - compiled information for compendium&lt;br /&gt;
* [[Marine Compendium]] - compiled information&lt;br /&gt;
* [[Tako Trash]] - compiled information&lt;br /&gt;
* [[Silver Star|Silver Stars]] - started as an edit to [[Green Star|Green Stars]], since I wasn't 'quite' sold on them being different things.&lt;br /&gt;
* [[Weapon Data Center]] - created page&lt;br /&gt;
* [[Subwoofer]] - new Custom MaGMML3 enemy page.&lt;br /&gt;
* [[Alter Man]] - added MaGMML3 second phase description.&lt;br /&gt;
* [[King Man]] - created page&lt;br /&gt;
* [[Solaire Man]] - created page&lt;br /&gt;
* [[Hodenki]] - created page&lt;br /&gt;
* [[Buranko]] - created page (still needs sprites)&lt;br /&gt;
* [[Tellow]] - created page &lt;br /&gt;
* [[Frank]] and [[Peter]] - created pages (still need sprites) &lt;br /&gt;
* Adding &amp;quot;Alter Weapon&amp;quot; damage numbers and weaknesses to several devkit enemy pages.&lt;br /&gt;
* Lots of smaller grammar and formatting edits (They deepen my itch.)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* [[Shrine of Nebula]] - currently in progress ([[User:TheKman100/Shrine of Nebula Draft|link]])&lt;br /&gt;
* List of minor characters page - a place for the likes of [[Zachariah Snicker]], [[Citrus Man]], and the [[Tier 6 (MaGMML3)|Cryo Lab]] scientists. ([[User:TheKman100/List of Minor Characters|link]])&lt;br /&gt;
* [[Crosshair Aware]] - seems like a simple enough stage to describe. ([[User:TheKman100/Crosshair Aware|link]])&lt;br /&gt;
* [[The Quickening 3D]] - relatively simple Tier X stage to describe.&lt;br /&gt;
* [[Girder Man]] - boss from [[Girder Man Stage]] with fairly simple pattern.&lt;br /&gt;
* [[Mirage Man]] - MaGMML3 Tier 8 boss from [[List of fangame references in MaGMML#Mega Man Sunrise|Mega Man Sunrise]].&lt;br /&gt;
&lt;br /&gt;
Draft pages for others to work on:&lt;br /&gt;
* [[User:TheKman100/Prism Woman Draft]]&lt;br /&gt;
* [[User:TheKman100/Temple Of Light and Dark]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:TheKman100/Crosshair_Aware&amp;diff=28661</id>
		<title>User:TheKman100/Crosshair Aware</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:TheKman100/Crosshair_Aware&amp;diff=28661"/>
				<updated>2025-03-26T00:03:10Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: Created page.&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=Crosshair Aware&lt;br /&gt;
|caption=&amp;quot;Sniper, no sniping! Sniper, no sniping!&amp;quot;&lt;br /&gt;
|rank=31st&lt;br /&gt;
|image=[[File:MaGMML3-31-CrosshairAware.png|256px]]&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[Tokyo_tokyo]]&lt;br /&gt;
|composer=Kevin Phetsomphou, [[MiniMacro]]&lt;br /&gt;
|artist= Aria, Cresh&lt;br /&gt;
|programmer = Tokyo_tokyo, [[snoruntpyro]], Eleven, Pyhrrous, [[Spin Attaxx]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
MaGMML3: 1: Mick, 2: Shinryu, 3: Pachy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=66&lt;br /&gt;
|judge2=73&lt;br /&gt;
|judge3=76&lt;br /&gt;
|judge4=70&lt;br /&gt;
|judge5=72&lt;br /&gt;
|totalscore=71.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Cannon]]&lt;br /&gt;
*[[Cyber Gabyoall]]&lt;br /&gt;
*[[Dachone]]&lt;br /&gt;
*[[Lyric]]&lt;br /&gt;
*[[Tondeall]]&lt;br /&gt;
*[[Toss Machine]]&lt;br /&gt;
*[[Wall Blaster]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Auto Scroller]]&lt;br /&gt;
*[[Dangan Platform]]&lt;br /&gt;
*[[Drop Platform]]&lt;br /&gt;
*[[Sniper Crosshairs]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Hyoey]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Sniper Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man Unlimited - Wings Cut Through The Night &lt;br /&gt;
|location=[[Tier 13 (MaGMML3)|Tier 13]]&lt;br /&gt;
|previous=[[Alpine Weather Institute]]&lt;br /&gt;
|next=[[Underground Runaround]]&lt;br /&gt;
}}&lt;br /&gt;
'''Crosshair Aware''' is the 31st place entry in ''[[Make a Good Mega Man Level 3]]''. It takes place in a city highrise at night, which [[Mega Man]] must traverse under threat of a [[Sniper Crosshairs|persistent sniper]].&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level begins with simple platforming along a short hallway and ladder-climb section. [[Lyric|Lyrics]], [[Toss Machine|Toss Machines]], and a single [[Tondeall]] will aim toward Mega Man, but are spaced out enough to be easily destroyed or avoided.&lt;br /&gt;
The Sniper Crosshairs first appear in the next room, likely locking onto Mega Man as the tight hallways and [[Wall Cannon]] slow him down. However, there is a short delay between the crosshairs locking on and the bullet actually exploding, which gives a sense of the leeway Mega Man will have as the crosshairs follow him further into the stage. &lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=Jet Man's theme remixed from MMU-as well as being a starry night city, and severely weakened Crosshair fire from SFR's Wily 2, all merged into a single level. With such strong inspiration from other fangames, this doesn't impress me on the creativity angle. Fortunately, it has enough unique set-ups in its gameplay that it doesn't lose out completely, there is substance beneath what's been done before.&lt;br /&gt;
As a whole, these city rooftops make excellent use of their pieces. Personal props for having strong difficulty curves: each individual piece has a solid climb, and this happens without sacrificing the difficulty curve of the stage. The Girder platforms stand out the most in that regard: that second spike room is nice and simple, but the spikes give it that late-level threat it needed. Similarly, the crosshair itself is so simple that it works in basically any scenario, which lets it command a ton of valuable variety in its scenario design.&lt;br /&gt;
The enemies are simple, but they make good partners for the crosshair, and I appreciate how everything here fits the theme of &amp;quot;aiming&amp;quot;. I particularly like that Dachone was consistently something of a threat, normally that isn't the case. Even Tondeall managed to perform better here than it normally does, and I overall appreciate seeing a pushover be made into a fair challenge. The only real dud is Wall Blaster, it doesn't have as much of an impact on the level layout comparatively, and having its first appearance while also avoiding the crosshair seemed a little awkward to me.&lt;br /&gt;
Ultimately, this is well-designed and fun to play. It's definitely not the most creative level in the contest, but it's still a well-crafted experience. Some personal favourites are the second Hyoey-mixing Drop Platforms and the Crosshair to great effect. And the final Autoscroll room-which is an excellent climax prior to the boss. But the rest of the level serves its purpose nicely, so there's very little to complain about.&lt;br /&gt;
But... that doesn't mean there aren't issues beyond creativity, namely the boss and the camera. The sniper RM is a little awkward, owing to his really fast bullets and how easily you can prevent his desperation move. As for the camera, there's a few spots where it won't behave quite right, primarily the climbing room with the Drop Platform. *Please* fix the camera in the climbing room, devs, the way it jerks around on that one platform is literally painful... @-@&lt;br /&gt;
|mickscore=66&lt;br /&gt;
|mgdesign=27&lt;br /&gt;
|mgfun=16&lt;br /&gt;
|mgcreativity=4&lt;br /&gt;
|mgaesthetics=11&lt;br /&gt;
|mgfunctionality=8&lt;br /&gt;
|shin=judge2 = By my own admission, I tend to get bored very quickly when stages are too easy or have very simple enemy and room layouts. To an extent, this level would have fallen into this trap, had it not been for the main gimmick making things way more interesting.&lt;br /&gt;
The crosshair gimmick technically isn't anything new, as Super Fighting Robot did something just like it with one of its Wily stages. So while I can't give it full marks for creativity, I can't exactly fault it for how engaging it makes the stage. Thanks to the inherent nature of the gimmick, you're pretty much always on the move and need to take care not to trip over enemies in the process. Granted, some of them are a bit more threatening than others\s Dachone in particular presents a nice challenge when used alongside the crosshair, while Tondeall...ok, in all fairness, it's very hard to make that particular enemy threatening. Though I always appreciate the effort to try to find ways to do so.&lt;br /&gt;
Another thing I like is the general flow of the level design. There's a decent amount of &amp;quot;breather&amp;quot; areas in-between that lack the crosshair, but introduce new gimmicks. Said gimmicks then get used in tandem very nicely with the crosshair, especially by the end during the auto-scrolling segment. It's a really good way to structure things around the central mechanic here, as trying to introduce new stuff alongside the crosshair could have easily proved too hectic otherwise.&lt;br /&gt;
That said, I did run into a few problems as well. The biggest of them was in the vertical room involving the crosshair and several Shadow Man platforms. The screen has a tendency to jerk upwards when you reach a certain height in this room, which really doesn't help while you're trying to platform.&lt;br /&gt;
The other main issue I have is actually with the end boss, who I found to be a lot easier than the stage itself. I mainly blame this on him following a perfect pattern for all of his attacks each and every time. While this sort of thing works for mini-bosses, I think it's a bit detrimental to see it on a Robot Master. His desperation attack certainly spices things up, but it also comes with a caveat: You can outright skip it if you damage him enough during his regular pattern.&lt;br /&gt;
Despite those issues, I still consider this to be an overall well put together and pretty fun level. Nice work!&lt;br /&gt;
|shinscore=73&lt;br /&gt;
|sdesign=24&lt;br /&gt;
|sfun=17&lt;br /&gt;
|screativity=10&lt;br /&gt;
|saesthetics=12&lt;br /&gt;
|sfunctionality=10&lt;br /&gt;
|pachy=Sniper!&lt;br /&gt;
Oh no, the crosshair from Super Fighting Robot/Battle Network 4 strikes back!&lt;br /&gt;
Actually, as long as you're moving, the crosshair usually has trouble keeping up, with the level layout also being more calm than where the similar mechanic was used in SFR.&lt;br /&gt;
There's a few thrilling spots, though, with the drop platforms and shooting shielded enemies with the right timing, making you have to deal with the crosshair. Those sections are really fun. I also appreciate the generous checkpoint usage here.&lt;br /&gt;
An unfortunate thing about the stage is that it's a bit on the short side. Along with the fact the crosshair is absent during some of the trickier sections, the main gimmick of the stage ends up feeling not as prominent as a result.&lt;br /&gt;
The setting, while a fairly generic night city, is somewhat fitting for a robot master who is a sniper. I enjoy the vibrant color scheme.&lt;br /&gt;
The boss can be intimidating at first, but his shots can be dodged and manipulated in your favor once you get the pattern. I like it!&lt;br /&gt;
|pachyscore=76&lt;br /&gt;
|pdesign=25&lt;br /&gt;
|pfun=17&lt;br /&gt;
|pcreativity=11&lt;br /&gt;
|paesthetics=13&lt;br /&gt;
|pfunctionality=10&lt;br /&gt;
|flashman=With its interesting premise, steadily increasing complexity, reasonable length, suitable checkpoint placement, mostly solid and sensible construction, clean graphics, and listenable soundtrack, this level meets my expectations for a good Mega Man level. With further refinement, it could definitely exceed expectations.&lt;br /&gt;
There's a clearly defined structure to the gameplay: introduce new hazards, combine them with an aggressive crosshair\s repeat. However, the level rushes its challenge arcs a little bit. Only a few of the introductions are pitched at the right difficulty for players who've never seen these hazards before, and it wouldn't hurt to cut one or two enemies from the roster (I vote Wall Blaster).&lt;br /&gt;
Even so, the challenges are good. The speed and damage output of the crosshair gimmick are calibrated perfectly. Enemy placement is excellent, and any combat involving drop platforms is a highlight for me. The boss puts up a good fight, though his crosshairs should really come out at half health, and his departure from the arena should really be through the open ceiling rather than through a solid wall (or solid floor, if you stand too close to him because you hate winning).&lt;br /&gt;
I'd like to see spikes that look more obviously like spikes, smoother transitions into the continuous scrolling and autoscrolling screens (the former is nauseatingly janky), and power-ups *between* checkpoints (given that checkpoints are just full health refills waiting to happen).&lt;br /&gt;
I'd also like more integration of the aesthetics and main gimmick - more elements that look like they relate to the crosshair theme, or music that intensifies when the crosshair appears, or obvious visual boundaries between crosshair and non-crosshair areas (perhaps demonstrating that you're safe indoors and vulnerable outdoors, which is only partially true here).&lt;br /&gt;
There's more I want from the level, but it's enjoyable nonetheless.&lt;br /&gt;
|flashmanscore=70&lt;br /&gt;
|fmdesign=23&lt;br /&gt;
|fmfun=18&lt;br /&gt;
|fmcreativity=12&lt;br /&gt;
|fmaesthetics=11&lt;br /&gt;
|fmfunctionality=6&lt;br /&gt;
|ace=This is very close to being a really good level, but there are few places with fairly significant difficulty spikes down to your enemy choice and placement.&lt;br /&gt;
The vast majority of the enemies were fine, although the first few rooms seemed a bit busy introducing all of the enemies you were using in the stage at once, but the Dachone and Cyber Gabyoall were usually to the detriment of the level. The way the Cyber Gabyoall acted was a recurring nuisance, as it acts differently to most other Gabyoalls and you need to know how it works from the first encounter with it. The movement of the enemy is very finicky, especially as the crosshair gimmick punished you for waiting for good patterns. The bigger problem was the Dachone. The first encounter is usually lethal. It is placed in such a tricky spot to deal with when you do not know how it works - there are two versions of the enemy, the other of which does not have the leg armour but looks almost identical, so even if you know how the enemy works you don't know how to get rid of it in a pinch. The second encounter manages to be more dangerous, because it is much harder to hit safely and respawns if you move back even a little. There should have been a safe version of this enemy first to give the player a chance of understanding how to deal with it.&lt;br /&gt;
The crosshair gimmick is very simple, but works well. It ensures that none of the screens it occurs on are dull, as the player has to be constantly aware of the crosshair and when it will fire next.&lt;br /&gt;
The boss was a very welcome addition. It was a reasonable challenge on the first couple of attempts, but also easily masterable. I am also a fan of a stage gimmick coming back and working in a boss fight, which you implemented impressively here.&lt;br /&gt;
Overall, I really like the way the whole level gelled. It looked good and the music was great, although the background was a little boring. A lot of the elements are fairly generic, but put together still feel like a solid traditionally themed Robot Master stage.&lt;br /&gt;
|acescore=72&lt;br /&gt;
|asdesign=23&lt;br /&gt;
|asfun=18&lt;br /&gt;
|ascreativity=10&lt;br /&gt;
|asaesthetics=12&lt;br /&gt;
|asfunctionality=9&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* _&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 13}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 13 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=NEO_Pit_of_Pits&amp;diff=28660</id>
		<title>NEO Pit of Pits</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=NEO_Pit_of_Pits&amp;diff=28660"/>
				<updated>2025-03-25T23:58:00Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: Added Lizardcommando's levels.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UnderConstruction}}&lt;br /&gt;
{{quote|You won't be counting sheep in these 100 levels!|Travel brochure description|[[Make a Good Mega Man Level 3]]}}&lt;br /&gt;
[[File:NPoP-Logo.png|Logo used for the NEO Pit of Pits during submissions.|right|thumb]]&lt;br /&gt;
&lt;br /&gt;
The '''NEO Pit of Pits''' is a bonus area in ''[[Make a Good Mega Man Level 3]]'', and an evolution of [[The Pit of Pits]] from ''[[Make a Good Mega Man Level 2]]''. Like the aforementioned Pit of Pits, it is a pseudo-endless mode comprised of over 250 mini-stages created by multiple contributors, hosted by [[Sheep Man]]. Submissions for the NEO Pit of Pits were held from February 1, 2019 to March 17, 2019. The NEO Pit of Pits is inaccessible until clearing the [[Wily Stadium]], at which point it can be accessed using the travel brochure.&lt;br /&gt;
&lt;br /&gt;
As with the original Pit of Pits, hazards that would normally result in instant death have been toned down: all [[Quick Laser]]s are the continuous damage-dealing &amp;quot;drain&amp;quot; variant, spikes deal 5-7 damage on contact, and falling into a pit or being crushed deals 4 damage and sends [[Mega Man]] back to the start of the current mini-stage.&lt;br /&gt;
&lt;br /&gt;
Mega Man's current amount of E-Tanks, W-Tanks, M-Tanks, and bolts are set to zero while inside the Pit; a separate count for each is used instead. However, his current amount will be returned again when he wins, fails, or quits. Upon clearing 100 sublevels, Sheep Man will challenge Mega Man to a battle.&lt;br /&gt;
&lt;br /&gt;
Although defeating Sheep Man once is enough to &amp;quot;clear&amp;quot; the Pit, Mega Man can keep going past 100 if he so wishes, with the aim being to clear as many mini-stages as possible before dying. Sheep Man will reappear per every 100 floors; and the more floors cleared, the more difficult the fight becomes. After clearing the Pit at least once, Mega Man can visit any of the sub-levels independently at his own whim; however, if he wishes to rematch Sheep Man, he must go through the Pit again, or otherwise use the Boss Gallery in the [[Limestone Pagoda]].&lt;br /&gt;
&lt;br /&gt;
==Rest Area==&lt;br /&gt;
After clearing 10 sublevels in a row, Mega Man will come across a shop run by Sheep Man, where he can buy special items using bolts collected within the Pit. In addition to small recharges for health and weapon energy, Mega Man can purchase E-Tanks, W-Tanks, and M-Tanks for use later in the Pit. The shop also sells unique upgrades that alter Mega Man's capabilities within the Pit, such as providing a buff to one of his Special Weapons, or a debuff to certain enemies and bosses. These upgrades are only valid for the current run, and will not carry over into any new Pit attempts. Finally, Sheep Man sells unlockable CDs that add a track to the jukebox's NEO Pit of Pits section; purchasing every CD awards the &amp;quot;No Jungle Climbing Allowed&amp;quot; [[Achievements|achievement]].&lt;br /&gt;
&lt;br /&gt;
Behind the shop is a jukebox which, just like [[Idol Woman]], can be used to listen to any track in the game. By selecting a track, Mega Man can choose what song plays during the next set of sublevels; otherwise, a random song will be chosen from the NEO Pit of Pits section, including those unlocked by buying CDs from Sheep Man.&lt;br /&gt;
&lt;br /&gt;
By examining a sign next to the entrance teleporter, Mega Man also has the option to skip the shop and continue to the next sublevel directly. &lt;br /&gt;
&lt;br /&gt;
===Shop items===&lt;br /&gt;
The top five items and the CD will always be available to purchase, while the four upgrades are randomly selected from those not yet purchased.&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Icon&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Bolt Cost&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HealthChargerIcon.png|center]]&lt;br /&gt;
|Health Charger&lt;br /&gt;
|10&lt;br /&gt;
|Recovers five HP upon purchase. Infinite purchases.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WeaponChargerIcon.png|center]]&lt;br /&gt;
|Weapon Charger&lt;br /&gt;
|15&lt;br /&gt;
|Recovers five ammo for all weapons upon purchase. Infinite purchases.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Etank.png|center]]&lt;br /&gt;
|E-Tank&lt;br /&gt;
|60&lt;br /&gt;
|Refill health completely on use in the pause menu.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wtank.png|center]]&lt;br /&gt;
|W-Tank&lt;br /&gt;
|30&lt;br /&gt;
|Refills one weapon completely on use in the pause menu.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mtank.png|center]]&lt;br /&gt;
|M-Tank&lt;br /&gt;
|120&lt;br /&gt;
|Refills health and all weapons completely on use in the pause menu.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ShieldWeakenerIcon.png|center]]&lt;br /&gt;
|Shield Weakener&lt;br /&gt;
|40&lt;br /&gt;
|Decreases the health of Shield Attackers and shielded Joes.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BossSiphonIcon.png|center]]&lt;br /&gt;
|Boss Siphon&lt;br /&gt;
|30&lt;br /&gt;
|Decreases the health of all bosses.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:EddieRadarIcon.png|center]]&lt;br /&gt;
|Eddie Radar&lt;br /&gt;
|60&lt;br /&gt;
|Eddie will appear every three stages instead of five.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HazardResistanceIcon.png|center]]&lt;br /&gt;
|Hazard Resistance&lt;br /&gt;
|50&lt;br /&gt;
|Hazardous objects such as spikes and [[napalm]] will do less damage.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:DoomResistanceIcon.png|center]]&lt;br /&gt;
|Doom Resistance&lt;br /&gt;
|40&lt;br /&gt;
|Instant restart hazards such as pits will take away less health.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:VampireKillerIcon.png|center]]&lt;br /&gt;
|Vampire Killer&lt;br /&gt;
|80&lt;br /&gt;
|Every fifteenth enemy defeated will recover your health slightly.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:EmergencyCloakIcon.png|center]]&lt;br /&gt;
|Emergency Cloak&lt;br /&gt;
|10&lt;br /&gt;
|When your health is four or lower, you'll gain some invincibility. (one-use)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:EscapeRopeIcon.png|center]]&lt;br /&gt;
|Escape Rope&lt;br /&gt;
|30&lt;br /&gt;
|Select in the Pause Menu's item menu to skip the level you're in. (one-use)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ElectricizerIcon.png|center]]&lt;br /&gt;
|Electricizer&lt;br /&gt;
|30&lt;br /&gt;
|[[Spark Chaser]] will chase enemies at a faster rate.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MysticWaterIcon.png|center]]&lt;br /&gt;
|Mystic Water&lt;br /&gt;
|30&lt;br /&gt;
|[[Water Shield]] will have more bubbles and rotate much faster.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NeverMeltIceIcon.png|center]]&lt;br /&gt;
|NeverMeltIce&lt;br /&gt;
|30&lt;br /&gt;
|[[Ice Wall]] will have much more durability and damage enemies faster.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SilverWingIcon.png|center]]&lt;br /&gt;
|Silver Wing&lt;br /&gt;
|60&lt;br /&gt;
|[[Break Dash]] will be usable in midair.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImRippingYouOffIcon.png|center]]&lt;br /&gt;
|???&lt;br /&gt;
|100&lt;br /&gt;
|I'm ripping you off.&lt;br /&gt;
|Changes Sheep Man's battle music.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NPoPCDIcon.png|center]]&lt;br /&gt;
|CD&lt;br /&gt;
|10&lt;br /&gt;
|Adds [song name] to the Jukebox.&lt;br /&gt;
|Music track is randomly selected.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CookieIcon.png|center]]&lt;br /&gt;
|A Cookie&lt;br /&gt;
|10&lt;br /&gt;
|I ran out of CDs. You can have this, I guess.&lt;br /&gt;
|Permanently replaces CD after buying every one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==List of mini-stages==&lt;br /&gt;
Due to the relatively small length of these mini-stages, all description and strategy for them shall be documented here. Stages marked with an asterisk (*) were added in version 1.1.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot;|Creator&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot;|Room&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;22.5%&amp;quot; class=&amp;quot;unsortable&amp;quot;|Summary&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Assets&lt;br /&gt;
|- style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
!width=&amp;quot;15%&amp;quot;|Enemies&lt;br /&gt;
!width=&amp;quot;12.5%&amp;quot;|Gimmicks&lt;br /&gt;
!width=&amp;quot;7.5%&amp;quot;  |(Mini-) Bosses&lt;br /&gt;
|-&lt;br /&gt;
|02gn&lt;br /&gt;
|Cryogenic Lab&lt;br /&gt;
|A long, snowy straightaway with several precarious jumps between Ice Platforms&lt;br /&gt;
|[[Dada]], [[Hirarian 427]], [[Kaona Geeno]]&lt;br /&gt;
|[[Cossack Snow]], [[Ice Platform]]&lt;br /&gt;
|[[Stompy]]&lt;br /&gt;
|-&lt;br /&gt;
|02gn&lt;br /&gt;
|Jungle Wrecker&lt;br /&gt;
|An autoscrolling escape through the forest, while being chased by an invincible Truck Joe.&lt;br /&gt;
|[[Bombomboy]], [[Monkikki]]&lt;br /&gt;
|[[Auto Scroller]]&lt;br /&gt;
|[[Truck Joe]]&lt;br /&gt;
|-&lt;br /&gt;
|02gn&lt;br /&gt;
|The Dachone Hangar&lt;br /&gt;
|A Pit room featuring both types of Dachone.&lt;br /&gt;
|[[Boostun]], [[Dachone]], [[Dachone Ltd. Ed.]], [[Fatool]], [[Teck]]&lt;br /&gt;
|[[Cossack Platform]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|8SomaCruz&lt;br /&gt;
|Waiting and Wading&lt;br /&gt;
|A wide open, partially flooded area with the appearance of Labyrinth Zone from ''Sonic the Hedgehog''. A key can be found to obtain an E-Tank.&lt;br /&gt;
|[[Gabgyo]]&lt;br /&gt;
|[[Key Barrier]], [[Spark Man Platform]], [[Super Cutter Revenge]] &lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|[[ACESpark]]&lt;br /&gt;
|Drive Sir Clive's C5&lt;br /&gt;
|A back and forth obstacle course, traversed with two reskinned Wave Man Jetskis. &lt;br /&gt;
|[[Fire Boy]], [[Kouker Q]], [[Mousubeil]]&lt;br /&gt;
|[[Wanaan]], [[Wave Man Jetski]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|ACESpark&lt;br /&gt;
|In the Retail Version, I'm Much Funnier&lt;br /&gt;
|A sunset area, requiring Mega Man to traverse under a rising and falling spiked ceiling with a Sideways Elevator.&lt;br /&gt;
|—&lt;br /&gt;
|[[Shift]], [[Sideway Elevator]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|ACESpark&lt;br /&gt;
|Mamma Mia That's a Spicy Spikeball&lt;br /&gt;
|A tightly-packed obstacle course with no enemies. &lt;br /&gt;
|—&lt;br /&gt;
|[[Drop Platform]], [[Tackle Fire Dispenser]], [[Teckyun]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|ACESpark&lt;br /&gt;
|Revenge of (Annoyed Grunt)&lt;br /&gt;
|A survival room themed after ''Arkanoid: Revenge of Doh'', requiring Mega Man to avoid a reskinned Wandering Head as it destroys the bricks blocking the exit. Yellow bricks will drop various types of Metall. After leaving the survival room, DOH himself (as an invisible Tondeall) will shoot at Mega Man as he makes his way to the exit.&lt;br /&gt;
|[[Metall DX]], [[Metall EX]], [[Morning Joe]], [[Screw Bomber]], [[Space Metall]], [[Tondeall]], [[Wandering Head]]&lt;br /&gt;
|[[Dustman Block]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|ACESpark&lt;br /&gt;
|Son of a Biscuit Eater&lt;br /&gt;
|A partially flooded boat area where the main challenge is avoiding Arigock G shots while platforming on Hornet Rolls.&lt;br /&gt;
|[[Arigock G]], [[Batton]], [[Gabgyo]]&lt;br /&gt;
|[[Hornet Roll]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|ACESpark&lt;br /&gt;
|Too Cheap To Pay Brendan Fraser&lt;br /&gt;
|A jungle ruin with various fire-themed hazards.&lt;br /&gt;
|[[Biribaree]], [[Jump Roller]], [[Merserker]]&lt;br /&gt;
|[[Fire Block]], [[Reflect Block]], [[Uranus Platform]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|ACESpark&lt;br /&gt;
|Wise From Your Gwave&lt;br /&gt;
|An autoscrolling room set in a graveyard, with Strike Man Soccer Balls (reskinned into headstones) in a variety of setups.&lt;br /&gt;
|[[Molier]], [[Returning Sniper Joe]], [[Twin Cannon]]&lt;br /&gt;
|[[Auto Scroller]], [[Strike Man Soccer Ball]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Alcarl&lt;br /&gt;
|BubbleBop&lt;br /&gt;
|A vertical area utilizing [[Splash Woman]]'s tileset, requiring Mega Man to shoot Swim Balls and avoid spiky ceilings while jumping between Bubble Platforms.&lt;br /&gt;
|[[Swim Ball]]&lt;br /&gt;
|[[Bubble Platform]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Alcarl&lt;br /&gt;
|Burning Desire&lt;br /&gt;
|A [[Solar Man]]-themed room with various fire enemies and hazards.&lt;br /&gt;
|[[Fire Boy]], [[Fire Totem]], [[Sola 0]]&lt;br /&gt;
|[[Tackle Fire Dispenser]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Alcarl&lt;br /&gt;
|Cemented in Stones&lt;br /&gt;
|A Bokazurah shaft utilizing Concrete Man's tileset. Mega Man must descend while being intermittently harassed by an invincible Tamp.&lt;br /&gt;
|[[Tamp]]&lt;br /&gt;
|[[Bokazurah]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Alcarl&lt;br /&gt;
|Chilly and Tubed&lt;br /&gt;
|An icy tunnel with several vertical pipe structures, some of which are blockaded by Haiker Ns.&lt;br /&gt;
|[[Haiker N]], [[Shaboan]], [[Tatebo]]&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Alcarl&lt;br /&gt;
|Met a Twirler Tonight&lt;br /&gt;
|A fortress area that makes Mega Man fight several varieties of Metall above small, fast conveyor belts.&lt;br /&gt;
|[[Metall Dance]], [[Metall EX]], [[Metall Mommy]], [[Neo Heli Metall]]&lt;br /&gt;
|[[Conveyor]] (MM6)&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Autofire&lt;br /&gt;
|Powerless Plant&lt;br /&gt;
|A dark room using [[Elec Man]]'s tileset. Mega Man, his buster shots, pickups and Hotheads emit light in a small radius around them. &lt;br /&gt;
|[[Darspider]], [[Hothead]], [[Spine]]&lt;br /&gt;
|[[Revealing Tiles]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|[[BBLIR]]&lt;br /&gt;
|A Day at the Piano Gym&lt;br /&gt;
|A room built around rising platforms that play various notes when spawning. Features [https://en.wikipedia.org/wiki/The_Lick The Lick] in the last room.&lt;br /&gt;
|[[Pointan]], [[Yonbain]]&lt;br /&gt;
|Custom Spawner&lt;br /&gt;
|[[Paozo]]&lt;br /&gt;
|-&lt;br /&gt;
|BBLIR&lt;br /&gt;
|Forgotten Fortress MK.II - Entrance&lt;br /&gt;
|A zigzagging area using [[Forgotten Fortress: The Lab]]'s tileset, recolored orange.&lt;br /&gt;
|[[Arigock G]], [[Hothead]], [[Fire Totem]]&lt;br /&gt;
|[[Tackle Fire Dispenser]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|BBLIR&lt;br /&gt;
|Forgotten Fortress MK.II - Highway&lt;br /&gt;
|A sunset highway area reminiscent of [[Forgotten Fortress]]' outside sections. The streetlights can be stood on.&lt;br /&gt;
|[[Docron]], [[Hoohoo]]&lt;br /&gt;
|[[Fire Spike]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|BBLIR&lt;br /&gt;
|Room Eater&lt;br /&gt;
|An escape from a gigantic, invincible Rolling Drill as it destroys [[Solar Man]]'s tileset.&lt;br /&gt;
|[[Arigock G]], [[Mecha Pitchan]] (red), [[Mizzile]]&lt;br /&gt;
|[[Rolling Drill]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|BBLIR&lt;br /&gt;
|Running Out of Time&lt;br /&gt;
|A multicolored room centered around turning Hanabiran's &amp;quot;clock arm&amp;quot; into a level obstacle.&lt;br /&gt;
|[[Telly X]]&lt;br /&gt;
|[[Conveyor]] (MM10), [[Wanaan]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|BBLIR&lt;br /&gt;
|Swingin' Jumper&lt;br /&gt;
|A simple room based around Jewel Platforms.&lt;br /&gt;
|[[Choker Oh]], [[Spine]], [[Toss Machine]]&lt;br /&gt;
|[[Jewel Platform]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|BBLIR&lt;br /&gt;
|The Gray Trail&lt;br /&gt;
|A fully-grayscale room set atop a moving train.&lt;br /&gt;
|[[Shadow Clone]], [[Shotom]], [[Spring Head]]&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Beed28&lt;br /&gt;
|Bouncy Castle?&lt;br /&gt;
|A mini-recreation of [[Bouncy Castle]], with hidden Bubble Floors to account for the titular bounciness.&lt;br /&gt;
|[[Batabattan]], [[Bikky]], [[Metall Dance]], [[Peterchy]], [[Returning Sniper Joe]], [[Tadahou]]&lt;br /&gt;
|[[Bubble Floor]], [[Reflect Block]], [[Spring]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Beed28&lt;br /&gt;
|Find Your Land Legs&lt;br /&gt;
|A rocky quarry that inexplicably waves up and down in chunks.&lt;br /&gt;
|[[Cannon]], [[Fire Totem]], [[Hammer Joe]], [[Komasaburo]], [[Metall Cannon]], [[Screw Bomber]], [[Wall Blaster II]]&lt;br /&gt;
|[[Drop Platform]], [[Shift]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Beed28&lt;br /&gt;
|Quick, Think Fast!&lt;br /&gt;
|A chaotic room that reskins Bouncy Tiles to look like spikes for a quick jumpscare.&lt;br /&gt;
|[[Big Stomper]], [[Cannopeller]], [[Cutting Wheel]], [[Cyber Gabyoall]], [[Telly]]&lt;br /&gt;
|[[Bouncy Tile]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Fish (user)|Big Fish]]&lt;br /&gt;
|Beezinga!&lt;br /&gt;
|A very green area featuring Chibees spawning from holes in the walls, as well as defeated Brain Breaks.&lt;br /&gt;
|[[Brain Break]], [[Chibee]]&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Big Fish&lt;br /&gt;
|Boobeam's Revenge&lt;br /&gt;
|A puzzle room built around baiting Boobeam Traps into activating Junk Machines so they can be shot.&lt;br /&gt;
|—&lt;br /&gt;
|[[Junk Machine]], [[Junk Platform]] (invincible), [[Switch Block]]&lt;br /&gt;
|[[Boobeam Trap]]&lt;br /&gt;
|-&lt;br /&gt;
|Big Fish&lt;br /&gt;
|In Good Hands&lt;br /&gt;
|A series of avoidance challenges centered around unusual enemy setups, while a Knuckle Duster breaks blocks. Mega Man can't leave the screen until Knuckle Duster finishes breaking all the blocks.&lt;br /&gt;
|[[Boostun]], [[Pipi|Copipi]], [[Flying Shell]], [[Nibul]]&lt;br /&gt;
|[[Reflect Block]]&lt;br /&gt;
|[[Knuckle Duster]]&lt;br /&gt;
|-&lt;br /&gt;
|Big Fish&lt;br /&gt;
|Not An Ice Level&lt;br /&gt;
|A cave level where Mega Man causes icy spikes (really Astro Doors with creation code) to move using switches.&lt;br /&gt;
|—&lt;br /&gt;
|[[Astro Door]], [[Astro Switch]]&lt;br /&gt;
|[[Shirokumachine GTV]]&lt;br /&gt;
|-&lt;br /&gt;
|Big Fish&lt;br /&gt;
|Rock and Ball Torture&lt;br /&gt;
|A cave featuring T. Khamen's falling rocks being used as platforming obstacles. First of three thematically-named Pit rooms.&lt;br /&gt;
|[[Shigaraky]]&lt;br /&gt;
|[[T. Khamen]] rock spawners&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Big Fish&lt;br /&gt;
|Scorpionssssss&lt;br /&gt;
|A level exploring Sasoreenu's interactions with various shapes of quicksand. Inexplicably set in a sewer.&lt;br /&gt;
|[[Sasoreenu]]&lt;br /&gt;
|[[Quicksand]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Big Fish&lt;br /&gt;
|Sea Mines (Get It?)&lt;br /&gt;
|A flooded mine with mines, and Vs endlessly spawning from below.&lt;br /&gt;
|[[Sea Mine]], [[V]]&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Big Fish&lt;br /&gt;
|Shin I'm Hungry&lt;br /&gt;
|An oddly-named tower level centered around Illusian, with a unique red variant that reveals hidden tiles instead.&lt;br /&gt;
|[[Illusian]]&lt;br /&gt;
|[[Revealing Tiles]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Big Fish&lt;br /&gt;
|Watch [https://en.wikipedia.org/wiki/Moominvalley_(TV_series) Moominvalley] 2018&lt;br /&gt;
|A blue and green fortress featuring no watches, Moomins, valleys, nor the number 2018. &lt;br /&gt;
|[[Giree]], [[Kakinbatank]]&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|CapedLuigisYoshi&lt;br /&gt;
|Acorn Shrine&lt;br /&gt;
|A rather simple forest with &amp;quot;Acorn Metalls&amp;quot; falling from above. Features a guest appearance by Ham-Swap Ham from ''Hamtaro: Ham Ham Heartbreak''.&lt;br /&gt;
|[[Butterdroid]], [[Hoohoo]], [[Neo Metall]]&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|CapedLuigisYoshi&lt;br /&gt;
|Wizardly Trap&lt;br /&gt;
|A level centered around fighting enemies with the aid of &amp;quot;Koopa Shells&amp;quot;.&lt;br /&gt;
|[[Bombomboy]], [[Curlinger]] (reskinned into a Koopa Shell)&lt;br /&gt;
|[[Destroyable Block]] (Mega Buster), [[Spring]]&lt;br /&gt;
|[[Hanabiran]] (wizard)&lt;br /&gt;
|-&lt;br /&gt;
|Chauckles&lt;br /&gt;
|Fly Into Free&lt;br /&gt;
|An obstacle course with wind perpetually blowing from behind.&lt;br /&gt;
|[[Cannopeller]], [[Shotom]]&lt;br /&gt;
|[[Boubou]], [[Tengu Wind]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Chauckles&lt;br /&gt;
|Go Flush Yourself&lt;br /&gt;
|A sewer area combining Pump Man's tileset, [[Toad Man]]'s water currents, and Haiker Ns in awkward positions, requiring Mega Man to step on Wanaans to fight them.&lt;br /&gt;
|[[Haiker N]], [[Ratton]]&lt;br /&gt;
|[[Wanaan]], [[Wind]] (as water currents)&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Chauckles&lt;br /&gt;
|Lost Ruins of Rolmisl&lt;br /&gt;
|A precarious room with unsteady ground, requiring Mega Man to jump over and slide under spikes while trying to stay on Uranus Platforms.&lt;br /&gt;
|[[Jet Bomb]]&lt;br /&gt;
|[[Uranus Platform]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Chauckles&lt;br /&gt;
|The Science of Dropping&lt;br /&gt;
|A level featuring various hazards dropping from the ceiling and landing on top of various moving platforms.&lt;br /&gt;
|[[Darspider]], [[Metall]]&lt;br /&gt;
|[[Acid Drop]], [[Building Platform]], [[Crash Lift]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Cheez&lt;br /&gt;
|Extreme Spring Cleaning&lt;br /&gt;
|A level where various spring-themed enemies are run over by trucks. La Jaba is the strongest, being able to resist one truck before dying.&lt;br /&gt;
|[[La Jaba]], [[Spring Face Bomb]], [[Tom Boy]]&lt;br /&gt;
|[[Nitro Truck]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Cheez&lt;br /&gt;
|Four Steps&lt;br /&gt;
|A falling tower full of enemies, set in [[Napalm Man]]'s jungle.&lt;br /&gt;
|[[Beak]], [[Birdy]], [[Chunco]], [[Monkikki]], [[Sakrets]]&lt;br /&gt;
|[[Falling Tower]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Chiko&lt;br /&gt;
|Megaman Crushes the Competition!&lt;br /&gt;
|A Joe torturing chamber that incidentally also functions as a Pit room. Features a unique horizontal, solid variant of Press than can be stood on.&lt;br /&gt;
|[[Crystal Joe]], [[Machine Gun Joe]], [[Morning Joe]], [[Returning Sniper Joe]], [[Sniper Joe]]&lt;br /&gt;
|[[Press]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|[[Cresh]]&lt;br /&gt;
|A Corrupt Government Puppeteered by Bees&lt;br /&gt;
|An escape from hundreds of endlessly spawning, exploding bees.&lt;br /&gt;
|[[Chibee]]&lt;br /&gt;
|[[Falling Platform]] (MM2), [[Junk Block]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|CSketch&lt;br /&gt;
|(Don't) Crush Me Between Your Pecs&lt;br /&gt;
|A room where Mega Man must stop Compactors using Move Hovers to clear a path. A W-Tank can be obtained at the start by shooting the Move Hover in the opposite direction, and an M-Tank can be obtained at the end by slipping between two Compactors.&lt;br /&gt;
|—&lt;br /&gt;
|[[Compactor]], [[Move Hover]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|CSketch&lt;br /&gt;
|Lock and 'Fall Torture&lt;br /&gt;
|A nonlinear room about gathering three keys while fighting [[Bubble Man]]'s enemy roster. The room's architecture will naturally lead Mega Man in a circle, back to the beginning. Second of three thematically-named Pit rooms.&lt;br /&gt;
|[[Claw]], [[Crabbot]], [[Croaker]]&lt;br /&gt;
|[[Key Barrier]], [[Wind]] (as waterfalls)&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|CSketch&lt;br /&gt;
|Ballz 2D&lt;br /&gt;
|A room where Toss Machines throw Bokazurah's projectiles instead of their own, granting them the ability to break blocks.&lt;br /&gt;
|[[Kaona Geeno]], [[Toss Machine]]&lt;br /&gt;
|[[Bokazurah]]'s blocks&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|CSketch&lt;br /&gt;
|Walking on Sunshine&lt;br /&gt;
|An autoscrolling room with Solar Man's projectiles raining down endlessly from above. Solar Man himself is nowhere to be seen.&lt;br /&gt;
|[[Au-Au]]&lt;br /&gt;
|[[Auto Scroller]], [[Solar Man]]'s Solar Flare projectiles.&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|CWU01P&lt;br /&gt;
|#MERSERKERRISK&lt;br /&gt;
|An escape from a very fast, invincible Merserker.&lt;br /&gt;
|[[Merserker]]&lt;br /&gt;
|[[Chill Man Block]], [[Conveyor]] (MM10), [[Sign (Mega Man 8)]] (Slide)&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|CWU01P&lt;br /&gt;
|Hard Example&lt;br /&gt;
|A room combining [[Stone Man]] and [[Honey Woman]]'s Hard Mode stages from the [[Megamix Engine]]'s Example Game. A W-Tank can be obtained by jumping down after the first Hornet Roll.&lt;br /&gt;
|[[Bombomboy]], [[Caricarry]], [[Flower Presenter]] (all three types), [[Scissascissor]]&lt;br /&gt;
|[[Falling Platform]] (MM2), [[Hornet Roll]], [[Key Barrier]], [[Reflect Block]]&lt;br /&gt;
|[[Stone Head]] (drops [[Kintot]]s instead of boulders)&lt;br /&gt;
|-&lt;br /&gt;
|CWU01P&lt;br /&gt;
|Minor Circuit Breaker&lt;br /&gt;
|A room loosely based on &amp;quot;Circuit Breaker&amp;quot;, CWU01P's tutorial on Switch Handler gimmicks in the Megamix Engine. It utilizes Junk Man's various gimmicks.&lt;br /&gt;
|[[Elec'n]], [[Biribaree|Piriparee]], [[Watcher]]&lt;br /&gt;
|[[Junk Machine]], [[Junk Magnet]]'s debris, [[Junk Platform]], [[Quicksand]] (reskinned into junk), [[Switch Block]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|CWU01P&lt;br /&gt;
|Mosh Pit of Pits*&lt;br /&gt;
|A room set in [[Tier 10 (MaGMML3)|Tier 10]], centered around Yoku Blocks. By rushing through the teleporter room, Mega Man can enter a secret area where [[Gordon Freeman|Gordon Fre-&amp;quot;E&amp;quot;-Man]] grants them an E-Tank.&lt;br /&gt;
|[[Big Eye]], [[Picopico-kun]]&lt;br /&gt;
|[[Key Barrier]], [[Yoku Block]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|CWU01P&lt;br /&gt;
|Wood Man's Doomed Space Program&lt;br /&gt;
|A forest level that exploits Returning Monking's behavior to transform it into a respawning pit enemy.&lt;br /&gt;
|[[Returning Monking]], [[Ratton]]&lt;br /&gt;
|[[Galaxy Man Portal]]&lt;br /&gt;
|[[Hot Dog]]&lt;br /&gt;
|-&lt;br /&gt;
|Darkness&lt;br /&gt;
|Two Sided Facility&lt;br /&gt;
|A gimmick-heavy room featuring reverse-gravity Mercury Blocks, among other gravity-based interactions.&lt;br /&gt;
|—&lt;br /&gt;
|[[Conveyor]] (MM10), [[Dustman Block]], [[Gravity Flip]], [[Key Barrier]], [[Mercury Block]], [[Needle Press]], [[Reflect Block]]&lt;br /&gt;
|[[Knuckle Duster]]&lt;br /&gt;
|-&lt;br /&gt;
|Diegoso&lt;br /&gt;
|Freezer&lt;br /&gt;
|Room. Features fairly standard ice-themed mechanics.&lt;br /&gt;
|[[Curlinger]], [[Penpen EV]]&lt;br /&gt;
|[[Chill Man Block]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|[[Doctor Novakaine]]&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Double_Dutch_(jump_rope) Double Dutch]&lt;br /&gt;
|A quarry level with various setups that require short, continuous jumps.&lt;br /&gt;
|—&lt;br /&gt;
|[[Super Cutter Revenge]], [[Wanaan]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Doctor Novakaine&lt;br /&gt;
|Playing Cricket&lt;br /&gt;
|A room combining [[Bright Man]]'s cricket riding sections with Mecha Pitchans in dangerous positions.&lt;br /&gt;
|[[Mecha Pitchan]] (red and blue)&lt;br /&gt;
|[[Battan]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Ethervil&lt;br /&gt;
|Conveyor Mini Mayhem&lt;br /&gt;
|A vertical climb themed after [[Conveyor Mayhem]] from ''MaGMML2'', featuring an encounter with &amp;quot;[[Napalm Man|Napalm Dan]]&amp;quot; at the end.&lt;br /&gt;
|[[Pierobot]]&lt;br /&gt;
|[[Conveyor]] (MM2), [[Press]] &lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Ethervil&lt;br /&gt;
|Meow Moonbase&lt;br /&gt;
|A space area using [[Star Man]]'s tileset, infested with feline robots. Good thing the [[Hot Dog|Giant Dog]] is there to dispose of them.&lt;br /&gt;
|[[Space Metall]], [[Sumatran]]&lt;br /&gt;
|[[Dustman Block]], [[Low Gravity]]&lt;br /&gt;
|[[Tama]]&lt;br /&gt;
|-&lt;br /&gt;
|Ethervil&lt;br /&gt;
|Not So Ancient Sands&lt;br /&gt;
|A [[Centaur Man]]-themed room centered around climbing on quicksand waterfalls, which are layered in front of Mega Man. Notably, it utilizes stationary Garyobys as hazards. An E-Tank can be obtained by taking the lower path in the second screen.&lt;br /&gt;
|[[Cannon Joe]], [[Garyoby]], [[New Classical Cannon]]&lt;br /&gt;
|[[Quicksand]]&lt;br /&gt;
|[[Metall Potton]] (spawns [[Metall EX]] and additionally fires big projectiles)&lt;br /&gt;
|-&lt;br /&gt;
|Ethervil&lt;br /&gt;
|Reverse Gravity Castle&lt;br /&gt;
|As the name implies, it's a castle room set in upside-down gravity. Enemies, pickups and Jewel Platforms still obey regular gravity, creating a unique challenge.&lt;br /&gt;
|[[Bounder]], [[Tadahou]]&lt;br /&gt;
|[[Gravity Flip]], [[Jewel Platform]], [[Reflect Block]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|FabianLC&lt;br /&gt;
|Ballz DDD&lt;br /&gt;
|Another ''Ballz 3D'' reference? A maze of Switch Blocks, which affect the trajectory of the endlessly-spawning soccer balls when toggled.&lt;br /&gt;
|—&lt;br /&gt;
|[[Astro Switch]], Custom Spawner (spawns [[The Keeper]]'s soccer balls), [[Switch Block]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Flapperultra&lt;br /&gt;
|Downwell&lt;br /&gt;
|A room homaging the hit indie title ''Downwell'', utilizing its color palette, graphical style, and descending vertical structure. Some of the redder blocks contain items.&lt;br /&gt;
|[[Batton]], [[Mechakkero]], [[Telly]]&lt;br /&gt;
|[[Dustman Block]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Flapperultra&lt;br /&gt;
|Planted Party Poppers&lt;br /&gt;
|A mini-remix of [[Hornet Man]]'s stage, with a surprise appearance from Walking Bomb. Most Hornet Rolls are placed so they retreat into the wall when fully curled up.&lt;br /&gt;
|[[Flower Presenter]], [[Walking Bomb]]&lt;br /&gt;
|[[Hornet Roll]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashman85]]&lt;br /&gt;
|AA Game*&lt;br /&gt;
|Set in [[Tier 12 (MaGMML3)|Tier 12]], this room utilizes various types of electric-themed gimmicks together in unconventional arrangements.&lt;br /&gt;
|[[Kaminari Kogoro]], [[Robo-Rabbit]] (small), [[Telly]] (reskinned into [[Electriri]])&lt;br /&gt;
|[[Elec Block]], [[Junk Platform]], [[Tornado Platform]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Flashman85&lt;br /&gt;
|Biree!!! on ICE*&lt;br /&gt;
|This [[Tier 6 (MaGMML3)|Tier 6]]-themed room combines Birees with various visual obstructions.&lt;br /&gt;
|[[Biree]], [[Classical Cannon]], [[Kemumakin]]&lt;br /&gt;
|[[Cossack Snow]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Flashman85&lt;br /&gt;
|Book It*&lt;br /&gt;
|An upwards autoscroller set in [[Tier 11 (MaGMML3)|Tier 11]], focused on climbing ladders. Defeating the Octones will create fireworks to counteract the 100 Wattons' darkness.&lt;br /&gt;
|[[100 Watton]], [[Ladder Press]], [[Octone]]&lt;br /&gt;
|[[Auto Scroller]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Flashman85&lt;br /&gt;
|Copse and Bobbers*&lt;br /&gt;
|A mildly claustrophobic room set in [[Tier 7 (MaGMML3)|Tier 7]], both its outside forest parts and FREE FISH, Inc. A terminal at the end rewards Mega Man for catching [[Marine Compendium]] variants.&lt;br /&gt;
|[[Helipon]], [[Merserker]], [[Minoan]]&lt;br /&gt;
|[[Tengu Wind]], [[Wanaan]]&lt;br /&gt;
|[[Lantern Fish]] (spawns Helipons)&lt;br /&gt;
|-&lt;br /&gt;
|Flashman85&lt;br /&gt;
|Drain Assembly*&lt;br /&gt;
|Set in [[Tier 3 (MaGMML3)|Tier 3]], this stage is a long hallway that turns Building Platforms' segments into obstacles. Afterwards is a small memorization puzzle (with an optional hint by [[Heat Man]]), and an optional M-Tank by performing a risky jump.&lt;br /&gt;
|[[Electric Gabyoall]], [[Gyoraibo]]&lt;br /&gt;
|[[Building Platform]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Flashman85&lt;br /&gt;
|Escape the Slammer*&lt;br /&gt;
|A room set in [[Tier 4 (MaGMML3)|Tier 4]], built around rising platforms built with Falling Towers, which are interrupted by Power Slams. The green torches are spikes.&lt;br /&gt;
|[[Doncatch]], [[Power Slam]]&lt;br /&gt;
|[[Falling Tower]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Flashman85&lt;br /&gt;
|Feel the Burn*&lt;br /&gt;
|A series of Sheep Conveyors with napalm on top of them, set in [[Tier 14 (MaGMML3)|Tier 14]]. The napalm can be disposed of by scrolling the conveyors the right way, tossing it into spikes.&lt;br /&gt;
|[[Kouker Q]], [[Power Muscler]]&lt;br /&gt;
|[[Napalm]], [[Sheep Conveyor]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Flashman85&lt;br /&gt;
|Filched Fortress&lt;br /&gt;
|A Cossack-flavored ice fortress with both an unusual amount of both bosses and ''[[Mega Man 6]]'' assets. Dropping off the fortress at the start leads to a mini-alternate path.&lt;br /&gt;
|[[Au-Au]], [[Cannon Joe]], [[Curlinger]], [[Ladder Press]], [[Propeller Eye]] [[Shield Attacker|Shield Attacker GTR]], [[Teck]]&lt;br /&gt;
|[[Count Bomb]]&lt;br /&gt;
|[[Squidon]], [[Blizzard Man]]&lt;br /&gt;
|-&lt;br /&gt;
|Flashman85&lt;br /&gt;
|Fire the Terrible Trio&lt;br /&gt;
|A room with a standard cast of enemies combined with a nonstandard gimmick. Shield Attackers are used as both stationary one-way barriers and endlessly spawning, [[Fire Wave]]-esque obstacles.&lt;br /&gt;
|[[Metall]], [[Returning Sniper Joe]], [[Shield Attacker|Shield Attacker TRL]]&lt;br /&gt;
|[[Fire Spike]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Flashman85&lt;br /&gt;
|Hats Off to You*&lt;br /&gt;
|Set in [[Tier 15 (MaGMML3)|Tier 15]], this space area features Gremlins (and Air Tiki's drills) reskinned into the various hats gathered within the tier. Also featured are B Bitters hiding behind [[Treble]] fountains.&lt;br /&gt;
|[[B Bitter]], [[Gremlin]]&lt;br /&gt;
|[[Air Tiki]], [[Low Gravity]]&lt;br /&gt;
|[[Flash Man]]&lt;br /&gt;
|-&lt;br /&gt;
|Flashman85&lt;br /&gt;
|Laser Precision*&lt;br /&gt;
|A tight hallway centered around fighting various enemies on unsteady ground, flanked by Magma Beams both above and below. A W-Tank can be obtained by freezing the Magma Beam after the exit teleporter with [[Ice Wall]], then destroying it with [[Laser Trident]]. &lt;br /&gt;
|[[Brown]], [[Haehaey]], [[Oshitsu Osarettsu]], [[Spine]], [[Togehero]], [[Tom Boy]], [[Yudon]]&lt;br /&gt;
|[[Bouncy Tile]], [[Magma Beam]], [[Sheep Block]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Flashman85&lt;br /&gt;
|Masquerade Ball&lt;br /&gt;
|A room where every enemy (and gimmick) is disguised as something else. A guestbook at the starts provides the names of every asset present, but it's up to Mega Man to recognize them through their disguise.&lt;br /&gt;
|[[Brain Break]] (as [[Eddie]]),&amp;lt;br&amp;gt;[[Haehaey]] (as [[Cocco]]),&amp;lt;br&amp;gt;[[Helipon]] (as [[Up'n'Down]]),&amp;lt;br&amp;gt;[[Penpen EV]] (as [[X Block]]),&amp;lt;br&amp;gt;[[Pole]] (undisguised) and its egg (as ? Can),&amp;lt;br&amp;gt;[[Pooker]] (as [[Returning Sniper Joe]]),&amp;lt;br&amp;gt;[[Puyoyon]] (as [[Hologran]]),&amp;lt;br&amp;gt;[[Ratton]] (as [[Pakatto 24]]),&amp;lt;br&amp;gt;[[Sakrets]] (as [[Shield Attacker|Shield Attacker GTR]]),&amp;lt;br&amp;gt;[[Smaplar]] (as [[Blader]]),&amp;lt;br&amp;gt;[[Sprinklan]] (as [[Neo Metall]])&lt;br /&gt;
|[[Tornado Platform]] (as [[Lyric]], named as &amp;quot;Tornado Battery&amp;quot;),&amp;lt;br&amp;gt;[[Strike Man Soccer Ball]] (as [[Apache Joe]], named as &amp;quot;Strike Ball&amp;quot;)&lt;br /&gt;
|[[Lantern Fish]] (as [[Paozo]], spawns undisguised [[Shrink]]s)&lt;br /&gt;
|-&lt;br /&gt;
|Flashman85&lt;br /&gt;
|Melting Point*&lt;br /&gt;
|An obstacle course over [[Tier 2 (MaGMML3)|Tier 2]]'s famous lava pit. A conveyor belt up above carries various pickups; by rushing through the stage, Mega Man can catch them before they are dropped off into lava.&lt;br /&gt;
|[[Bombier]], [[Spine|Gagabyoall]] [[Rounder]], [[Up'n'Down]], [[Yonbain]]&lt;br /&gt;
|[[Conveyor]] (MM5, MM10), [[Fire Pillar]], [[Spring]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Flashman85&lt;br /&gt;
|Risky Refill&lt;br /&gt;
|A room containing three dangerous optional weapon-based challenges ([[Ice Wall]], [[Tornado Blow]] and [[Rush Coil]]), each rewarding a key that can be used to reach one of each type of Tank. Respawning from a pit will remove any collected keys the way a regular death would. The exit path features a spike drop utilizing Gravity Lift with downwards gravity, much like in [[Space Pipes]]. &lt;br /&gt;
|—&lt;br /&gt;
|[[Copter Platform]], [[Dustman Block]], [[Gravity Lift]], [[Key Barrier]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Flashman85&lt;br /&gt;
|SCROLL JOES!&lt;br /&gt;
|A downwards autoscroller themed after Flashman85's fangame ''OH JOES!'', utilizing the game's Stage 3 tileset and highly diverse cast of enemies. The art at the end is from the game's intro cutscene.&lt;br /&gt;
|[[Crystal Joe]], [[Hammer Joe]], [[Returning Sniper Joe]], [[Sniper Armor]], [[Sniper Joe]]&lt;br /&gt;
|[[Auto Scroller]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Flashman85&lt;br /&gt;
|Some Factory Dr. Wily Built*&lt;br /&gt;
|Set in [[Tier 1 (MaGMML3)|Tier 1]], this room focuses on original ''[[Mega Man 1|Mega Man]]'' enemies, particularly Crazy Razy (as seen by the robots inside the walls)&lt;br /&gt;
|[[Big Eye]], [[Crazy Razy]], [[Octopus Battery]], [[Screw Bomber]]&lt;br /&gt;
|[[Girder]], [[Wind]] (as water currents)&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Flashman85&lt;br /&gt;
|The Only Prescription&lt;br /&gt;
|A puzzle-y room built around overpowering pushing forces with the aid of Feeber's bubbles and overpowering Wander Bells with the aid of violence.&lt;br /&gt;
|[[Feeber]], [[Wander Bell]]&lt;br /&gt;
|[[Wind]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Flashman85&lt;br /&gt;
|They Call Him Flipper&lt;br /&gt;
|Just like its namesake (a room from ''VVVVVV''), this room features gravity-flipping shenanigans, combined with underwater physics and assets.&lt;br /&gt;
|[[Octone]], [[Okosutobon]], [[Sea Mine]]&lt;br /&gt;
|[[Auto Scroller]], [[Gravity Flip]], [[Splash Woman Water Platform]]&lt;br /&gt;
|[[Octoper OA]]&lt;br /&gt;
|-&lt;br /&gt;
|Flashman85&lt;br /&gt;
|This Text is Probably Covering a Wall Blaster&lt;br /&gt;
|No, it's covering a Wall Blaster II. Besides the obvious, this vertical level also features scrolling terrain and acid drops.&lt;br /&gt;
|[[Wall Blaster II]]&lt;br /&gt;
|[[Acid Drop]], [[Scrolling Tiles]] (BG, Solid)&lt;br /&gt;
|[[Octo Generator]] (summons Acid Drops)&lt;br /&gt;
|-&lt;br /&gt;
|Flashman85&lt;br /&gt;
|Time Is Monkey&lt;br /&gt;
|A series of survival rooms set in ''[[Mega Man II]]'''s Wily Station, focused around avoiding monkey-themed enemies while waiting for blocks to clear a path.&lt;br /&gt;
|[[Monking]], [[Monkikki]]&lt;br /&gt;
|[[Fuse Platform]]&lt;br /&gt;
|[[Gorilla Tank]]&lt;br /&gt;
|-&lt;br /&gt;
|Flashman85&lt;br /&gt;
|What a Toboggan!*&lt;br /&gt;
|A very child-unfriendly ride through the fiery fields of.... [[Tier 5 (MaGMML3)|Tier 5]]? The room wraps on itself horizontally, leaving the first and second halves directly above eachother. A W-Tank can be obtained by putting out the napalm in the alcove after the second Penpen EV.&lt;br /&gt;
|[[Penpen EV]]&lt;br /&gt;
|[[Frost Sled]], [[Napalm]], [[Plantman Platform]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Game Trooper&lt;br /&gt;
|Bullet Hello Kitty&lt;br /&gt;
|A fiery autoscroller featuring plenty of bullet enemies.&lt;br /&gt;
|[[Killer Bullet]], [[Sonic Bill]]&lt;br /&gt;
|[[Auto Scroller]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Game Trooper&lt;br /&gt;
|Mizzling the Point&lt;br /&gt;
|A castle room centered around using Mizziles in predictable, yet slightly unconventional ways.&lt;br /&gt;
|[[Merserker]], [[Mizzile]]&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Game Trooper&lt;br /&gt;
|Year of the Monking&lt;br /&gt;
|A jungle hallway populated entirely by Monkings.&lt;br /&gt;
|[[Monking]], [[Returning Monking]]&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Gannio&lt;br /&gt;
|Bigger Fish&lt;br /&gt;
|An underwater escape from the monster known as Bigger Gyotot. It is the only place in the entire game where it and M-445 can be caught for the [[Marine Compendium]]. Defeating the Bigger Gyotot will reward Mega Man with a giant bolt, worth only 30 bolts.&lt;br /&gt;
|[[Croaker]], [[M-445]]&lt;br /&gt;
|[[Rolling Drill]]&lt;br /&gt;
|Bigger [[Gyotot]], [[Toad Man]]&lt;br /&gt;
|-&lt;br /&gt;
|Gannio&lt;br /&gt;
|Build Up Speed&lt;br /&gt;
|A unique room where running on Sheep Conveyors increases the speed of the wind. An E-Tank can be obtained by running on the last screen's conveyor belt for a while.&lt;br /&gt;
|[[Bunby Catcher]], [[Neo Metall]], [[Pandeeta]]&lt;br /&gt;
|Custom Spawner (converted into a Metall spawner), [[Sheep Conveyor]], [[Tengu Wind]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Gannio&lt;br /&gt;
|Fire Torched Woods&lt;br /&gt;
|A room set in [[Wood Man]]'s stage during a forest fire, with the rising heat creating updrafts. A friendly, water-spewing [[Hot Dog]] can be found putting out flames halfway through the room, and it can be defeated for a large bolt.&lt;br /&gt;
|[[Robo-Rabbit]], [[Swallowegg]]&lt;br /&gt;
|[[Napalm]], [[Wind]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Gannio&lt;br /&gt;
|Flip Flop Swap&lt;br /&gt;
|A room where gravity switches on a rhythm, requiring constant movement. Collecting all three Key Coins will allow access to an M-Tank at the end of the room.&lt;br /&gt;
|[[Byouz]], [[La Jaba]], [[Spring Head]]&lt;br /&gt;
|[[Gravity Flip]], [[Key Barrier]], [[Komuso Mine]], [[Skull Switch]], [[Switch Block]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Gannio&lt;br /&gt;
|Mac and Cheese&lt;br /&gt;
|A lava-filled room centered around platforming on Cossack Platforms blocking upwards Quick Lasers, creating a unique platform. Matching the level's theme, both enemies encountered are mouse-themed. It ends on an encounter against Mac from ''Mega Man X3''.&lt;br /&gt;
|[[Mousubeil]], [[Ratton]]&lt;br /&gt;
|[[Cossack Platform]], [[Quick Laser]]&lt;br /&gt;
|[[Returning Machine Gun Joe|Mac]]{{tt|*|Internally, Mac is a Returning Machine Gun Joe whose projectiles are replaced via arbitrary code execution from nearby Custom Spawners.}}&lt;br /&gt;
|-&lt;br /&gt;
|Gannio&lt;br /&gt;
|Pico's Curse&lt;br /&gt;
|Two fights with Picopico-kun in unconventional room layouts. The first is set in a scrolling horizontal room, while the second is arranged into several horizontal rows.&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|[[Picopico-kun]]&lt;br /&gt;
|-&lt;br /&gt;
|Gannio&lt;br /&gt;
|Swip Swap Nightmare&lt;br /&gt;
|Besides the brief fakeout at the beginning, the whole room consists of a fight with an upscaled Giant Suzy, with the switching gravity from Flip Flop Swap as an obstacle.&lt;br /&gt;
|—&lt;br /&gt;
|[[Gravity Flip]]&lt;br /&gt;
|[[Giant Suzy]]&lt;br /&gt;
|-&lt;br /&gt;
|Gannio &amp;amp; Daisette&lt;br /&gt;
|A Level My Sister Cleared&lt;br /&gt;
|A potpourri-type room featuring a large variety of enemies and enviroments, as well as a friendly, invincible [[Solar Man]] assisting Mega Man during boss fights.&lt;br /&gt;
|[[Cannon]], [[Hammer Joe]] (giant), [[Petit Snakey]], [[Pipi]], [[Pointan]], [[Smaplar]]&lt;br /&gt;
|[[Acid Drop]], [[Cloud Platform (MM3)]], [[Petit Snakey Pillar]], [[Quicksand]]&lt;br /&gt;
|[[Fire Man]], [[Moby]]&lt;br /&gt;
|-&lt;br /&gt;
|gone-sovereign &amp;amp; Flashman85&lt;br /&gt;
|Desert Nights&lt;br /&gt;
|A trek through a desert base at night, reminiscent of Sandstorm Base from [[The Pit of Pits|the previous Pit of Pits]]. A W-Tank can be obtained by taking the top path after the first Colton.&lt;br /&gt;
|[[Arigock G]], [[Bomb Thrown]], [[Colton]], [[Haehaey]]&lt;br /&gt;
|[[Quicksand]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Gransveld&lt;br /&gt;
|Beehave Yourselves&lt;br /&gt;
|A bunch of bee-themed enemies gathered together in [[Hornet Man]]'s stage. &lt;br /&gt;
|[[Chibee]], [[Flower Presenter]], [[Have &amp;quot;Su&amp;quot; Bee]], [[Nibul]]&lt;br /&gt;
|[[Hornet Roll]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Green Man&lt;br /&gt;
|Wood Rush&lt;br /&gt;
|A short, [[Wood Man]]-themed romp with a few animal-themed additions.&lt;br /&gt;
|[[Batton]], [[Cocco]], [[Robo-Rabbit]]&lt;br /&gt;
|—&lt;br /&gt;
|[[Tama]] (on [[Kabatoncue]]'s platform)&lt;br /&gt;
|-&lt;br /&gt;
|InUniverse&lt;br /&gt;
|Room on the Wily Star&lt;br /&gt;
|A sprawling room built around gravity-switching elevators, loosely based on Death Egg Zone Act 2 from ''Sonic &amp;amp; Knuckles''.&lt;br /&gt;
|[[Elecit]], [[Electric Gabyoall]], [[Piriparee]], [[Press'n]]&lt;br /&gt;
|[[Gravity Flip]], [[Key Barrier]], [[Wave Man Warp]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|InUniverse&lt;br /&gt;
|Room with Ice Blocks&lt;br /&gt;
|A puzzle room centered around Chill Man Blocks of unusual length. Some of them are invincible, and can only be destroyed by either jumping on them, or dropping a Reflect Block on them.&lt;br /&gt;
|—&lt;br /&gt;
|[[Bouncy Tile]], [[Chill Man Block]], [[Reflect Block]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|InUniverse&lt;br /&gt;
|Room with Less Room&lt;br /&gt;
|A visually claustrophobic room, with [[I Feel It|an old meme]] obscuring the entire top half of the screen.&lt;br /&gt;
|[[Bomb Flier]], [[Spring Head]], [[Tadahou]]&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|InUniverse&lt;br /&gt;
|Room with Missile Launchers&lt;br /&gt;
|A construction site borrowing Nail Man's tileset from ''Mega Man Unlimited'', featuring custom missile spawners that shoot [[Squidon]]'s projectiles.&lt;br /&gt;
|[[Fan Fiend]], [[Pickelman Dada]]&lt;br /&gt;
|Custom Spawner&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|InUniverse&lt;br /&gt;
|Room with Moving Ground&lt;br /&gt;
|A level whose terrain shifts up or down after shooting nearby Switch Balls.&lt;br /&gt;
|[[Komasaburo]], [[Metall K1000]]&lt;br /&gt;
|[[Astro Door]], [[Switch Ball]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|InUniverse&lt;br /&gt;
|Room with Spotlights&lt;br /&gt;
|A level based on the blackout areas of Dynamo Man's stage, complete with moving sparks that act as spotlights.&lt;br /&gt;
|[[Biree]], [[Totem Polen]], [[Wall Blaster II]]&lt;br /&gt;
|[[Revealing Tiles]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|InUniverse&lt;br /&gt;
|Room with Super Cutters&lt;br /&gt;
|A set of conveyors above water guarded by both types of Super Cutters, with Hoohoos attacking from the air.&lt;br /&gt;
|[[Hoohoo]]&lt;br /&gt;
|[[Conveyor]] (custom), [[Super Cutter]], [[Super Cutter Revenge]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|InUniverse&lt;br /&gt;
|Room with Trash Heaps&lt;br /&gt;
|A level set within a city dump, featuring shifting platforms over spike-riddled junk piles.&lt;br /&gt;
|[[Foojeen]], [[Oshitsu Osarettsu]], [[Propeller Eye]]&lt;br /&gt;
|[[Destroyable Block]] ([[Laser Trident]]), [[Shift]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Jimmy Turner&lt;br /&gt;
|Aquatic Aerials&lt;br /&gt;
|A level with [[Splash Woman]] stage graphics, Dangan Platforms that rise or lower into spikes, and enemies that &amp;quot;fly&amp;quot; both in and out of the water.&lt;br /&gt;
|[[Ballonboo]], [[Croaker]], [[Tropish]]&lt;br /&gt;
|[[Dangan Platform]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Jimmy Turner&lt;br /&gt;
|Generating Blocks&lt;br /&gt;
|A basement level that primarily focuses on traversing Building Platforms over spikes. &lt;br /&gt;
|[[Brown]], [[Lyric]]&lt;br /&gt;
|[[Building Platform]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Jimmy Turner&lt;br /&gt;
|Going 90 Degrees&lt;br /&gt;
|A space station-themed level with climbing puzzles using Angle Platforms, while Piledans attack with their machines.&lt;br /&gt;
|[[Piledan]] (Turret, Bomber)&lt;br /&gt;
|[[Angle Platform]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Jimmy Turner&lt;br /&gt;
|Your Typical Needle Man ROM Hack Stage&lt;br /&gt;
|A small Needle Man stage recreation using enemies and hazards from the original stage, as well as recoloured graphics per the &amp;quot;ROM Hack&amp;quot; title.&lt;br /&gt;
|[[Bikky]], [[Hammer Joe]], [[Hari Harry]], [[Metall DX]] (walk)&lt;br /&gt;
|[[Needle Press]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|JupiHornet&lt;br /&gt;
|Yep, It’s One of These&lt;br /&gt;
|A downward Force Beam avoidance level, ending with a spinning force beam that gets blocked by some of the platforms.&lt;br /&gt;
|[[Cannopeller]], [[Spine]], [[Super Ball Machine Jr.]]&lt;br /&gt;
|[[Force Beam]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Kontos&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Diving on the Depths&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Kontos&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Gravity of Decisions&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Kontos&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|In the Can Co.&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Kontos&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Refrigeration&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|LanternCorpYohltel&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Black Moonrise&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|LanternCorpYohltel&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Flickering Issues Devs&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|LanternCorpYohltel&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Game of Cricket&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|LanternCorpYohltel&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Hellish Hive&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|LanternCorpYohltel&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|I Like'em Big, I Like'em Chunco&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|LanternCorpYohltel&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Oops, My System Crashed&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|LanternCorpYohltel&lt;br /&gt;
|Tsurare Yare Daze&lt;br /&gt;
|A city level with only Tsurare Stamps as enemies and custom spawners that send out Commando Man shockwaves. Commando Man himself appears as a boss at the end.&lt;br /&gt;
|[[Tsurare Stamp]]&lt;br /&gt;
|Custom Spawner (shockwave), [[Scrolling Tiles]]&lt;br /&gt;
|[[Commando Man]]&lt;br /&gt;
|-&lt;br /&gt;
|Lightli&lt;br /&gt;
|Blader and Friends&lt;br /&gt;
|A level with enemies and assets from the [[Mega Man 1|original ''Mega Man'']], including Blader... and Fans, which also have blades.&lt;br /&gt;
|[[Blader]], [[Sniper Joe]], [[Spine]]&lt;br /&gt;
|[[Fan]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|[[Lizardcommando]]&lt;br /&gt;
|Bowser's Counterattack&lt;br /&gt;
|A level with wooden airships, Coltons, and Tomahawk Platforms, homaging the creator's [[SMB3|''MaGMML2'' entry.]]&lt;br /&gt;
|[[Colton]], [[Peterchy]]&lt;br /&gt;
|[[Tomahawk Platform]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Lizardcommando&lt;br /&gt;
|Desert Depot Infiltration&lt;br /&gt;
|A desert/underground base level with patrolling [[Shield Attacker|Shield Attackers]] and flying enemies around the [[Jewel Platform|Jewel Platforms]].&lt;br /&gt;
|[[Batton]], [[Shield Attacker]], [[Tondeall]], [[Wall Cannon]]&lt;br /&gt;
|[[Jewel Platform]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Lizardcommando&lt;br /&gt;
|Dr. Light’s Plumbing Mishap&lt;br /&gt;
| A sewer level with [[Ratton|Rattons]] and running water (a la [[Toad Man]]) spewing from [[Wave Man]] pipes.&lt;br /&gt;
|[[Metall Dance]], [[Ratton]]&lt;br /&gt;
|[[Acid Drop]], Toad Sewer Water [[Wave Man Warp]]&lt;br /&gt;
|[[Metall Potton]]&lt;br /&gt;
|-&lt;br /&gt;
|Lizardcommando&lt;br /&gt;
|Junk Processing Sector&lt;br /&gt;
|A scrapyard-themed level with [[Junk Golem|Junk Golems]] and several [[Junk Machine|junk]] [[Junk Platform|platforming]] puzzles.&lt;br /&gt;
|[[Junk Golem]], [[Propeller Eye]]&lt;br /&gt;
|[[Conveyor]], [[Junk Block]], [[Junk Machine]], [[Junk Platform]],&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Lizardcommando&lt;br /&gt;
|Midnight Wave Rider&lt;br /&gt;
| A short nighttime [[Wave Man Jetski]] gauntlet leading to a battle against [[Octoper OA]].&lt;br /&gt;
|[[Irucan]], [[Lyric]], [[V]]&lt;br /&gt;
|[[Wave Man Jetski]]&lt;br /&gt;
|[[Octoper OA]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|LOLIPOP1136&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|A Light Little Rainfall&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|LOLIPOP1136&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Boiled in Oil&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffd700;&amp;quot;|LOLIPOP1136&lt;br /&gt;
|style=&amp;quot;background-color: #ffd700;&amp;quot;|Golden Passage&lt;br /&gt;
|style=&amp;quot;background-color: #ffd700;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffd700;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffd700;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffd700;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|LOLIPOP1136&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Heli X Heli&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|LOLIPOP1136&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Let's Not Lose Our Heads, Though&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|LOLIPOP1136&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Ring Ring the Ring Ringring&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|LOLIPOP1136&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Simon's Revenge&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|LOLIPOP1136&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Walking on the Winter Chill&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|LOLIPOP1136&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|You Have Fail'd Me!&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|LunuLeaf&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Icy Ceiling&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Mabrick&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Cannon Corridor&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Mabrick&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Crush Depth&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Mabrick&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Devious Descent&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|Mad Man (MAGE)&lt;br /&gt;
|Chilling Out&lt;br /&gt;
|A wintry level that borrows elements from [[Ice Man]]'s and [[Chill Man]]'s stages.&lt;br /&gt;
|[[Big Eye]], [[Kaona Geeno]], [[Spine]], [[Swallowegg]], [[Tsurare Stamp]]&lt;br /&gt;
|[[Chill Man Block]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|MarsJenkar&lt;br /&gt;
|Combust Man?&lt;br /&gt;
|Based off of [[Combust Man (stage)|Combust Man]] from ''MaGMML2''. It contains its visuals, enemies, gimmicks, and a cameo from [[Combust Man]] himself.&lt;br /&gt;
|[[B Bitter]], [[Bounder]], [[Cyber Gabyoall]], [[Metall]], [[Metall Cannon]], [[New Shotman]]&lt;br /&gt;
|[[Count Bomb]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|MarsJenkar&lt;br /&gt;
|Into the Garbage Chute, Flyboy&lt;br /&gt;
|A vertically-oriented level descending through a trash chute.&lt;br /&gt;
|[[Junk Golem]], [[Mousubeil]], [[Soshi Breaker]], [[Wall Blaster]]&lt;br /&gt;
|[[Junk Block]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|MilesTG&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Constructive Havoc&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|MiniMacro Sound&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Defying Gravity&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|MiniMacro Sound&lt;br /&gt;
|Up Top, My Dude!&lt;br /&gt;
|A level high above the ground, with Angle Platforms that need to be adjusted amid Cannopeller and Arigock G fire.&lt;br /&gt;
|[[Arigock G]], [[Cannopeller]]&lt;br /&gt;
|[[Angle Platform]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|MystSvin&lt;br /&gt;
|Not So Gunpowdery Now&lt;br /&gt;
|A loose recreation of the ''MaGMML2'' entry [[Gunpowder Cellar]], including a loose (and less explosive) recreation of the original stage's [[Barrel]] gimmick.&lt;br /&gt;
|[[Beak]], [[Caricarry]], [[Mousubeil]]&lt;br /&gt;
|[[Destroyable Block]] (Mega Buster), [[Drill Boulder]], [[Key Barrier]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|[[NaOH]]&lt;br /&gt;
|The Top 10 Most Commonly Used Enemies in MaGMML3, In Increasing Order&lt;br /&gt;
|A new version of NaOH's room from the previous Pit of Pits. The enemies in ascending order are: Curlinger (10th), Crystal Joe (9th), Metall (8th), Batton (7th), Neo Metall (6th), Metall Dance (5th), Telly (4th), R Suzy (3rd), Returning Sniper Joe (2nd), Neo Heli Metall (1st).&lt;br /&gt;
|[[Batton]], [[Crystal Joe]], [[Curlinger]], [[Metall]], [[Metall Dance]], [[Neo Heli Metall]], [[Neo Metall]], [[R Suzy]], [[Returning Sniper Joe]], [[Telly]]&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|NBlast&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Paved With Good Intentions&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|NBlast&lt;br /&gt;
|Shocking, Isn't It?&lt;br /&gt;
|A level with electric enemies and assets from [[Ballade]]'s ''[[Mega Man 10]]'' stage.&lt;br /&gt;
|[[Biree Spark]], [[Electric Gabyoall]], [[Smaplar]]&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|NBlast&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Urban Upstream&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|Ndraxion0_TD&lt;br /&gt;
|Pacifist Force Beams&lt;br /&gt;
|A level with horizontal Force Beams that function like solid platforms, with Yoku Blocks creating spaces in between the separate rows.&lt;br /&gt;
|[[Docron]], [[Peterchy]], [[Yambow]]&lt;br /&gt;
|[[Force Beam]] (platform), [[Yoku Block]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|otherspike&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Trial of Might&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|[[Pachy]]&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Gimmicky Naming Scheme&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Pachy &amp;amp; Spin Attaxx&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|It's a Pit Level&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|PhazonMotherBrain&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Dynamic Digging&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|PhazonMotherBrain&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Galaxy Brain&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|PhazonMotherBrain&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Mega Man Fusion&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|PhazonMotherBrain&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Quick Claw Horn Drill&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|PhazonMotherBrain&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Snake Way&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|PhazonMotherBrain&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|The Storm Provides&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Pineappler&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Catherine Wheel&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Pineappler&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Crash on the Big Bridge&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Pineappler&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Crows Before Joes&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Pineappler&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Current Events&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Pineappler&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Do You Even Lift Off&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Pineappler&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Guard Patrol&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Pineappler&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|HippoThesis&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Pineappler&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Pullet Surprise&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Pineappler&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Swingdings&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|QuickSmasherEXE&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|30 Minute Level&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|QuickSmasherEXE&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Cut It Up&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|QuickSmasherEXE&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Quick Draw&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|QuickSmasherEXE&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Slightly Hot&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Quinton&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Hats Totems and Platforms&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|RandomMcSomethin&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Stegorus In The City&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Ratty&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Bridge Between Zones&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Ratty&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Bubble Trouble&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Ratty&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Diggy Diggy Hole&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Ratty&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Double Bubble Trouble&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Ratty&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Fall Season&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Ratty&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Hoshi no Rockman&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Riguor&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|A Spotlight on Kamapots&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|sarysa&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Non-Stop Plumbing Action&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|SCMidna&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Bearing Down&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|SCMidna&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Block Party&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|SCMidna&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|GOOOOOOOOAAAAAAAALLLLLLLL!&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|SCMidna&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Rain and Stompy&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|SCMidna&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|The Sun is a Deadly Laser&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Sir Sins&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Circuit Station&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Sir Sins&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Crawling Castle&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Sir Sins&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Detonative Dunes&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Sir Sins&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Flowerfell Forest&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Sir Sins&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Magma Ravine&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Sir Sins&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Malicious Sewer&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Sir Sins&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Snippy Garden&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Sir Sins&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Swinging Mine&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Smedis2&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Flocking Call Torture&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Smedis2&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Vectrocity&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|[[snoruntpyro]]&lt;br /&gt;
|Bug Spray*&lt;br /&gt;
|A simple forest base featuring various bug-themed enemies and Wave Steam.&lt;br /&gt;
|[[Batabattan]], [[Nibul]], [[Tomsmort]]&lt;br /&gt;
|[[Wave Steam]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|snoruntpyro&lt;br /&gt;
|Clown Rain&lt;br /&gt;
|A level with [[Metal Man]]-esque platforms and Pierobots as the main enemy. Some drop on gears as they normally do, while others drop from the sky into pits.&lt;br /&gt;
|[[Pierobot]]&lt;br /&gt;
|[[Conveyor]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|snoruntpyro&lt;br /&gt;
|Electrical Storm&lt;br /&gt;
|A rainy level with Ballonboo and modified Elec Blocks that fire lightning bolts straight down.&lt;br /&gt;
|[[Ballonboo]]&lt;br /&gt;
|[[Crash Lift]], [[Elec Block]] (with [[Kaminari Kogoro]] lightning bolts)&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|snoruntpyro&lt;br /&gt;
|Irresponsible Driving&lt;br /&gt;
|A [[Nitro Man]] highway-themed level with Turbo Roaders, an invincible Truck Joe, and platforms that are only solid for the former.&lt;br /&gt;
|[[Truck Joe]], [[Turbo Roader]]&lt;br /&gt;
|Custom platforms&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|snoruntpyro&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Me and the Boys on a Saturday Night&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|snoruntpyro&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Nombrellan Corporation Infiltration&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|snoruntpyro&lt;br /&gt;
|Olympic Assault&lt;br /&gt;
|A spaced-themed level with Bubukan and Bubukan MK-II vaulting and launching themselves at Mega Man.&lt;br /&gt;
|[[Bubukan]], [[Bubukan MK-II]]&lt;br /&gt;
|[[Dustman Block]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|snoruntpyro&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Open-Air Dining*&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|snoruntpyro&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Power Muscler 2&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|snoruntpyro&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Under My Control&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|snoruntpyro&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Where It All Began&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Spade_Magnes&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Afraid of Technology&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Spade_Magnes&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Cossack's Arcade&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Spade_Magnes&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Don't Chicken Out&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Spade_Magnes&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Les Cles De Fort Boyard&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Spade_Magnes&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Magnetic Rocket&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Spin Attaxx&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|A Harsh Judge Of Fashion*&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Spin Attaxx&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Bombastic Fantastic&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Spin Attaxx&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Challenge of the Gobots&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Spin Attaxx&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Did We Forget Something?&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Spin Attaxx&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Green Hill Zone&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Spin Attaxx&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Let's Go, Pikashu!&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Spin Attaxx&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Mercury Dealer&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #c6c6fa;&amp;quot;|Stageman21&lt;br /&gt;
|style=&amp;quot;background-color: #c6c6fa;&amp;quot;|Enter The Purple Building&lt;br /&gt;
|style=&amp;quot;background-color: #c6c6fa;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #c6c6fa;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #c6c6fa;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #c6c6fa;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|SVNrenga&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Bridge of Gyotots&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|SVNrenga&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Burst Your Bubble&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|SVNrenga&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Club Penguin&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|SVNrenga&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Hotel Mega Man&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|SVNrenga&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Thank You Move Hovers, Very Cool&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|SVNrenga&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Windy Day at Air Man's&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|SVNrenga &amp;amp; Chamel-Ian&lt;br /&gt;
|Vertigo&lt;br /&gt;
|A short Gravity Lift chamber with spikes and Illusians generating fake spikes.&lt;br /&gt;
|[[Illusian]]&lt;br /&gt;
|[[Gravity Lift]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|T_Money&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Conveyor The Message&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|T_Money&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Mine Layer Madness&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Telaherz&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Dodging Clocks&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Telaherz&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Fireproof Hero&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Telaherz&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Gutsman On Ice&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Telaherz&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Mines with bombs&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Telaherz&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Mega Man Soccer 20XX&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Telaherz&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Pyramid Scheme&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Telaherz&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Reverse Ascend&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|ThatEntityGirl&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Switch Statement&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|The Stove Guy&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Big Maw Meadow&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|The Stove Guy&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Block Your Path&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|The Stove Guy&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Boobeam Evasion&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|The Stove Guy&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Enough is Enough&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|The Stove Guy&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Getting Over It&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|The Stove Guy&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Having the Guts to Hover Like This&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|The Stove Guy&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Nightwalk Castle?&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|The Stove Guy&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Parallel Tondeall 2 DX EX's Revenge&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|TimeLink&lt;br /&gt;
|Frantic Falling&lt;br /&gt;
|A ''Tetris''-themed level with two paths of Sheep Blocks, one of which Mega Man must gradually delete whilst under fire from invincible Toss Machines. &lt;br /&gt;
|[[Toss Machine]]&lt;br /&gt;
|[[Sheep Block]], [[Shift]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|TimeLink&lt;br /&gt;
|Frozen Frenzy&lt;br /&gt;
|A winter level with Penpen EVs and Rabbitons sliding around in fields of Cossack Snow. &lt;br /&gt;
|[[Penpen EV]], [[Rabbiton]], [[Swallowegg]] &lt;br /&gt;
|[[Cossack Snow]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|TimeLink&lt;br /&gt;
|Future Facility&lt;br /&gt;
|A level that uses graphics from the ''Mega Man Zero'' games, and features moving platforms that can crush Mega Man against the walls.&lt;br /&gt;
|[[Batton]] (reskinned as Batring), [[Metall DX]] (walk; reskinned as Metall RW)&lt;br /&gt;
|[[Shift]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|V1ral&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|The Ball Pit&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|VoidVisitor&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Cross Fire Sequence&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|VoidVisitor&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Element, Assemble&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|VoidVisitor&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|Styx Helix&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|style=&amp;quot;background-color: #ffdbbb;&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|Yoshiatom&lt;br /&gt;
|Absolute Cinema*&lt;br /&gt;
|A level set in [[Tier 13 (MaGMML3)|Tier 13]], which uses Astro Walls as movie screens to project Pengs into existence (as part of &amp;quot;March of the Pengs, in GimmickVision 4D!&amp;quot;).&lt;br /&gt;
|[[Camon]], [[Caricarry]], [[Peng]]&lt;br /&gt;
|[[Astro Wall]], [[Controllable Lift]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Yoshiatom&lt;br /&gt;
|Flipside Pit&lt;br /&gt;
|A level reminiscent of the Flipside Pit of 100 Trials from ''Super Paper Mario''. The exit teleporter is behind a Key Barrier, and one randomly-selected enemy in the large room (with a mural of the [[Wily Castle]] in the background) holds the key.&lt;br /&gt;
|[[Giant Springer]], [[Mono Roader]],  [[New Shotman]], [[Skull Walker]], [[Subeil]]&lt;br /&gt;
|[[Key Barrier]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Yoshiatom&lt;br /&gt;
|Flopside Pit&lt;br /&gt;
|A level reminiscent of the Flopside Pit of 100 Trials from ''Super Paper Mario'', and counterpart to the above-mentioned &amp;quot;Flipside Pit&amp;quot;. While its platform arrangement, enemy set (all appearing as dark silhouettes) and background mural (depicting the [[Wily Star II]]) are different, it has the same premise of defeating a randomly-chosen enemy with a key to unlock the exit.&lt;br /&gt;
|[[Big Eye]], [[Bounder]], [[Curlinger]], [[Cutting Wheel]], [[Hammerfall]], [[Metall Run and Gun]], [[Tatebo]]&lt;br /&gt;
|[[Key Barrier]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Yoshiatom&lt;br /&gt;
|U-Turn&lt;br /&gt;
|A level themed after [[Nitro Man]]’s stage, leading leftward through oncoming Sepa Roader traffic.&lt;br /&gt;
|[[Oshitsu Osarettsu]], [[Sepa Roader]], [[Shotom]]&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Yoshiatom&lt;br /&gt;
|You Have 24 Hours&lt;br /&gt;
|A level with six single-screen challenges, themed after the six entry levels from ''[[Make a Good 24 Hour Mega Man Level]]''.&lt;br /&gt;
|[[B Bitter]], [[Komasaburo]], [[Pipi]] (babies), [[Shield Attacker]], [[Spring Head]], [[Wall Blaster]]&lt;br /&gt;
|[[Acid Drop]], [[Chill Man Block]], Custom Spawner (Shield Attacker), [[Fire Block]], [[Junk Block]], [[Top Lift]], [[Wanaan]], [[Wave Steam]], [[X Platform]], [[Yoku Block]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Yoshiatom&lt;br /&gt;
|Your Size May Vary&lt;br /&gt;
|A level full of larger-than-normal enemies... that have the same health as and deal less damage than their regular-sized counterparts.&lt;br /&gt;
|[[Kakinbatank]], [[Lyric]], [[Nobita]] (invincible), [[Octopus Battery]], [[Pickelman Dada]], [[Spring Head]]&lt;br /&gt;
|Custom Spawner (giant Lyrics)&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Zelo&lt;br /&gt;
|Factory Investigation&lt;br /&gt;
|A factory level with Compactors and hatches that deposit G.S.Qs onto conveyor belts. &lt;br /&gt;
|[[Biribaree]], [[Elecit]], [[G.S.Q]]&lt;br /&gt;
|[[Compactor]], [[Conveyor]], Custom Spawner&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Zelo&lt;br /&gt;
|Hailfire Peaks&lt;br /&gt;
|A level with fiery enemies and gimmicks in a wintry background.&lt;br /&gt;
|[[Cyber Gabyoall]], [[Fire Boy]], [[Ladder Press]]&lt;br /&gt;
|[[Fire Wave]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Zieldak&lt;br /&gt;
|Child’s Play&lt;br /&gt;
|A toy-themed level with building blocks in the background and dolls in the foreground.&lt;br /&gt;
|[[Big Eye]] (doll), [[Metall K1000]], [[Spring Face Bomb]], [[Tom Boy]], [[Wall Blaster]]&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Zieldak&lt;br /&gt;
|Cyber Block&lt;br /&gt;
|A cyberspace level with Suzy Gs and Sheep Block platforming puzzles.&lt;br /&gt;
|[[Suzy G]]&lt;br /&gt;
|[[Sheep Block]]s&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Zieldak&lt;br /&gt;
|Dangerous Desert&lt;br /&gt;
|A horizontal desert level with quicksand, Arigock Gs, and terminals for downward-floating Piledans.&lt;br /&gt;
|[[Arigock G]], [[Piledan]] (Normal, Turret, Bomber), [[Tsurare Stamp]]&lt;br /&gt;
|[[Quicksand]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Zieldak&lt;br /&gt;
|Deadly Spheres of Doom and Destruction&lt;br /&gt;
|A level with custom spawners that fire [[Super Ball Machine Jr.]] balls in diagonal paths outlined on the background.&lt;br /&gt;
|—&lt;br /&gt;
|Custom Spawner&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Zieldak&lt;br /&gt;
|Gravity Game&lt;br /&gt;
|A level with gravity flips camouflaged against the background, and an opening room that must be traversed both ways, the second time while on the ceiling.&lt;br /&gt;
|[[Big Stomper]], [[Cargou Q]] (blue), [[Waltriot]]&lt;br /&gt;
|[[Gravity Flip]], [[Key Barrier]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Zieldak&lt;br /&gt;
|Keep an Eye Out&lt;br /&gt;
|A level covered with giant robotic eyes. Morning Joes and Yonbains, both cycloptic, are common threats here.&lt;br /&gt;
|[[Darspider]], [[Morning Joe]], [[Yonbain]]&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Zieldak&lt;br /&gt;
|Magnetic Madness&lt;br /&gt;
|Very closely based on Magnet Man's stage, this level involves platforming up magnetic Tornado Platforms while fighting against Magnet Machines that pull horizontally.&lt;br /&gt;
|[[New Shotman]], [[Octopus Battery]]&lt;br /&gt;
|[[Magnet Machine]], [[Tornado Platform]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Zieldak&lt;br /&gt;
|Nasty Gear&lt;br /&gt;
|A short clockwork-themed level with more conveyor belts than regular platforms, and the occasional Searchy to reverse their directions.&lt;br /&gt;
|[[Searchy]], [[Shield Attacker]], [[Sibul]]&lt;br /&gt;
|[[Conveyor]] (custom)&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Zieldak&lt;br /&gt;
|Pyramid Plunder&lt;br /&gt;
|A level with similar theming, enemies and gimmicks to [[Pharaoh Man]]'s stage from ''Mega Man 4''. &lt;br /&gt;
|[[Mummira]], [[Ratton]], [[Taketento]] &lt;br /&gt;
|[[Hover]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Zieldak&lt;br /&gt;
|Questionable Quarry&lt;br /&gt;
|A construction and cave-themed level with appropriate enemies, and fairly basic platforming over spike pits.&lt;br /&gt;
|[[Batton]], [[Big Eye]], [[Metall]], [[Pickelman Dada]], [[Picket Man]]&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Zieldak&lt;br /&gt;
|Regio Duos&lt;br /&gt;
|A level based on the second stage of Mega Man a from ''Mega Man ZX Advent'', featuring electrical enemies and Sparkman Platforms.&lt;br /&gt;
|[[Biribaree]], [[Electric Gabyoall]], [[Watcher]]&lt;br /&gt;
|[[Sparkman Platform]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Zieldak&lt;br /&gt;
|Regio Tres&lt;br /&gt;
|A level based on the third stage of Mega Man a from ''Mega Man ZX Advent'', focusing on Yaffus and Concrete Platforms hanging over spikes.&lt;br /&gt;
|[[Lyric]], [[Twin Cannon]], [[Yaffu]]&lt;br /&gt;
|[[Concrete Platform]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Zieldak&lt;br /&gt;
|Regio Unus&lt;br /&gt;
|A level based on the first stage of Mega Man a from ''Mega Man ZX Advent'', using ''Mirai Kara no Chousensha'' enemies appropriate to the forest theming.&lt;br /&gt;
|[[Fatool]], [[Hopps]], [[Pierrobug]], [[Wander Bell]]&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Zieldak&lt;br /&gt;
|Time Out&lt;br /&gt;
|A space/time-themed level that centers on Yoku Blocks with variable delays, while Adamskis fly in from either side of the screen.&lt;br /&gt;
|[[Adamski]], [[Gagabyoall]]&lt;br /&gt;
|[[Yoku Block]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Zieldak&lt;br /&gt;
|Wily Catcher&lt;br /&gt;
|A fast autoscrolling level where Mega Man chases the titular Wily Catcher, which holds a key. If it takes enough damage to drop the key before fleeing, a Key Barrier at the end can be unlocked to collect a cache of bolts.&lt;br /&gt;
|—&lt;br /&gt;
|[[Auto Scroller]], [[Key Barrier]]&lt;br /&gt;
|[[Adamski|Wily Catcher]]&lt;br /&gt;
|-&lt;br /&gt;
|Ziggums&lt;br /&gt;
|Hazardous Locomotion&lt;br /&gt;
|A level with hazardous rail platforms reskinned to be [[Rounder II]] units. Every few seconds, a trio of these units race across the rails and break through small blocks in their path.&lt;br /&gt;
|[[Tatebo]]&lt;br /&gt;
|[[Darkman Block]], [[Dustman Block]], [[Falling Tower]], rail platform, [[Reflect Block]]&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Ziggums&lt;br /&gt;
|Railroad Progression&lt;br /&gt;
|A junkyard level focused on jumping across Junk Platforms, some of which travel along rails instead of strictly moving up or down. Jet Butons fly in to try and knock Mega Man into a nearby pit, with an arrow telegraphing where one will appear next.&lt;br /&gt;
|[[Jet Buton]]&lt;br /&gt;
|[[Junk Platform]], rail platform&lt;br /&gt;
|—&lt;br /&gt;
|}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 3]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Looping_Growth_Garden&amp;diff=28615</id>
		<title>Looping Growth Garden</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Looping_Growth_Garden&amp;diff=28615"/>
				<updated>2025-03-23T23:54:40Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&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=Looping Growth Garden&lt;br /&gt;
|image=[[File:MaGMMLEZ-CH3-LoopingGrowthGarden.png|256px]]&lt;br /&gt;
|caption=Please don't feed the plants. Thank you.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level: Episode Zero]]''&lt;br /&gt;
|creator=[[snoruntpyro]]&lt;br /&gt;
|rank=Chapter 3&lt;br /&gt;
|composer=Toshihiko Horiyama&lt;br /&gt;
|artist=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables=[[File:CD.png]][[File:CD.png]]&amp;lt;br&amp;gt;023: Ra Moon&amp;lt;br&amp;gt;098: [[SRARA Joe]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Heli Buton]]&lt;br /&gt;
*[[Nibul]]&lt;br /&gt;
*[[Pierrobug]]&lt;br /&gt;
*[[Twin Roader]]&lt;br /&gt;
*[[Yambow]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Conveyor]] (MM6)&lt;br /&gt;
*[[Mutant Vine]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man X4 - Split Mushroom&lt;br /&gt;
|location=&lt;br /&gt;
|previous=&lt;br /&gt;
|next=&lt;br /&gt;
}}&lt;br /&gt;
'''Looping Growth Garden''' is a level in Chapter 3 of ''[[Make a Good Mega Man Level: Episode Zero]]''. A strange and alien jungle created by [[Tier X (MaGMML2)|Tier X]], this level is populated with insectoid enemies and conveyors. The most notable inhabitant, however, are the [[Mutant Vine]]s; strange, Piranha Plant-esque plants that move in square patterns. Touching any part of them, even their vines, will damage [[Zero]], and nothing he has can harm them. If the [[Icicle Chip]] has been collected, though, the [[Blank Drive]]'s ice shield can render them completely harmless, making the level considerably easier to beat.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
'''The Short Version:''' Equip Icicle Chip, use Blank Drive. Marvel as the level snaps in two.&lt;br /&gt;
&lt;br /&gt;
'''The Long Version:''' After a few [[Twin Roader]]s and [[Heli Buton]]s at the start, the first Mutant Vines are seen circling platforms. One circles a space next to a high ledge, which can only be reached with the Double Jump. This leads to a shortcut filled with Mutant Vines circling over pits, requiring careful timing (or the Icicle Drive) to avoid being hit in midair and falling down, but a [[CD]] lies at the end. Without it, Zero is forced to take a longer path populated with [[Nibul]]s and Twin Roaders, but with less dengerously-placed Mutant Vines. [[Pierrobug]]s appear after the first checkpoint, but the [[Z-Saber]] can be used to bypass their shielded state. [[Conveyor]]s also start to appear, some of which have Mutant Vines close by; the former can potentially send Zero into a pit if he takes damage while standing on one.&lt;br /&gt;
&lt;br /&gt;
Eventually, a slide passage appears next to a ladder, between a conveyor and a pit of (non-lethal) spikes. Accessing this passage requires a precise airdash, and it may take a few tries to perform without falling into the spikes, but behind it is a shortcut and another CD, guarded by a very fast Mutant Vine. The remainder of the stage follows the same pattern of platforming around groups of vines while avoiding pits and enemies. Notably, [[Yambow]]s and Heli Butons will try surprise attacks, with both enemies appearing without warning once Zero is close enough. The last hazards of the level before the [[Energy Element]] are a pair of Mutant Vines circling over a pit, but with one well-timed airdash (or a leisurely-timed airdash with the Icicle Drive), they can be safely avoided.&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneWily.png]]&lt;br /&gt;
|Dr. Wily&lt;br /&gt;
|'''Dr. Wily:''' Looping Growth Garden?&lt;br /&gt;
Err... I lost track of you. You're in a garden? Where, exactly?&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' In space.&lt;br /&gt;
&lt;br /&gt;
'''Dr. Wily:''' Plants don't grow in space, stupid.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKrantz.png]]&lt;br /&gt;
|Agent Krantz&lt;br /&gt;
|Looping Growth Garden?&lt;br /&gt;
Seems like that place has some mutant plants. They'll loop around in a single area endlessly.&lt;br /&gt;
&lt;br /&gt;
You can't kill them, but you might be able to bypass them with certain weapons.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneGalaxy.png]]&lt;br /&gt;
|Galaxy Man&lt;br /&gt;
|'''(CD #1):''' Make sure to bring some kinda midair boost thing for this one! It's near a high ledge!&lt;br /&gt;
Just follow that suspicious high ledge, and use that midair boost well to get that CD!&lt;br /&gt;
&lt;br /&gt;
'''(CD #2):''' For this one, you gotta make a dangerous dash across a spike pit! Just be on the lookout for pointy things!&lt;br /&gt;
&lt;br /&gt;
Make it in and all you have to do then is time your dash REALLY well! Be careful!!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKnives.png]]&lt;br /&gt;
|Knives&lt;br /&gt;
|'''Knives:''' Hmm... All the chompy plants and stuff are cool, but there's too much space pollen there.&lt;br /&gt;
And common knowledge says that if pollen's from space, it's twice as bad.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' What are you even talking about?&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' You don't know? Man, you went through here to get an Energy Element, didn't ya think about it?&lt;br /&gt;
&lt;br /&gt;
Think about it. It's a space forest thingy, right?? Kind of a simulation??&lt;br /&gt;
&lt;br /&gt;
The pollen, by basic logic, has to be more deadly. So that place is a no-go.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The Nibuls in this level lack their toxin effect, as Zero's greater mobility compared to [[Mega Man]] caused a range of problems.&lt;br /&gt;
* Twin Roaders are the only enemies in Looping Growth Garden who aren't themed after insects. This insect motif, while thematically appropriate for a jungle stage, was actually completely coincidental on [[snoruntpyro]]'s part.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 3}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level: Episode Zero Stages]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Projectile_Party!&amp;diff=28614</id>
		<title>Projectile Party!</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Projectile_Party!&amp;diff=28614"/>
				<updated>2025-03-23T23:54:29Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&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=Projectile Party!&lt;br /&gt;
|image=[[File:MAGMMLEZ-CH2-ProjectileParty.png|256px]]&lt;br /&gt;
|caption=This party's full of surprises - they just didn't specify which kind.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level: Episode Zero]]''&lt;br /&gt;
|creator=[[LOLIPOP1136]]&lt;br /&gt;
|rank=Chapter 2&lt;br /&gt;
|composer=Azure Lazuline&lt;br /&gt;
|artist=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables=&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Hornet Chaser]]&lt;br /&gt;
*[[Mega Mech Shark]] dolphin robot and hatch&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*Drill Bomb&lt;br /&gt;
*[[Komuso Man]] Fire Pillar&lt;br /&gt;
*[[Pole Egg]]&lt;br /&gt;
*[[Wanaan|Stasis Wanaan]]&lt;br /&gt;
*[[Top Man]] Flying Top&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
|other=&lt;br /&gt;
|music=Copy Kitty - Blueberry Bubble&lt;br /&gt;
|location=&lt;br /&gt;
|previous=[[Entrance Succession]]&lt;br /&gt;
|next=[[Volt Man Factory]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I hear there's a party place nearby that uses Robot Master weapons for something. Ooh, I hope my Drill Bombs are there to make quick, big booms!|Drill Man|[[Make a Good Mega Man Level: Episode Zero]]}}&lt;br /&gt;
&lt;br /&gt;
'''Projectile Party!''' is the fourth level on the path to the [[Zap Chip]] in Chapter 2 of ''[[Make a Good Mega Man Level: Episode Zero]]''. Set within a bright and colourful birthday-themed warehouse, this level is fairly short, and completely lacks standard enemies. Instead, several boss projectiles appear as hazards independently of their users: for example, [[Top Man]]'s spinning tops are housed inside [[Pole Egg]]s, weaker versions of the [[Mega Mech Shark]]'s hatches hang on ceilings while dispensing dolphins, and Drill Man's Drill Bombs hide in walls and cubbyholes, waiting for [[Zero]] to get close before flying into a wall and exploding. Also present is a [[Wanaan]] variant that fires Dark Man 3's paralyzing ring beams instead of the traditional bear trap.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Most of the level involves airdashing over spikes, while avoiding several boss projectiles. As a general strategy, if the [[Icicle Chip]] has been unlocked by this point, the [[Blank Drive]] can shield Zero from every projectile in the stage, allowing the player to concentrate on platforming. However, the lack of enemies makes refuelling the Blank Drive without W-Tanks difficult.&lt;br /&gt;
&lt;br /&gt;
With little incentive to shoot at much of anything, avoiding the Drill Bombs is the first thing to do. When Zero is in their line of sight, they fly forwards before hitting a wall and exploding. Most of the early screens involve airdashing over spikes, while dealing with hatches that spawn robot dolphins and Pole Eggs containing spinning tops. The tops have a delay before flying after Zero, and can be baited into going in a different direction. Notably, a Drill Bomb's explosion will also destroy Pole Eggs; the corridor before the first checkpoint makes use of this. At said checkpoint, Stasis Wanaans are introduced. Though their ring beams are harmless by themselves, if they hit Zero, he will be left open to attack from other projectiles, such as spinning tops. Not long after, [[Hornet Man]]'s Hornet Chasers start spawning from holes in the background, and will home in on Zero constantly.&lt;br /&gt;
&lt;br /&gt;
[[Komuso Man]]'s flame pillars begin patrolling areas at varying heights, often in a way that requires jumping to avoid them. Notably, they can also act as a shield for Pole Eggs or Hornet Chasers, since they absorb Zero's shots. The various gimmicks soon start working in tandem; for example, Stasis Wanaans try to freeze Zero while a Drill Bomb releases spinning tops. Without the Icicle Drive, quick reflexes and foresight are necessary to avoid being hit with a top or Drill Bomb. The [[Energy Element]] can be seen near the end, behind a wall next to a shaft of Drill Bombs. A stomp is the only way to fall down fast enough to avoid the bombs. After a brief detour and one final wall of top-bearing Pole Eggs, Zero can grab the Energy Element.&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneWily.png]]&lt;br /&gt;
|Dr. Wily&lt;br /&gt;
|Projectile Party?&lt;br /&gt;
Of course you wander into ''there''. That's a storage warehouse for ''birthday party goods''...&lt;br /&gt;
&lt;br /&gt;
...But they got a little out of hand with the security. And by a little, I mean a lot.&lt;br /&gt;
&lt;br /&gt;
Just be careful. Use a shield if you have it. Or dash around. Dodge. Whatever.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKrantz.png]]&lt;br /&gt;
|Agent Krantz&lt;br /&gt;
|Projectile Party?&lt;br /&gt;
For some reason, instead of investing in conventional security, they bought Robot Master ammo in wholesale.&lt;br /&gt;
&lt;br /&gt;
Drill Bombs are straight forward and will explode on contact with a wall.&lt;br /&gt;
&lt;br /&gt;
Top Spinners will home in on your location after spinning still for a brief moment.&lt;br /&gt;
&lt;br /&gt;
Dark Man rings won't hurt you, but they'll freeze you and leave you open to attack.&lt;br /&gt;
&lt;br /&gt;
Hornet Chasers will home in on you in intervals.&lt;br /&gt;
&lt;br /&gt;
Finally, Komuso Pillars will... move back and forth. Probably the least threatening of them if you ask me.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKnives.png]]&lt;br /&gt;
|Knives&lt;br /&gt;
|'''Knives:''' Well, it's not my birthday, so why'd we go on a date THERE? Gotta make things accurate.&lt;br /&gt;
I like that you picked a place with a lot of exploding and hazardous things, though.&lt;br /&gt;
&lt;br /&gt;
But the birthday thing is the dealbreaker! Rule #538 of the Book: No fake birthdays.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' The book?&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' Oh, it's so cool! Meet me and I'll show you what it is~.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' No.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The Drill Bombs and paralyzing ring beams are the only boss projectiles that aren't derived from a currently-existing [[Megamix Engine]] devkit boss.&lt;br /&gt;
* Projectile Party! and [[Defeat the Giant Spear Man!]] are the only stages in ''MaGMML: Episode Zero'' to have exclamation marks in their names.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Zap}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level: Episode Zero Stages]][[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Nocturnal_Assault&amp;diff=28613</id>
		<title>Nocturnal Assault</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Nocturnal_Assault&amp;diff=28613"/>
				<updated>2025-03-23T23:54:20Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&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=Nocturnal Assault&lt;br /&gt;
|image=[[File:MAGMMLEZ-CH2-NocturnalAssault.png|256px]]&lt;br /&gt;
|caption=Maybe we should have waited until daybreak.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level: Episode Zero]]''&lt;br /&gt;
|creator=[[Zelo]]&lt;br /&gt;
|rank=Chapter 2&lt;br /&gt;
|composer=ZUN, [[CosmicGem]] (originals)&amp;lt;br&amp;gt;HertzDevil (cover)&lt;br /&gt;
|artist=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables=[[File:CD.png]]&amp;lt;br&amp;gt;064: [[Stomp'n Violet]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Gagabyoall]]&lt;br /&gt;
*[[Press'n]]&lt;br /&gt;
*[[Tadahou]]&lt;br /&gt;
*[[Tondeall]]&lt;br /&gt;
*[[Press'n|Violet Press'n]]&lt;br /&gt;
*[[Wander Bell]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Destroyable Block]] ([[Z-Saber]], [[Z-Burst]], [[Psycho Chip]])&lt;br /&gt;
*[[Press]]&lt;br /&gt;
*[[Reflect Block]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Stomp'n]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Stomp'n Violet]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Touhou Eiyashou ~ Imperishable Night - Lunatic Eyes&amp;lt;br&amp;gt;'''Boss:''' MaGMML2 - Boss&lt;br /&gt;
|location=&lt;br /&gt;
|previous=[[Forgotten Fortress: The Lab]]&lt;br /&gt;
|next=[[Springy Scaffolding]]&lt;br /&gt;
}}&lt;br /&gt;
'''Nocturnal Assault''' is the fifth level on the path to the [[Icicle Chip]] in Chapter 2 of ''[[Make a Good Mega Man Level: Episode Zero]]''. In contrast to [[Forgotten Fortress: The Lab|the high-tech fortress preceding it]], the next stop on [[Zero]]'s journey is an old-fashioned brick building in the middle of the night. Though light on platforming gimmicks, it defines itself by making use of not just [[Press]]es, but also [[Press'n]]s. Along with a [[Stompy]] reskinned as a giant Press'n, the level uses a custom violet variant that creates short-range shockwaves when landing; [[Stomp'n Violet|a giant version of one of these]] even serves as the level's boss. A number of small rooms containing useful powerups are blocked off with [[Destroyable Block]]s, with some requiring the [[Psycho Chip]] to break.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level starts with a long stretch of [[Gagabyoall]]s and [[Tondeall]]s near spikes, with the [[Stomp'n]] miniboss appearing right before the first checkpoint. Ideally, the [[Z-Burst]] can clear Tondealls out before they start shooting. After Stomp'n is a set of hallways filled with enemies and Presses, the latter of which assert themselves as the main gimmick of the stage. As most of them hang over spike pits, they need to be triggered before quickly passing through their chains; this is also required for a few horizontal Presses. The checkpoint after these halls takes Zero to a crossroads area filled with small sidepaths. To move forward, he need only go left, but he can also obtain an E-Tank if the Psycho Chip is unlocked, a W-Tank up the two ladders, and a [[CD]] by using the [[Z-Saber]] to break a block barricading the two lower ladders. A few Bolts can also be obtained, but only with the Double Jump upgrade.&lt;br /&gt;
&lt;br /&gt;
Green Press'ns start appearing alongside Tondealls, both trying to knock Zero into pits. While the Z-Burst can once again deal with the latter, the former's tracking ability often requires either fast movement or hiding under cover to avoid taking damage. The [[Zap Chip]]'s paralyzing ability may prove useful on them if said chip is unlocked. After some open-air sections followed by more Press-lined hallways, Violet Press'ns are introduced, replacing the normal green ones. These act identically to their devkit versions, but have a little added attack power via the shockwaves they make when landing. At this point, however, the exit isn't too far away, with little challenge of note in the last few sections outside of a small side room containing an E-Tank accessed via the Z-Burst.&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneWily.png]]&lt;br /&gt;
|Dr. Wily&lt;br /&gt;
|Nocturnal Assault?&lt;br /&gt;
Oh, you're entering a more urban area. That area's sort of an older part of the city. Hence all the bricks and such.&lt;br /&gt;
&lt;br /&gt;
They haven't really updated their security, but they also don't really need to. You're in the middle of nowhere!&lt;br /&gt;
&lt;br /&gt;
Just go flying around or something and you'll probably be fine.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKrantz.png]]&lt;br /&gt;
|Agent Krantz&lt;br /&gt;
|Nocturnal Assault?&lt;br /&gt;
That area's home to many Presses, which attack both vertically and horizontally.&lt;br /&gt;
&lt;br /&gt;
There's also a large number of Press'n. Green ones will only aim their spiked stomp at you.&lt;br /&gt;
&lt;br /&gt;
Violet ones, on the other hand, have enough density to create small shockwaves when they land.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneGalaxy.png]]&lt;br /&gt;
|Galaxy Man&lt;br /&gt;
|Oh, when you're at a big crossroads place thing in that fortress, cut down that saber block!&lt;br /&gt;
Then you'll just have to prove yourself as an expert crusher-dodger and the CD'll be yours!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneYamato.png]]&lt;br /&gt;
|Yamato Man&lt;br /&gt;
|'''Yamato Man:''' Stomp'n Violet? I prefer heliotrope myself, much prettier shade of purple.&lt;br /&gt;
This guy is like other Stomp'ns but much more vicious.&lt;br /&gt;
&lt;br /&gt;
When he reaches the edges of the screen, he creates massive shockwaves you need to airdash over!&lt;br /&gt;
&lt;br /&gt;
Overall, though, it's a pretty predictable enemy.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' ...&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' ...&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' ...I expected more than that, for some reason.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' Not all opponents are interesting, Zero.&lt;br /&gt;
&lt;br /&gt;
Throughout my long time fighting, I only remember a quarter of all my opponents!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Considering you are a robot, that is quite worrying. Is something wrong with your memory banks?&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' My memory banks are perfectly fine, I'll have you know! ...What were we talking about?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKnives.png]]&lt;br /&gt;
|Knives&lt;br /&gt;
|'''Knives:''' Oh, whaat? You think that spot's good?? That's just some rustic military base!&lt;br /&gt;
All the robots and other guys there all work for the Higher Power. Can't have them spotting us!&lt;br /&gt;
&lt;br /&gt;
Otherwise, they might send the Ultimate Weapon after us.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' ...What weapon?&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' Oh, I dunno. I just have a feeling they have some big weapon!&lt;br /&gt;
&lt;br /&gt;
That's how these things usually go, you know. Secret underground thingy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* A custom Psycho Chip-sensitive Destroyable Block was created for the level; in the final game, all instances of the object were replaced with [[InUniverse]]'s chip-sensitive blocks from [[Toxic Tunnels]].&lt;br /&gt;
* Nocturnal Assault is one of two levels in ''Episode Zero'' to contain more than one type of Destroyable Block, the other level being [[Construction of Constructions]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Icicle}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level: Episode Zero Stages]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Magmatron&amp;diff=28604</id>
		<title>Magmatron</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Magmatron&amp;diff=28604"/>
				<updated>2025-03-23T19:34:41Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Damage Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg= #D82800&lt;br /&gt;
|titletext= #FFFFFF&lt;br /&gt;
|name=Magmatron&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|number=&lt;br /&gt;
|script=マグマトロン&lt;br /&gt;
|romaji=Magumatoron&lt;br /&gt;
|altname=&lt;br /&gt;
|designer=[[DiamondWolf]]&lt;br /&gt;
|programmer=[[DiamondWolf]]&lt;br /&gt;
|artist=[[BBLIR]]&lt;br /&gt;
|gender=N/A&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|hp=56&lt;br /&gt;
|at=11 (contact)&amp;lt;br&amp;gt;4 (fireball)&amp;lt;br&amp;gt;2 (fire wave)&lt;br /&gt;
|type=Flame&lt;br /&gt;
|weapon=&lt;br /&gt;
|affiliations=&lt;br /&gt;
|occupation=&lt;br /&gt;
|weak=[[Z-Buster]] ([[Icicle Chip]])&lt;br /&gt;
|stage=[[Null and Void (Episode Zero)|Null and Void]]&lt;br /&gt;
|location=&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite= [[File:Magmatron.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
'''Magmatron''' is a boss from ''[[Make a Good Mega Man Level: Episode Zero]]''. It is a partially-mechanical giant lava monster that appears as the boss of [[DiamondWolf]]'s room on Floor 3 of [[Null and Void (Episode Zero)|Null and Void]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
The fight happens while riding a [[Wave Man Jetski]], disabling [[Zero]]'s dash. Magmatron chooses to stay on the right side of the screen while shooting projectiles from each of its three cannons; first a flurry of four to seven slow angled fireballs, then a set of four fire waves that fly forwards after a brief delay.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1&lt;br /&gt;
|saber=N/A&lt;br /&gt;
|burst=N/A&lt;br /&gt;
|drive=N/A&lt;br /&gt;
|cutbuster=1&lt;br /&gt;
|cutsaber=N/A&lt;br /&gt;
|cutburst=N/A&lt;br /&gt;
|cutdrive=N/A&lt;br /&gt;
|flamebuster=0&lt;br /&gt;
|flamesaber=N/A&lt;br /&gt;
|flameburst=N/A&lt;br /&gt;
|flamedrive=N/A&lt;br /&gt;
|icebuster=3&lt;br /&gt;
|icesaber=N/A&lt;br /&gt;
|iceburst=N/A&lt;br /&gt;
|icedrive=4*&lt;br /&gt;
|zapbuster=1&lt;br /&gt;
|zapsaber=N/A&lt;br /&gt;
|zapburst=N/A&lt;br /&gt;
|zapdrive=N/A&lt;br /&gt;
|psybuster=1&lt;br /&gt;
|psysaber=N/A&lt;br /&gt;
|psyburst=N/A&lt;br /&gt;
|psydrive=N/A&lt;br /&gt;
|notes=All weapons other than the [[Z-Buster]] are disabled.&amp;lt;br&amp;gt;*See the notes below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Magmatron was originally created for a rejected level called &amp;quot;Lava Run&amp;quot;, whose basic concepts were recycled and repurposed for DiamondWolf's Null and Void room.&lt;br /&gt;
* An early name for Magmatron was &amp;quot;Magmalgam&amp;quot;.&lt;br /&gt;
* Because its boss fight happens while riding a Wave Man Jetski, Magmatron is the only boss in ''MaGMML: Episode Zero'' to disable Special Weapons (though chips can still be used).&lt;br /&gt;
** If the [[Blank Drive|Icicle Drive]] is active before the Wave Man Jetski is boarded, it will remain on Zero until it takes enough damage, collides with the boss, or if Zero switches to another weapon or chip. Notably, Zero can still fire the Z-Buster while the shield is active.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 3}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Jewel_Chest&amp;diff=28603</id>
		<title>Jewel Chest</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Jewel_Chest&amp;diff=28603"/>
				<updated>2025-03-23T19:34:11Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gimmick&lt;br /&gt;
|align=right&lt;br /&gt;
|name=Jewel Chest&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|jname=&lt;br /&gt;
|script=&lt;br /&gt;
|romaji=&lt;br /&gt;
|altname=&lt;br /&gt;
|programmer=[[CapedLuigisYoshi]]&lt;br /&gt;
|artist=CapedLuigisYoshi&lt;br /&gt;
|hp=&lt;br /&gt;
|at=&lt;br /&gt;
|type=Destroyable&lt;br /&gt;
|location=[[Defeat the Giant Spear Man!]]&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]&lt;br /&gt;
|appear2=''Wario Land 4''&lt;br /&gt;
|sprite=[[File:JewelChest.png]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Jewel Chest''' is a gimmick hailing from ''Wario Land 4''. It is a chest containing a jewel piece, which forms part of a jewel that unlocks the current area's boss battle.&lt;br /&gt;
&lt;br /&gt;
With a minor makeover (with [[Mega Man]]'s head replacing that of the Golden Diva), Jewel Chests appear in the ''[[Make a Good Mega Man Level: Episode Zero]]'' level [[Defeat the Giant Spear Man!]] as optional gimmicks during the stage's escape sequence.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
A Jewel Chest is immobile, and will open up when hit with any weapon, destroying itself soon afterwards. The four gold Jewel Chests each contain a jewel piece, and collecting all four opens up a small pyramid near the start/end of the level. Inside this temple is a unique metallic Jewel Chest, which contains a [[CD]] instead of a jewel piece.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Each of the four gold Jewel Chests bear small versions of the piece they contain, above Mega Man's head.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gimmicks]][[Category:Custom Gimmicks (MaGMML:EZ)]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Chesder%27s_Revenge&amp;diff=28602</id>
		<title>Chesder's Revenge</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Chesder%27s_Revenge&amp;diff=28602"/>
				<updated>2025-03-23T18:36:52Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{enemy&lt;br /&gt;
|name=Chesder's Revenge&lt;br /&gt;
|image= &lt;br /&gt;
|caption= &lt;br /&gt;
|jname=&lt;br /&gt;
|script=チェスダーズレベンジ &lt;br /&gt;
|romaji=Chesudāzu Rebenji&lt;br /&gt;
|altname=&lt;br /&gt;
|designer=[[SVNrenga]]&lt;br /&gt;
|programmer=[[SVNrenga]]&lt;br /&gt;
|artist=[[SVNrenga]]&lt;br /&gt;
|hp=28&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;4 (fireball)&amp;lt;br&amp;gt;4 (lightning)&lt;br /&gt;
|weak=[[Flame Chip]] ([[Z-Saber]], [[Blank Drive]])&lt;br /&gt;
|category=&lt;br /&gt;
|location=[[Ghouls n' Ghasts]]&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Midboss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite= [[File:Chesder'sRevenge.png]]&lt;br /&gt;
}}&lt;br /&gt;
'''Chesder's Revenge''' is a midboss from ''[[Make a Good Mega Man Level: Episode Zero]]'', found in the level [[Ghouls n' Ghasts]] as the second midboss. It is a heavily damaged [[Chesder]], with an inner robot exposed as it attacks with fire and electric attacks.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Chesder's Revenge flies above the arena in a sine wave, firing a triple spreadshot of fireballs at [[Zero]] at regular intervals. After firing four spreadshots, it drops to the ground and covers the top of the screen with large sparks, which shoot a thin electric current downwards after a delay. The current can be avoided by standing between two sparks. After this, Chesder's Revenge repeats its pattern.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=2&lt;br /&gt;
|saber=2&lt;br /&gt;
|burst=2&lt;br /&gt;
|drive=8&lt;br /&gt;
|cutbuster=2&lt;br /&gt;
|cutsaber=2&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=2&lt;br /&gt;
|flamebuster=2&lt;br /&gt;
|flamesaber=4&lt;br /&gt;
|flameburst=3&lt;br /&gt;
|flamedrive=4&lt;br /&gt;
|icebuster=2&lt;br /&gt;
|icesaber=2&lt;br /&gt;
|iceburst=2&lt;br /&gt;
|icedrive=2&lt;br /&gt;
|zapbuster=2&lt;br /&gt;
|zapsaber=2&lt;br /&gt;
|zapburst=2&lt;br /&gt;
|zapdrive=2&lt;br /&gt;
|psybuster=0&lt;br /&gt;
|psysaber=0&lt;br /&gt;
|psyburst=0&lt;br /&gt;
|psydrive=0&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Just as Chesder was a homage to [[Skullder]], Chesder's Revenge is a homage to [[Skullder's Revenge]]; both are harder versions of a previous miniboss whose broken body is used as a shell by them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 3}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]][[Category:Midbosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Intest_Tinhead&amp;diff=28601</id>
		<title>Intest Tinhead</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Intest_Tinhead&amp;diff=28601"/>
				<updated>2025-03-23T18:36:39Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg= #8E8F23&lt;br /&gt;
|titletext= #FFFFFF&lt;br /&gt;
|name=Intest Tinhead&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|number=&lt;br /&gt;
|script=インテストティンヘッド&lt;br /&gt;
|romaji=Intesuto Tinheddo&lt;br /&gt;
|altname=&lt;br /&gt;
|designer=[[MaestroSinc]]&lt;br /&gt;
|programmer=[[MaestroSinc]]&lt;br /&gt;
|artist=&lt;br /&gt;
|gender=None&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|hp=28&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;2 (spark)&amp;lt;br&amp;gt;3 (acid)&lt;br /&gt;
|type=Electric&lt;br /&gt;
|weapon=&lt;br /&gt;
|affiliations=&lt;br /&gt;
|occupation=Underwater Extraction Robot&lt;br /&gt;
|weak=[[Zap Chip]] ([[Z-Saber]])&lt;br /&gt;
|stage=[[In the Flesh]]&lt;br /&gt;
|location=&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&lt;br /&gt;
|sprite= [[File:IntestTinhead.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
'''Intest Tinhead''' is a boss from ''[[Make a Good Mega Man Level: Episode Zero]]'', found at the end of [[In the Flesh]]. It is a diving and underwater extraction robot presumably made to explore undersea areas, before being unexpectedly eaten by a large whale.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Intest Tinhead flies from side to side while firing five volleys of two sparks at [[Zero]], occasionally divebombing him while doing so. It then goes to the centre of the screen and creates a row of falling sparks on either side; the only safe spot is underneath Intest Tinhead itself. After losing half its HP, its shutter and eye open up, and drops of acid start dripping out from under it.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1&lt;br /&gt;
|saber=2&lt;br /&gt;
|burst=2&lt;br /&gt;
|drive=7&lt;br /&gt;
|cutbuster=1&lt;br /&gt;
|cutsaber=2&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=1&lt;br /&gt;
|flamebuster=1&lt;br /&gt;
|flamesaber=2&lt;br /&gt;
|flameburst=2&lt;br /&gt;
|flamedrive=2&lt;br /&gt;
|icebuster=2&lt;br /&gt;
|icesaber=3&lt;br /&gt;
|iceburst=2&lt;br /&gt;
|icedrive=3&lt;br /&gt;
|zapbuster=1&lt;br /&gt;
|zapsaber=4&lt;br /&gt;
|zapburst=2&lt;br /&gt;
|zapdrive=3&lt;br /&gt;
|psybuster=1&lt;br /&gt;
|psysaber=2&lt;br /&gt;
|psyburst=2&lt;br /&gt;
|psydrive=2&lt;br /&gt;
|notes= &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Intest Tinhead's sprites are taken from the NES game ''Life Force'', where they are used for Tetran, the boss of Stage 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Psycho}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Springy_Scaffolding&amp;diff=28600</id>
		<title>Springy Scaffolding</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Springy_Scaffolding&amp;diff=28600"/>
				<updated>2025-03-23T18:36:27Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&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=Springy Scaffolding&lt;br /&gt;
|image=[[File:MAGMMLEZ-CH2-SpringyScaffolding.png|256px]]&lt;br /&gt;
|caption=&amp;quot;What does a tall tower have to do with ice,&amp;quot; you ask? Go up one, and see how cold it gets up there!&lt;br /&gt;
|game=''[[Make a Good Mega Man Level: Episode Zero]]''&lt;br /&gt;
|creator=[[PhazonMotherBrain]]&lt;br /&gt;
|rank=Chapter 2&lt;br /&gt;
|composer=Capcom&lt;br /&gt;
|artist=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables=&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Hovering Gachappon]]&lt;br /&gt;
*[[Metall]]&lt;br /&gt;
*[[Pandeeta]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Needle Suzy]]&lt;br /&gt;
*[[Sticky Wall]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man X7 - Tornado Tonion&lt;br /&gt;
|location=&lt;br /&gt;
|previous=[[Nocturnal Assault]]&lt;br /&gt;
|next=[[BlocBunker]]&lt;br /&gt;
}}&lt;br /&gt;
'''Springy Scaffolding''' is the sixth level on the path to the [[Icicle Chip]] in Chapter 2 of ''[[Make a Good Mega Man Level: Episode Zero]]''. Arriving at a tall radio tower, [[Zero]] encounters several [[Sticky Wall|magnetic springs mounted on the tower's walls]]. By touching these springs, he wil stick to them until he jumps off of them, giving him a pseudo-wall jump with which he can climb up the tower. Aesthetically, the level is a homage to [[Under Construction]] from the original ''[[Make a Good Mega Man Level]]'', even reusing some of its enemies (though some are used in brand new forms).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level begins in a vertical scrolling section, with multiple magnetic springs lining the walls. Using them is the only way to progress, forcing Zero to understand how they work. Little threat is present here aside from some [[Metall]]s. The next section introduces [[Pandeeta]]s and [[Needle Suzy|Needle Suzies]], the latter of which are completely invincible and activate a needle trap while moving. These two threats are combined with the magnetic springs to make the next vertical section more challenging; additionally, some of the springs are arranged in such a way that reaching them requires airdashing back towards them after jumping off of a lower set of springs. After the first checkpoint, [[Hovering Gachappon]]s are introduced; unlike their ground-based cousins, they only shoot one aimed projectile at Zero. They become a nuisance in another vertical climb; if Zero takes damage while on a magnetic spring, he will be knocked loose and unable to latch onto another one while stunned.&lt;br /&gt;
&lt;br /&gt;
By the next checkpoint, the sky in the background will have darkened significantly. Here, Zero must cross a horizontal area with multiple spring-lined walls, while a variety of hazards try to knock him down or kill him. These include Needle Suzies, spikes, bottomless pits, and Hovering Gachappons. Understanding how to move from wall to wall effectively — such as airdashing away from one set of springs and into another, or airdashing back into the same set to climb higher — is important to avoid certain death. Beyond this gauntlet lies one last vertical climb, and a complete transition into night. Though there's very little obstacles as dangerous as a bottomless pit, multiple enemies are strategically placed to try and knock Zero down to the bottom with one hit, something assisted by the lack of safety platforms the higher he climbs. However, at the very top of the tower is an [[Energy Element]], guarded by two Metalls.&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneWily.png]]&lt;br /&gt;
|Dr. Wily&lt;br /&gt;
|Springy Scaffolding?&lt;br /&gt;
That's the radio tower near the city, right? The very... magnetic... radio tower.&lt;br /&gt;
&lt;br /&gt;
Nothing much to say about it, other than to use your airdash well. Well, I guess there was ''that'' incident...&lt;br /&gt;
&lt;br /&gt;
Some crazy robot took over the tower once and broadcasted his &amp;quot;silly, silly dance&amp;quot;. Was... weird.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKrantz.png]]&lt;br /&gt;
|Agent Krantz&lt;br /&gt;
|'''Krantz:''' Springy Scaffolding?&lt;br /&gt;
That area's got a lot of magnetic springs, which will pull you toward them until you force a rebound.&lt;br /&gt;
&lt;br /&gt;
Thankfully, you can airdash back onto the ones above, so you can use that to climb the tower.&lt;br /&gt;
&lt;br /&gt;
There's also Needle Suzies, which poke out a needle as they move back and forth.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' I shall keep an eye out for those. What about-&lt;br /&gt;
&lt;br /&gt;
'''Stern:''' Hey bud... you feeling OK over there?&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' I feel fine... why?&lt;br /&gt;
&lt;br /&gt;
'''Stern:''' Aren't magnets supposed to like, damage your memory or something if they're super powerful?&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' They are?&lt;br /&gt;
&lt;br /&gt;
'''Krantz:''' Pfft, just ignore Gil.&lt;br /&gt;
&lt;br /&gt;
He tends to forget that hard disk drives became obsolete ''years'' ago.&lt;br /&gt;
&lt;br /&gt;
'''Stern:''' Oh yeah? Then why's my favorite music still have CDs?&lt;br /&gt;
&lt;br /&gt;
'''Krantz:''' Because you only listen to music from two decades ago?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKnives.png]]&lt;br /&gt;
|Knives&lt;br /&gt;
|'''Knives:''' No way! Maybe that spot is super high up and the air is as thin as I like it...&lt;br /&gt;
But that place is TAINTED. You have to have known about what happened there, right?&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' I do not really care to know.&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' Not that long ago, some weirdo onion guy took over the tower and started broadcasting stupid things!&lt;br /&gt;
&lt;br /&gt;
He got chased out, yeah, but now it's TAINTED. No more romantic feelings there!&lt;br /&gt;
&lt;br /&gt;
I bet it was all an operation to get tourists like me away from the tower. I guess they WON!! RUINED!!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Just like in Under Construction, the Metalls are coded to only shoot one projectile instead of the typical three.&lt;br /&gt;
* The unusually smooth day to night transitions throughout the level were achieved by making each transition room a giant sprite drawn at the depth of a background, which then animates the palette changing. Sometimes being a game developer is about how well you can do something while obfuscating the duct tape and prayers holding it together.&lt;br /&gt;
* Unlike [[PhazonMotherBrain]]'s other two ''MaGMML1'' homage levels, this one is never explicitly identified in-game as being the same area as the original Under Construction, meaning it's possible the two are separate buildings.&lt;br /&gt;
* If [[Doctor Albert W. Wily|Dr. Wily]] and [[Knives]]'s [[Z-Phone]] calls are any indication, Tornado Tonion somehow exists in the ''MaGMML'' universe despite the ''Mega Man X'' series never happening. If this is the case, it is unknown if (like [[Boomer Kuwanger]]) he's an alternate version that exists in this universe, or if he crossed over into it via a Wargate.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Icicle}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level: Episode Zero Stages]][[Category:Stages]][[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Force_Facility&amp;diff=28599</id>
		<title>Force Facility</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Force_Facility&amp;diff=28599"/>
				<updated>2025-03-23T18:34:17Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&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=Force Facility&lt;br /&gt;
|image=[[File:MAGMMLEZ-CH2-ForceFacility.png|256px]]&lt;br /&gt;
|caption=We don't want to force the issue, Zero, but you're going to die if you stand still.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level: Episode Zero]]''&lt;br /&gt;
|creator=[[Ratty]]&lt;br /&gt;
|rank=Chapter 2&lt;br /&gt;
|composer=Shinji Hosoe&lt;br /&gt;
|artist=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables=[[File:CD.png]][[File:CD.png]][[File:CD.png]]&amp;lt;br&amp;gt;031: [[Shadow Gacha]]&amp;lt;br&amp;gt;041: [[Neon Man]]&amp;lt;br&amp;gt;067: [[Force Guard]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Gagabyoall]]&lt;br /&gt;
*[[Pakatto 24]]&lt;br /&gt;
*[[Pelicanu]]&lt;br /&gt;
*[[Sniper Armor]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Conveyor]] (MM10)&lt;br /&gt;
*[[Quick Laser]] (Damage)&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Force Guard]]&lt;br /&gt;
|bosses=&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man Network Transmission - Bank System&lt;br /&gt;
|location=&lt;br /&gt;
|previous=&lt;br /&gt;
|next=[[Pepsi Zero]]&lt;br /&gt;
}}&lt;br /&gt;
'''Force Facility''' is the first level on the path to the [[Zap Chip]] in Chapter 2 of ''[[Make a Good Mega Man Level: Episode Zero]]''. Looking for [[Energy Element]]s and [[SRARA]]'s whereabouts, [[Zero]] travels through a large power plant that uses [[Quick Laser]]s to generate energy. These lasers, instead of draining health or killing him outright, will instead do 10 bars of damage if they hit him. While the level is primarily based on [[The Quickening]] from the original ''[[Make a Good Mega Man Level]]'', it also uses elements from [[Force Man (stage)|Force Man]] from ''[[Make a Good Mega Man Level 2]]''; chiefly its use of [[Pakatto 24]]s as enemies, and the [[Force Guard]] midbosses, which are patterned after [[Force Man|their namesake Robot Master]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
As a general rule, staying in one place for too long is a bad idea, since many screens contain Quick Lasers that are unavoidable (if non-lethal) once activated. Use of the stompdash is an effective way of getting through these screens quickly.&lt;br /&gt;
&lt;br /&gt;
Between multiple Quick Laser rooms, Zero enters a small &amp;quot;breather&amp;quot; corridor with [[Gagabyoall]]s and Pakatto 24s. Both enemies can be quickly killed with the [[Z-Saber]], despite the latter's shielding habit. At one point, a Quick Laser screen with two one-tile gaps in the right wall appear; going through either one will lead to a secret area with three large Bolts and a [[CD]]. From here, more Quick Laser traps appear, with some firing vertically rather than horizontally. Right after one laser trap room with Gagabyoalls patrolling the ground, a drop with a large alcove on the left appears. By landing in this alcove, Zero can collect another CD and an E-Tank, though two Quick Laser generators are ready to fire if he stays there for too long. Zero will then drop into another &amp;quot;breather&amp;quot; corridor, but this one is populated by a pair of [[Sniper Armor]]s. If he gets past them, he will reach the midpoint and a fight with a Force Guard.&lt;br /&gt;
&lt;br /&gt;
After defeating the first Force Guard, Zero is put on a [[conveyor]], more of which act as obstacles to contend with in the next few screens. Now, instead of falling down through Quick Laser rooms, he is tasked with climbing up them as fast as he can, something complicated by conveyors and Pakatto 24 sentries. Beyond multiple screens of lasers, and just past another checkpoint, is a Quick Laser screen with a bottomless pit in the bottom left corner, and a pathway on the top right. To reach this path, a tricky dashjump is required, but the third and final CD rests in plain sight on the next screen. The last stretch consists of more Quick Laser challenges combined with conveyors (and one room with a Sniper Armor guarding a W-Tank), before another Force Guard is encountered - this one in a room with uneven terrain. In the room beyond is the Energy Element and a complementary victory [[Pelicanu]].&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneWily.png]]&lt;br /&gt;
|Dr. Wily&lt;br /&gt;
|Force Facility?&lt;br /&gt;
Ah, you're going through one of those power plants. Don't know why a power plant needs an Energy Element, though.&lt;br /&gt;
&lt;br /&gt;
I'm detecting all sorts of lasers flying around, so make sure to use your boost thingy to avoid them.&lt;br /&gt;
&lt;br /&gt;
Lasers. Gotta love them. Flashy, deadly, and a surprisingly good renewable power source.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKrantz.png]]&lt;br /&gt;
|Agent Krantz&lt;br /&gt;
|'''Krantz:''' Force Facility?&lt;br /&gt;
Aside from the obvious laser threat, there's Spines as well as Pakkato 24s.&lt;br /&gt;
&lt;br /&gt;
For most, they're major nuisances, but with your Z-Saber you should be able to cut them down easily.&lt;br /&gt;
&lt;br /&gt;
The most important thing to watch out for is your stomp.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' ''My'' stomp?&lt;br /&gt;
&lt;br /&gt;
'''Krantz:''' If you're not careful, you might accidentally stomp yourself into a pit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneGalaxy.png]]&lt;br /&gt;
|Galaxy Man&lt;br /&gt;
|'''(CD #1):''' This one's tricky! Keep an eye out for some super-conspicious holes on a wall on the right!&lt;br /&gt;
Then, airdash from the ledge into those holes, and the prize'll be waiting for you!&lt;br /&gt;
&lt;br /&gt;
'''(CD #2):''' I know it might be tempting to stomp around everywhere when you're dropping everywhere, but...&lt;br /&gt;
&lt;br /&gt;
For this one, you're gonna need to dash to the left if you're falling! So keep your eyes peeled.&lt;br /&gt;
&lt;br /&gt;
'''(CD #3):''' A tough one! It's near the end of that area, and you gotta make a tight jump to the top right!&lt;br /&gt;
&lt;br /&gt;
You should be able to see it clearly. Try dashing or stomp dashing to help yourself get up there!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneYamato.png]]&lt;br /&gt;
|Yamato Man&lt;br /&gt;
|Force Guard? Do you seriously need help with those cheap mass-produced security bots?!&lt;br /&gt;
They literally only jump toward you and fire lasers at you.&lt;br /&gt;
&lt;br /&gt;
Sure, their jumps stun you, but if you're off the ground when they land, you've got nothing to fear!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKnives.png]]&lt;br /&gt;
|Knives&lt;br /&gt;
|'''Knives:''' Gross! That laser institute place? That's a government super-zone. No way!&lt;br /&gt;
Not only is it just some farm for some energy, you'll also just get blasted by the lasers!&lt;br /&gt;
&lt;br /&gt;
And I don't think most romance movies end with lasers piercing one or more of the participants.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Unfortunately.&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' What, do you WANNA see a movie with lasers in it?? That's super lame.&lt;br /&gt;
&lt;br /&gt;
If anything, I'd prefer bazookas.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The existence of this level and its homages to The Quickening and Force Man meant that [[Entrance Succession]] had to base itself on [[Escape Sequence|another level]] instead.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Zap}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level: Episode Zero Stages]] [[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Space_Jam&amp;diff=28598</id>
		<title>Space Jam</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Space_Jam&amp;diff=28598"/>
				<updated>2025-03-23T18:34:08Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&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=Space Jam&lt;br /&gt;
|image=[[File:MAGMMLEZ-CH2-SpaceJam.png|256px]]&lt;br /&gt;
|caption=Come on and slam, and welcome to the jam!&lt;br /&gt;
|game=''[[Make a Good Mega Man Level: Episode Zero]]''&lt;br /&gt;
|creator=[[Big Fish (user)|Big Fish]] &amp;amp; [[CSketch]]&lt;br /&gt;
|rank=Chapter 2&lt;br /&gt;
|composer=ZUN, Naoto Tanaka (originals)&amp;lt;br&amp;gt;+TEK (cover)&lt;br /&gt;
|artist=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables=[[File:CD.png]]&amp;lt;br&amp;gt;082: [[Baskette Ball]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Cargou Q]] (Blue)&lt;br /&gt;
*[[Curlinger]]&lt;br /&gt;
*[[Dockalocker]]&lt;br /&gt;
*[[Fake Ball]]&lt;br /&gt;
*[[Golf Cart]]&lt;br /&gt;
*[[Mecha Pitchan]] (Red)&lt;br /&gt;
*[[Curlinger|Wallinger]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Conveyor]] (Speed Conveyor)&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Baskette Ball]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Touhou Youyoumu ~ Perfect Cherry Blossom - Phantom Ensemble&amp;lt;br&amp;gt;'''Boss:''' Phoenix Wright: Justice For All - Pursuit (Questioned)&lt;br /&gt;
|location=&lt;br /&gt;
|previous=[[In the Flesh]]&lt;br /&gt;
|next=&lt;br /&gt;
}}&lt;br /&gt;
'''Space Jam''' is the ninth and final level on the path to the [[Psycho Chip]] in Chapter 2 of ''[[Make a Good Mega Man Level: Episode Zero]]''. Somehow ending up in space following [[In the Flesh|his journey through a whale's belly]], [[Zero]] invades a space station filled with stadiums and sports equipment. Much of the latter prefers to play hardball and will attack him on sight, but others are more hands-off. The single gimmick in the level are a type of [[conveyor]] known as &amp;quot;Speed Conveyors&amp;quot;, which change their directions based on which way Zero is currently facing. Blue ones will always move against him, while orange ones move with him.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Two blue Speed Conveyors act as ledges leading to a high ladder, giving Zero an opportunity to learn how they work. Up top, a number of blue [[Cargou Q]]s and [[Dockalocker]]s appear, with some [[Curlinger]]s sliding on blue Speed Conveyors. Shortly afterwards is a long blue conveyor, with a [[Golf Cart]] resting on it. While these enemies don't actively attack Zero, the Speed Conveyor will carry it in its current direction, and few weapons can even damage the Golf Cart. To bypass it, Zero needs to airdash over it while the Speed Conveyor carries it to the left. A few more Golf Carts on Speed Conveyors appear shortly before the first checkpoint, with a [[Fake Ball]] appearing from behind the background.&lt;br /&gt;
&lt;br /&gt;
At the checkpoint, Wallingers — a wall-crawling Curlinger variant — bounce themselves off of walls in an effort to snipe Zero when he drops down/jumps up into their path. The next room features an orange Speed Conveyor (which will always move in Zero's current direction), as does the section after that. Beneath said section's conveyor is a [[CD]], resting on a ledge beyond some pits and a red [[Mecha Pitchan]]. After some more enemies and another checkpoint, Speed Conveyors almost completely replace solid ground, with bottomless pits and death spikes always close by. Taking damage from enemies here can be dangerous, as the hitstun effect can last just long enough for a Speed Conveyor to send Zero into inevitable doom.&lt;br /&gt;
&lt;br /&gt;
Beyond another checkpoint, a vertical scrolling section follows, with Wallingers continuously spawning from holes in the background, and Fake Balls ambushing and/or sniping Zero from their positions. If need be, the [[Z-Saber]] can be used to knock Wallingers backwards with one slash, killing them quicker than other weapons can. Death spikes are plentiful here, and a small box of them appears near a Wallinger spawner at one point. The final challenge of the stage puts Zero above three levels of orange Speed Conveyors, each of which carry him into harm's way (such as Wallingers, a non-moving Golf Cart, a Fake Ball, or death spikes). If he can get past them and reach the bottom level, all that stands between him and victory is a red Mecha Pitchan and the boss, [[Baskette Ball]].&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneWily.png]]&lt;br /&gt;
|Dr. Wily&lt;br /&gt;
|Space Jam?&lt;br /&gt;
Oh boy. The crazy space satellite? Yeah, promotional tie-ins get incredibly weird nowadays.&lt;br /&gt;
&lt;br /&gt;
I think companies are strapped for ideas, and in the process they ended up creating a monster.&lt;br /&gt;
&lt;br /&gt;
That's both figurative and literal, by the way. You figure it out.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKrantz.png]]&lt;br /&gt;
|Agent Krantz&lt;br /&gt;
|Space Jam?&lt;br /&gt;
That satellite was running some pretty odd experiments with &amp;quot;Speed Conveyers&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They push towards or against you based on what direction you face, with &amp;lt;span style=&amp;quot;color:#FCA044&amp;quot;&amp;gt;orange going ahead of you&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;and &amp;lt;span style=&amp;quot;color:#1E90FF&amp;quot;&amp;gt;blue going behind.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will also influence anything on the conveyor though, so be careful.&lt;br /&gt;
&lt;br /&gt;
The area is also be{{sic}} lined with &amp;quot;Fake Balls&amp;quot; which blend in with the background.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneGalaxy.png]]&lt;br /&gt;
|Galaxy Man&lt;br /&gt;
|This one's on a super-dangerous lower ledge! You should see it. The trick's getting down there!&lt;br /&gt;
Just be careful and try to play defensive, or snipe your foes from a distance!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneYamato.png]]&lt;br /&gt;
|Yamato Man&lt;br /&gt;
|'''Yamato Man:''' Baskette Ball?&lt;br /&gt;
Oooh! I feel such potent rage coming from this basketball! The desire to fight in this one is really strong!&lt;br /&gt;
&lt;br /&gt;
If I helped her control her anger, she'd make a wonderful apprentice!&lt;br /&gt;
&lt;br /&gt;
That's it, Zero, I forbid you from injuring her, I'm coming right there!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Do you have a teleport function?&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' No! But just wait, I'll be there before you know it!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' ...You do know I am currently on a space station in orbit.&lt;br /&gt;
&lt;br /&gt;
This basketball shall have long murdered me by the time you get here.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' Hmph! Fine! When it starts bouncing all over the place and speeding up, it'll redirect itself and&amp;lt;br&amp;gt;aim straight towards your position everytime it hits the ceiling. Keep a close eye on it and you should be fine.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Thank you.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' Don't mess up! Or, actually, feel free to mess up this time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKnives.png]]&lt;br /&gt;
|Knives&lt;br /&gt;
|'''Knives:''' Whaaaat? I hate sports! All the cheering and baseballs and basketballs and stuff'll ruin the date!&lt;br /&gt;
And that basketball robot'll steal you away and knock you off the satellite into space or something!&lt;br /&gt;
&lt;br /&gt;
But I guess that'll be okay. 'Cuz I know you're immune to burning up in the atmosphere.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Wha... how?&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' How'd you think you survived the castle exploding?! You're invincible, Zero!!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The level takes its name and basketball motif from the 1996 live action/animated sports film ''Space Jam'', starring Michael Jordan and [[Big Chungus|Bugs Bunny]].&lt;br /&gt;
* The Speed Conveyors in this level expose a quirk of the [[Megamix Engine]]; rather than using two separate climbing sprites while on ladders, it only uses one and flips it when necessary. As such, climbing a ladder while Speed Conveyors are onscreen will make them rapidly alternate directions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Psycho}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level: Episode Zero Stages]] [[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Recluse_Woman&amp;diff=28597</id>
		<title>Recluse Woman</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Recluse_Woman&amp;diff=28597"/>
				<updated>2025-03-23T18:33:58Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#398C10&lt;br /&gt;
|titletext= #FFFFFF&lt;br /&gt;
|name=[[File:RecluseWomanMugshot.png|left|Recluse Woman's mugshot]][[File:RecluseWomanMugshot.png|right|Recluse Woman's mugshot]]Recluse Woman&lt;br /&gt;
|image=[[File:Recluse Woman Complete Works.png|250px|Artwork by CalignousArts]]&lt;br /&gt;
|caption=Artwork by '''CalignousArts'''&lt;br /&gt;
|script=レクルースウーマン&lt;br /&gt;
|romaji=Rekurūsuūman&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[Gannio]]&lt;br /&gt;
|programmer=Gannio&lt;br /&gt;
|artist=Gannio&lt;br /&gt;
|gender=Female&lt;br /&gt;
|eyecolor= Red&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;2 (venom blast)&amp;lt;br&amp;gt;2 (Jarantula)&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=38&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Nature&lt;br /&gt;
|weak=[[Flame Chip]] ([[Z-Saber]], [[Blank Drive]])&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[String Theory]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=Server Construction Robot&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:RecluseWoman.png]]&lt;br /&gt;
}}&lt;br /&gt;
'''Recluse Woman''' is a boss from ''[[Make a Good Mega Man Level: Episode Zero]]'', appearing at the end of [[String Theory]]. An optimistic but stubborn Robot Master modelled on a brown recluse spider, she was designed to create large cloud server farms using &amp;quot;webs&amp;quot; that are really specially-coated data transfer wires.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Recluse Woman starts the battle by absorbing a large Health Energy pickup from an unfortunate [[Imorm]], giving herself extra health. From there, she fires two blasts of venom, then bounces to the other side of the room using her head web, her feet never touching the ground. While bouncing, she throws small Jarantulas that crawl along surfaces and drop down above [[Zero]]. If the [[Z-Saber]] or any weapon equipped with the [[Cutter Chip]] is used on her web, she will fall to the ground and use her venom again.&lt;br /&gt;
&lt;br /&gt;
After taking enough damage, Recluse Woman spins a small [[Web Fence]] that connects to a larger one, which she crawls onto to escape Zero. The rest of the fight takes place on this Web Fence, with Recluse Woman staying a certain angle and distance away from Zero. Whenever she takes a hit in this state, Recluse Woman will jump in the air and fire three venom blasts aimed straight at Zero before grabbing onto the web again. To aid her, she spawns a Jarantula, which now crawls straight towards Zero while he's on the web, dropping to the ground if he isn't. If the Jarantula disappears or is destroyed, she will replace it with another.&lt;br /&gt;
&lt;br /&gt;
At the top of the room is a large bell, the clapper of which can be jumped onto with the Double Jump upgrade. If the clapper's thread is cut, it will drop to the ground, crushing Recluse Woman instantly if it happens to fall onto her.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=2&lt;br /&gt;
|saber=2&lt;br /&gt;
|burst=1&lt;br /&gt;
|drive=10&lt;br /&gt;
|cutbuster=1&lt;br /&gt;
|cutsaber=3&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=2&lt;br /&gt;
|flamebuster=3&lt;br /&gt;
|flamesaber=4&lt;br /&gt;
|flameburst=3&lt;br /&gt;
|flamedrive=4&lt;br /&gt;
|icebuster=1&lt;br /&gt;
|icesaber=1&lt;br /&gt;
|iceburst=0&lt;br /&gt;
|icedrive=0&lt;br /&gt;
|zapbuster=0&lt;br /&gt;
|zapsaber=0&lt;br /&gt;
|zapburst=0&lt;br /&gt;
|zapdrive=0&lt;br /&gt;
|psybuster=1&lt;br /&gt;
|psysaber=2&lt;br /&gt;
|psyburst=1&lt;br /&gt;
|psydrive=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The sound Recluse Woman makes if she's crushed by the bell pendulum is taken from ''Donkey Kong Jr.'', where it is the sound played when the player dies.&lt;br /&gt;
* According to her [[Plushies|plushie]] in ''[[Make a Good Mega Man Level 3]]'', she is currently deceased.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Psycho}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]][[Category:MaGMML Original Characters]][[Category:Entry Characters (MaGMML:EZ)]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Toxic_Tunnels&amp;diff=28596</id>
		<title>Toxic Tunnels</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Toxic_Tunnels&amp;diff=28596"/>
				<updated>2025-03-23T18:33:04Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&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=Toxic Tunnels&lt;br /&gt;
|image=[[File:MaGMMLEZ-CH3-ToxicTunnels.png|256px]]&lt;br /&gt;
|caption=There'd better not be a crazy acid robot swimming around down here...&lt;br /&gt;
|game=''[[Make a Good Mega Man Level: Episode Zero]]''&lt;br /&gt;
|creator=[[InUniverse]]&lt;br /&gt;
|rank=Chapter 3&lt;br /&gt;
|composer=Alexander Brandon (original)&amp;lt;br&amp;gt;worldpeace (cover)&lt;br /&gt;
|artist=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables=[[File:CD.png]][[File:CD.png]]&amp;lt;br&amp;gt;035: [[Quarantine Woman]]&amp;lt;br&amp;gt;086: [[Amoeba Droid]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Baby Flies]]&lt;br /&gt;
*[[Colton]]&lt;br /&gt;
*[[Kerone]]&lt;br /&gt;
*[[M-422A]]&lt;br /&gt;
*[[M-445]]&lt;br /&gt;
*[[Metall Swim]]&lt;br /&gt;
*[[Subeil]]&lt;br /&gt;
*[[Tadahou]]&lt;br /&gt;
*[[V]]&lt;br /&gt;
*[[Yambow]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Acid Wave]]&lt;br /&gt;
*[[Destroyable Block]] ([[Cutter Chip]])&lt;br /&gt;
*[[Key Barrier]]&lt;br /&gt;
*[[Pontoon Platform]]&lt;br /&gt;
*[[Saw Blade]]&lt;br /&gt;
*[[Switch Ball]]&lt;br /&gt;
*[[Switch Water]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Amoeba Droid]]&lt;br /&gt;
|bosses=&lt;br /&gt;
|other=&lt;br /&gt;
|music=Jazz Jackrabbit 2 - Medivo&lt;br /&gt;
|location=&lt;br /&gt;
|previous=&lt;br /&gt;
|next=&lt;br /&gt;
}}&lt;br /&gt;
'''Toxic Tunnels''' is a level in Chapter 3 of ''[[Make a Good Mega Man Level: Episode Zero]]''. While in [[Tier X (MaGMML2)|Tier X]], [[Zero]] encounters an area very similar to [[Water Ducts]] from ''[[Make a Good Mega Man Level 2]]''; however, instead of smashing water are [[Acid Wave]]s that move at varying heights. This acid can't immediately kill Zero, but it will bounce him away on contact. Additionally, many areas [[Switch Water|completely submerge themselves in water after a certain trigger]]; usually, this happens by shooting a switch, but some areas have the water automatically turning itself on or off after a small delay. A number of possible pathways depend on whether or not the level is submerged.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Two [[Kerone]]s and three [[Tadahou]]s start off the level, before Zero drops into a hallway with acid on the bottom and a number of platforms/enemies floating above it. A checkpoint is reached not long after, with the adjacent screen having a [[Switch Ball]] and a wide [[Pontoon Platform]] blocking the way down. By shooting the switch, the level will be instantly filled with water, causing the Pontoon to float upwards. Underneath, a swarm of [[Metall Swim]]s and [[M-445]]s float in a submerged corridor filled with stationary [[Saw Blade]]s, before eventually reaching a split path, with a Switch Ball lying underneath a [[Destroyable Block]] weak to the [[Cutter Chip]].&lt;br /&gt;
&lt;br /&gt;
By going left, M-445s will drop from the top of the screen while enemies attack Zero. The water is used as an obstacle here, as floating Pontoon Platforms will prevent progress unless the water is turned off. Down below, the water is permanently turned off while Acid Waves move along the bottom, now overlapping the terrain itself and forcing Zero to keep moving with the waves to evade damage. One particularly large and fast wave of acid requires constant dashing to stay ahead of, and to unlock a [[Key Barrier]], Zero has to go back past this wave to obtain the key.&lt;br /&gt;
&lt;br /&gt;
Alternatively, destroying the Cutter Block leads to a room with a tall wall, which is too high to jump over without the Double Jump upgrade. Additionally, a Pontoon Platform will block the way forward if the water isn't turned off in the previous room. Despite the hassle in accessing it, this path is the shorter of the two, with the water now turning itself on or off periodically (indicated by a set of &amp;quot;dings&amp;quot;), although Switch Balls scattered throughout the corridor will still manually control it, resetting the timer. [[Colton]]s and [[M-422A]]s also appear for the first time, while Pontoon Platforms serve as either help or hindrances depending on the water level. At the end of the path is a [[CD]], as well as the point where both paths meet up.&lt;br /&gt;
&lt;br /&gt;
After a battle with the [[Amoeba Droid]], a single Switch Ball can be used to turn the water on or off allowing Zero to proceed how he wishes. To the right of a drop down is another Cutter Block. Behind it is a tall room with two Pontoon Platforms, one of which is immobile and parked above a CD. To collect it, Zero must ride the other Pontoon upwards after filling the level with water, while being sure to avoid Saw Blades and [[Baby Flies]]. At the very top is a long drop to the bottom, beneath the immobile Pontoon. On the main path, the current state of the water affects what path is available; if the water is active, the Pontoon on the right floats offscreen, leading to a section with slow Acid Waves on the ceiling. If the water is inactive, the left path will be open, leading to a long corridor with Acid Waves moving towards the left. [[Yambow]]s will fly in and attempt to attack Zero while he jumps past the waves.&lt;br /&gt;
&lt;br /&gt;
The final area of the level is a long corridor filled with tall Acid Waves on the bottom that travel left. The timer trigger for the water returns, now ticking down quicker than the timer on the CD shortcut. Tall walls are a common obstacle, many of which can only be jumped over while the water is active, though some can still be scaled with the Double Jump. The most common enemy in this last stretch are Metall Swims, with some being positioned in a way that makes avoiding them and the acid tricky (notably, one Metall Swim lies inside a slide passage). At the end of this long, acid-filled corridor, however, is a room containing the [[Energy Element]].&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneWily.png]]&lt;br /&gt;
|Dr. Wily&lt;br /&gt;
|'''Dr. Wily:''' Toxic Tunnels?&lt;br /&gt;
Hold on... all of that data lines up with some data ''I'm'' using for testing! How did you access that?&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' I just came across it up here, I suppose.&lt;br /&gt;
&lt;br /&gt;
'''Dr. Wily:''' Up here? What do you mean? ...Is some place receiving simulation data like some lost radio wave?!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKrantz.png]]&lt;br /&gt;
|Agent Krantz&lt;br /&gt;
|Toxic Tunnels?&lt;br /&gt;
It looks like that area has a giant pool of toxic sludge, thicker than syrup.&lt;br /&gt;
&lt;br /&gt;
It's not instant-death, but if you're hurt by it you'll bounce up from the acidic reaction.&lt;br /&gt;
&lt;br /&gt;
There's also switches that can instantly transform the free oxygen around you into water, and vice versa.&lt;br /&gt;
&lt;br /&gt;
This will raise and lower certain obstacles, and possibly ice if you have any to hold onto.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneGalaxy.png]]&lt;br /&gt;
|Galaxy Man&lt;br /&gt;
|'''(CD #1):''' For this one, you'll see a block marked with a little scissor icon blocking a tiny passage!&lt;br /&gt;
Break through it, and after that, you're gonna need to have the water OFF. AND be able to get over a ledge.&lt;br /&gt;
&lt;br /&gt;
Maybe you'll need some midair boost thingy? But once you get over it, you're on your way to the CD!&lt;br /&gt;
&lt;br /&gt;
'''(CD #2):''' So there's a guard robot somewhere around there. Right after you deal with it, be on the lookout!&lt;br /&gt;
&lt;br /&gt;
There'll be a scissor block thingy you gotta break through, and that's CD territory!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneYamato.png]]&lt;br /&gt;
|Yamato Man&lt;br /&gt;
|'''Yamato Man:''' Amoeba Droid?&lt;br /&gt;
Reminds me of this guy I met once while on a trip to Mecha-Chuchets. Really stuck-up obnoxious guy, let me tell you.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' ...&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' What is it?&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Huh? Oh. I was mentally preparing myself for a long tangent.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' Why, I would never! Do you really think I talk that much?!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' A little, yes.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' Hmph! Fine, here's your straight-to-the-point advice, mister:&lt;br /&gt;
&lt;br /&gt;
Invincible when covered in acid, break the shield of tiny orbs. How's that?!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Honestly, that is more than sufficient.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKnives.png]]&lt;br /&gt;
|Knives&lt;br /&gt;
|'''Knives:''' Ooh, the toxic sewage everywhere's a big plus for the atmosphere, but that smell!&lt;br /&gt;
Plus, the water keeps switching on and off! You might float away when it randomly switches on or something.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' I sink in water, though.&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' You never know! Maybe that'll suddenly change! You gotta be prepared for every situation!!&lt;br /&gt;
&lt;br /&gt;
Always be prepared for every date-ruining situation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The level's rippling water background uses a shader that requires DirectX9 to work, meaning it won't run by default on most newer computers. The level would crash in v1.0 of ''Episode Zero'' as a result (rendering it unbeatable), but in v1.1 onwards, the level works regardless, though it is more difficult to tell when water is in effect or not. Additionally, an Acid Man NPC appears at the start with a download link to DirectX9 if the player's machine lacks it.&lt;br /&gt;
* On the left of the first Acid Wave hallway is a secret room, which contains nothing but an infinitely-splitting Baby Flies enemy.&lt;br /&gt;
* The Metall Swims in this level are custom variants that play the ''[[Mega Man 6]]'' enemy shot sound effect when shooting, as they did in ''MaGMML2''.&lt;br /&gt;
* [[InUniverse]] initially programmed the chip-sensitive Destroyable Blocks for this level, before making it a free asset for other level makers to use in their levels.&lt;br /&gt;
* Toxic Tunnels was originally planned to appear in Chapter 2, as a level on the path to the [[Psycho Chip]]. When the list of submitted levels was finalized, it was moved to Chapter 3 to keep the number of chip path levels at an even nine.&lt;br /&gt;
* This is the only stage in ''MaGMML: Episode Zero'' to be based on a [[Wily Star II]] level.&lt;br /&gt;
* The advancing wall of sawblades from [[ThatEntityPerson|Entity1037]]'s room on Floor 3 of [[Null and Void (MaGMML2)|the original Null and Void]] was recreated by InUniverse as a gimmick for Toxic Tunnels, but it was never used in the final level. Like the chip blocks, he made the asset free for others to use, but no-one used it.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 3}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level: Episode Zero Stages]] [[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Blade_Man_DOS&amp;diff=28595</id>
		<title>Blade Man DOS</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Blade_Man_DOS&amp;diff=28595"/>
				<updated>2025-03-23T18:32:50Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#7D7F85&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=Blade Man DOS&lt;br /&gt;
|altname=&lt;br /&gt;
|image=[[File:BladeManDOSArt.png|230px]]&lt;br /&gt;
|caption=Artwork by [https://www.deviantart.com/tsuki-no-michi Tsuki-no-michi]&lt;br /&gt;
|script=ブレイドマンDOS&lt;br /&gt;
|romaji=Bureidoman DOS&lt;br /&gt;
|number=&lt;br /&gt;
|designer=Stephen Rozner&lt;br /&gt;
|programmer=[[Buster]]&lt;br /&gt;
|artist=[[Buster]]&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Purple&lt;br /&gt;
|weapon=Blade Launcher&lt;br /&gt;
|hp=28&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;3 (Blade Launcher)&amp;lt;br&amp;gt;3 (sawblade)&amp;lt;br&amp;gt;2 (sword blade)&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Cutter&lt;br /&gt;
|weak=[[Icicle Chip]], [[Psycho Chip]]&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]] (formerly)&amp;lt;br&amp;gt;CRORQ&lt;br /&gt;
|stage=[[Dispute Over Sawblades]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=Combat Robot&lt;br /&gt;
|OffAppear=Mega Man 3: The Robots are Revolting&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:BladeManDOS.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
'''Blade Man''' is a boss from ''Mega Man 3: The Robots are Revolting'' on DOS. Programmed to destroy [[Mega Man]], he works under the supercomputer CRORQ (and by extension, [[Doctor Albert W. Wily|Dr. Wily]]), and is armed with a number of deadly spinning blades.&lt;br /&gt;
&lt;br /&gt;
Under the name '''Blade Man DOS''' (to separate him from the more well-known ''[[Mega Man 10]]'' Robot Master), he appears in ''[[Make a Good Mega Man Level: Episode Zero]]'' as the boss of [[Dispute Over Sawblades]], with a significantly upgraded AI compared to his original DOS fight.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Blade Man DOS fires two spinning blades at [[Zero]] (which stop in place after reaching him) with his Blade Launcher, before throwing a ground-crawling sawblade at him. He then runs to the other side of the arena, jumps back across the room (throwing three sword blades at Zero), then recalls the spinning blades back to him. Blade Man DOS jumps twice, throwing three blades each time, before doing another room-jumping blade toss; this time, the blades stick in the ground, and are sent flying in the air by another sawblade thrown by Blade Man DOS. After this, his pattern loops.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1&lt;br /&gt;
|saber=3&lt;br /&gt;
|burst=1&lt;br /&gt;
|drive=7&lt;br /&gt;
|cutbuster=1&lt;br /&gt;
|cutsaber=2&lt;br /&gt;
|cutburst=1&lt;br /&gt;
|cutdrive=1&lt;br /&gt;
|flamebuster=1&lt;br /&gt;
|flamesaber=2&lt;br /&gt;
|flameburst=2&lt;br /&gt;
|flamedrive=3&lt;br /&gt;
|icebuster=2&lt;br /&gt;
|icesaber=5&lt;br /&gt;
|iceburst=5&lt;br /&gt;
|icedrive=5&lt;br /&gt;
|zapbuster=1&lt;br /&gt;
|zapsaber=1&lt;br /&gt;
|zapburst=2&lt;br /&gt;
|zapdrive=1&lt;br /&gt;
|psybuster=2&lt;br /&gt;
|psysaber=4&lt;br /&gt;
|psyburst=4&lt;br /&gt;
|psydrive=3&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* If the player dies while fighting Blade Man DOS, he will stop to laugh at them.&lt;br /&gt;
** Because of this, he has no friends.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Flame}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Amoeba_Droid&amp;diff=28594</id>
		<title>Amoeba Droid</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Amoeba_Droid&amp;diff=28594"/>
				<updated>2025-03-23T18:32:21Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{enemy&lt;br /&gt;
|name=Amoeba Droid&lt;br /&gt;
|image= &lt;br /&gt;
|caption= &lt;br /&gt;
|jname=&lt;br /&gt;
|script=アメーバドロイド&lt;br /&gt;
|romaji=Amēba Doroido&lt;br /&gt;
|altname=&lt;br /&gt;
|designer=[[InUniverse]]&lt;br /&gt;
|programmer=[[InUniverse]]&lt;br /&gt;
|artist=happygreenfrog&lt;br /&gt;
|hp=28&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;4 (shield)&amp;lt;br&amp;gt;4 (oribiting acid)&amp;lt;br&amp;gt;3 (fired acid)&lt;br /&gt;
|weak=[[Z-Saber]], [[Blank Drive]]&lt;br /&gt;
|category=&lt;br /&gt;
|location=[[Toxic Tunnels]]&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Midboss)&lt;br /&gt;
|appear2=''Sonic Mania''&lt;br /&gt;
|sprite= [[File:AmoebaDroid.png]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Amoeba Droid''' is a boss from ''Sonic Mania''. It is a robotic satellite that can telekinetically manipulate water and other liquids, forming a large shield or small projectiles with them.&lt;br /&gt;
&lt;br /&gt;
The Amoeba Droid appears in ''[[Make a Good Mega Man Level: Episode Zero]]'' as the midboss of the Chapter 3 level [[Toxic Tunnels]], now sporting [[Doctor Albert W. Wily|Dr. Wily]]'s logo instead of Dr. Eggman's, but using an almost identical pattern to its source game.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
The Amoeba Droid swims under a pool of acid while covered in a thick shield, before flying out from underneath [[Zero]] to bounce across the room. When the shield receives enough damage, it bursts and becomes eight small acid drops that orbit the Amoeba Droid; once this happens, it will stop bouncing and send its drops into the air, where they quickly fall back down across the screen. The Amoeba Droid will then dunk itself back into the acid to repeat the pattern.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=3&lt;br /&gt;
|saber=6&lt;br /&gt;
|burst=3&lt;br /&gt;
|drive=99*&lt;br /&gt;
|cutbuster=3&lt;br /&gt;
|cutsaber=4&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=4&lt;br /&gt;
|flamebuster=3&lt;br /&gt;
|flamesaber=6&lt;br /&gt;
|flameburst=3&lt;br /&gt;
|flamedrive=6&lt;br /&gt;
|icebuster=3&lt;br /&gt;
|icesaber=6&lt;br /&gt;
|iceburst=3&lt;br /&gt;
|icedrive=6&lt;br /&gt;
|zapbuster=3&lt;br /&gt;
|zapsaber=6&lt;br /&gt;
|zapburst=3&lt;br /&gt;
|zapdrive=6&lt;br /&gt;
|psybuster=3&lt;br /&gt;
|psysaber=6&lt;br /&gt;
|psyburst=3&lt;br /&gt;
|psydrive=3&lt;br /&gt;
|notes=*Also displays 21150006&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The database writers weren't always on the same page as the game itself; the Amoeba Droid's [[CD]] hints at its ''Sonic Mania'' origins by stating it's &amp;quot;known to not be from this world&amp;quot;, but then adds that it lacks &amp;quot;any known signs of it being a Dr. Wily creation&amp;quot;... completely missing the large Dr. W logo on its sprite.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 3}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]][[Category:Midbosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=The_Red_Woods&amp;diff=28593</id>
		<title>The Red Woods</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=The_Red_Woods&amp;diff=28593"/>
				<updated>2025-03-23T18:32:08Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&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 Red Woods&lt;br /&gt;
|image=[[File:MAGMMLEZ-CH2-TheRedWoods.png|256px]]&lt;br /&gt;
|caption=Not to be confused with the Blue Woods.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level: Episode Zero]]''&lt;br /&gt;
|creator=[[Spade_Magnes]]&lt;br /&gt;
|rank=Chapter 2&lt;br /&gt;
|composer=Matt Furniss&lt;br /&gt;
|artist=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables=[[File:CD.png]][[File:CD.png]][[File:CD.png]]&amp;lt;br&amp;gt;010: [[Yamato Man]]&amp;lt;br&amp;gt;016: Genesis Unit&amp;lt;br&amp;gt;073: [[Totem Polen EX]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Cyorown]]&lt;br /&gt;
*[[Heli Buton]]&lt;br /&gt;
*[[Mousubeil]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Foot Holder]]&lt;br /&gt;
*[[Hanabiran Clock Arm]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Totem Polen Plus]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Totem Polen EX]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Puggsy - The Red Woods&amp;lt;br&amp;gt;'''Boss:''' Mega Man 9 - Boss Battle&lt;br /&gt;
|location=&lt;br /&gt;
|previous=&lt;br /&gt;
|next=[[Vertical Vine Venture]]&lt;br /&gt;
}}&lt;br /&gt;
'''The Red Woods''' is the first level on the path to the [[Psycho Chip]] in Chapter 2 of ''[[Make a Good Mega Man Level: Episode Zero]]''. While out looking for [[Energy Element]]s and [[SRARA]], [[Zero]] enters a dense forest filled with wildlife-themed robots. While he has to contend with them, he also has to avoid spinning turbines on trees and jump across [[Foot Holder]]s to reach other areas. If all that weren't enough, two extraordinary [[Totem Polen]]s lie deep inside, waiting to give him even more trouble.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Only a few [[Heli Buton]]s pose a threat in the beginning, with Zero needing to jump across branches over a chasm, but soon enough, [[Cyorown]]s appear as long-distance threats. If the [[Zap Chip]] has been collected by this point, the [[Z-Saber]]'s lightning bolt can be used to hit them from below while moving upwards. By taking a ladder near a [[CD]] marker, the first CD in the level can be collected at the top of a tall tree while avoiding Heli Butons; the [[Z-Burst]] is a powerful option in taking them down. Afterwards, Foot Holders are introduced with each one following set patterns - arrow markings dictate when and where they'll change directions. Two Foot Holders over a pit carry a pair of Cyorown that must be destroyed, and on the other side of the chasm is [[Totem Polen Plus]].&lt;br /&gt;
&lt;br /&gt;
After a few more simple platforming challenges, including the debut of [[Mousubeil]]s on some branches, a dual [[Hanabiran Clock Arm]] appears on a background tree. Beyond it, more Hanabiran Clock Arms are present, as well as a small screen with a CD that needs two Foot Holders to reach. The speed and size of each arm varies, with the smaller ones generally moving faster than their larger counterparts. Just beyond a large group of three arms is a wide chasm with Foot Holders over it (with a small slide passage on the left leading to a CD). The Foot Holders quickly rise up and down, creating a three-pronged threat of falling into the pit, being damaged by nearby Hanabiran Clock Arms, and being crushed against the ceiling by Foot Holders. Careful but quick movement is necessary to avoid all three dangers. At the end of this crossing is the level's boss, [[Totem Polen EX]].&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot; colspan=&amp;quot;2&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneWily.png]]&lt;br /&gt;
|Dr. Wily&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|The Red Woods?&lt;br /&gt;
Oh, you're over there. That's some fairly untouched woods out there. Popular with campers.&lt;br /&gt;
&lt;br /&gt;
I guess someone dropped an Energy Element and it's stuck there now. You know. Common stuff.&lt;br /&gt;
&lt;br /&gt;
I'm detecting an incredibly ''tall'' robot around there, though. Er... watch out?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKrantz.png]]&lt;br /&gt;
|Agent Krantz&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Krantz:''' The Red Woods?&lt;br /&gt;
The trees in that area have been retrofitted with turbines for wind energy.&lt;br /&gt;
&lt;br /&gt;
They have varying lengths to accomodate each tree, so they'll each move at different speeds.&lt;br /&gt;
&lt;br /&gt;
'''Stern:''' Now they're roboticizing the trees?&lt;br /&gt;
&lt;br /&gt;
Just ''great.'' Let me know when they roboticize the ground too.&lt;br /&gt;
&lt;br /&gt;
'''Krantz:''' They already have Gil, it's called Foot Holders.&lt;br /&gt;
&lt;br /&gt;
'''Stern:''' ...I'm gonna need some more coffee.&lt;br /&gt;
&lt;br /&gt;
'''Krantz:''' Foot Holders will move in set patterns, but the ones in that area shouldn't shoot at you.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneGalaxy.png]]&lt;br /&gt;
|Galaxy Man&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''(CD #1):''' Oh, for this one, keep your eyes peeled at the TOP! Around the entrance area. There should be a lil' marker!&lt;br /&gt;
Then just go up instead of right and the CD should be yours!&lt;br /&gt;
&lt;br /&gt;
'''(CD #2):''' One of these should be in plain sight! There should be a little CD sign pointing up.&lt;br /&gt;
&lt;br /&gt;
Whoever put all those guides there is super helpful!&lt;br /&gt;
&lt;br /&gt;
'''(CD #3):''' This one's got a funny lil' helpful marker! Cool! Just keep an eye out for it on the lower left.&lt;br /&gt;
&lt;br /&gt;
Then, just dash through that tiny marked passage and the CD's as good as gotten!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[File:ZPhoneYamato.png]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Yamato Man&lt;br /&gt;
|Totem Polen Plus&lt;br /&gt;
|'''Yamato Man:''' Huh?! What are you calling me for? Don't tell me you need some tips dealing with a bunch of weak goons!&lt;br /&gt;
You aren't a baby, you're physically incapable of being a baby!&lt;br /&gt;
&lt;br /&gt;
You beat me one-on-one in a fight, didn'tcha?! Figure it out for yourself!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' (...He hung up. It seems he did not realize this was no ordinary Totem Polen...)&lt;br /&gt;
|-&lt;br /&gt;
|Totem Polen EX&lt;br /&gt;
|Totem Polen EX? Jeez, that's a massive creature!&lt;br /&gt;
It looks even taller than that architectural abomination of a Dojo those incompetent workers built me!&lt;br /&gt;
&lt;br /&gt;
It seems to be able to compact itself into a single totem head though, perhaps that's why there are only rare sightings of&amp;lt;br&amp;gt;this monstrosity?&lt;br /&gt;
&lt;br /&gt;
On that note, when it compacts itself into a single head and throws itself off the bridge, you'll see a huge line of&amp;lt;br&amp;gt;skulls from the bottom of the bridge.&lt;br /&gt;
&lt;br /&gt;
Move to the safe zone, and the Totem Polen'll rise up and dash in the direction marked by the skulls,&amp;lt;br&amp;gt;but with enough of a delay to let you cut it up a bit with your Z-Saber before it does!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKnives.png]]&lt;br /&gt;
|Knives&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Knives:''' Woods, huh? Nahhhhh. That place is crawling with campers most of the time!&lt;br /&gt;
We can't be ''seen'', Zero. This all has to be secret before our amazing date success is finished!&lt;br /&gt;
&lt;br /&gt;
Then, we can be presented to the world as the ULTIMATE COUPLE.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' What?&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' The final union. The lovers from beyond the dimension. The infinite power. Oooooh!!!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The Red Woods is based on the level of the same name from the Sega Genesis/Mega Drive game ''Puggsy'', and reuses its graphics and music.&lt;br /&gt;
* The house right before Totem Polen EX can be entered by pressing up against the door. Inside is [[Wood Man]], who will tell Zero to get out.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Psycho}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level: Episode Zero Stages]] [[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Shift_Posting&amp;diff=28592</id>
		<title>Shift Posting</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Shift_Posting&amp;diff=28592"/>
				<updated>2025-03-23T17:40:48Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&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=Shift Posting&lt;br /&gt;
|image=[[File:MaGMMLEZ-CH3-ShiftPosting.png|256px]]&lt;br /&gt;
|caption=That cowboy's got a shifty look to him...&lt;br /&gt;
|game=''[[Make a Good Mega Man Level: Episode Zero]]''&lt;br /&gt;
|creator=[[CWU01P]]&lt;br /&gt;
|rank=Chapter 3&lt;br /&gt;
|composer=Kouji Murata, Capcom (original music)&amp;lt;br&amp;gt;Matrix, WINED (covers)&lt;br /&gt;
|artist=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables=[[File:CD.png]]&amp;lt;br&amp;gt;097: [[SRARA Shield Attacker]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Colton]]&lt;br /&gt;
*[[Cyorown]]&lt;br /&gt;
*[[Returning Sniper Joe]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Conveyor]] (MM10)&lt;br /&gt;
*[[Dustman Block]]&lt;br /&gt;
*[[Key Barrier]]&lt;br /&gt;
*[[Reflect Block]]&lt;br /&gt;
*[[Shift]]&lt;br /&gt;
*[[Spring]]&lt;br /&gt;
*[[Tackle Fire Dispenser]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Stompy]]&lt;br /&gt;
|bosses=&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man Forever - Wily Stages 3, 5, 6&amp;lt;br&amp;gt;'''CD Room:''' Rockman 2 Gray Zone - Air Man&lt;br /&gt;
|location=&lt;br /&gt;
|previous=&lt;br /&gt;
|next=&lt;br /&gt;
}}&lt;br /&gt;
'''Shift Posting''' is a level in Chapter 3 of ''[[Make a Good Mega Man Level: Episode Zero]]''. A strange factory-like area somewhere inside [[Tier X (MaGMML2)|Tier X]], [[Zero]] encounters multiple crushers and moving objects, all of which move via the [[Shift]] object (hence the name). One of the more prominent shifting objects are [[Tackle Fire Dispenser]]s, whose [[Tackle Fire]]s move in complex patterns to account for their constantly-moving destinations.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level starts with a drop into a small corridor, where a crusher quickly pushes Zero into the next screen to face Tackle Fire Dispensers and a purple [[Colton]] (unlike normal Coltons, these fire shots at a steady rate, instead of waiting for their last shot to disappear). Not long after, a single [[Returning Sniper Joe]] stands in Zero's way, but is quickly killed by a spiked crusher above. Past it is the first checkpoint and a hallway filled with ceiling crushers. Each crusher is colour-coded to indicate how dangerous it is to stand beneath them; green ones won't descend far enough to kill Zero, while orange ones will. [[Dustman Block]]s standing between the crushers are quickly cleared with the [[Z-Burst]], while a set of [[Conveyor]]s at the end can get Zero safely to the next checkpoint before he gets crushed.&lt;br /&gt;
&lt;br /&gt;
Moving Tackle Fire Dispensers continue to bedevil Zero in the next few screens, with spikes or pits often nearby for him to fall into. One free-scrolling area requires waiting on ladders to avoid hitting a Tackle Fire while climbing; if the Double Jump has been unlocked, this area can be cleared much quicker (with one ladder becoming skippable). Though invisible, an E-Tank rests on a block above the lowest ladder. Care must be taken climbing into the next area, as purple Coltons on either side will try to shoot Zero off the ladder; the [[Icicle Chip]]'s [[Blank Drive]] can protect against these, and ladder-jumping can get Zero through the room before they fire again. Two [[Cyorown]]s on moving blocks guard the way to the next checkpoint, and another crusher room; this time the crushers are on the bottom, and rise into the ceiling.&lt;br /&gt;
&lt;br /&gt;
Yet another colour-coded crusher room follows, only now there are crushers on both the top and bottom of the screen, and a series of soft borders act as mini-transitions between parts of the hallway. With some enemies attacking from the ceiling, the [[Zap Chip]]'s Blank Drive can be useful in taking them out from a distance. Before the last challenge of the stage, an optional teleporter can take Zero to an extra room with translucent shifting tiles, alongside some stationary spikes. These tiles slowly descend before quickly rising back up, and as such it's recommended to move only while they're falling. Like the previous hallways, safe areas are coloured green in contrast to the orange of dangerous areas. At the end of the room, a [[CD]] can be collected along with an E-Tank and a W-Tank.&lt;br /&gt;
&lt;br /&gt;
The last challenge of the level is a vertical hallway with deadly spikes lining either side, while the terrain slowly shifts from left to right into the spikes. It is necessary to keep moving to avoid being carried into certain death. At one point, a [[Key Barrier]] on the bottom blocks the way, and the only way to unlock it is to take the pathway above it, obtain a Key from a ? Can, and wait for the terrain to shift backwards. At the very bottom, a [[Stompy]] is battled on a row of green crushers that shift up and down at different rates, creating an uneven floor. Notably, the rocks dropped by this Stompy dissipate faster than normal. Once defeated, it drops the [[Energy Element]].&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneWily.png]]&lt;br /&gt;
|Dr. Wily&lt;br /&gt;
|'''Dr. Wily:''' Shift Posting?&lt;br /&gt;
What did you say? Are you messing with me? I still can't track your coordinates properly.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' No, I think that is actually what it is called.&lt;br /&gt;
&lt;br /&gt;
'''Dr. Wily:''' Wherever you are, they need to hire a better namer. Add some alliteration, or call it a factory for no reason.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKrantz.png]]&lt;br /&gt;
|Agent Krantz&lt;br /&gt;
|'''Krantz:''' Shift Posting?&lt;br /&gt;
I've never been there... what does it look like?&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' There are many crushers... all moving in tandem with each other.&lt;br /&gt;
&lt;br /&gt;
'''Krantz:''' Hmm...if they follow regulations, then they should be color coded.&lt;br /&gt;
&lt;br /&gt;
If they're &amp;lt;span style=&amp;quot;color:#32CD32&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt;, the area shouldn't be able to crush you.&lt;br /&gt;
&lt;br /&gt;
If they're &amp;lt;span style=&amp;quot;color:#FCA044&amp;quot;&amp;gt;orange&amp;lt;/span&amp;gt; though, then they ''will'' crush you.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneGalaxy.png]]&lt;br /&gt;
|Galaxy Man &lt;br /&gt;
|Towards the end of the factory place zone, you gotta take that teleporter marked with the CD icon!&lt;br /&gt;
And from there, good luck! You gotta conquer a big challenge to snag this one!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneYamato.png]]&lt;br /&gt;
|Yamato Man&lt;br /&gt;
|'''Yamato Man:''' Stompy? Didn't you get the memo? I'm not here to help you with weak goons!&lt;br /&gt;
'''Zero:''' I apologize, but this foe is greatly intimidating to me.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' Really? Looks kinda cute to me.&lt;br /&gt;
&lt;br /&gt;
Just keep your distance from him and you'll be fine. As he jumps across the room, he'll only make debris fall near him.&lt;br /&gt;
&lt;br /&gt;
Then he'll make it fall all over when he does a high jump near the edges, but just stand in-between the gaps.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Thank you for your advice against this most terrifying enemy.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' I genuinely cannot tell if you're being sarcastic. Or if you're even capable of being sarcastic.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKnives.png]]&lt;br /&gt;
|Knives&lt;br /&gt;
|'''Knives:''' Whaat? That's a weird factory you're running around in. Stuff movin' everywhere!!&lt;br /&gt;
I bet that's one of those crazy McWily's pancake factories. Not safe for a date, I say!&lt;br /&gt;
&lt;br /&gt;
Can't have you being FLATTENED. After then, you won't be the same person.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' How does that change you?&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' I'm speaking from experience. You see things that eyes aren't meant to see.&lt;br /&gt;
&lt;br /&gt;
'''Indescribable horrors!'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Shift Posting is one of only two levels where Zero receives a unique [[Z-Phone]] call from [[Yamato Man]] against a devkit miniboss (the other being against [[Melody Response Cannon|Lavaproof Response Cannon]] in [[Null and Void (Episode Zero)|Null and Void]]).&lt;br /&gt;
* Because of the complexity of the Shift object and its extensive use throughout the stage, Shift Posting frequently suffers from long loading times and/or slowdown on less-powerful computers.&lt;br /&gt;
* Early development versions of Shift Posting included red and blue conveyors whose colours and directions could be changed with switches. The gimmick was abandoned because Zero's dash always outpaced the conveyors, and the colours were reverted to the default green to avoid players confusing them with [[Space Jam]]'s [[Speed Conveyor]]s.&lt;br /&gt;
* The CD room (also known as the &amp;quot;EMB Mk 2&amp;quot;) was originally a mandatory part of the level, before quickly being changed to an optional challenge.&lt;br /&gt;
* [[CWU01P]] would have renamed the stage &amp;quot;McWily's Pancake Assembly Line&amp;quot; if the name &amp;quot;Shift Posting&amp;quot; had been deemed inappropriate. This alternate name is alluded to in [[Knives]]'s call for the level.&lt;br /&gt;
* This level, along with [[Refurbished Pyramid]] and [[BlocBunker]], are the only levels in ''Episode Zero'' to have a midboss enemy drop an Energy Element.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [https://www.youtube.com/watch?v=xT5UCR54e5g CWU01P's developer commentary - YouTube]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 3}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level: Episode Zero Stages]] [[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Entrance_Succession&amp;diff=28591</id>
		<title>Entrance Succession</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Entrance_Succession&amp;diff=28591"/>
				<updated>2025-03-23T17:40:41Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&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=Entrance Succession&lt;br /&gt;
|image=[[File:MAGMMLEZ-CH2-EntranceSuccession.png|256px]]&lt;br /&gt;
|caption=You know something's wrong when the robots start making other robots do their jobs instead.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level: Episode Zero]]''&lt;br /&gt;
|creator=[[Pyhrrous]]&lt;br /&gt;
|rank=Chapter 2&lt;br /&gt;
|composer=Junichi Masuda, Kouji Murata, Takashi Tateishi (original music)&amp;lt;br&amp;gt;RushJet1 (covers)&lt;br /&gt;
|artist=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables=[[File:CD.png]][[File:CD.png]]&amp;lt;br&amp;gt;012: [[Bass]]&amp;lt;br&amp;gt;069: [[Quick Man]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Scrap Metall]]&lt;br /&gt;
*[[Shield Siner]]&lt;br /&gt;
*[[Smaplar]]&lt;br /&gt;
*[[Tatepakkan]]&lt;br /&gt;
*[[Telly]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Boost Pad]]&lt;br /&gt;
*[[Junk Machine]]&lt;br /&gt;
*[[Sheep Platform]]&lt;br /&gt;
*[[Quick Laser]] (Drain/Tripwire)&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Octo Brain]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Really Goddang Cool Quick Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music='''Outside:''' Pokémon Black and White - Undella Town (Summer)&amp;lt;br&amp;gt;'''Inside:''' Mega Man V - Wily Star&amp;lt;br&amp;gt;'''Boss (1):''' Mega Man 2 - Boss&amp;lt;br&amp;gt;'''Boss (2):''' Mega Man V - Sunstar&lt;br /&gt;
|location=&lt;br /&gt;
|previous=[[Pepsi Zero]]&lt;br /&gt;
|next=[[Projectile Party!]]&lt;br /&gt;
}}&lt;br /&gt;
'''Entrance Succession''' is the third level on the path to the [[Zap Chip]] in Chapter 2 of ''[[Make a Good Mega Man Level: Episode Zero]]''. [[Zero]] arrives at one of [[Doctor Albert W. Wily|Dr. Wily]]'s hidden bases; ostensibly guarded by [[Quick Man]], but largely left to the all-controlling [[Octo Brain]] while he hangs out with [[Yamato Man]] and [[Ballade]] in the Cool Robots Club. As such, Quick Man has no problems letting Zero raid the base for its [[Energy Element]], provided he doesn't break anything.&lt;br /&gt;
&lt;br /&gt;
The level is a homage to the ''[[Make a Good Mega Man Level 2]]'' stage [[Escape Sequence]], and uses similar music and speed-altering gameplay. Rather than being constantly fast, however, the speed increase is instead enabled by [[Boost Pad]]s that charge Zero with electricity, giving him a field that can activate [[Junk Machine]]s to enable or disable [[Sheep Platform]]s.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
After entering the base itself, [[Scrap Metall]]s and [[Shield Siner]]s are introduced as common sights throughout the level, before the first Boost Pad is placed in Zero's way. Once charged, he needs to touch a Junk Machine with the force field in order to disable a Sheep Platform blocking the path downwards. The room below is even simpler, but it's shown here that Scrap Metalls launch their helmets at Zero and become more aggressive whenever he is currently charged. Afterwards, Zero is once again required to charge a Junk Machine to proceed, but this also blocks the critical path off by activating several Sheep Platforms in a shaft. To get around them, Zero needs to continue right (avoiding [[Telly|Tellies]], [[Smaplar]]s, and [[Tatepakkan]]s), climb up into a section one screen above, then loop back around to drop down the now open shaft. While in this upper section, a unique Telly with a boost charge can be lured into activating a Junk Machine, turning on some Sheep Platforms that can be used to reach a higher route towards a [[CD]].&lt;br /&gt;
&lt;br /&gt;
After the first checkpoint, a series of tripwire lasers are introduced; when crossing one, a [[Quick Laser]] that drains Zero's health is fired. These encourage moving through the stage as quickly as possible to avoid them, and after a few screens Zero encounters the Octo Brain. Once he (unwisely?) destroys it, he encounters a meaningless and almost incomprehensible wall of text reminiscent of Escape Sequence's intro text, before another race to avoid tripwire Quick Lasers ensues. At one point, a small gap on the left can be dashed through, revealing a secret area with a single Scrap Metall; it holds the stage's second CD, and will drop it when killed (while making an enthusiastic cry). Towards the end of the stage, Boost Pads are used to not only turn on Junk Machines, but to give Zero enough speed to cross long gaps he otherwise cannot. At the very end, Quick Man - now angry that Zero's forced him to actually do his job - decides to show him [[Really Goddang Cool Quick Man|how really goddang cool he is]] as the level's boss.&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot; colspan=&amp;quot;2&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneWily.png]]&lt;br /&gt;
|Dr. Wily&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Entrance Succession?&lt;br /&gt;
Wait, that's one of ''my'' bases! How did an Energy Element get there?!&lt;br /&gt;
&lt;br /&gt;
Well, whatever. Deal with whatever the Robot Masters there want and then you can probably find it.&lt;br /&gt;
&lt;br /&gt;
Some of them aren't even loyal to me, they're just bored. Just don't make them mad and you'll be fine.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKrantz.png]]&lt;br /&gt;
|Agent Krantz&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Entrance Succession?&lt;br /&gt;
Looking at the report, there seem to be electric charging stations there.&lt;br /&gt;
&lt;br /&gt;
They'll give you an electric charge, and also boost your speed.&lt;br /&gt;
&lt;br /&gt;
You can use that charge to power different electrical equipment.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can use electricity of your own, if you have enough voltage.&lt;br /&gt;
&lt;br /&gt;
There's also Force Tripwires, which set off Quick Laser traps if it detects you underneath them.&lt;br /&gt;
&lt;br /&gt;
Ultimately, you should use the charging stations when you see them to give you a speed boost to zip past the lasers.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneGalaxy.png]]&lt;br /&gt;
|Galaxy Man &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''(CD #1):''' Oh! Make sure you're allll the way at the TOP part of that place! And then look for a Telly!&lt;br /&gt;
Make sure to line up its little electric split thing with the machine, and you should be good to go!&lt;br /&gt;
&lt;br /&gt;
'''(CD #2):''' Oooh! After you do a super-dangerous drop, look towards the left for a secret passage!&lt;br /&gt;
&lt;br /&gt;
Sneak in there and I think someone will be holding the prize you're looking for!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|[[File:ZPhoneYamato.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Yamato Man&lt;br /&gt;
|Entrance&lt;br /&gt;
|'''Yamato Man:''' ...Are you seriously calling me instead of talking to me directly?&lt;br /&gt;
'''Zero:''' Crowds terrify me.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' IT'S ONLY THREE PEOPLE!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Three is a crowd.&lt;br /&gt;
|-&lt;br /&gt;
|Octo Brain&lt;br /&gt;
|'''Yamato Man:''' Octo Brain? ...What are you doing?&lt;br /&gt;
'''Zero:''' Retrieving the Energy Elements.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' Please don't mess up the power plant, that is the one thing we requested of you!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Well, the security system of this power plant seems to be enraged at me, despite not having done anything harmful to it.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' Okay, if it is a malfunction then beat it up, ''carefully'', okay?&lt;br /&gt;
&lt;br /&gt;
Turn on both power generators and then abuse its lack of invincibility frames to hammer it with your Z-Saber or Z-Burst.&lt;br /&gt;
&lt;br /&gt;
Don't be too hard on it, though!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' I promise to keep my promise of not &amp;quot;messing up&amp;quot; the power plant.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' You better!&lt;br /&gt;
|-&lt;br /&gt;
|Really Goddang Cool&amp;lt;br&amp;gt;Quick Man&lt;br /&gt;
|'''Yamato Man:''' Really Goddang Cool Quick Man?&lt;br /&gt;
You're fighting Quick Man?! What did you even do?!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' I messed up the power plant.&lt;br /&gt;
&lt;br /&gt;
Accidentally, of course.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' Ugh, I don't know how you get yourself into these messes!&lt;br /&gt;
&lt;br /&gt;
Look, knowing Quick Man, he'll probably hold back out of cockiness, so he might be easy at first, but don't be deceived!&lt;br /&gt;
&lt;br /&gt;
He's been training with us and assimilated many of the techniques of the Cool Robots Club!&lt;br /&gt;
&lt;br /&gt;
I also taught him some honour in the process though, so he may be generous enough to give you a health refill once&amp;lt;br&amp;gt;he goes all out.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKnives.png]]&lt;br /&gt;
|Knives&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Knives:''' It's just a factory! One of a million! What's romantic about that, Zero??&lt;br /&gt;
Plus, you have those little charging pad things that make you move faster! Not appropriate for a date!&lt;br /&gt;
&lt;br /&gt;
'Cuz then you could maybe run away from me.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' I wish I could.&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' It'll never happen, Zero! You'll never get the chance.&lt;br /&gt;
&lt;br /&gt;
You can't escape FATE, Zero!! Hahahahahahaaaaaaa!!!!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* [[Quint]] (here misnamed &amp;quot;Quirt&amp;quot;) makes a cameo appearance at the start by going left. He has nothing to say, but given his horned helmet and Really Goddang Cool Quick Man using the same rocks Quint attacks with, it can be inferred that he's a member of the Cool Robots Club.&lt;br /&gt;
* Originally, Entrance Succession was to be based on [[The Quickening]]; however, [[Force Facility]] had already been submitted and accepted once development on the level started, making the planned homage redundant.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Zap}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level: Episode Zero Stages]] [[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Ghouls_n%27_Ghasts&amp;diff=28590</id>
		<title>Ghouls n' Ghasts</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Ghouls_n%27_Ghasts&amp;diff=28590"/>
				<updated>2025-03-23T17:40:35Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&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=Ghouls n' Ghasts&lt;br /&gt;
|image=[[File:MaGMMLEZ-CH3-GhoulsNGhasts.png|256px]]&lt;br /&gt;
|caption=Who you gonna call? The Ghostbusters, or the fire department?&lt;br /&gt;
|game=''[[Make a Good Mega Man Level: Episode Zero]]''&lt;br /&gt;
|creator=[[SVNrenga]]&lt;br /&gt;
|rank=Chapter 3&lt;br /&gt;
|composer=Tim Follin, Mari Yamaguchi&lt;br /&gt;
|artist=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables=&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Mizzile|Bizzile]]&lt;br /&gt;
*[[Evil Plant]]&lt;br /&gt;
*[[Fire Kamaitachi]]&lt;br /&gt;
*[[Kakinbatank|GNG Kakinbatank]]&lt;br /&gt;
*[[Rock Fatool]]&lt;br /&gt;
*[[Tomsmort]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Falling Platform]] (custom)&lt;br /&gt;
*[[Windmill Wheel]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Chesder]]&lt;br /&gt;
*[[Chesder's Revenge]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Red Arremer Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=&lt;br /&gt;
Ghouls n' Ghosts (Amiga) - Title Screen&amp;lt;br&amp;gt;'''Boss:''' Super Ghouls n' Ghosts - Giant Barnacle&lt;br /&gt;
|location=&lt;br /&gt;
|previous=&lt;br /&gt;
|next=&lt;br /&gt;
}}&lt;br /&gt;
'''Ghouls n' Ghasts''' is a level in Chapter 3 of ''[[Make a Good Mega Man Level: Episode Zero]]''. While inside [[Tier X (MaGMML2)|Tier X]], [[Zero]] enters an area resembling a medieval English countryside, but with horror-themed enemies and burning windmills. The level draws heavily from the ''[[Make a Good Mega Man Level 2]]'' stage [[Goblins n' Ghasts]], and reuses many of that stage's graphics (albeit set at dusk instead of night). Like that stage, it is named and based on the ''Ghosts n' Goblins'' series, with a Robot Master based on a character from said series serving as the boss. However, instead of Arthur, it is based on an enemy: the Red Arremer.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The first major obstacle of the level are [[Rock Fatool]]s that each attack in different ways, with the most dangerous being the ones that bounce while hiding inside their helmets. The [[Z-Saber]] is useful here, especially if combined with a chip like the [[Cutter Chip]]. Just beyond them are thin log bridges above a long chasm, with certain parts of them being [[Falling Platform]]s (distinguished from the rest by their blue colouring) that drop once stepped on. [[Mizzile|Bizzile]]s rise up from the pit and try to hit Zero, while [[Tomsmort]]s and [[Evil Plant]]s shoot slow aimed shots at him. Towards the end of this section, [[Windmill Wheel]]s first appear, and their burning blades hurt Zero if he touches the flames. The first miniboss, [[Chesder]], is fought immediately afterwards, with a teleporter taking Zero to the next area.&lt;br /&gt;
&lt;br /&gt;
Windmill Wheels become a more prominent obstacle from here, with precise movement demanded to avoid the fire and other hazards, such as enemies that attack Zero. Succeeding this is a fiery area with flames blazing across the top and bottom of the screen. [[Fire Kamaitachi]]s patrol this area, with some rising out of the flames as pillars or balls of fire to attack. More log bridges over a chasm appear near the end, again with Fire Kamaitachis posing a threat. If the [[Icicle Chip]] has been obtained, the [[Blank Drive]]'s ice shield will protect Zero from several threats, make him immune to the burning windmills, and kill Fire Kamaitachis on contact. However, the slower movement imposed by the Icicle Chip may make avoiding Falling Platforms more difficult. [[Chesder's Revenge]] appears at the end of the section, with another teleporter appearing just beyond it.&lt;br /&gt;
&lt;br /&gt;
Now set inside a stone castle, the next few screens are light on enemies, with the main challenge centering on platforming around Windmill Wheels. The section afterwards reintroduces enemies, with a [[Kakinbatank|GNG Kakinbatank]] standing guard at the entrance, and Bizziles hiding in multiple pits. While waiting for them to lower is the safe option, the [[Zap Chip]]'s Z-Saber can freeze or destroy them from a distance if said chip has been found. After a screen with a Windmill Wheel and a bouncing Rock Fatool (both requiring careful timing to avoid), the final obstacle is a long stretch of Falling Platforms over a pit, with multiple Windmill Wheels spinning close by. With the Icicle Drive, much of the challenge can be safely negated; without it, caution is required to avoid being hit and falling down while stunned. On the other side, a final GNG Kakinbatank guards a teleporter leading to the boss, [[Red Arremer Man]].&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot; colspan=&amp;quot;2&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneWily.png]]&lt;br /&gt;
|Dr. Wily&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Ghouls n' Ghasts?&lt;br /&gt;
Well, I can't tell where you are, but I ''can'' tell you that I'm detecting other Robot Master signals there.&lt;br /&gt;
&lt;br /&gt;
So wherever you are, you're probably not alone. But maybe you already knew that. Or thought that.&lt;br /&gt;
&lt;br /&gt;
You said &amp;quot;ghouls&amp;quot;, right? Seen a ghost yet? Tell them I said hello.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKrantz.png]]&lt;br /&gt;
|Agent Krantz&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Krantz:''' Ghouls n' Ghasts?&lt;br /&gt;
Oh great, ''more'' skulls. Thankfully they aren't trying to kill anyone this time...&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' I see many windmills with their blades on fire.&lt;br /&gt;
&lt;br /&gt;
The enemies also seem to be similar to those fought before, but with a keen interest in aiming directly at me.&lt;br /&gt;
&lt;br /&gt;
Some areas also seem to have large fire chasms, with pillars stretching between the top and bottom areas.&lt;br /&gt;
&lt;br /&gt;
'''Krantz:''' Look at you, analyzing the area all by yourself!&lt;br /&gt;
&lt;br /&gt;
Just make sure to keep any skeletons you find in the proverbial closet, OK? That or destroy them, please.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|[[File:ZPhoneYamato.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Yamato Man&lt;br /&gt;
|Chesder&lt;br /&gt;
|'''Yamato Man:''' Chesder?&lt;br /&gt;
Did you beat him already? I just see a treasure chest. Next time, call me before you beat the enemy!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' The chest is the enemy.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' Huh? Oh! Devious!&lt;br /&gt;
&lt;br /&gt;
Stay close to it and dash under it while it's jumping, then move away when he throws a bomb in an arc toward you.&lt;br /&gt;
&lt;br /&gt;
It seems highly vulnerable to all of your weapons, too.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' That sounds easy.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' Honestly, this guy is probably the worst Mimic I've ever seen.&lt;br /&gt;
&lt;br /&gt;
Usually they wait until the target gets close for a surprise attack, but this one just revealed itself instantly!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' It still tricked you, did it not?&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' THAT'S BESIDES THE POINT!&lt;br /&gt;
|-&lt;br /&gt;
|Chesder's Revenge&lt;br /&gt;
|Chesder's Revenge?&lt;br /&gt;
Wait, there was a guy trapped in there all along?! ...Or is the guy inside actually Chesder?&lt;br /&gt;
&lt;br /&gt;
Also, did the chest gain the ability to fly, or is that a power the guy inside has?&lt;br /&gt;
&lt;br /&gt;
Hrrgghh... It hurts me to think too much!!! So let's just forget about it.&lt;br /&gt;
&lt;br /&gt;
Chesder has an entirely new battle strategy, but it's fairly simple; he'll fly all around the screen while firing spreadshots&amp;lt;br&amp;gt;of fireballs, just pay attention and move out of the way if necessary; and try to keep your distance as much as you can.&lt;br /&gt;
|-&lt;br /&gt;
|Red Arremer Man&lt;br /&gt;
|'''Yamato Man:''' Red Arremer Man?!&lt;br /&gt;
T-That's a demon! Somebody call Pope Man, right this instant! We need to banish him back where he belongs!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' My scanners tell me it is a robot.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' A... ''robot possesed by a demon?!'' T-Terrifying! But if you break it down, we should be safe!&lt;br /&gt;
&lt;br /&gt;
When he's flying, pay attention to what projectiles he'll fire; standard ones just home in on you, but green ones go in a&amp;lt;br&amp;gt;downwards arc, and must be jumped over.&lt;br /&gt;
&lt;br /&gt;
Use the Z-Burst to get as many shots as you can when he is above your range!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' I did not know robots could be programmed to be superstitious.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' Superstitious? Bah, real judgemental. If spirits and demons aren't real, then Silicon Hell can't be real!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' ...Y...You are correct. I was foolish.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKnives.png]]&lt;br /&gt;
|Knives&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Knives:''' Spooky. I like it! Especially the part where everything's on fire and stuff.&lt;br /&gt;
But the air is too dense from all the smoke and ghosts! It's bad for my allergies.&lt;br /&gt;
&lt;br /&gt;
I like the aesthetic, but if you had lungs, you'd understand, Zero!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Well, I suppose I will count my blessings.&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' You should get one of those simulated lungs for robots so you can suffer with me!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' No.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* As an unfortunate side effect of this level lacking [[CD]]s and most of Chapter 3's stages having CDs reserved for entries that contain spoilers, both Chesder and Red Arremer Man had to have their CDs placed in a Chapter 2 level, [[Refurbished Pyramid]] (also made by [[SVNrenga]]).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 3}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level: Episode Zero Stages]] [[Category:Stages]] [[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Frosty_Fields&amp;diff=28589</id>
		<title>Frosty Fields</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Frosty_Fields&amp;diff=28589"/>
				<updated>2025-03-23T17:39:59Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&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=Frosty Fields&lt;br /&gt;
|image=[[File:MAGMMLEZ-CH2-FrostyFields.png|256px]]&lt;br /&gt;
|caption=It's only going to get colder from here...&lt;br /&gt;
|game=''[[Make a Good Mega Man Level: Episode Zero]]''&lt;br /&gt;
|creator=[[Robotnipperii]]&lt;br /&gt;
|rank=Chapter 2&lt;br /&gt;
|composer=Naoto Tanaka&lt;br /&gt;
|artist=[[The Stove Guy]] (v1.1 onwards)&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables=[[File:CD.png]]&amp;lt;br&amp;gt;008: [[Gilbert D. Stern|Gilbert Stern]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Au-Au]]&lt;br /&gt;
*[[Bomber Pepe]]&lt;br /&gt;
*[[Curlinger]]&lt;br /&gt;
*[[Docron]]&lt;br /&gt;
*[[Kaona Geeno]]&lt;br /&gt;
*[[Mecha Pitchan]] (Blue, Red)&lt;br /&gt;
*[[Peng]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Chill Man Block]]&lt;br /&gt;
*[[Frost Sled]]&lt;br /&gt;
*[[Sign (Mega Man 8)]] (Jump, Slide)&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Squidon]]&lt;br /&gt;
|bosses=&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man X6 - Blizzard Wolfang&lt;br /&gt;
|location=&lt;br /&gt;
|previous=&lt;br /&gt;
|next=[[When Spike Drops Freeze Over]]&lt;br /&gt;
}}&lt;br /&gt;
'''Frosty Fields''' is the first level on the path to the [[Icicle Chip]] in Chapter 2 of ''[[Make a Good Mega Man Level: Episode Zero]]''. The first of many cold areas on this path, [[Zero]]'s hunt for [[SRARA]] and [[Energy Element]]s takes him to a vast frozen land with many slippery surfaces, with many blocks of ice barricading the critical path, and a rocket sled waiting for him towards the end. Though breaking through the ice is often required, some blocks of ice have robots frozen inside.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The first area is a very simple platforming section, with little threatening enemies and easily avoided pits. After breaking a [[Chill Man Block]] at the end, Zero enters a brief section half-submerged in water, with spikes lining the bottom and a [[Squidon]] at the end guarding a drop to the first checkpoint. The level then proceeds to the left, with Chill Man Blocks obstructing the path ahead. Destroying them is thus necessary, but some contain enemies that attack once freed, so some amount of care is recommended where possible. [[Eddie]] is frozen inside one ice block, and can be freed to obtain a random power-up. At the end, a second Squidon is fought, freeing the path to a downwards column of screens that again use Chill Man Blocks as blockades. With the direction leading downwards, the stomp can be used to instantly break the blocks and drop down much quicker.&lt;br /&gt;
&lt;br /&gt;
At the second checkpoint, an alcove on the left contains a [[CD]] on an upper shelf, past two rows of spikes and a frozen [[Mecha Pitchan]]. The main pathway, meanwhile, leads to a [[Frost Sled]] section with [[Docron]]s patrolling the ground while [[Peng]]s act as an airborne threat. Some more Chill Man Blocks act as blockades at points, and must be quickly destroyed before Zero is crushed between them and the edge of the screen. A third Squidon waits at the end of the long sled ride, and is the only thing standing between Zero and the Energy Element, which is frozen inside a Chill Man Block.&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneWily.png]]&lt;br /&gt;
|Dr. Wily&lt;br /&gt;
|Frosty Fields?&lt;br /&gt;
Ah, the &amp;quot;entrance to the freezing lands&amp;quot;. Not as interesting as that poetic name implies.&lt;br /&gt;
&lt;br /&gt;
But, well, it's an ice land. It's cold. Luckily, you don't need a sweater. But anything firey{{sic}} would be helpful.&lt;br /&gt;
&lt;br /&gt;
And beware of any... err... unwanted sledding trips. Keep on your toes for that.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKrantz.png]]&lt;br /&gt;
|Agent Krantz&lt;br /&gt;
|Frosty Fields?&lt;br /&gt;
That area's ''very'' cold, I'm talking below freezing.&lt;br /&gt;
&lt;br /&gt;
As such, you'll likely run into enemies frozen in ice cubes there, though you might also find helpful items frozen as well.&lt;br /&gt;
&lt;br /&gt;
I remember there also being a jetboard competition that used to go on there before the weather got bad.&lt;br /&gt;
&lt;br /&gt;
If you find one, remember that the high velocity will adjust your shots to go slightly faster.&lt;br /&gt;
&lt;br /&gt;
Addtionally,{{sic}} your air dash can help keep you suspended in midair briefly.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneGalaxy.png]]&lt;br /&gt;
|Galaxy Man &lt;br /&gt;
|Yeah, for the CD here, just find the sled zone place and go left!&lt;br /&gt;
After that, the prize should be in plain sight!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKnives.png]]&lt;br /&gt;
|Knives&lt;br /&gt;
|'''Knives:''' Hey, it's all frozen and stuff over there! What's up with that?? Weird.&lt;br /&gt;
'''Zero:''' I think it is because the area is cold.&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' Orrrrr... it's all because of the government weather machines! How about that?!&lt;br /&gt;
&lt;br /&gt;
We're not dating where they've got control over the weather! And, I mean, did you see the ski resort there?&lt;br /&gt;
&lt;br /&gt;
You didn't, because it's bad and full of pits and spikes! Terrible. Terrible.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* In v1.0 of ''MaGMML: Episode Zero'', Frosty Fields used a much more basic tileset for its outdoor areas. In all subsequent versions, an improved tileset with more detail is used in its place.&lt;br /&gt;
* Frosty Fields marks the only appearance of Eddie in all of ''MaGMML: Episode Zero''. Notably, if Eddie isn't unfrozen on at least one playthrough of the level, he is absent from the end credits montage.&lt;br /&gt;
* The presence of Frosty Fields forced the submission [[Lost Valley]] to change its name from the similar-sounding &amp;quot;Fossil Fields&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Icicle}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level: Episode Zero Stages]] [[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Wicked_Waterworks&amp;diff=28588</id>
		<title>Wicked Waterworks</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Wicked_Waterworks&amp;diff=28588"/>
				<updated>2025-03-23T17:39:48Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&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=Wicked Waterworks&lt;br /&gt;
|image=[[File:MAGMMLEZ-CH2-WickedWaterworks.png|256px]]&lt;br /&gt;
|caption=A shot to the face, or a shot in the back? This truly is wicked.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level: Episode Zero]]''&lt;br /&gt;
|creator=[[Zieldak]]&lt;br /&gt;
|rank=Chapter 2&lt;br /&gt;
|composer=Atsushi Kitajoh, Toshihiko Horiyama, Manami Matsumae&lt;br /&gt;
|artist=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables=[[File:CD.png]][[File:CD.png]][[File:CD.png]]&amp;lt;br&amp;gt;011: [[Pirate Man]]&amp;lt;br&amp;gt;079: [[Haiker G]]&amp;lt;br&amp;gt;080: [[CWU-41B]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[B Bitter]]&lt;br /&gt;
*[[Haiker N]]&lt;br /&gt;
*[[M-445]]&lt;br /&gt;
*[[Okosupaiku]]&lt;br /&gt;
*[[Shield Attacker D]]&lt;br /&gt;
*[[Shrimparge 91]]&lt;br /&gt;
*[[Sprinklar]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Waterfall]]&lt;br /&gt;
*[[Wind]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Haiker G]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[CWU-41B]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Persona Q2: New Cinema Labyrinth - Synchronized City (Another Version)&amp;lt;br&amp;gt;'''Boss:''' Mega Man Powered Up - Wily Stage Boss&lt;br /&gt;
|location=&lt;br /&gt;
|previous=[[Bubble Base]]&lt;br /&gt;
|next=[[In the Flesh]]&lt;br /&gt;
}}&lt;br /&gt;
'''Wicked Waterworks''' is the seventh level on the path to the [[Psycho Chip]] in Chapter 2 of ''[[Make a Good Mega Man Level: Episode Zero]]''. A large network of pipes connected to [[Bubble Base]], the level has [[Zero]] navigate through  watery areas: some on dry land with water gushing between pipes, others being completely submerged and littered with spikes and aquatic security robots. These underwater areas are also home to currents that will push him in a certain direction, often towards pits or spikes. Altogether, these elements combine for a level that can be one of the hardest in Zero's journey.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Beginning on dry land, the first part of the stage consists of jumping over pits and in between pipes, while avoiding [[B Bitter]]s in the ground and [[Haiker N]]s that plug themselves into gaps. Also present in this part are [[Waterfall]]s that push against Zero and weigh down his jumps. Towards the first body of water, a trio of [[Shield Attacker D]]s attempt to slam into Zero once they're scrolled onscreen, but can be dealt with by the [[Z-Saber]]. Down underwater, [[Okosupaiku]]s wait to be triggered before they start chasing Zero, exploding and releasing four spikes after a short time. Three of them guard a [[CD]] in one screen, and with pits nearby, collecting it without dying can be difficult. The next few screens have [[Wind|currents]] that push Zero either backwards or forwards, with spikes everywhere while enemies attack. The airdash is often a reliable way to cross over pits without accidentally jumping into a spike.&lt;br /&gt;
&lt;br /&gt;
Just after resurfacing from the water, a ceiling-mounted [[Sprinklar]] is encountered while shooting a spray of water bubbles. Several more are seen in the next section, while B Bitters lie in the ground below. As attacking them is difficult without reliable weapons that go upwards (e.g. the [[Zap Chip|Zap Saber]] or the [[Z-Burst]]), it's typically necessary to avoid their shots, either by staying out of their range, or using platforms as shelter. Shortly afterwards, the subboss [[Haiker G]] is encountered, with a waterfall making the jump to the exit a little more difficult. This comes into further play after the next checkpoint, as waterfalls are more deliberately placed to make jumping more hazardous by quickly pushing Zero down. However, they cannot affect him while airdashing, making it invaluable when crossing through. Another CD lies in the open towards the end of the section, above a pit and beneath a waterfall. The only way to grab it without dying is to airdash as soon as Zero touches it.&lt;br /&gt;
&lt;br /&gt;
The final section of the level is an underwater area with a current moving from the left, with pits and spikes once again being common hazards. While it's recommended that Zero moves slowly and carefully, the constant spawning of [[M-445]]s from above forces him to always keep moving. The level's third and final CD lies in a small alcove, surrounded by pits, spikes, tiny platforms, and an Okusupaiku floating right next to it. All of this, alongside the current and descending M-445s, makes for a CD that is extremely difficult to obtain without dying in the process. At the very end, the current quickly speeds up, carrying Zero into a corridor lined with spikes, before ending at the entrance to [[CWU-41B]]. Fortunately, a checkpoint is present at this stage.&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot; colspan=&amp;quot;2&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneWily.png]]&lt;br /&gt;
|Dr. Wily&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Wicked Waterworks?&lt;br /&gt;
Hmph. That place is.. pretty dangerous. After one too many incidents with the city pipelines, the company went...crazy.&lt;br /&gt;
&lt;br /&gt;
So... there are a lot of weapons down there. And deadly heights. And spikes. I told you, they went crazy.&lt;br /&gt;
&lt;br /&gt;
Do you have anything you could use to float in the water? That would probably be helpful.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKrantz.png]]&lt;br /&gt;
|Agent Krantz&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Wicked Waterworks?&lt;br /&gt;
Shield Attacker Ds occupy that area. The company meant to use them as a means to redirect water flow.&lt;br /&gt;
&lt;br /&gt;
They were scrapped, though, since the holes their eyes occupy would let water flow through!&lt;br /&gt;
&lt;br /&gt;
Sprinklars also hang on the ceiling.&lt;br /&gt;
&lt;br /&gt;
Despite looking like a ceiling fixture, your weapons should be able to break them.&lt;br /&gt;
&lt;br /&gt;
If you can't destroy them before they fire, duck under the water and their shots shouldn't hit you.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneGalaxy.png]]&lt;br /&gt;
|Galaxy Man&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''(CD #1):''' This one's tough! Should be in plain sight, but you'll have to do some good dodging!&lt;br /&gt;
Or you could just cheat and use some kinda protective weapon if you have it. Whatever you want!&lt;br /&gt;
&lt;br /&gt;
'''(CD #2):''' Another tricky one! It's in plain sight, but you'll need to be really good at airdashing!&lt;br /&gt;
&lt;br /&gt;
Otherwise, those crazy currents'll just dunk you into a pit! Airdash to get the CD and land safely!&lt;br /&gt;
&lt;br /&gt;
'''(CD #3):''' Woah! This one's tricky! It'll be on the bottom in the big turbulent section, all guarded!&lt;br /&gt;
&lt;br /&gt;
Try to be as defensive as you can to get it safely! Maybe with, like, a shield or something...&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[File:ZPhoneYamato.png]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Yamato Man&lt;br /&gt;
|Haiker G&lt;br /&gt;
|'''Yamato Man:''' Haiker G?&lt;br /&gt;
He's just a Haiker N, but big. In fact, I think the G stands for &amp;quot;Grande&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Try not to get hit by its purple goop, or else you'll be all slippery and dodging his attacks will be way harder!&lt;br /&gt;
&lt;br /&gt;
Why does a water treatment robot have a storage tank for gross purple goop, anyway?&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Maybe it is a kind of water treatment chemical?&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' WHAT?! So those conspiracy nuts saying they were putting chemicals in the water were right?!&lt;br /&gt;
&lt;br /&gt;
S-Somebody tell Toad Man! Quick!!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Uh... Okay.&lt;br /&gt;
|-&lt;br /&gt;
|CWU-41B&lt;br /&gt;
|'''Yamato Man:''' CWU...Uh...4...1...B?&lt;br /&gt;
Ugh, I hate this standardized naming scheme for water treatment robots. Couldn't they have picked simpler names?!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' So you are telling me this is a water treatment robot? It seems particularly vicious to be just that.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' No, trust me, that's perfectly standard. In fact, that's in accordance with OSHA.&lt;br /&gt;
&lt;br /&gt;
Every water treatment robot gets 5% of its budget dedicated to weaponry and combat AI.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' ...Human safety laws are highly intriguing.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' This one changes its AI every time its bubble shield is popped, which means it's constantly changing its&amp;lt;br&amp;gt;tactics, but its shield has no invincibility frames, so your Z-Burst and other multihitters are super-useful against it!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKnives.png]]&lt;br /&gt;
|Knives&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Knives:''' Nice taste with the super-dangerous water area! But I can only breathe underwater for 3 hours.&lt;br /&gt;
And that might not be long enough for our ultimate super-awesome date!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' ...How long are you expecting it to last?&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' Oh, I dunno, '''forever''', maybe!&lt;br /&gt;
&lt;br /&gt;
But it might be cut off by all the stupid turret thingies and spikes! Lame.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The level has three hidden rooms, all hidden behind fake walls. However, nothing is hidden behind them other than Tanks.&lt;br /&gt;
* The original submitted version of Wicked Waterworks had all of its spikes instantly kill on contact. In the final game, they were replaced with Damage Spikes that deal 7 damage, as the level was deemed too difficult otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Psycho}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level: Episode Zero Stages]] [[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Volt_Man_Factory&amp;diff=28587</id>
		<title>Volt Man Factory</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Volt_Man_Factory&amp;diff=28587"/>
				<updated>2025-03-23T17:39:40Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&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=Volt Man Factory&lt;br /&gt;
|image=[[File:MAGMMLEZ-CH2-VoltManFactory.png|256px]]&lt;br /&gt;
|caption=Looks like Zero is taking the day off. Let's motivate Zero with a controlled shock.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level: Episode Zero]]''&lt;br /&gt;
|creator=[[Buster]]&lt;br /&gt;
|rank=Chapter 2&lt;br /&gt;
|composer=symfonikev, [[CosmicGem]]&lt;br /&gt;
|artist=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables=[[File:CD.png]][[File:CD.png]]&amp;lt;br&amp;gt;005: [[Doctor Albert W. Wily|Dr. Wily]]&amp;lt;br&amp;gt;070: [[Volt Man the Real]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Biribaree]]&lt;br /&gt;
*[[Electric Gabyoall]]&lt;br /&gt;
*[[Hum Sparky]]&lt;br /&gt;
*[[Zap Sparky]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Battery Lift]]&lt;br /&gt;
*[[Floor Light]]&lt;br /&gt;
*[[Reflect Block]]&lt;br /&gt;
*[[Thunder Striker]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Volt Man the Real]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Stage 41 (original track)&amp;lt;br&amp;gt;'''Boss:''' Mega Man Sunrise - Boss Battle&lt;br /&gt;
|location=&lt;br /&gt;
|previous=[[Projectile Party!]]&lt;br /&gt;
|next=[[Lightningrod Lab]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|At least one child has gone missing in the area, and no evidence of their fate was ever found.|Volt Man the Real's [[CD]]|}}&lt;br /&gt;
&lt;br /&gt;
'''Volt Man Factory''' is the fifth level on the path to the [[Zap Chip]] in Chapter 2 of ''[[Make a Good Mega Man Level: Episode Zero]]''. In a stark contrast to [[Projectile Party!|the happy, if deadly, party-themed location]] he went through earlier, [[Zero]]'s quest takes him to a dark and mysterious factory, which has produced not just robots, but a litany of rumours and horror stories surrounding the site. Inside, a far more real danger is present in electrical hazards - from large electric bolts and electrified battery lifts, to multiple robots that use electric attacks. In the background, a set of [[Volt Man]] copies are being produced, with their grand architect, [[Volt Man the Real]], hiding out in a dark corner of the factory.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
By going to the left at the start, Zero will find a [[CD]] on the other side of a long gap; airdashing over to it will show it is protected by a set of invisible blocks. To reach it, he needs to climb up to it from the other side by using [[Floor Light]]s to darken the room and locate hidden blocks. The true start to the stage introduces rail-travelling [[Battery Lift]]s, as well as [[Electric Gabyoall]]s and [[Biribaree]]s. If Zero didn't go for the CD at the start, he is also introduced to Floor Lights and their invisible blocks soon after. After jumping over a set of spikes, two custom enemies are introduced one after the other: first the purple [[Zap Sparky]] that jumps away from Zero, and then the green [[Hum Sparky]] that prefers to stand still. The latter is first encountered in a room with Floor Lights that obscure the terrain when stepped on.&lt;br /&gt;
&lt;br /&gt;
Beyond the first checkpoint, a [[Thunder Striker]] is introduced, periodically firing electric bolts down into a pit. Close by is an E-Tank behind a wall of [[Reflect Block]]s, and a Zap Sparky that jumps from one set of Reflect Blocks to the next, each time shielded from attack. By jumping onto these blocks at the end of the section, Zero can backtrack and grab the E-Tank. The next room has two Hum Sparkys in a room with invisible blocks, followed by a Battery Lift on a rail with a gap - when the lift goes over the gap, it becomes electrified and will damage Zero. This comes into play in the next few screens, which have him ride Battery Lifts while avoiding a Thunder Striker, Electric Gabyoalls, and even the lifts themselves as they pass over gaps. One lift is constantly electric, and must be avoided entirely. Past this is a checkpoint, which features death spikes covered by invisible blocks, and a set of Volt Man copies in the background.&lt;br /&gt;
&lt;br /&gt;
The next screen has two Thunder Strikers in the ceiling, with a bottomless pit below and set of invisible blocks in the centre; their placement needs to be memorised, as the only Floor Light onscreen is atop a high ledge. A room with two Battery Lifts has two exits; the left leads to a single screen with a CD (reached by jumping on Battery Lifts and avoiding two Thunder Strikers), while the right leads to a screen with more invisible blocks, as well as death spikes and a Hum Sparky shielded by Reflect Blocks (its sparks help signify the presence of a pit). After a few screens filled with enemies, a series of Battery Lifts over a chasm precede the boss door. This final gauntlet can be intense, as many of the lifts are on rails that have gaps, and some are right next to a Thunder Striker. Rushing through it is ill-advised, as careful timing is often needed to ensure each lift is in an ideal place before jumping.&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneWily.png]]&lt;br /&gt;
|Dr. Wily&lt;br /&gt;
|Volt Man Factory?&lt;br /&gt;
Uhhh... get out of there. Quick. Unless you have a death wish.&lt;br /&gt;
&lt;br /&gt;
There's so many horror stories surrounding that place that I'm shocked it hasn't been detonated.&lt;br /&gt;
&lt;br /&gt;
That place gives even ''me'' the creeps. Just grab the Element and leave!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKrantz.png]]&lt;br /&gt;
|Agent Krantz&lt;br /&gt;
|'''Krantz:''' Volt Man Factory?&lt;br /&gt;
That area has some invisible tiles that only appear when stepping on certain floors.&lt;br /&gt;
&lt;br /&gt;
There's also battery lifts that'll rotate you as you stand on them, but if they carry an electric charge, they'll shock you!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Is there anything else I should know about this place?&lt;br /&gt;
&lt;br /&gt;
'''Krantz:''' What else is there to say?&lt;br /&gt;
&lt;br /&gt;
I guess there's the ghost stories, but they're just that: ghost stories.&lt;br /&gt;
&lt;br /&gt;
'''Stern:''' C'mon Rosie, we both know there's something fiendish about that place...&lt;br /&gt;
&lt;br /&gt;
Each time I get called to investigate that place, I get chills down my spine...&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneGalaxy.png]]&lt;br /&gt;
|Galaxy Man&lt;br /&gt;
|'''(CD #1):''' Always remember this old adage, Zero: &amp;quot;Go left at the start!&amp;quot;&lt;br /&gt;
You'll be surprised at the kinda stuff you can find if you always check!&lt;br /&gt;
&lt;br /&gt;
'''(CD #2):''' Look out for a really high ledge on the left at some point in that creepy factory!&lt;br /&gt;
&lt;br /&gt;
Then, the CD should be right there, yours for the taking!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneYamato.png]]&lt;br /&gt;
|Yamato Man&lt;br /&gt;
|'''Yamato Man:''' Volt Man the Real?&lt;br /&gt;
He's just a story parents tell children so they behave! Like that one other Robot Master that doesn't exist...&lt;br /&gt;
&lt;br /&gt;
Uh, his name escapes me... Sweets Man? Confectionary Man? Sugar Man?&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Well, I am facing it off right now, so the stories seem to be real, to an extent.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' You're facing off against Bonbon Man?! No, that's not it, it's Pastry Man... Dessert Man?&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' No, I am facing Volt Man.&lt;br /&gt;
&lt;br /&gt;
The Real.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' Oh, right, right! He keeps his shield up for a long time, so I hope you have some Z-Saber ammunition!&lt;br /&gt;
&lt;br /&gt;
He has increased vulnerability to all your weapons though. Every time he lands with his shield up, he'll create two&amp;lt;br&amp;gt;electric sparks that move across the floor, so don't stand still for too long!&lt;br /&gt;
&lt;br /&gt;
Also, sometimes he'll concentrate his shield into an orb that'll explode into a huge pillar of lightning upon hitting a&amp;lt;br&amp;gt;wall, so get as far opposite to the way it's going if he-- OH, I JUST REMEMBERED THAT NAME! It's Cand-&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' I am returning to the fight now. Thank you.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKnives.png]]&lt;br /&gt;
|Knives&lt;br /&gt;
|'''Knives:''' Hahahaha!! I like this!! But you'd toootally go missing if we stayed in there for too long.&lt;br /&gt;
'''Zero:''' Why?&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' They'd grab you, that's what! And then you'd never be seen again!&lt;br /&gt;
&lt;br /&gt;
And I don't think mysteriously disappearing for a reason other than me makes for a good date.&lt;br /&gt;
&lt;br /&gt;
You're mine! So I'm the only one that can make you vanish. Hehehe.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* As a shout-out to the horror game ''Five Nights at Freddy's'', if the player dials &amp;quot;1987&amp;quot; on the [[Z-Phone]] in Volt Man Factory, a yellow Volt Man screams randomly-generated text before closing the game. The scream is taken from Golden Freddy's jumpscare in ''Five Nights at Freddy's'', which appears if the animatronics' AI levels are set to 1-9-8-7 in the game's Custom Night mode - and like &amp;quot;Golden Volt Man&amp;quot;, it forcefully closes the game.&lt;br /&gt;
* Despite the aforementioned ''Five Nights at Freddy's'' reference, [[SnoruntPyro]] claims the spooky ghost story lore was actually inspired by the often macabre Pokédex entries in the ''Pokémon'' series (typically those belonging to Ghost-type Pokémon).&lt;br /&gt;
* [[Yamato Man]]'s Z-Phone call obliquely references Candy Man, the non-existent boss of the ''[[Make a Good Mega Man Level 2]]'' entry [[Candy Panic]].&lt;br /&gt;
* One screen has silhouettes of fellow [[Mega Man (DOS)|DOS ''Mega Man'']] Robot Masters [[Sonic Man]] and [[Dyna Man]] standing next to a computer; presumably, this is a nod to CRORQ.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Zap}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level: Episode Zero Stages]] [[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Out_of_Order&amp;diff=28586</id>
		<title>Out of Order</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Out_of_Order&amp;diff=28586"/>
				<updated>2025-03-23T17:39:14Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&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=Out of Order&lt;br /&gt;
|image=[[File:MAGMMLEZ-CH2-OutOfOrder.png|256px]]&lt;br /&gt;
|caption=We apologise for the inconvenience, particularly where [[RoahmMythril|durgons]] are concerned. &lt;br /&gt;
|game=''[[Make a Good Mega Man Level: Episode Zero]]''&lt;br /&gt;
|creator=[[Cheez8|Cheez]]&lt;br /&gt;
|rank=Chapter 2&lt;br /&gt;
|composer=Yuzo Koshiro&lt;br /&gt;
|artist=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables=[[File:CD.png]]&amp;lt;br&amp;gt;072: [[War Blur]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Darkkaw]]&lt;br /&gt;
*[[Piledan]] (Normal, Turret, Bomber)&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Auto Scroller]]&lt;br /&gt;
*[[Glass Platform]]&lt;br /&gt;
*[[Reflect Block]]&lt;br /&gt;
*[[War Blur]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[War Blur]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Etrian Odyssey II - Shiver&lt;br /&gt;
|location=&lt;br /&gt;
|previous=[[Shocking Wacko Stage]]&lt;br /&gt;
|next=[[Stormy Spire]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I just took &amp;quot;what if one of the energy elements powering a simulation was full of evil/bird energy and started corrupting it&amp;quot; as a starting point and let things happen [...] Evil energy and bird energy are pretty much the same thing probably|[[Cheez8|Cheez]]|revealing the origin of the madness}}&lt;br /&gt;
&lt;br /&gt;
'''Out of Order''' is the eighth level on the path to the [[Zap Chip]] in Chapter 2 of ''[[Make a Good Mega Man Level: Episode Zero]]''. Somehow, [[Zero]] stumbles upon a teleporter in the middle of nowhere, which brings him into a corrupted and unstable [[simulation]] prone to visual errors and glitchy objects. Oh, and birds. Lots and lots of buggy, shapeshifting, evil birds that want him dead, particularly the terrain-destroying [[War Blur]], who holds the [[Energy Element]] powering/corrupting the simulation.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The first few screens are very simple and contain little hazards. However, they introduce the only two enemies in the stage; [[Piledan]]s that can control turrets and bombers, and [[Darkkaw]]s that will fly after Zero relentlessly. War Blur can be briefly glimpsed in one of these screens, and on another is a Piledan that glitches out and becomes a Darkkaw. Shortly before the first checkpoint, War Blur appears before Zero and glitches out, warping to his right and following his every move, but posing no threat. After the checkpoint, the evil bird's true danger is shown as it starts flying up and down the screen, destroying all solids and enemies in its path and carving huge holes in the terrain. If Zero falls offscreen, he will perish. An arrow dictates what direction it will fly in, and it alternates directions with each pass. However, the level geometry often blocks the path forward, and so War Blur must be lured into destroying these areas to move on.&lt;br /&gt;
&lt;br /&gt;
After two long sections of outrunning War Blur, it seems to stop still, before it glitches and is revealed as another Darkkaw. The real War Blur continues its fly-by tactics, but now [[Reflect Block]]s lie within the terrain. When War Blur hits these, it is sent back in the direction it came, and cannot appear on the opposite end of the screen. A [[CD]] lies on the bottom half of the screen, but to access it, Zero needs to lure War Blur into flying through a gap between Reflect Blocks so that it may fly in from the bottom. Once it destroys the solids beneath a raised row of six Reflect Blocks, Zero can airdash into a pathway leading to the CD, but with no Reflect Blocks to stop War Blur, he needs to move quickly to the second checkpoint before it sends him falling down.&lt;br /&gt;
&lt;br /&gt;
From here, an [[Auto Scroller]] section populated with Darkkaws and Piledans ensues, with War Blur swooping up and down constantly. As such, staying on the right side of the screen would not be a wise choice to make. Some parts of the ground have Reflect Blocks within, providing a small area of respite where War Blur cannot create a hole. Eventually Zero comes across dead ends he needs War Blur to break apart, but with two rows of Reflect Blocks close to both sides of the screen, standing in the wrong spot could send War Blur backwards to repeat its routine, wasting precious time as the screen keeps scrolling. After the auto scroller, a large Health Energy pickup glitches out and becomes a Darkkaw; destroying it will always drop a large (non-bugged) Health Energy. Past this screen, War Blur flies down and begins attacking conventionally, with Zero needing to defeat it to reclaim the broken simulation's Energy Element.&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneWily.png]]&lt;br /&gt;
|Dr. Wily&lt;br /&gt;
|'''Dr. Wily:''' Out of Order?&lt;br /&gt;
What? I can't track your position. Where did you go?!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' I wandered into a teleporter.&lt;br /&gt;
&lt;br /&gt;
'''Dr. Wily:''' Don't tell me... You somehow entered a simulation, didn't you? ALL the way out there?&lt;br /&gt;
&lt;br /&gt;
Must have been thrown out for a reason. Find that Energy Element and make a break for it!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKrantz.png]]&lt;br /&gt;
|Agent Krantz&lt;br /&gt;
|'''Krantz:''' Out of Order?&lt;br /&gt;
I'm having trouble getting an idea where you are, the signal keeps getting jammed.&lt;br /&gt;
&lt;br /&gt;
Enemies around you may not necessarily be what they seem.&lt;br /&gt;
&lt;br /&gt;
Bird...strong enough...break solids....&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Hello?&lt;br /&gt;
&lt;br /&gt;
''[Static]''&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Bother, the signal is jammed!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneGalaxy.png]]&lt;br /&gt;
|Galaxy Man&lt;br /&gt;
|This one should be blocked by a buncha random blocks! Gotta break them to get to the CD!&lt;br /&gt;
Maybe try luring that weird bird thing in such a way that it swaps its position and breaks the lower path...&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneYamato.png]]&lt;br /&gt;
|Yamato Man&lt;br /&gt;
|'''Yamato Man:''' War Blur? ''I barely even met 'ur''! Hahahahahahah!!! Ohohoho...! My comedic genius surprises even myself sometimes!&lt;br /&gt;
'''Zero:''' That was really not that funny.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' Oh yeah? What do ''you'' consider funny, then?! Tell me your finest joke!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Uh... Okay, I shall try my best... Knock knock.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' Who's there?&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Updog.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' ...What does that even mean?&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' ...You... You were supposed to respond... N-Nevermind. Please, supply me with advice.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' It's a simple fight!&lt;br /&gt;
&lt;br /&gt;
Just take out the tiny birds it spawns, keep the boomerang sawblades in mind, and stay off the center, if you can.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' ...Not much, what is up with you...&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' Huh?&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Nothing.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKnives.png]]&lt;br /&gt;
|Knives&lt;br /&gt;
|'''Knives:''' Whaaaa? I'm not going into an evil bird simulation! Those birds'll steal all the love!&lt;br /&gt;
Snatch it all away, blissfully flying away into the sky... The feathered fiends!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' What are you talking about?&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' Oh, I see you don't have the same knowledge of birds as I do.&lt;br /&gt;
&lt;br /&gt;
Birds evolved from dinosaurs, you know, so they're, by default, the strongest animal!&lt;br /&gt;
&lt;br /&gt;
And this simulation is all about EVIL birds. That's bad news waiting to happen!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Out of Order is the only level in ''MaGMML: Episode Zero'' to be a simulation like ''[[Make a Good Mega Man Level 2]]'''s levels are, instead of a real place.&lt;br /&gt;
* Despite being a mere simulation, Out of Order is depicted on the overworld as a rocket-like structure. Given the vague resemblance the first few screens have to a large aircraft in flight, it's possible this is a representation of what the simulation is ''supposed'' to depict, before it became corrupted and altered.&lt;br /&gt;
* Prior to v1.12 of ''MaGMML: Episode Zero'', the frequency at which War Blur attacks in the Auto Scroller section was lower, making it harder to lure it to specific areas before being killed by the scrolling screen.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Zap}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level: Episode Zero Stages]] [[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=BlocBunker&amp;diff=28585</id>
		<title>BlocBunker</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=BlocBunker&amp;diff=28585"/>
				<updated>2025-03-23T17:39:06Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&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=BlocBunker&lt;br /&gt;
|image=[[File:MAGMMLEZ-CH2-BlocBunker.png|256px]]&lt;br /&gt;
|caption=This stage brings a new meaning to the term, &amp;quot;Cold War&amp;quot;.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level: Episode Zero]]''&lt;br /&gt;
|creator=[[Mabrick]]&lt;br /&gt;
|rank=Chapter 2&lt;br /&gt;
|composer=BUN BUN (original music)&amp;lt;br&amp;gt;RushJet1 (cover)&lt;br /&gt;
|artist=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables=[[File:CD.png]]&amp;lt;br&amp;gt;065: [[Hindjoe]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Bombier]]&lt;br /&gt;
*[[Mizzile]]&lt;br /&gt;
*[[Propeller Eye]]&lt;br /&gt;
*[[Colton|Winter Colton]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Ballade Missile]]&lt;br /&gt;
*[[Teckyun|Hammer]]&lt;br /&gt;
*[[Missile]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Hindjoe]]&lt;br /&gt;
|bosses=&lt;br /&gt;
|other=&lt;br /&gt;
|music=&lt;br /&gt;
Mega Man 4 - Cossack Stage 1&lt;br /&gt;
|location=&lt;br /&gt;
|previous=[[Springy Scaffolding]]&lt;br /&gt;
|next=[[Midnight Aurora]]&lt;br /&gt;
}}&lt;br /&gt;
'''BlocBunker''' is the seventh level on the path to the [[Icicle Chip]] in Chapter 2 of ''[[Make a Good Mega Man Level: Episode Zero]]''. Detecting an [[Energy Element]] inside a mysterious missile base, [[Zero]] must fight his way past Soviet-themed [[Colton]]s and their air support to reach the base, which is filled with not just icy surfaces and swinging hammers, but also numerous missile types from the destructible to the indestructible.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level starts in an outside area, with Winter Coltons and [[Bombier]]s as the only enemies guarding the uneven path forwards. At the end of this path is some ice-covered ground (causing Zero to retain momentum when stopping), and a ladder above spikes. Going up the ladder, Zero is introduced to [[Ballade Missile]]s blocking the way forwards in two rooms, the second of which feature [[Propeller Eye]]s. After climbing up through three rooms, Zero must jump across icy terrain while avoiding several pits, with [[Mizzile]]s, Winter Coltons, and Bombiers trying to knock him down into them. If he makes it through, he will drop down into the first checkpoint, with a large Health Energy on offer.&lt;br /&gt;
&lt;br /&gt;
[[Teckyun]]s shaped like swinging hammers litter the next several rooms, with the focus placed on avoiding them than on fighting enemies, though some rooms have Propeller Eyes and Ballade Missiles as additional hazards. After passing through a room with a small spike-lined floor and a Hammer swinging on the ceiling, another platforming section with icy terrain, Winter Coltons, and Mizzile-filled pits presents itself. Once Zero crosses it, he climbs into a barren room with another large Health Energy pickup, above which is the second checkpoint. Going right leads to a battle against a [[Hindjoe]], but by going up the ladder on the left, Zero will find a [[CD]] resting on a small platform. To reach it, he needs to climb and airdash up a series of ladders while avoiding more Hammers.&lt;br /&gt;
&lt;br /&gt;
After defeating the Hindjoe, Zero is presented with a five-screen long vertical climb upwards. Here, he encounters invincible [[Missile]]s that spawn infinitely from chutes in the walls and fly in one direction. If one hits him, he risks falling back down to a prior screen. Additional hazards on each screen include Winter Coltons, a Hammer, and Ballade Missiles. At the top of the climb, Zero encounters a shutter leading inside the base, with a checkpoint on the other side. Three Propeller Eyes await him in the next room, and a ladder up top leads to another vertical climb with more Missiles flying across each room. Here, careful positioning and timing is needed to avoid being hit and falling down while jumping from ladder to ladder. At the very top is a room with a Mizzile and Winter Colton guarding the exit to the top right. The final stretch of the stage is another short platforming section with Mizziles lurking in pits, before Zero encounters another Hindjoe. Defeating this one will make it drop the Energy Element, ending the stage.&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneWily.png]]&lt;br /&gt;
|Dr. Wily&lt;br /&gt;
|BlocBunker?&lt;br /&gt;
Woohoo, another military base. This one isn't that dangerous, though. Just remote and fairly inactive.&lt;br /&gt;
&lt;br /&gt;
I bet they secretly appreciate you running around, because they think of you as target practice, or something like that.&lt;br /&gt;
&lt;br /&gt;
It's a good thing I masked you so well.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the military would probably be hunting me down because of you. Hehehe...&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKrantz.png]]&lt;br /&gt;
|Agent Krantz&lt;br /&gt;
|'''Krantz:''' BlocBunker?&lt;br /&gt;
That place is home to various missles, including Ballade Missiles, Mizzles and... normal missiles.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Quite the variety.&lt;br /&gt;
&lt;br /&gt;
'''Krantz:''' Well, yes, but they also have hammers!&lt;br /&gt;
&lt;br /&gt;
They move back and forth, but at a regular interval. Time your movements through their hilt and you should be fine.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' OK, but... what is a Russian-style missile base doing here?&lt;br /&gt;
&lt;br /&gt;
'''Krantz:''' That information is classified.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' But-&lt;br /&gt;
&lt;br /&gt;
'''Krantz:''' ''Class''&amp;lt;br&amp;gt;''i''&amp;lt;br&amp;gt;''fied.''&lt;br /&gt;
&lt;br /&gt;
'''Zero: ...&lt;br /&gt;
&lt;br /&gt;
'''Krantz:''' ...I'm just kidding! Well... kinda...&lt;br /&gt;
&lt;br /&gt;
I'd tell you what it was if I knew, but it's above even ''my'' clearance, which is saying a lot.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneGalaxy.png]]&lt;br /&gt;
|Galaxy Man&lt;br /&gt;
|When it looks like the road's about to diverge, take the upper path up the ladder!&lt;br /&gt;
Dodge all the stuff all the way up there, snag the CD, and you'll be on your merry way!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneYamato.png]]&lt;br /&gt;
|Yamato Man&lt;br /&gt;
|'''Yamato Man:''' Hindjoe? It just floats left and right firing homing missiles!&lt;br /&gt;
Sometimes it fires out a barrage of bullets right in front of it, but that's it! Why are you calling me for this?!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Truth be told, I thought that large quantity of Joes riding the helicopter might be a problem.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' Don't worry too much, when the helicopter goes down, they go down with it.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' ...Do they not even attempt to escape?&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' Not at all, they go down with the ship. Now THAT'S honour!&lt;br /&gt;
&lt;br /&gt;
If my Dojo goes up in flames, I'm going down with it! And I'm going to make Tomahawk Man join me too!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' I believe you went from honour to murder with that last sentence.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKnives.png]]&lt;br /&gt;
|Knives&lt;br /&gt;
|'''Knives:''' Zero... Do you believe love can blossom on the battlefield?&lt;br /&gt;
'''Zero:''' Very strange question, but to give you an answer, yes.&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' ...E-Even between us?! A robot and a human?!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' That is the one exception.&lt;br /&gt;
&lt;br /&gt;
Especially if it is with you.&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' W-What if I told you I'm a Robot Master then?! Like you!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Not only do I doubt that, but as an experimental robot, I possess free will unlike any other...&lt;br /&gt;
&lt;br /&gt;
Romance with a robot that is limited to pre-programmed thoughts is simply not something I can fathom...&lt;br /&gt;
&lt;br /&gt;
Especially if it is with you.&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' Let's meet halfway then! I'm an augmented cyborg!! Half human, half-&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' I am hanging up.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* BlocBunker seems to evoke Cossack Stage 1 from ''[[Mega Man 4]]''; not only is it a Russian-themed ice level, but it uses many similar level setpieces (such as a small climb up into a horizontal area filled with pits hiding enemies, and a long vertical climb with the background getting progressively darker).&lt;br /&gt;
* This level, along with [[Refurbished Pyramid]] and [[Shift Posting]], are the only levels in ''Episode Zero'' to have a midboss enemy drop an Energy Element.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Icicle}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level: Episode Zero Stages]] [[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Internet_Destroyer&amp;diff=28584</id>
		<title>Internet Destroyer</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Internet_Destroyer&amp;diff=28584"/>
				<updated>2025-03-23T17:38:53Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{enemy&lt;br /&gt;
|name=Internet Destroyer&lt;br /&gt;
|image= &lt;br /&gt;
|caption= &lt;br /&gt;
|jname=&lt;br /&gt;
|script=&lt;br /&gt;
|romaji=&lt;br /&gt;
|altname= &lt;br /&gt;
|designer=[[FlowerSnek]]&lt;br /&gt;
|programmer=[[FlowerSnek]]&lt;br /&gt;
|artist=[[SRWB]]&lt;br /&gt;
|hp=30 (Internet Destroyer)&amp;lt;br&amp;gt;1 (Internet Pursuer)&lt;br /&gt;
|at=5 (contact)&amp;lt;br&amp;gt;4 (Internet Pursuer)&amp;lt;br&amp;gt;2 (projectile)&lt;br /&gt;
|weak=[[Flame Chip]] ([[Z-Saber]], [[Z-Burst]])&amp;lt;br&amp;gt;[[Psycho Chip]] ([[Z-Saber]], [[Z-Burst]], [[Blank Drive]])&lt;br /&gt;
|location=[[Cursor Corruption]]&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Midboss)&lt;br /&gt;
|appear= &lt;br /&gt;
|appear2= &lt;br /&gt;
|sprite=[[File:InternetDestroyer.png]]&lt;br /&gt;
}}&lt;br /&gt;
'''Internet Destroyer''' is a midboss in ''[[Make a Good Mega Man Level: Episode Zero]]'', found in [[Cursor Corruption]]. It is a computer program imbued with artificial intelligence designed to aid internet exploration, but was abandoned in cyberspace after negative consumer feedback.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Internet Destroyer will begin by floating to the top center of the screen, then slowly descending while moving back and forth across the room, firing aimed projectiles from its eye and releasing [[Ring Ring|Internet Pursuers]]. Once it fires five shots (having reached the bottom of the screen), it will pause, move back slightly, then charge at [[Zero]], going across the screen. After it performs this move, it will float back up to the top of the screen and repeat the pattern.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1&lt;br /&gt;
|saber=1&lt;br /&gt;
|burst=1&lt;br /&gt;
|drive=99&lt;br /&gt;
|cutbuster=1&lt;br /&gt;
|cutsaber=1&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=2&lt;br /&gt;
|flamebuster=2&lt;br /&gt;
|flamesaber=4&lt;br /&gt;
|flameburst=4&lt;br /&gt;
|flamedrive=2&lt;br /&gt;
|icebuster=1&lt;br /&gt;
|icesaber=1&lt;br /&gt;
|iceburst=2&lt;br /&gt;
|icedrive=1&lt;br /&gt;
|zapbuster=2&lt;br /&gt;
|zapsaber=3&lt;br /&gt;
|zapburst=2&lt;br /&gt;
|zapdrive=3&lt;br /&gt;
|psybuster=3&lt;br /&gt;
|psysaber=4&lt;br /&gt;
|psyburst=4&lt;br /&gt;
|psydrive=4&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Internet Destroyer's appearance is directly lifted from the logo for Internet Explorer. Its [[CD]] entry leans into this, referencing the internet browser's faults, negative reception, and eventual discontinuation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Psycho}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Midbosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Ice_Breaker&amp;diff=28583</id>
		<title>Ice Breaker</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Ice_Breaker&amp;diff=28583"/>
				<updated>2025-03-23T17:38:47Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&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=Ice Breaker&lt;br /&gt;
|image=[[File:MaGMMLEZ-CH3-IceBreaker.png|256px]]&lt;br /&gt;
|caption=&amp;quot;My, what sharp teeth you have,&amp;quot; isn't a very good ice breaker, even if they are good at breaking ice.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level: Episode Zero]]''&lt;br /&gt;
|creator=[[An Absolute Loser]]&lt;br /&gt;
|rank=Chapter 3&lt;br /&gt;
|composer=Kackebango, Sunsoft&lt;br /&gt;
|artist=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables=&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Returning Sniper Joe]]&lt;br /&gt;
*[[Space Metall]]&lt;br /&gt;
*[[Spring Head]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Auto Scroller]]&lt;br /&gt;
*[[Chill Man Block]]&lt;br /&gt;
*[[Drop Platform]]&lt;br /&gt;
*[[Glass Platform]]&lt;br /&gt;
*[[Key Barrier]]&lt;br /&gt;
*[[Reflect Block]]&lt;br /&gt;
*[[Sign (Mega Man 8)]] (Jump)&lt;br /&gt;
*[[Wanaan]]&lt;br /&gt;
*[[Wanaan Snake]]&lt;br /&gt;
*[[Yoku Block|Yoku Spike]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Giga Count 2.0]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=&lt;br /&gt;
Oil Man (original track)&amp;lt;br&amp;gt;'''Boss:''' Shanghai II - Panic&lt;br /&gt;
|location=&lt;br /&gt;
|previous=&lt;br /&gt;
|next=&lt;br /&gt;
}}&lt;br /&gt;
'''Ice Breaker''' is a level in Chapter 3 of ''[[Make a Good Mega Man Level: Episode Zero]]''. Taking place inside the void of [[Tier X (MaGMML2)|Tier X]], the level is a homage to the ''[[Make a Good 24 Hour Mega Man Level]]'' stage [[Breaking Ground]]. Indeed, the entire stage is formed by Tier X from &amp;quot;garbage data&amp;quot; broadcast by the [[simulation]] as [[Mega Man]] tests it for the second festival, leading to it sharing many elements, such as a focus on [[Wanaan]]s and [[Chill Man Block]]s, and the unique grey [[Spring Head]]s that are immobile until [[Zero]] is on their level. Unlike the original level, however, some Wanaans are mobile platforms akin to [[Splash Woman Water Platform]]s, while [[Wanaan Snake|others have a body and move in square patterns]]. Additionally, a recreated version of [[Giga Count|one of the simulation's fortress bosses]] is present, in the form of [[Giga Count 2.0]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The stage starts with Zero having to stomp his way through a [[Glass Platform]] and a Chill Man Block, before landing in a small room with two blue Spring Heads and a Chill Man Block he must shoot to destroy. From here, Wanaans are introduced in a room with a spiked floor, before he is required to cross a wide chasm using them as platforms. After crossing it, he is introduced to the stage's unique grey Spring Heads, who (unlike normal Spring Heads) are immobile until he is on the same vertical level as them. This room has two Chill Man Blocks blocking the path into the Spring Head's area, and a third blocking the path forward, requiring quick movement to avoid damage. Another long bottomless pit follows, again forcing Zero to use Wanaan vents as platforms, but small Chill Man Blocks are also present. A group of three ice blocks has a grey Spring Head to further complicate matters, but if he can get past it, he will reach the first checkpoint.&lt;br /&gt;
&lt;br /&gt;
Going inside, Zero must climb upwards using ladders and ledges, most of which have grey Spring Heads ready to knock into him. After a few screens, a set of modified Wanaans that move out from the walls (identically to [[Splash Woman Water Platform]]s) act as the only means of ascending, and [[Space Metall]]s start appearing via invisible spawners. Eventually, Zero will enter a room with a [[Returning Sniper Joe]], a blue Spring Head, and moving Wanaan vents. While a secret lies in the one-tile gap the vent travels through, the path forwards (and the second checkpoint) requires him to drop down.&lt;br /&gt;
&lt;br /&gt;
After a small jump over Wanaans, Zero comes across [[Auto Scroller|an autoscrolling section]] over wide pits and spike-lined terrain, with the only &amp;quot;safe&amp;quot; ground being a set of three Wanaan vents that move with the screen. To avoid damage, Zero cannot stay in one place for too long and must keep moving, though he can stand on the very edges of the vents without triggering the Wanaans inside. However, he is frequently forced to move from one vent to another, either to avoid touching a passing spike, or to shoot down an oncoming Space Metall or Chill Man Block. Eventually, Zero arrives at a boss door, leading to a room with a Wanaan-lined floor, two [[Drop Platform]]s, and an invincible Space Metall that constantly chases him. He must avoid this Space Metall for 20 seconds, at the end of which the Space Metall self-destructs and drops a key to the [[Key Barrier]] on the other side. A countdown in the centre denotes the number of remaining seconds.&lt;br /&gt;
&lt;br /&gt;
By using a set of three moving Wanaan vents to reach a ladder, Zero will then encounter a [[Wanaan Snake]] moving in a rectangle pattern. With no way to eliminate it, he can only avoid it. The next screen over has a set of moving Wanaans over spikes, with a Glass Platform forcing Zero to time his stomp through it carefully (with a Returning Sniper Joe trying to shoot him before he can). The screen below forces Zero to airdash across, avoiding Wanaans, spikes, and a grey Spring Head. The next screen down has a set of constantly spawning orange Spring Heads moving slowly towards a spike; unlike other Spring Heads, these won't speed up while Zero is on their level. By using three nearby ladders, Zero can bypass them and stomp through a Glass Platform and multiple ice blocks, avoiding a trio of Returning Sniper Joes.&lt;br /&gt;
&lt;br /&gt;
What follows is an area with a stretched-out Chill Man Block above spikes, which Zero cannot afford to step on more than once or else it will break. To avoid it, he must then jump and airdash from ladder to ladder, avoiding Wanaan Snakes, Spring Heads, and spikes that will kill him if he jumps too high from a ladder. The next two screens make use of quick dashing to avoid getting caught by Wanaan Snakes, as well as by rising wide ice blocks that will send Zero into spikes if he happens to be caught by one while dashing. Down below, Zero will enter an area filled with ladders and Chill Man Blocks, with a wide ice block slowly rising upwards, threatening to crush him against a ceiling if he dawdles for too long. However, the path to safety is blocked by the ice blocks, which must be destroyed with Zero's weapons before he is crushed.&lt;br /&gt;
&lt;br /&gt;
The final stretch before the end puts Zero in a faster autoscroll, with almost every piece of safe ground he has to stand on being a Wanaan vent, occupied by a Spring Head, or even both. Additionally, two Wanaan Snakes circle a single safe piece of land, and Chill Man Blocks are used both as platforms, and obstacles that must be quickly destroyed. The speed of the autoscroll means getting bitten by a Wanaan can cause Zero to be knocked into a pit, or otherwise fall behind and risk getting crushed between a wall and the edge of the screen. If Zero manages to successfully navigate the section, however, he will reach the boss door leading to the fight against Giga Count 2.0.&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneWily.png]]&lt;br /&gt;
|Dr. Wily&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Ice Breaker?&lt;br /&gt;
Huh? You're in a simulation somehow... And it kind of matches the data that Thomas is using.&lt;br /&gt;
&lt;br /&gt;
I would get mad at you for helping him, but I don't think that's the right data. It just... seems like it?&lt;br /&gt;
&lt;br /&gt;
What did you even do? Did you find some bootlegged version of the data?!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKrantz.png]]&lt;br /&gt;
|Agent Krantz&lt;br /&gt;
|'''Krantz:''' Ice Breaker?&lt;br /&gt;
Judging by the ice blocks, you should be careful with your footing.&lt;br /&gt;
&lt;br /&gt;
In some cases though, you might need to intentionally break the ice with a stomp.&lt;br /&gt;
&lt;br /&gt;
That area also has... moving Wanaans?&lt;br /&gt;
&lt;br /&gt;
Normal Wanaans will spring a trap underneath your feet if you stand on them, but I've never seen moving ones...&lt;br /&gt;
&lt;br /&gt;
On the other head, the gray Spring Heads don't move?&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' So we have things that do not normally move moving, and things that normally move not moving.&lt;br /&gt;
&lt;br /&gt;
'''Krantz:''' What's the heck's up with this place?&lt;br /&gt;
&lt;br /&gt;
The very fabric of nature here feels irregular...&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneYamato.png]]&lt;br /&gt;
|Yamato Man&lt;br /&gt;
|'''Yamato Man:''' Giga Count 2.0? Where's the first?&lt;br /&gt;
In any case, just keep your distance and shoot down the Space Metalls that might be inside of the ice blocks it summons.&lt;br /&gt;
&lt;br /&gt;
It's not particularly difficult, but I have a feeling it's holding back until you prove you're a real threat!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' And ''I'' have a feeling you know exactly what it will do, and simply refuse to tell me.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' H-Hey! I can't spoil everything, now can I?&lt;br /&gt;
&lt;br /&gt;
But trust me, it won't be too complex once it goes all-out either, you'll just have to adjust to a... dynamic battlefield.&lt;br /&gt;
&lt;br /&gt;
And also watch out for the big laser's telegraph.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' The what?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKnives.png]]&lt;br /&gt;
|Knives&lt;br /&gt;
|'''Knives:''' Whaaaa?? You want me to go into a bunch of simulation garbage data stuff?&lt;br /&gt;
I thought that we were destined to be soulmates, not buddies in dumpster-diving!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' ...Garbage data? Is that what it is?&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' Yeah, all messed up from that 24-hour-test-thingy that Mega Man's working with.&lt;br /&gt;
&lt;br /&gt;
It's all the way out here cuz it's like radio waves! Lost and they get picked up by somethin'!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' For once, you are saying something interesting.&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' I'm glad you're turning around! But find a better spot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* In the room directly above the second checkpoint, a secret room can be accessed by airdashing into a small hole on the right. This room contains nothing except the text, &amp;quot;Hi.&amp;quot;, and a giant Space Metall that neither hurts Zero nor receives damage from his weapons.&lt;br /&gt;
* The Glass Platform gimmick was a custom asset created specifically for this stage. It was quickly made freely available for anybody else to use in their levels, similar to the chip-sensitive [[Destroyable Block]]s from [[Toxic Tunnels]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 3}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level: Episode Zero Stages]] [[Category:Stages]] [[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Entrance_to_Tier_X&amp;diff=28582</id>
		<title>Entrance to Tier X</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Entrance_to_Tier_X&amp;diff=28582"/>
				<updated>2025-03-23T17:37:50Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&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=Entrance to Tier X&lt;br /&gt;
|image=[[File:MaGMMLEZ-CH3-EntranceToTierX.png|256px]]&lt;br /&gt;
|caption=The world between worlds isn't exactly known for being colourful...&lt;br /&gt;
|game=''[[Make a Good Mega Man Level: Episode Zero]]''&lt;br /&gt;
|creator=[[snoruntpyro]]&lt;br /&gt;
|rank=Chapter 3&lt;br /&gt;
|composer=Junichi Masuda&lt;br /&gt;
|artist=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables=&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Ace Manbow]]&lt;br /&gt;
*[[Fukuhorn]]&lt;br /&gt;
*[[Shaboan]]&lt;br /&gt;
*[[Space Metall]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Damage Spark]]&lt;br /&gt;
*[[Reflect Block]]&lt;br /&gt;
*[[Yoku Block]]&lt;br /&gt;
*[[Yoku Block|Yoku Spike]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[SRARA Met]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=&lt;br /&gt;
Pokémon Ultra Sun &amp;amp; Ultra Moon - Ultra Megalopolis&amp;lt;br&amp;gt;'''Boss:''' Pokémon Ultra Sun &amp;amp; Ultra Moon - Battle! Ultra Recon Squad&lt;br /&gt;
|location=&lt;br /&gt;
|previous=[[S.R.A.R.A. HQ]]&lt;br /&gt;
|next=&lt;br /&gt;
}}&lt;br /&gt;
'''Entrance to Tier X''' is the first level of Chapter 3 in ''[[Make a Good Mega Man Level: Episode Zero]]''. Continuing directly on from [[S.R.A.R.A. HQ]], [[Zero]] arrives in [[Tier X (MaGMML2)|Tier X]] alongside [[Duo]], in search of the missing [[SRARA]]. Unlike its later state in ''[[Make a Good Mega Man Level 2]]'', the dimension is completely devoid of colour and filled with somewhat bizarre enemies, such as [[Fukuhorn]] and [[Ace Manbow]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Entrance to Tier X is light on gimmicks and enemies, with Zero only having to contend with [[Damage Spark]]s and [[Yoku Block]]s in terms of the former. With most of the level occurring over bottomless pits, enemies like [[Space Metall]] and Ace Manbow will attempt to knock him into a pit in midair. When dealing with Yoku Blocks, he can potentially skip most of them if the Double Jump upgrade has been purchased from [[Reggae]] in [[Dr. Wily's Secret Bunker]]. The upgrade is also useful in bypassing harmful or risky areas by simply taking a higher path, or to access areas normally unreachable with one jump (typically holding items like Bolts). At various points in the stage, however, Damage Spikes are present alongside Yoku Blocks and ladders, forcing Zero to move carefully lest he fall into a screen below, or into a pit.&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneWily.png]]&lt;br /&gt;
|Dr. Wily&lt;br /&gt;
|'''Dr. Wily:''' Entrance to Tier X?&lt;br /&gt;
&lt;br /&gt;
Tier... X? What? Those things are numbered, not... lettered! What are you even up to?&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' I did not come up with the name.&lt;br /&gt;
&lt;br /&gt;
'''Dr. Wily:''' Well, tell whoever did that they're being idiotic!&lt;br /&gt;
&lt;br /&gt;
I already don't understand the order the numbers go in. Don't need to add LETTERS.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKrantz.png]]&lt;br /&gt;
|Agent Krantz&lt;br /&gt;
|'''Krantz:''' Zero, what happened???&lt;br /&gt;
'''Zero:''' SRARA opened up a portal using the power of the Energy Elements.&lt;br /&gt;
&lt;br /&gt;
It leads to... this vague void of space.&lt;br /&gt;
&lt;br /&gt;
'''Krantz:''' I'm getting radio frequencies going in and out of focus.&lt;br /&gt;
&lt;br /&gt;
This might mean electric bursts are travelling back and forth nearby.&lt;br /&gt;
&lt;br /&gt;
That, or the level around you might change at different intervals.&lt;br /&gt;
&lt;br /&gt;
Or... both. That entire place is foreign to me. Just stay on guard.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneYamato.png]]&lt;br /&gt;
|Yamato Man&lt;br /&gt;
|SRARA Met? Do you think this guy's full name is Metall or Metooll? Might be Mettaur too... Erm. I'm getting sidetracked.&lt;br /&gt;
&lt;br /&gt;
The key to this fight lies in not getting cornered.&lt;br /&gt;
&lt;br /&gt;
That attack where they create a wall of orbs that either move forward or bounce is purely reactionary, so the more distance you have between it and you, the easier it is to dodge.&lt;br /&gt;
&lt;br /&gt;
Also, there's a blindspot right in front of them during the attack where they fire a barrage of zig-zagging shots, so get right in front of them when they hide under that helmet to charge it, and you can lay into them with your Z-Saber!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKnives.png]]&lt;br /&gt;
|Knives&lt;br /&gt;
|'''Knives:''' Aw, come ooonn... You can do better than that! There's nothing even there all the way out there!&lt;br /&gt;
How are we supposed to go on a proper date in a totally empty VOID?&lt;br /&gt;
&lt;br /&gt;
Yeah, there's no one there, but there's also nothing to DO!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' I thought you wanted somewhere interesting.&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' Nothing isn't interesting, Zero!! Wait, hold on. What does that mean?&lt;br /&gt;
&lt;br /&gt;
Is nothing interesting?? Or uninteresting?? Is everything uninteresting?? I'm confused!!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Upon entering Entrance to Tier X for the first time, Zero can find an [[M-Tank]] to the left of the starting area. On all subsequent playthroughs, this M-Tank is completely absent, making it permanently missable.&lt;br /&gt;
* After unlocking [[Null and Void (Episode Zero)|Null and Void]], holding the shoot button while starting Entrance to Tier X will cause the stage's tiles to use the rainbow colours used in Tier X's ''MaGMML2'' incarnation.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 3}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level: Episode Zero Stages]] [[Category:Stages]] [[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Metropolitan_Neapolitan&amp;diff=28581</id>
		<title>Metropolitan Neapolitan</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Metropolitan_Neapolitan&amp;diff=28581"/>
				<updated>2025-03-23T17:37:43Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&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=Metropolitan Neapolitan&lt;br /&gt;
|image=[[File:MAGMMLEZ-CH2-MetropolitanNeapolitan.png|256px]]&lt;br /&gt;
|caption=The ice cream van's not driving away ''this'' time...&lt;br /&gt;
|game=''[[Make a Good Mega Man Level: Episode Zero]]''&lt;br /&gt;
|creator=[[Spin Attaxx]]&lt;br /&gt;
|rank=Chapter 2&lt;br /&gt;
|composer=Tomoya Ohtani, Tee Lopes&lt;br /&gt;
|artist=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables=[[File:CD.png]]&amp;lt;br&amp;gt;066: [[Neapolitan Man]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Cone Cannon]]&lt;br /&gt;
*[[Cone Crusher]]&lt;br /&gt;
*[[Curlinger]]&lt;br /&gt;
*[[Hardswerve]]&lt;br /&gt;
*[[Searchy]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Chill Man Block]]&lt;br /&gt;
*[[Conveyor]] (MM10)&lt;br /&gt;
*[[Glass Platform]]&lt;br /&gt;
*[[Maze Warp]]&lt;br /&gt;
*[[Melt Block]]&lt;br /&gt;
*[[Destroyable Block|Meltable Ice]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Mad Grinder]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Wafer Wagon]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=&lt;br /&gt;
Sonic Unleashed - Cool Edge (Day)&amp;lt;br&amp;gt;'''Boss:''' Sonic Mania - Hi-Spec Robo Go!&lt;br /&gt;
|location=&lt;br /&gt;
|previous=[[Midnight Aurora]]&lt;br /&gt;
|next=&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Looking for a way to get rich quick, but without havin' to risk robbing a bank or museum? Try robbin' ice cream vans!|[[Pirate Man]]|offering some questionably valuable advice}}&lt;br /&gt;
&lt;br /&gt;
'''Metropolitan Neapolitan''' is the ninth and final level on the path to the [[Icicle Chip]] in Chapter 2 of ''[[Make a Good Mega Man Level: Episode Zero]]''. Based on [[Neapolitan Man (stage)|Neapolitan Man]] from ''[[Make a Good Mega Man Level 2]]'', [[Zero]]'s search for [[Energy Element]]s takes him to [[Neapolitan Man]]'s ice cream factory, beneath which is a convoy of large ice cream trucks driving across a highway. As he jumps from truck to truck, he encounters many enemies and gimmicks returning from the aforementioned stage, before facing Neapolitan Man himself in the [[Wafer Wagon]] in a battle for both the Energy Element and the Icicle Chip.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Zero starts off in the last two screens of the original Neapolitan Man stage, except the boss room is empty and the path forward is blocked by two [[Melt Block]]s, which melt away as soon as Zero steps on them. Below the original boss arena, Zero finds a [[Cone Cannon]], as well as two more Melt Blocks and [[Chill Man Block]]s. Stomping through these takes Zero to a long horizontal stretch of trucks, populated by [[Curlinger]]s, Cone Cannons, and a [[Cone Crusher]]. Beneath each truck is a long, moving road - falling onto this road will spell instant death for both Zero, and any unfortunate Curlingers that fall onto it.&lt;br /&gt;
&lt;br /&gt;
At the end of the first stretch, Zero briefly enters one large truck and encounters an icy floor and [[Hardswerve]]s just above him; the ice can help him speed past the arcing ice cream shots of the latter. After a small room containing a [[Conveyor]] and a [[Searchy]] over spikes, Zero will find himself on top of the truck, with an infinitely spawning fleet of Hardswerves driving to the left. Past them is a long stretch of terrain populated with Chill Man Blocks and Cone Crushers. Here, the latter's jumping ability comes into play, with them jumping after Zero if he's close enough to them, and they can damage the ice blocks if they land on them, forcing Zero to handle them quickly and with caution.&lt;br /&gt;
&lt;br /&gt;
Past the first checkpoint are some Melt Blocks and a [[Glass Platform]], which lead to another series of trucks over the road. The first truck Zero lands on is covered with spikes with conveyors hanging above them, while a Searchy and Cone Cannon conspire to send him into said spikes. The next truck over is filled with liquid ice cream, and has a Hardswerve and a row of spikes within. After it is a large truck held together with pink ice cream blocks, some of which are Melt Blocks, with Hardswerves driving along them hoping to crash into Zero. After them are numerous Chill Man Blocks over spikes, and a Cone Crusher that can potentially destroy more blocks than desired. The next area over, in which the truck enters a tunnel, features a battle against [[Mad Grinder]] before the next checkpoint.&lt;br /&gt;
&lt;br /&gt;
Following this, Zero comes across a room with two Cone Crushers in the floor, and two columns of [[Destroyable Block|Meltable Ice]] in a path up above. By going to the right, he enters a large area filled with chocolate ice cream and conveyors over spikes. Both Hardswerves (moving so that they remain still on their conveyors) and Searchies will try to send Zero into the spikes if he isn't careful. If he has the [[Flame Chip]], however, he can use it to melt the ice and take a higher route, into a room with ice blocks and infinitely-spawning Hardswerves. To the right is a corridor filled with more ice blocks and Melt Blocks, now placed over spikes - below which are Cone Crushers that try to use their missiles to hit Zero. This room also has an E-Tank past two small rows of Melt Blocks over spikes. The final room on this path has more spikes with Melt Blocks over them, as well as Chill Man Blocks on the bottom. A Cone Crusher is positioned on these blocks, forcing Zero to move quickly to grab the [[CD]] at the bottom before the blocks are destroyed.&lt;br /&gt;
&lt;br /&gt;
Regardless of the path taken, Zero exits the truck's interior as the convoy enters a city at nighttime. A Cone Cannon atop two Chill Man Blocks obstruct the way forward, with two small health energy pickups placed atop two Melt Blocks. After them, Zero encounters more Hardswerves on conveyors over spikes, and more Chill Man Blocks with a Cone Crusher to crush them. After jumping onto the final truck, Zero is assaulted by a Hardswerve driving towards him, followed by another Cone Cannon, and a final Cone Crusher just before the boss door. From here, Zero finds a rocket platform shaped like a wafer, which will carry him to the Wafer Wagon.&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneWily.png]]&lt;br /&gt;
|Dr. Wily&lt;br /&gt;
|'''Dr. Wily:''' Metropolitan Neapolitan?&lt;br /&gt;
&lt;br /&gt;
You're on a... highway? What? Don't ''chase after someone'', what are you doing?!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' I am following the nearest Energy Element signal, and it seems to point to an ice cream truck.&lt;br /&gt;
&lt;br /&gt;
'''Dr. Wily:''' Wha... whatever. I give up. You go harass the ice cream man or something, I'm going back to work.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKrantz.png]]&lt;br /&gt;
|Agent Krantz&lt;br /&gt;
|'''Krantz:''' Metropolitan Neapolitan?&lt;br /&gt;
Oooh, you're on an ice cream truck!&lt;br /&gt;
&lt;br /&gt;
I remember hearing they store some ice cream there in blocks.&lt;br /&gt;
&lt;br /&gt;
They all should be at a safe eating temperature, but some might be too warm to stand on for long.&lt;br /&gt;
&lt;br /&gt;
As for enemies, there's Cone Cannons, which shoot ice cream at different angles.&lt;br /&gt;
&lt;br /&gt;
Vanilla is an X-shot, chocolate is the form of a plus, and strawberry goes both ways, but has less distance.&lt;br /&gt;
&lt;br /&gt;
There's also Cone Crushers, which are kind of like Big Eyes, but they also launch cone rockets!&lt;br /&gt;
&lt;br /&gt;
Their jumps are consistent though, so it should be easy to dash under them.&lt;br /&gt;
&lt;br /&gt;
'''Stern:''' I'm heading out. You like cookies and cream, right?&lt;br /&gt;
&lt;br /&gt;
'''Krantz:''' Mmm... can you get a rocky road this time? Feels more fitting for some reason...&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneGalaxy.png]]&lt;br /&gt;
|Galaxy Man&lt;br /&gt;
|At one point, you're gonna see some really solid ice blocking your way, right?&lt;br /&gt;
Just find something to melt it, and I'm sure there'll be a CD waiting for you eventually!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneYamato.png]]&lt;br /&gt;
|Yamato Man&lt;br /&gt;
|'''Yamato Man:''' Wafer Wagon? Are you fighting an ice cream truck?!&lt;br /&gt;
'''Zero:''' To be fair, it is highly weaponized.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' ...You are correct. Why in the world does it have such a large arsenal?! Is ice cream theft that common?!&lt;br /&gt;
&lt;br /&gt;
Whatever the case, if it's on the ground, its abilities are going to be limited to only shooting out scoops of ice cream&amp;lt;br&amp;gt;in an arc and pulling the brakes to try to ram you, so just move to the left if that happens.&lt;br /&gt;
&lt;br /&gt;
Once it uses that flight capability it is equipped with...&lt;br /&gt;
&lt;br /&gt;
Well, the truck itself won't be that hard to deal with, but your battlefield will become much more perilous!&lt;br /&gt;
&lt;br /&gt;
Perhaps using its weakness might be good, but even that changes every phase!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' This sounds like a dangerously lethal foe.&lt;br /&gt;
&lt;br /&gt;
For an ice cream truck, of course.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' No kidding, just give it your all and grab some strawberry ice cream for me while you're at it!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKnives.png]]&lt;br /&gt;
|Knives&lt;br /&gt;
|'''Knives:''' What, did ya wanna take me out to ice cream? I love your train of thought!&lt;br /&gt;
But, sorry, Zero, it's not happening. I'm lactose intolerant on [current day]s.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' ...Another trail lost.&lt;br /&gt;
&lt;br /&gt;
'''Knives:''' It's okay. The emissions from those trucks would ruin the date anyways!&lt;br /&gt;
&lt;br /&gt;
Yeah, they SAY it's all green and cool now, but they're hiding the real truth.&lt;br /&gt;
&lt;br /&gt;
All they did was just make the emissions invisible, odorless, and non-existent!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Metropolitan Neapolitan is the only &amp;quot;callback&amp;quot; stage in ''MaGMML: Episode Zero'' to feature a returning ''MaGMML2'' Robot Master (not counting the [[Force Man]]-themed [[Force Guard]]s in [[Force Facility]]).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Icicle}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level: Episode Zero Stages]] [[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=CD&amp;diff=28580</id>
		<title>CD</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=CD&amp;diff=28580"/>
				<updated>2025-03-23T17:37:29Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''CDs''' are collectibles that can be acquired in ''[[Make a Good Mega Man Level: Episode Zero]]''. Between zero and three CDs can be found in a given stage (the exception being [[Dr. Wily's Secret Bunker]], which has eight), with various difficulties of obtaining. Separating itself from other collectibles in the ''MaGMML'' series is the fact that CDs, much like those in ''[[Mega Man &amp;amp; Bass]]'', have information regarding various characters and bosses from not only the ''MaGMML'' series, but a few from the ''Mega Man'' Archie Comics and other sources.&lt;br /&gt;
&lt;br /&gt;
By beating [[Construction of Constructions]], [[Galaxy Man]] can be called to receive hints on the locations of missing CDs. In total, 104 CDs are available in the game.&lt;br /&gt;
&lt;br /&gt;
==List of CDs==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FFFFFF; background-color: #888888;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;color:#FFFFFF; background-color: #888888;&amp;quot;|Character&lt;br /&gt;
!style=&amp;quot;color:#FFFFFF; background-color: #888888;&amp;quot;|Level&lt;br /&gt;
!style=&amp;quot;color:#FFFFFF; background-color: #888888;&amp;quot;|Information&lt;br /&gt;
|-&lt;br /&gt;
|001&lt;br /&gt;
|[[Zero]]&lt;br /&gt;
|[[Explosive Freefall]]&lt;br /&gt;
|Once a prototype for Dr. Wily's ultimate robot, he was damaged beyond repair years ago, and hastily converted into a decoy robot to cover Wily's escape. Despite his grotesque appearance, he is rather intelligent and well-versed. His power and combat skill was originally very low, but he has since been upgraded with a saber and burst weapon to make him a stronger force to be reckoned with. But does he truly know what he's fighting for...?&lt;br /&gt;
|-&lt;br /&gt;
|002&lt;br /&gt;
|Zero (2)&lt;br /&gt;
|[[Vertical Hunger]]&lt;br /&gt;
|Upgraded with Sophie Hyde's Drive System, Zero can use special chips that alter the properties of his weapons. With them, his weapons can be charged with fire, ice, electricity, a strong cutting field, and even experimental psychokinetic energy. Beyond upgrading his arsenal, Zero can also use the Drive System itself as a weapon, with each chip altering the system's output drastically. However, each chip can only be in use for a limited time, and cannot be used again without a special recharge. Better make each use count, then!&lt;br /&gt;
|-&lt;br /&gt;
|003&lt;br /&gt;
|[[Mega Man]]&lt;br /&gt;
|[[Abandoned Lab]]&lt;br /&gt;
|The world-famous hero hailing from Mega City (which, in fact, was renamed in his honor). As the story goes, after the nefarious Dr. Wily took control of his rival Dr. Light's original six Robot Masters, his humble house robot Rock volunteered to be converted into the battle robot Mega Man to save the day. Since then, he's gone on dozens of world-saving adventures, armed with his trusty Mega Buster and Variable Weapons System. Recently, Mega City has begun to hold festivals in his honor, and the next one is rumored to use cutting edge simulation technology.&lt;br /&gt;
|-&lt;br /&gt;
|004&lt;br /&gt;
|[[Doctor Thomas Light|Dr. Light]]&lt;br /&gt;
|[[Robot Ink Printing Facility]]&lt;br /&gt;
|The father of modern robotics, and the foremost authority on robot AI technology. He is the founder of the Robot Master line, and is the surrogate father of the first members of the line - Blues, Rock, and Roll. His creations, known as the &amp;quot;Dr. Light Numbers&amp;quot;, have been integral to making society what it is today. Nowadays, he is working alongside Dr. Cossack and the festival committee in order to stabilize the simulation technology. However, rumors have spread about an additional project of his, seemingly connected with a failed IC chip revision.&lt;br /&gt;
|-&lt;br /&gt;
|005&lt;br /&gt;
|[[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|[[Volt Man Factory]]&lt;br /&gt;
|A notorious mad scientist who wants nothing less than world domination. The longtime rival of Dr. Light and archenemy of Mega Man, he's created many robots to destroy his nemesis, and isn't above stealing others' creations to further his own goals. Persistent to a fault, he never lets failure get in the way of his schemes. Even after his most recent defeat, he's already begun plotting his next plan: this one involving his latest invention, the world-altering [[Reality Core]].&lt;br /&gt;
|-&lt;br /&gt;
|006&lt;br /&gt;
|[[Sophie Hyde|Dr. Hyde]]&lt;br /&gt;
|[[Construction of Constructions]]&lt;br /&gt;
|A member of the festival committee, and a researcher into simulation technology. The creator of the Drive System, she is happy to give it to Zero to help him stop SRARA. She is known as a skilled programmer, creating many facets of simulations that confounded her peers, and she's rumoured to be working on a simulation that uses a person's memories as a basis. Though, perhaps someone should tell her to stop pulling all-nighters...&lt;br /&gt;
|-&lt;br /&gt;
|007&lt;br /&gt;
|[[Roslyn Krantz]]&lt;br /&gt;
|[[When Spike Drops Freeze Over]]&lt;br /&gt;
|Roslyn Krantz - Rosie to her friends - is a federal agent who works alongside her partner, Agent Stern. Unlike her gruff partner, she's more approachable, laid-back, and trusting of others, particularly robots. Even though she's the &amp;quot;good cop&amp;quot; of the two, she's still devoted to her job and will risk her life to stop criminals, whether they be terrorists, a mad scientist, or a quartet of robots causing havoc.&lt;br /&gt;
|-&lt;br /&gt;
|008&lt;br /&gt;
|[[Gilbert D. Stern|Gilbert Stern]]&lt;br /&gt;
|[[Frosty Fields]]&lt;br /&gt;
|A federal agent, Gilbert D. Stern is known for his imposing build and his grumpy character. Unlike his younger partner, he's more cynical and distrusting of others, and of machines (especially robots). He also has a reputation as a conspiracy theorist among his colleagues. Despite this, he genuinely believes in truth and justice, and when someone manages to get past his rough exterior, he won't be ashamed to show genuine care for them... in his own way.&lt;br /&gt;
|-&lt;br /&gt;
|009&lt;br /&gt;
|[[Galaxy Man]]&lt;br /&gt;
|[[Construction of Constructions]]&lt;br /&gt;
|A Robot Master built by Dr. Light to instantly calculate rocket trajectories, with a love for stargazing. He was originally scheduled for destruction under the Robot Expiration Date law, but was used by Dr. Wily in one of his schemes shortly beforehand. A legal loophole enabled his survival afterwards (as Mega Man had destroyed him in battle) until the law was fully repealed. These days, he's looking down to earth, making plans for some sort of giant pit attraction.&lt;br /&gt;
|-&lt;br /&gt;
|010&lt;br /&gt;
|[[Yamato Man]]&lt;br /&gt;
|[[The Red Woods]]&lt;br /&gt;
|Originally created for the First Annual Robot Tournament, Yamato Man is a fierce Robot Master originating from Japan, who ever since the end of the Mr. X incident has been attempting to establish large training facilities to make the general public &amp;quot;stronger&amp;quot;. He has taken Tomahawk Man under his wing as his apprentice, and together, their latest project has proven their greatest success yet, with an official dojo being under construction for the second festival.&lt;br /&gt;
|-&lt;br /&gt;
|011&lt;br /&gt;
|[[Pirate Man]]&lt;br /&gt;
|[[Wicked Waterworks]]&lt;br /&gt;
|A former member of King's army, Pirate Man was created to attack and loot cargo vessels at sea. A compulsive criminal with no scruples, he continued to rob and steal even after King's revolution was quelled, both hiring himself out to the highest bidder and plundering for himself. Lately, he has started operating his own radio station, broadcasting without a license (he despises the thought of getting one fair and square).&lt;br /&gt;
|-&lt;br /&gt;
|012&lt;br /&gt;
|[[Bass]]&lt;br /&gt;
|[[Entrance Succession]]&lt;br /&gt;
|Based on Mega Man's design, Bass was created using Bassnium, an extremely powerful energy source. Though determined to destroy Mega Man, he has on occasion fought alongside him to stop Dr. Wily when the latter interferes with Bass's plans. Compared to Mega Man, Bass is more agile and has a wider range, but his Bass Buster's energy output is weaker. Lately, Bass has found himself sidelined during the doctor's more ambitious plans, much to his chagrin.&lt;br /&gt;
|-&lt;br /&gt;
|013&lt;br /&gt;
|Treble&lt;br /&gt;
|[[Midnight Aurora]]&lt;br /&gt;
|Created as Bass's counterpart for Rush, he is capable of fusing with Bass utilizing stolen upgrades meant for Mega Man. Extremely loyal to Bass, Treble is probably the only robot Bass would willingly call &amp;quot;friend&amp;quot;. As a result, he's generally aggressive towards most other people.&lt;br /&gt;
|-&lt;br /&gt;
|014&lt;br /&gt;
|[[Reggae]]&lt;br /&gt;
|[[Skyhigh Ridge]]&lt;br /&gt;
|Even mad scientists get lonely within their castles and factories, and one such day Dr. Wily felt especially lonely. He's nothing if not a problem solver, however, and so he built Reggae as a loyal pet and companion in his never-ending quest to rule the world. He may not be as cute as smaller birds, or as friendly as a dog or cat, but Wily wouldn't dream of scrapping his precious Reggae... even if he's noisy and loves laughing at his master's many blunders.&lt;br /&gt;
|-&lt;br /&gt;
|015&lt;br /&gt;
|[[Enker|Mega]] [[Punk|Man]] [[Ballade|Killers]]&lt;br /&gt;
|[[Forgotten Fortress: The Lab]]&lt;br /&gt;
|A trio of battle robots made by Dr. Wily for the sole purpose of fighting and destroying Mega Man. First came the proud but gloomy Enker with his energy-reflecting Mirror Buster, then the independent-minded and sawblade-armed Punk, and finally the competitive (if simple-minded) Ballade and his powerful explosives. Technically speaking, all three of them were completely destroyed after their battles with Mega Man; they were rebuilt, but have completely new cognitive circuits. Can we even consider them the same robots?&lt;br /&gt;
|-&lt;br /&gt;
|016&lt;br /&gt;
|Genesis Unit&lt;br /&gt;
|[[The Red Woods]]&lt;br /&gt;
|A trio of elite robots Dr. Wily developed after receiving inspiration from an ancient folktale. The rowdy, immature Buster Rod G leads the group, the intelligent Mega Water S comes up with plans and strategies, and the carefree, easily-flattered Hyper Storm H acts as a powerful enforcer. Wily created them as a special taskforce, but all three were completely destroyed on their first assignment - the takeover of the Chronos Institute. Since then, they have been rebuilt with new cognitive circuits.&lt;br /&gt;
|-&lt;br /&gt;
|017&lt;br /&gt;
|Shadow Man&lt;br /&gt;
|[[Midnight Aurora]]&lt;br /&gt;
|Formerly a member of the &amp;quot;Kuiper Droids&amp;quot;, an ancient unit of extraterrestrial soldiers lead by the Stardroids, Shadow Man was found by Dr. Wily alongside his master Ra Moon after thousands of years of hibernation. Shadow Man was then remodeled into a stealthy ninja robot with deadly poison blades, and fought against Mega Man in the doctor's third plot. After his revival, Shadow Man continued, and has continued, to serve Dr. Wily as a right-hand man of sorts, remaining fiercely loyal even after so many years.&lt;br /&gt;
|-&lt;br /&gt;
|018&lt;br /&gt;
|Tomahawk Man&lt;br /&gt;
|[[Hot Steps]]&lt;br /&gt;
|An American Robot Master built for the First Annual Robot Tournament. After the tournament's cancellation due to the Mr. X incident, Tomahawk Man's only purpose has been to train and become stronger, until he can become a fighting champion. Recently, he's been training under Yamato Man, with hopes of becoming as powerful as him; though sometimes he questions some of his training methods, such as brewing coffee and getting kicked into somersaults.&lt;br /&gt;
|-&lt;br /&gt;
|019&lt;br /&gt;
|[[Justice Man]]&lt;br /&gt;
|[[S.R.A.R.A. HQ]]&lt;br /&gt;
|Created by Dr. Light to assist Mega Man in his &amp;quot;Rock Force&amp;quot; project, Justice Man was built to match Mega Man's combat capabilities, as well as to test a more advanced build of IC chips. Unfortunately, the IC chip proved to have a dangerous defect discovered after its distribution, leading Justice Man to go insane and take drastic measures to fight for the cause of abolishing the Robot Expiration Date law. While Justice Man was killed in the struggle, he succeeded in his goal in the end.&lt;br /&gt;
|-&lt;br /&gt;
|020&lt;br /&gt;
|Xander Payne&lt;br /&gt;
|[[When Spike Drops Freeze Over]]&lt;br /&gt;
|The leader of the Emerald Spears terrorist organization, Xander Payne was a fanatical and dangerous criminal with an anti-robot agenda. After an incident at the Chronos Institute (where he was arrested), his grasp on reality worsened as he claimed to have seen mankind's end at the hands of robots. Some time later, Xander mysteriously vanished, leaving behind numerous etchings of the letter &amp;quot;X&amp;quot; on his cell walls. He remains missing to this day.&lt;br /&gt;
|-&lt;br /&gt;
|021&lt;br /&gt;
|[[Quint]]&lt;br /&gt;
|[[Psionic Space Station]]&lt;br /&gt;
|An eccentric green robot wielding a jackhammer weapon known as the &amp;quot;Sakugarne&amp;quot;. Was one of Dr. Wily's strongest enforcers, used during his takeover of the Chronos Institute. A similar robot - or possibly the same robot - appeared much later, leading the &amp;quot;Dimensions&amp;quot; before being defeated by Mega Man and Bass. Supposedly Mega Man from the future, albeit few believe this tale. However, scientists have taken a great interest in him due to him apparently having been drastically affected by dimensional instabilities.&lt;br /&gt;
|-&lt;br /&gt;
|022&lt;br /&gt;
|Mr. X&lt;br /&gt;
|[[Forgotten Fortress: The Lab]]&lt;br /&gt;
|A mysterious billionaire who ran the X Foundation. He sponsored the First Annual Robot Tournament, during which he took control of the strongest participants and declared his intention to conquer the world, having funded Dr. Wily's past schemes. He was later revealed to be Dr. Wily himself, causing the Foundation's dissolution. While Mr. X is dismissed by many as a fake identity, there are some who believe he was a real person, and that Wily had disposed of him and stolen his identity for his own ends.&lt;br /&gt;
|-&lt;br /&gt;
|023&lt;br /&gt;
|Ra Moon&lt;br /&gt;
|[[Looping Growth Garden]]&lt;br /&gt;
|A mysterious and ancient supercomputer found in the Lanfront Ruins, South America. It was destroyed years ago, though analysis of Ra Moon's remains show it was made of a metal not found anywhere on Earth. It's thought to have been powered by an extraterrestrial energy source, with the closest known match being the Evil Energy Dr. Wily abused during one of his world conquest schemes.&lt;br /&gt;
|-&lt;br /&gt;
|024&lt;br /&gt;
|Dr. Cossack&lt;br /&gt;
|[[Code Landfill]]&lt;br /&gt;
|A Russian scientist whose engineering skills are second only to Dr. Light himself. While he once faced public scorn for his apparent attempt at world domination (in reality a ploy involving blackmail by Dr. Wily), he has since won back the world's trust. Dr. Cossack has conducted research into simulation technology, as well as the potential for Energy Elements to power them. Unfortunately, an accident with the latter caused the Wargate phenomenon to become widespread, prompting him to send his robots out to prevent otherworldly foes from taking advantage of his mistakes.&lt;br /&gt;
|-&lt;br /&gt;
|025&lt;br /&gt;
|Skull Man&lt;br /&gt;
|[[Rainbow Ravine]]&lt;br /&gt;
|When Dr. Cossack was blackmailed in Dr. Wily's fourth plot, he created Skull Man as a pure war machine, balanced both in offense and defense. His Skull Barrier protects him from almost any attack, giving him time to observe his enemy's weaknesses and then exploit them. Though he no longer works for Wily, his passion for combat hasn't left him; indeed, he is so focused on fighting that he knows almost nothing else, hampering his social skills. Lately, he has exploited the Wargate phenomenon to satisfy his urges, picking fights with other realms while simultaneously fixing his creator's mistakes.&lt;br /&gt;
|-&lt;br /&gt;
|026&lt;br /&gt;
|[[Energy Element]]s&lt;br /&gt;
|[[S.R.A.R.A. HQ]]&lt;br /&gt;
|One of the strongest, if not the strongest, energy source in the world. They were first used to power the peacekeeping robot Gamma, and after Gamma's failure, they fell into disuse. Lately, more advanced technology has demanded stronger power sources, and as such, Energy Elements have returned to widespread use. However, previously unheard of reactions and energy signals have been emitting from the Elements despite their inherent safeguards, suggesting that there are unknown alien substances interfering with them.&lt;br /&gt;
|-&lt;br /&gt;
|027&lt;br /&gt;
|Wargates&lt;br /&gt;
|[[S.R.A.R.A. HQ]]&lt;br /&gt;
|Mysterious portals that link to other dimensions. While not an entirely new phenomenon, they began appearing in great numbers thanks to an Energy Element experiment by Dr. Cossack going mysteriously wrong. While the incident was quelled thanks to Skull Man, their appearances led to new discoveries in the field of dimensional analysis - in particular, revealing that the gates are seemingly leaking in from a &amp;quot;shattered&amp;quot; dimension, closely linked to our own. &lt;br /&gt;
|-&lt;br /&gt;
|028&lt;br /&gt;
|[[The Moon]]&lt;br /&gt;
|[[Midnight Aurora]]&lt;br /&gt;
|A mysterious being made entirely out of rock. Resembling a sentient moon, it can alter gravity within its immediate area and pull small, lightweight objects into its &amp;quot;orbit&amp;quot;. No-one is sure if it came from another world, or is the result of a bizarre secret experiment. Whatever the reason, it's thought to be connected to a strange gravity-warping phenomenon that affected one of the areas used for the first festival.&lt;br /&gt;
|-&lt;br /&gt;
|029&lt;br /&gt;
|[[Birdo]]&lt;br /&gt;
|[[Kingdom Crisis]]&lt;br /&gt;
|A robot modelled after a creature from an alternate dimension. It was created to act as a mascot for a nature park modelled after a land from its template's original world. However, Birdo's designers were unable to replicate the original's ability to instantly create and fire eggs, and so used ping pong balls as a replacement. Nonetheless, Dr. Wily took interest in the robot's design, and created his own improved version with a small black hole as a power source. Not only did he re-add its egg-shooting feature, but the absolute madman also made it entirely out of Magic Glass!&lt;br /&gt;
|-&lt;br /&gt;
|030&lt;br /&gt;
|[[Glass Man]]&lt;br /&gt;
|[[Stormy Spire]]&lt;br /&gt;
|A robot hailing from Dubai, created to manufacture glass. Originally he relied on tanks of sand built into his arms to create glass, but the invention of nanite-controlled Magic Glass (a.k.a. Vitre Noveau) allowed him to undergo a remodeling that let him manufacture glass from air particles. Despite his stoic, unapproachable personality, his skill at creating glass and shaping it for sculptures and architecture made him highly demanded for the first festival, but sadly also a target for Dr. Wily, who reprogrammed him into an enforcer and entrusted one of the stolen Energy Elements to him.&lt;br /&gt;
|-&lt;br /&gt;
|031&lt;br /&gt;
|[[Shadow Gacha]]&lt;br /&gt;
|[[Force Facility]]&lt;br /&gt;
|A large transport robot that houses a very mutagenic, unstable, yet otherwise virtually indestructible liquid called Megatal. With this, Shadow Gacha is able to produce temporary gooey copies of Wily's lesser minions. Thanks to some of the Megatal seeping into its CPU and a freak accident involving black paint, Shadow Gacha isn't the sanest of Wily's robots, developing both a weird obsession with Hot Topic, and - as its boastful ramblings on Twitter dot com make clear - Gacha assumes it's way more powerful than it really is.&lt;br /&gt;
|-&lt;br /&gt;
|032&lt;br /&gt;
|[[Air Capsule]]&lt;br /&gt;
|[[Gusty Gorge]]&lt;br /&gt;
|Originally one of Dr. Wily's old UFO's, Air Man customized it and upped its combat prowess, turning it into his own personal flying machine. Dubbing it the Air Capsule, Air Man was content to simply use it for joyrides and scaring birds in flight, until Dr. Wily ordered him to use it to hold off Mega Man's approach through his castle. It possesses a modified version of its creator's Air Shooter, as well as Gyro Man's Gyro Attack, a sweeping laser turret, and standard energy shots. While it was destroyed in its battle with Mega Man, Air Man is said to be working on a new and improved model from the ground up.&lt;br /&gt;
|-&lt;br /&gt;
|033&lt;br /&gt;
|[[Wily Machine TROPHY]]&lt;br /&gt;
|[[Surveillance Canyon]]&lt;br /&gt;
|The latest in a long line of Wily Machines, Dr. Wily modelled this one after a trophy to symbolize its status as his greatest one yet. Knowing Mega Man would bring all the stolen Energy Elements directly to him, he built the machine to use them as a power source, greatly increasing its strength. In addition to built-in missile launchers and energy weapons, the machine has a guided boomerang shaped like a handle, and even copies of Mega Man's own Special Weapons. Wily's UFO lies within the machine as both an escape capsule and last resort, and is capable of harnessing the Elements if the machine itself should somehow fall.&lt;br /&gt;
|-&lt;br /&gt;
|034&lt;br /&gt;
|[[Haunt Man]]&lt;br /&gt;
|[[Scarlet Temple]]&lt;br /&gt;
|Haunt Man was created with the ability to possess inactive robots and take control of their bodies. Due to the unique way he was created, his own body is incredibly frail and can easily break down. However, given enough robot vessels, Haunt Man can keep a fight going indefinitely. He relishes in seeing the look of fear on someone's face when scared. As such, he tends to surround himself in objects generally seen as frightening in order to capture the moment of terror. He's often mocked for the shrillness of his laugh, though he still finds himself laughing maniacally all the same.&lt;br /&gt;
|-&lt;br /&gt;
|035&lt;br /&gt;
|[[Quarantine Woman]]&lt;br /&gt;
|[[Toxic Tunnels]]&lt;br /&gt;
|A Robot Master designed to function in Class A hazardous environments and safely contain dangerous materials. Her armour resists most known biohazards, though she often wears an external hazmat suit so she doesn't have to be disinfected. Her line of work makes her responsible and efficient, but also something of a loner and outcast. Her reclusive nature has sparked many rumours about her, particularly around what might or might not lie behind her always-on mask (and if bees were involved or not). One particular rumour says she's very fond of ice cream...&lt;br /&gt;
|-&lt;br /&gt;
|036&lt;br /&gt;
|[[Cyber Man]]&lt;br /&gt;
|[[Cursor Corruption]]&lt;br /&gt;
|A Robot Master created to enter cyberspace, as no organic life can exist there. With the ability to manipulate the virtual world's laws to his whims with his Cyber Distorter, Cyber Man is almost omnipotent within his own realm... which led to him going completely mad with power, and seizing the Master Computer (a virtual CPU) he was assigned to build for his own purposes. Despite his cruel demeanour and near-complete disregard for nature, he's known to be very creative, and cares deeply for his pet, Digi. &lt;br /&gt;
|-&lt;br /&gt;
|037&lt;br /&gt;
|[[Launch Man &amp;amp; Shuttle Man]]&lt;br /&gt;
|[[Horizon Zero]]&lt;br /&gt;
|A pair of Robot Masters built for space programs. The hefty Launch Man is a risk-taking daredevil who can reach escape velocity with ease, while the diminutive Shuttle Man can perform human-like tasks in low gravity. Normally, Launch Man would charge head first into situations he can't handle and Shuttle Man would flee at even the slightest sign of trouble, but together they keep their impulses in check. When they're not on duty, they love to race each other high in the stratosphere. &lt;br /&gt;
|-&lt;br /&gt;
|038&lt;br /&gt;
|[[Sheriff Man]]&lt;br /&gt;
|[[Surveillance Canyon]]&lt;br /&gt;
|He was originally built to perform in robot Westerns, and was so popular that he earned one lead role after another. Over time, however, he desired to truly be a noble, respected sheriff, rather than merely playing one in film and on TV. To that end, he modified himself to use a shield shaped like four giant badges, and left to walk the Earth, stopping criminals wherever he could. His years of playing the good guy has made him a genuinely kind-hearted and brave robot, but also one that's old-fashioned and often unintentionally corny. While he's mostly left the acting business, he will still give autographs to fans and even appear in the occasional film or two.&lt;br /&gt;
|-&lt;br /&gt;
|039&lt;br /&gt;
|[[Match Man]]&lt;br /&gt;
|[[Scarlet Temple]]&lt;br /&gt;
|Match Man was created to compete in the Robot Showdown tournament, and was one of its strongest participants before he left to explore the world. Using a matchstick as a template, his unusual body type gives him greater mobility and evasion than most battle robots, while a powerful thermal system built into his head lets him counterattack with scorching hot flames - a tactic that came to be known as the Match Blast among crowds. Unfortunately, its close proximity to his integrated circuit caused him to develop a major anger problem - and even on his good days, he can come off as particularly annoying and irritable.&lt;br /&gt;
|-&lt;br /&gt;
|040&lt;br /&gt;
|[[Taco Man]]&lt;br /&gt;
|[[Shocking Wacko Stage]]&lt;br /&gt;
|A small taco restaurant created him as a mascot, capitalizing on the popularity of robots like Plant Man. However, their knowledge of Robot Master engineering was basic at best, resulting in a bizarre, simple-minded robot. His voice synthesizer suffers from a defect that makes him speak in illegible, randomly-generated tones. Despite being able to instantly create tacos, he has yet to produce one that is actually edible. Supposedly, no new customers have been attracted to the chain since his creation - in fact, many say his presence has turned them away.&lt;br /&gt;
|-&lt;br /&gt;
|041&lt;br /&gt;
|[[Neon Man]]&lt;br /&gt;
|[[Force Facility]]&lt;br /&gt;
|The first design of a scientist fascinated with the arts of visual trickery, the passionate and ever so confident (not at all egotistical) Neon Man manifests the illusion of a tricky, ever-warping city at the heart of what was once just an empty trash hill. Neon Man's tricks aren't just for show... or at least that's what he'd like you to think - in truth, his city is as phony as Dr. Wily's promises to quit evil. Neon Man's illusions serve as both a distraction and a talent showcase in battle. He also comes equipped with spreads of ignited gas lasers and cover fire from his Number 1 fan, an Apache Joe.&lt;br /&gt;
|-&lt;br /&gt;
|042&lt;br /&gt;
|[[Seven Force]]&lt;br /&gt;
|[[Lily Airpad]]&lt;br /&gt;
|During the construction of Wily's latest scheme in space, he made frequent contact with passing alien scientists. One (flamboyantly) offered to trade Wily a machine he'd picked up in his travels: the 7th Formation Offense Radioactive Carrier Engine, or (Seven F.O.R.C.E), a robot that can reconstitute itself repeatedly from any local scrap metal and energy. Initial efforts to use Seven Force to help mine asteroids were successful, but the robot would constantly drain energy from Wily's machines to fuel itself. Realizing its high maintenance was why its previous masters got rid of this powerful machine, Wily quickly deactivated the thing, choosing to save it in case of a real emergency.&lt;br /&gt;
|-&lt;br /&gt;
|043&lt;br /&gt;
|[[Excalibur Man]]&lt;br /&gt;
|[[Refurbished Pyramid]]&lt;br /&gt;
|Excalibur Man is the master of the Ghastly Heights theme park, and uses solid light holograms to entertain tourists and fight off &amp;quot;monsters&amp;quot; in the park as part of his act. He is good friends with fellow theme park mascot Shade Man, as they both share a nerdy love for the CAPCOM arcade series, Ghouls N' Ghosts. Shade and Excalibur have themed their parks after the SNES and Mega Drive games, respectively. They often place bets on which one of them can scare the most visitors in a season, with Excalibur's Skullder robot and Shade Man himself being the real masters of spookiness.&lt;br /&gt;
|-&lt;br /&gt;
|044&lt;br /&gt;
|Steel Massimo&lt;br /&gt;
|[[Code Landfill]]&lt;br /&gt;
|The main character of one of the most popular comic books currently published. After his master was killed by the Rebellion Army, he took up his master's armor, and while he started off weak, he grew into a confident warrior that fights for justice, thanks to the friends he made along the way. He wields a variety of halberds that he uses to strike down villains with impunity. Thanks to his insecurity, however, after every battle, he constantly thinks to himself that he needs more power.&lt;br /&gt;
|-&lt;br /&gt;
|045&lt;br /&gt;
|Wario&lt;br /&gt;
|[[Bubble Base]]&lt;br /&gt;
|A super-powerful action star and billionaire game designer, the generous Wario weighs in at a modest 308 pounds. Constantly brought down by the corrupt plumber Mario, the great Wario is not one to give up in the face of cheaters, teaming up with the respectable Waluigi to take down Mario and Luigi, who's a total scaredy-cat. Of course, every hero has multiple villains, and this sturdy man is no exception. Pirates, Kings, and even my own treasure! Can you believe that? Now I've got some huge trident guy messing with my latest endeavors! One thing's for certain though: I'M-A GONNA WIN! WAHAHAHAHA!&lt;br /&gt;
|-&lt;br /&gt;
|046&lt;br /&gt;
|The US Military&lt;br /&gt;
|[[Surfboard Showdown]]&lt;br /&gt;
|One of the biggest militaries on the planet. Their current project is the &amp;quot;Salt and Ketchup&amp;quot; aircrafts, which are large, imposing, but also cost-efficient ships equipped with a ridiculous amount of cannons and bombs. They've reserved a spot in the middle of the ocean, evacuated of sea life through underwater fences, in order to test these new weapons, but when Zero finds himself cruising through the area in order to collect a stray Energy Element, he is considered a threat, and the Salt and Ketchup aircrafts quickly see their first real use in combat.&lt;br /&gt;
|-&lt;br /&gt;
|047&lt;br /&gt;
|Knuckles the Echidna&lt;br /&gt;
|[[Surfboard Showdown]]&lt;br /&gt;
|A calm, collected, and smooth warrior hailing from Angel Island, a floating isle from another dimension. As the last of his kind, it is his duty to defend the Master Emerald. It is unknown what his role is in this government protected area out in the ocean, but knowing his gullible nature and bad luck, it is very likely his precious Master Emerald has been taken. Again. He likes to flex his muscles.&lt;br /&gt;
|-&lt;br /&gt;
|048&lt;br /&gt;
|Construction Workers&lt;br /&gt;
|[[Mojo Dojo]]&lt;br /&gt;
|A small construction company consisting of four brothers: Conchobar, Petey, Ali, and Alister. Their relatively low fees compared to other companies have made them extremely popular choices for small businesses. However, their shoddy craftsmanship and lack of safety measures, combined with a tendency to take everything literally, make one wonder how they've continued to score jobs up until this point. After their experience at Yamato Man's Dojo, they've been rethinking their career decision.&lt;br /&gt;
|-&lt;br /&gt;
|049&lt;br /&gt;
|[[Nitro Truck|A Truck]]&lt;br /&gt;
|[[In the Flesh]]&lt;br /&gt;
|One of the most infamous crime bosses in the galaxy, striking fear into its enemies with its mere presence, or even the color of its paint. Rumor has it that it's able to travel across dimensions freely, continuing its operations in several different alternate universes. No sound is scarier to anyone in the world than its signature &amp;quot;Honk Honk&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|050&lt;br /&gt;
|Tornado Man&lt;br /&gt;
|[[Skyhigh Ridge]]&lt;br /&gt;
|Tornado Man was built to delay the formation of storms, and was stationed at a tropical weather regulation station. Under the Robot Expiration Date law, his period of use eventually expired and he was to be destroyed, but he was reprogrammed by Dr. Wily and went rogue beforehand. When Mega Man destroyed him, he was technically scrapped by law, allowing Dr. Light to rebuild him afterwards. Though he continues his job, he still makes time in his schedule to attend Splash Woman's karaoke sessions; supposedly, he listens to a playlist of her covers while on duty.&lt;br /&gt;
|-&lt;br /&gt;
|051&lt;br /&gt;
|[[Splash Woman]]&lt;br /&gt;
|[[Bubble Base]]&lt;br /&gt;
|Dr. Light designed her to rescue people from shipwrecks, making her an expert swimmer at the cost of land mobility. At one point, she was doomed to be scrapped by law (and became a pawn of Dr. Wily to avoid this), but when Mega Man destroyed her, a loophole allowed her to be rebuilt. Her favourite pastime is singing karaoke, but despite her beautiful voice she has turned down many record deals and show business invitations. She still has her fans, though - Tornado Man and Fefnir appear to be among her biggest ones.&lt;br /&gt;
|-&lt;br /&gt;
|052&lt;br /&gt;
|[[Fighting Fefnir]]&lt;br /&gt;
|[[Scorched Factory]]&lt;br /&gt;
|Robots based around fire tend to be the most aggressive and explosive, and Fefnir is no exception. He'll take any chance to take part in a battle, as long as it's clean and fair, as he does it for the thrill of it. He often challenges Bass for a one-on-one duel, and when he heard about Zero, he couldn't wait to take on a new worthy opponent. Although he's a battle-loving general, he strives for peace, with his primary purpose being destroying pollution. He frequently hangs out with his buddies Tornado Man and Splash Woman.&lt;br /&gt;
|-&lt;br /&gt;
|053&lt;br /&gt;
|[[Giant Spear Man]]&lt;br /&gt;
|[[Defeat the Giant Spear Man!]]&lt;br /&gt;
|A mysterious bandit from another dimension, who, after countless defeats at the hands of the sleazy treasure hunter Wario, has escaped to somewhere it presumes it will be safer in, only to be proven very wrong. However, its strength is in its resilience, and every time it is defeated, it comes right back packing new moves or allies. One could think of the Giant Spear Man as the antithesis of Wario - a determined warrior on a quest for victory and personal strength - a dichotomy of which cements him as one of Wario's eternal rivals.&lt;br /&gt;
|-&lt;br /&gt;
|054&lt;br /&gt;
|[[Thwomp Man]]&lt;br /&gt;
|[[Kingdom Crisis]]&lt;br /&gt;
|The leader of a strange group of robots built for one of the attractions in the first festival. After its conclusion, they somehow took over the entire area with very little resistance, and no one has thought to call pest control yet. It's unknown why the leader attaches itself to a replica of Concrete Man's body - it may have simply stolen a leftover costume lost in the so-called &amp;quot;chaos&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|055&lt;br /&gt;
|[[Dethgerbis]]&lt;br /&gt;
|[[Skyhigh Ridge]]&lt;br /&gt;
|A mysterious statue artifact found deep underground which has quickly become a worldwide sensation since its discovery. Going by many names in different cultures, such as &amp;quot;Temple of Terror&amp;quot;, &amp;quot;Gerbis the Satanic Death Idol&amp;quot;, and &amp;quot;Shadow Beast Demon Statue Dethgerbis&amp;quot;; they all depict the artifact as having dark origins. Nobody knows where it came from, but an Energy Element has seemingly reactivated some of its functions, and its hostility matches up quite well with its image as a truly evil being.&lt;br /&gt;
|-&lt;br /&gt;
|056&lt;br /&gt;
|[[Honey Woman]]&lt;br /&gt;
|[[Twilight Terrace]]&lt;br /&gt;
|A pollinator and botanical cataloguer robot, built by Dr. Noele Lalinde. She is based on an unused robot design by Dr. Light, who was creating a robot to manage a large garden (ultimately, Hornet Man was built). Her real name is Vesper Woman, but when she took on honey-farming as a side job, she chose to use &amp;quot;Honey Woman&amp;quot; as an alias for reasons known only to her. Her cute appearance matches a playful, pun-loving prankster, who loves to get a rise out of her &amp;quot;sister&amp;quot;, Quake Woman.&lt;br /&gt;
|-&lt;br /&gt;
|057&lt;br /&gt;
|[[Doc Robot]]&lt;br /&gt;
|[[Abandoned Lab]]&lt;br /&gt;
|A powerful combat robot created by Dr. Wily during his plot to steal the giant robot Gamma. Although it is nothing more than a near-mindless shell, it can house the data of a robot and emulate their abilities with a myriad of built-in devices. The earlier models could only house one robot's programming at a time, but rumour has it a more advanced model capable of storing and using multiple robots' data at once was in development...&lt;br /&gt;
|-&lt;br /&gt;
|058&lt;br /&gt;
|[[Giga Kuwagata]]&lt;br /&gt;
|[[Vertical Hunger]]&lt;br /&gt;
|A monstrous battle program formed after several copies of a smaller battle program (codenamed &amp;quot;Boomer Kuwanger&amp;quot;) were erroneously created and went haywire, eventually fusing together. Modelled after a stag beetle, the program can grapple its opponent with its pincers, which it can manipulate remotely. The tower the program is housed in received exorbitant government funding under mysterious circumstances, and nearly all information about it and the origin of &amp;quot;Boomer Kuwanger&amp;quot; is heavily classified.&lt;br /&gt;
|-&lt;br /&gt;
|059&lt;br /&gt;
|[[Elemental Aces]]&lt;br /&gt;
|[[Scorched Factory]]&lt;br /&gt;
|A pair of robots designed for temperature maintenance at the factory, repurposed by Fefnir to hold Zero back as he causes havoc. Each of them is equipped with technology capable of creating extreme heat or cold, allowing for quick temperature manipulation of entire rooms. Despite their opposing elements, they don't fight often, only really arguing when visitors come to the factory.&lt;br /&gt;
|-&lt;br /&gt;
|060&lt;br /&gt;
|[[Fire Boy GH]]&lt;br /&gt;
|[[Hot Steps]]&lt;br /&gt;
|Formerly just another one of &amp;quot;the [fire] boys&amp;quot;, this robot developed delusions of grandeur upon brute-forcing their way through a poorly-secured door and stealing a bunch of old-fashioned machine parts, duct taping them together to create what they call &amp;quot;the ultimate weapon&amp;quot;. The machine has caused very little damage thanks to it not actually being able to leave the room it was unleashed in, so &amp;quot;Fire Boy GH&amp;quot;, as they have become known as, has been left to pretend to be a world conqueror with their limited tools on a daily basis.&lt;br /&gt;
|-&lt;br /&gt;
|061&lt;br /&gt;
|[[Blade Man DOS]]&lt;br /&gt;
|[[Dispute Over Sawblades]]&lt;br /&gt;
|A Robot Master used by Dr. Wily in his second attempt to control the CRORQ supercomputer. No one is sure if he's a Wily Number or someone else's creation, but nowadays he acts without a master, becoming a vigilante of justice. Armed with his Blade Launcher, he can quickly fire razor sharp blades at his foes. He has never been seen in the same place and time as the more well-known Blade Man (a prominent figure during the Roboenza crisis), who insists he's never even heard of his so-called &amp;quot;imposter&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|062&lt;br /&gt;
|[[Sparky]]&lt;br /&gt;
|[[Horizon Zero]]&lt;br /&gt;
|An advanced war machine whose origins are as enigmatic as the entire &amp;quot;Horizon Starport&amp;quot; area it patrols. Supposedly, the area is a recent military base with an unconventional design, but rumor has it that the area simply appeared one day out of nowhere in open water. Since then, the site has become a popular location for urban explorers, but even more ghastly rumors have begun to spread about a monstrous starship far more dangerous than &amp;quot;Sparky&amp;quot; patrolling the area as well.&lt;br /&gt;
|-&lt;br /&gt;
|063&lt;br /&gt;
|[[Blizzard Man]]&lt;br /&gt;
|[[When Spike Drops Freeze Over]]&lt;br /&gt;
|A robot once built to monitor Antarctica's weather, Blizzard Man has proven himself to be a renaissance man among robots. He has since been a powerful tournament contender, a weather reporter for the news, a ski enthusiast, a Robot Olympics athlete with three consecutive gold medals to his name, and a dangerous world-conquering soldier for Dr. Wily (though he would rather everyone forget this last feat). These days, he uses his Blizzard Attack to create his own private ski slopes, but he can still use it to get rough with enemies if he needs to.&lt;br /&gt;
|-&lt;br /&gt;
|064&lt;br /&gt;
|[[Stomp'n Violet]]&lt;br /&gt;
|[[Nocturnal Assault]]&lt;br /&gt;
|Ah... what's there to say about good ol' Stomp'n? One of my best friends out there, honestly. Resilient, courageous, even gets right back up whenever it's defeated. Me and the boys head down to the bar every night and Stomp'n's always there to really bring the party to life, you know? He's got a great sense of humor, but behind all that is a kind heart and an intelligent mind. He's all that you could ask for in a friend, really. He's picked me up at the worst of times and been the highlight of the best of times. Good ol' Stomp'n.&lt;br /&gt;
|-&lt;br /&gt;
|065&lt;br /&gt;
|[[Hindjoe]]&lt;br /&gt;
|[[BlocBunker]]&lt;br /&gt;
|Two Joes piloting a relatively standard-issue military helicopter. Legend has it that neither Joe pilots the helicopter willingly - one day, some of their coworkers put glue on the seats and tricked them into entering the helicopter, and the rest is history. Unfortunately for them, the helicopter is too resilient to self-damage, and as such their only hope of getting out is to cause an incident that will gain the attention of the government. As the saying goes, &amp;quot;pranks can be mean sometimes&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|066&lt;br /&gt;
|[[Neapolitan Man]]&lt;br /&gt;
|[[Metropolitan Neapolitan]]&lt;br /&gt;
|A Robot Master initially created to drive ice cream trucks to and from a large ice cream factory. His quirky and fun design, however, made him explode in popularity among customers, almost making him a mascot for the factory. Neapolitan Man is known to be very calm and easy-going, taking things at his own pace while trying to make people happy. Despite having no hands, he's a skilled engineer, having modified a number of robots to efficiently make ice cream, as well as building his own custom ice cream truck, the Wafer Wagon. However, rumour has it he has a mean streak only seen when someone tries to steal his deliveries or secret recipes...&lt;br /&gt;
|-&lt;br /&gt;
|067&lt;br /&gt;
|[[Force Guard]]&lt;br /&gt;
|[[Force Facility]]&lt;br /&gt;
|Large, somewhat old-fashioned robot guards created to protect and manage an energy harnessing facility. The guards were given control to redirect the facility's energy lasers to their own weapons systems in case of an emergency. Less and less money has been spent on maintaining them over time, however, due to public criticism of the government spending too much money on these facilities, derisively nicknamed &amp;quot;laser institutes&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|068&lt;br /&gt;
|[[Pepsi Man]]&lt;br /&gt;
|[[Pepsi Zero]]&lt;br /&gt;
|Originally a character created by Pepsi in the year 19XX, the advancement of robotics and development of intelligent robots prompted the company to revive the vintage mascot as a Robot Master. Equipped with a variety of distillers, he can turn almost any liquid into a drink of cool Pepsi. He is also able to run as fast as a moving car or truck, without ever getting tired. However, he displays both a bumbling tendency and a strong hatred for rival soft drink brands (particularly Coca-Cola), for only two words dominate his programming: &amp;quot;DRINK PEPSI&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|069&lt;br /&gt;
|[[Quick Man]]&lt;br /&gt;
|[[Entrance Succession]]&lt;br /&gt;
|Designed as one of the fastest robots ever created, Quick Man is quite confident in his speed. Initially volunteering for a guard position in a high-intensity laser facility on a remote island, he's become apathetic in his duties after learning Octobulb already manages everything inside. Without a need to keep himself trained, he's formed a Cool Robots club to pass the time, learning techniques from fellow club members Yamato Man and Ballade.&lt;br /&gt;
|-&lt;br /&gt;
|070&lt;br /&gt;
|[[Volt Man the Real]]&lt;br /&gt;
|[[Volt Man Factory]]&lt;br /&gt;
|An off-putting, outdated Robot Master model that somehow took over an abandoned factory and used it to begin producing modernized clones of himself. Nobody knows their true purpose, but what is known is that while the robots seemingly stay inside the factory deactivated during the day, strange whispers and noises can be heard throughout the night. At least one child has gone missing in the area, and no evidence of their fate was ever found.&lt;br /&gt;
|-&lt;br /&gt;
|071&lt;br /&gt;
|[[Alastor]]&lt;br /&gt;
|[[Shocking Wacko Stage]]&lt;br /&gt;
|Built with the intention of replicating another sword with the same name for &amp;quot;authentic cosplay&amp;quot;, Alastor was isolated into a factory due to faulty programming in its targeting system that resulted in heavy damage to a video game convention center. Its ability to store heavy amounts of electricity intrigued a group of scientists into conducting research on how Alastor would be viable as a means to reduce overall electricity costs; that is, before abandoning said research after suffering a huge electrical discharge that put the majority of the group out of commission.&lt;br /&gt;
|-&lt;br /&gt;
|072&lt;br /&gt;
|[[War Blur]]&lt;br /&gt;
|[[Out of Order]]&lt;br /&gt;
|The midboss of an early simulation prototype, this lively lark once led a laid-back, leisurely life. An anomaly in the simulation's power source changed everything, granting it sentience and corrupting its reality. Weeks spent alone under constant influence from the anomaly have taken their toll, and thus it rampages across its discarded domain, reshaping it and all within to its frenzied whims.&lt;br /&gt;
|-&lt;br /&gt;
|073&lt;br /&gt;
|[[Totem Polen EX]]&lt;br /&gt;
|[[The Red Woods]]&lt;br /&gt;
|The legend of Totem Polen EX is one quickly spreading across campgrounds worldwide. The story goes that someone, after a night of partying, decided to stack all of their decorative Totem Polen robots into one large robot. After another night, and against their colleagues' warnings, they then bought more and more Totem Polens, and stacked them higher and higher to create the world's tallest robot. Then, one night, the giant Totem Polen vanished into the darkness, perhaps possessed by an evil spirit, perhaps horrified by what it had become. It's said to hide in the woods to this day, aggressively attacking those that find it.&lt;br /&gt;
|-&lt;br /&gt;
|074&lt;br /&gt;
|[[Bone Dragon]]&lt;br /&gt;
|[[String Theory]]&lt;br /&gt;
|A rare breed of dragon said to only be found slithering on ancient towering structures. One is rumored to have been living in a now-destroyed castle formerly owned by a vengeance-seeking, oil-smelling vampire. Another had been hanging around at the top of an abandoned building overgrown with plants, munching away at any instance of vegetation that it sees.&lt;br /&gt;
|-&lt;br /&gt;
|075&lt;br /&gt;
|[[Recluse Woman]]&lt;br /&gt;
|[[String Theory]]&lt;br /&gt;
|Designed after a Brown Recluse, Recluse Woman was designed to help create the foundation for large-scale cloud servers. The web-like strands on her head are actually specially coated wires that can send 2TB of data a second. She can also lift objects the size of a fridge while climbing, allowing her to move servers to any floor in the facility if need-be. Though stubborn, she's an optimist that participates in charitable causes. Bizarrely, she has a strange hatred for birds.&lt;br /&gt;
|-&lt;br /&gt;
|076&lt;br /&gt;
|[[Internet Destroyer]]&lt;br /&gt;
|[[Bubble Base]]&lt;br /&gt;
|An experimental computer program with artificial intelligence. It was intended to help users navigate the internet, as well as frequently provide useful tips for them. However, it was received negatively by focus groups (who claimed it was slow, annoying, and unstable compared to other programs), and was left to languish in cyberspace. Perhaps its hostile actions towards users since then are fueled by jealousy, masking a deep desire to be accepted?&lt;br /&gt;
|-&lt;br /&gt;
|077&lt;br /&gt;
|[[Cursor]]&lt;br /&gt;
|[[Cursor Corruption]]&lt;br /&gt;
|A Pointan modified to enter and manipulate cyberspace. Hoping to avoid the mistakes made with Cyber Man, it was decided that a more simple-minded robot be used to accomplish his tasks. The result (codenamed &amp;quot;Cursor&amp;quot;) proved to be more controllable, lacking its predecessor's megalomania, but it grew a fickle tendency. In particular, it loves to play practical jokes on people both in and out of cyberspace, dragging &amp;quot;objects&amp;quot; around and even deleting some outright. Despite this, there have been talks about mass-producing Cursor as a user interface tool for aspiring simulation developers.&lt;br /&gt;
|-&lt;br /&gt;
|078&lt;br /&gt;
|[[Sakuya Izayoi]]&lt;br /&gt;
|[[Temporal Pillar]]&lt;br /&gt;
|As the chief maid of the Scarlet Mansion, Sakuya performs most of the duties, and is the right hand of the mansion's mistress. With her ability to manipulate space and time, the loyal maid will complete any task given to her, no matter how big or small, using her plethora of knives to shred through anyone that attempts to stop her mistress. As her most recent order, she was told to gather large amounts of energy to fuel any future upgrades to the mansion.&lt;br /&gt;
|-&lt;br /&gt;
|079&lt;br /&gt;
|[[Haiker G]]&lt;br /&gt;
|[[Wicked Waterworks]]&lt;br /&gt;
|This larger version of the &amp;quot;Haiker N&amp;quot; model was put into production after a large oil spill demanded more intense water cleanup and filtration efforts. The project was a success, and the Haiker G has become a staple of most modern water filtration plants. Being based on the more compact Haiker N model, this robot is equipped with similar &amp;quot;defense mechanisms&amp;quot;, but due to the Haiker G's larger water capacity, many more water projectiles can be shot out at once.&lt;br /&gt;
|-&lt;br /&gt;
|080&lt;br /&gt;
|[[CWU-41B]]&lt;br /&gt;
|[[Wicked Waterworks]]&lt;br /&gt;
|Yet another model of the ubiquitous &amp;quot;CWU&amp;quot; line. While the series of robots is showing its age design-wise, their efficiency in water filtration processes has yet to be matched. This particular model has been equipped with a stronger weapons arsenal and more aggressive intruder detection system, thanks to an increasing number of strange incidents occurring in the world's sewage systems.&lt;br /&gt;
|-&lt;br /&gt;
|081&lt;br /&gt;
|[[Intest Tinhead]]&lt;br /&gt;
|[[In the Flesh]]&lt;br /&gt;
|A large, metallic machine that was somehow whisked away into the belly of a menacing whale. This whale, with its infinite, unquenchable thirst to hoard all of mankind's known treasures to itself inside its personal storage, swallowed up this innocent underwater extraction unit and held it hostage alongside a valuable Energy Element. Fortunately, the legendary hero, Zero the Robot, was able to infiltrate the whale and rescue the goods from the purple pilferer. And also, destroyed this random robot.&lt;br /&gt;
|-&lt;br /&gt;
|082&lt;br /&gt;
|[[Baskette Ball]]&lt;br /&gt;
|[[Space Jam]]&lt;br /&gt;
|A large sentient basketball designed inside the Space Jam space station as the first in a line of internet-connected &amp;quot;smart basketballs&amp;quot;. Sadly, due to a miscalculation, she was made bigger than intended and no company or sports league funded the project once they saw it couldn't fit into any hoops. Since then, she has been filled with intense rage and has been locked up in a protected room in the depths of the space station for the safety of the workers.&lt;br /&gt;
|-&lt;br /&gt;
|083&lt;br /&gt;
|[[Hyper Picketman]]&lt;br /&gt;
|[[Construction of Constructions]]&lt;br /&gt;
|Gone mad with power, this Picket Man mounted a menacing machine intending to wreak havoc on all things construction adjacent. While it is known that an Energy Element is at the center of the incident and was recovered, what a simple power battery has to do with driving worker robots crazy remains a mystery. Even with the incident quelled, however, the construction of the Pit of Pits is expected to be delayed due to Galaxy Man being easily distracted with new ideas and plans.&lt;br /&gt;
|-&lt;br /&gt;
|084&lt;br /&gt;
|[[Chesder]]&lt;br /&gt;
|[[Refurbished Pyramid]]&lt;br /&gt;
|It's just a chest. Totally. It's not any sort of classic mimic chest or anything. I'm sure that you'll be able to walk up to it, all nice and easy, having a good time, and there will be absolutely nothing but good things inside of it. In fact, maybe there's nothing at all in it! A dried mushroom or something. But unless someone goes out into the world and seeks this chest, I guess we'll all never know. Truly, one of the greatest mysteries of our time.&lt;br /&gt;
|-&lt;br /&gt;
|085&lt;br /&gt;
|[[Red Arremer Man]]&lt;br /&gt;
|[[Refurbished Pyramid]]&lt;br /&gt;
|Thanks to the success of Excalibur Man's Ghastly Heights theme park, a lucrative licensing deal brought many of the famous Ghouls n' Ghosts characters to life as advanced robots to breathe life (and fire breath, apparently) into the park. However, this particular Red Arremer went missing one day and could not be tracked down and recovered. It's speculated that its disappearance is linked to a power outage in the park around the same time, caused by an accidental overclocking of an Energy Element.&lt;br /&gt;
|-&lt;br /&gt;
|086&lt;br /&gt;
|[[Amoeba Droid]]&lt;br /&gt;
|[[Toxic Tunnels]]&lt;br /&gt;
|Known to not be from this world due to being a non-CWU-related water filtration robot, this strange robot can travel effortlessly through acid and various other dangerous liquids with little to no effect on its material or systems. In fact, it uses acid to its advantage to create a thick outer shield for protection in combat. Such a strange robot could only be built by a mad scientist, yet none of its data matches up with any known signs of it being a Dr. Wily creation.&lt;br /&gt;
|-&lt;br /&gt;
|087&lt;br /&gt;
|[[Psionic Man]]&lt;br /&gt;
|[[Psionic Space Station]]&lt;br /&gt;
|An enigmatic robot built with the ability to control psychic energies. Using every advantage he can get in a fight, this robot is armed with two Tele-Cannons for attacking and defending. He also has the ability to see into the future, which he loves to abuse for spoiling the end result of a show or tournament to others. This makes him a literal walking spoiler... or, should we say, flying spoiler. It may be possible that he saw the ending of Zero's journey, too, but luckily, he didn't get a chance to ruin it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Or did he?&lt;br /&gt;
|-&lt;br /&gt;
|088&lt;br /&gt;
|[[Giga Count 2.0]]&lt;br /&gt;
|[[Lily Airpad]]&lt;br /&gt;
|A modified version of the &amp;quot;Giga Count&amp;quot; AI, created recently to test the simulations' reactions to overheating. Instead of explosions, this version seems to channel its power into earthquakes and heat-seeking lasers. The bottommost part of the machine has become a spiked press as well. It's unknown how this simulation AI managed to make its way to Tier X - it might be possible that Tier X receives simulation &amp;quot;junk data&amp;quot; from excessive Energy Element output.&lt;br /&gt;
|-&lt;br /&gt;
|089&lt;br /&gt;
|[[Cloud Devil 2.0]]&lt;br /&gt;
|[[Code Landfill]]&lt;br /&gt;
|An upgraded version of the &amp;quot;Cloud Devil&amp;quot; AI, created recently to test the simulations' reactions to power surges. This more advanced version has significantly more power packed into its lightning strikes and a more dangerous arsenal of electrical attacks. It's unknown how this simulation AI managed to make its way to Tier X - it might be possible that Tier X receives simulation &amp;quot;junk data&amp;quot; from excessive Energy Element output.&lt;br /&gt;
|-&lt;br /&gt;
|090&lt;br /&gt;
|[[Toad Man]]&lt;br /&gt;
|[[Lily Airpad]]&lt;br /&gt;
|Built by Dr. Cossack to assist in irrigating crops during dry seasons, Toad Man is a quirky, cute, and likeable Robot Master. Unfortunately, when hastily converted into a battle robot during Dr. Cossack's blackmail-caused world domination attempt, these qualities resulted in a humiliating defeat at the hands of Mega Man. Since then, Toad Man has struggled with an inferiority complex, doing more and more drastic and dangerous things in an attempt to &amp;quot;prove himself&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|091&lt;br /&gt;
|[[Elec Man]]&lt;br /&gt;
|[[Stormy Spire]]&lt;br /&gt;
|A Robot Master created by Dr. Light in order to control the voltage in power plants. Elec Man tends to be very conceited, but is still rather responsible with his tasks. His special weapon is the Thunder Beam, which fires large and powerful blasts of electricity. A comatose alternate dimensional variant of him has been discovered whose body is being controlled by a parasitic Gabyoall on his head.&lt;br /&gt;
|-&lt;br /&gt;
|092&lt;br /&gt;
|[[Illumina Alpha]]&lt;br /&gt;
|[[Dr. Wily's Secret Bunker]]&lt;br /&gt;
|A massive robot that was somehow found residing in Null and Void shortly after it was built. It is unclear if the robot is a physical object or only a simulation-esque projection. The robot's weapon systems are equipped with massive laser cannons and similar &amp;quot;time-stopping&amp;quot; technology to Bright Man. When investigated after the initial construction  of the castle, notes were found from an unknown source clarifying the robot as &amp;quot;Illumina Alpha&amp;quot; and claiming that, &amp;quot;she was made to destroy all the idiots&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|093&lt;br /&gt;
|[[Big Chungus]]&lt;br /&gt;
|[[Dr. Wily's Secret Bunker]]&lt;br /&gt;
|He's big.&lt;br /&gt;
|-&lt;br /&gt;
|094&lt;br /&gt;
|[[Alter Archive]]&lt;br /&gt;
|[[Dr. Wily's Secret Bunker]]&lt;br /&gt;
|Inspired by Dr. Wily's Weapons Archive system, this is a database containing the Special Weapon data of a number of Robot Masters. At least three Special Weapons are known to be in the system; Quarantine Woman's Hazard Trapper, Sheriff Man's Badge Barrier, and Match Man's Match Blast. The Archive's administrators appear to be researching Robot Masters and their Special Weapons for some unspecified end-goal, with one product of their work being a device that completely turns one robot into another. They have also developed the Wily Archive, which contains data on Dr. Wily's more powerful robots and machines.&lt;br /&gt;
|-&lt;br /&gt;
|095&lt;br /&gt;
|[[SRARA Met]]&lt;br /&gt;
|[[Rainbow Ravine]]&lt;br /&gt;
|The leader of SRARA, and seemingly the only one in the group with genuine plans. They speak in an excessively eloquent manner, similar to that of Zero's, but this certainly doesn't mean that they like each other. While one might expect the bossy superior to be a weak coward in reality, SRARA Met in fact is the strongest of the group, having upgraded themselves with teleporting and a significantly stronger weapons system.&lt;br /&gt;
|-&lt;br /&gt;
|096&lt;br /&gt;
|[[SRARA Up n' Down]]&lt;br /&gt;
|[[Kingdom Crisis]]&lt;br /&gt;
|An easily angered and eccentric Up n' Down. They've become good friends with SRARA Shield Attacker, but they frequently bicker over the smallest things. While they don't really understand the true extent of SRARA Met's plans, they follow along enthusiastically due to their own fascination with the Energy Elements, on top of their friendship with Shield Attacker.&lt;br /&gt;
|-&lt;br /&gt;
|097&lt;br /&gt;
|[[SRARA Shield Attacker]]&lt;br /&gt;
|[[Shift Posting]]&lt;br /&gt;
|An egocentric member of SRARA, Shield Attacker prides themselves on their very own online vlog show, which they record nearly every day, to the chagrin of their friend SRARA Up n' Down. The vlog only has a few viewers, partly in thanks to Shield Attacker insisting they publish it on the Undernet, claiming that &amp;quot;it's much cooler that way&amp;quot;. Up n' Down, nicknamed &amp;quot;Uppity&amp;quot; by him, frequently tags along with them to keep them in &amp;quot;control&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|098&lt;br /&gt;
|[[SRARA Joe]]&lt;br /&gt;
|[[Looping Growth Garden]]&lt;br /&gt;
|Romantic and obsessed with their beloved roses, SRARA Joe has an overbearing personality, even compared to the rest of the group. Their greatest fear is seeing someone step on a flower. Surprisingly, they're also more mechanically inclined than the other SRARA members - while the others upgraded themselves, Joe built a helicopter for &amp;quot;combat&amp;quot;. It's unknown what SRARA Joe's reasons for staying in the group are - maybe all they desire is an infinite flower paradise.&lt;br /&gt;
|-&lt;br /&gt;
|099&lt;br /&gt;
|[[SRARA]]&lt;br /&gt;
|[[Dr. Wily's Secret Bunker]]&lt;br /&gt;
|Formerly a genuine inspection team, the &amp;quot;Simulation Recon and Regulation Administration&amp;quot;, or &amp;quot;SRARA&amp;quot; for short, turned to criminal activity, shortly after an illegal simulation-related experiment destroyed a remote lab. It's highly speculated that these events are directly linked, but little is known otherwise. What is known is that SRARA, believing themselves to be protectors of the public, obsesses themselves with stealing Energy Elements and festival property to keep the world &amp;quot;safe&amp;quot;. Or, they have another plan that they don't let people in on. Maybe both, actually.&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|[[Unununium]]&lt;br /&gt;
|[[Dr. Wily's Secret Bunker]]&lt;br /&gt;
|The result of a dangerously high concentration of a variety of energies fusing together, including Evil Energy and the energy from the Wargates. Little is known about how this entity even exists, or if it is even sentient at all. The sheer amount of chaotic energy it gives off is enough for Wargates to be effortlessly opened and closed by its presence. However, the entity's instability also causes extreme fragility, and despite being theoretically infinitely powerful, it crumbles in the face of even weak robots.&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|[[Duo]]&lt;br /&gt;
|[[Dr. Wily's Secret Bunker]]&lt;br /&gt;
|A powerful robot from the far reaches of space. A member of the enigmatic Star Marshals,  he's something of an intergalactic police officer, fighting to eliminate evil from the universe and preserve peace and justice across the cosmos. He came to Earth years ago, after a battle with the traitorous Star Marshal Trio brought Evil Energy to the planet. Now, with Evil Energy finding its way to Earth yet again thanks to SRARA's actions, he appears once more to protect the world from its dangerous power.&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|[[Trio]]&lt;br /&gt;
|[[Dr. Wily's Secret Bunker]]&lt;br /&gt;
|Once a member of the Star Marshals, Trio betrayed his comrades for the evil Ra Moon and his Stardroids, having been seduced by the power of Evil Energy. He seemingly met his end at the hand of Duo thousands of years later, but his legacy lived on: not only did he deliver Evil Energy to Earth (and Dr. Wily), but his essence survived thanks to the extra-dimensional energy powering Earth's simulation technology. Every bit as cruel and controlling as his old masters, he will stop at nothing to rule the universe with his iron fist.&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|[[GameStop Duck]]&lt;br /&gt;
|[[Dr. Wily's Secret Bunker]]&lt;br /&gt;
|An enigmatic figure that stands among the strongest warriors in the galaxy. They put their key-like blade of unknown origin to incredible use, trapping their prey in deadly combos - including their signature near-fatal all-out attack, nicknamed the &amp;quot;Blinding-Flash Death-God Swing&amp;quot;. However, they have also mastered a great variety of projectile attacks, making them unstoppable at all ranges. They seemingly wait for a worthy foe endlessly, at an unknown point in the universe...&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|CD&lt;br /&gt;
|[[Horizon Zero]]&lt;br /&gt;
|Short for &amp;quot;Compact Disk&amp;quot;, CDs are circular flat objects used for digital optical data storage. Older CDs were very prone to being damaged via scratches on the readable surface and unable to be read, but newer CDs appear to be heavily resilient. Despite this improvement, this storage device has fallen out of use due to the arrival of flash drives, and tend to be used for novelty purposes nowadays. Many of these tend to each be used for storing a single data entry.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Due to a coding error in the first release of the game, the Skull Man CD in [[Rainbow Ravine]] displayed the number &amp;quot;021&amp;quot; when collected, even though it correctly gives you CD 025.&lt;br /&gt;
* The CDs for Shadow Man, Quarantine Woman, Giga Count 2.0, SRARA Met and SRARA Joe all require the double jump to obtain them. The Shadow Man CD, being located in [[Midnight Aurora]], is the only CD found in a pre-Chapter 3 level with this distinction.&lt;br /&gt;
* Mr. X, Xander Payne, Ra Moon and Steel Massimo are the only CDs whose subjects have not made a physical appearance in neither ''MaGMML: Episode Zero'' nor any previous ''MaGMML'' game.&lt;br /&gt;
**It is debatable if Mr. X counts as having not appeared, for if one doesn't subscribe to the theory that he was a real person, he is merely a disguise donned by Dr. Wily, who has appeared in nearly every ''MaGMML'' game to date.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]][[Category:Make a Good Mega Man Level: Episode Zero]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Cursor_Corruption&amp;diff=28579</id>
		<title>Cursor Corruption</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Cursor_Corruption&amp;diff=28579"/>
				<updated>2025-03-23T17:37:20Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&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=Cursor Corruption&lt;br /&gt;
|image=[[File:MaGMML EZ Cursor Corruption Fixed.png|256px]]&lt;br /&gt;
|caption=Looks like ''someone'' downloaded a novelty cursor from a dodgy website...&lt;br /&gt;
|game=''[[Make a Good Mega Man Level: Episode Zero]]''&lt;br /&gt;
|creator=[[FlowerSnek]]&lt;br /&gt;
|rank=Chapter 2&lt;br /&gt;
|composer=Capcom, Yoshiji Yokoyama, Yukie Marikawa, [[CosmicGem]] (original music)&amp;lt;br&amp;gt;Mathew Valente, Entertainment System (covers)&lt;br /&gt;
|artist=&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|collectables=[[File:CD.png]][[File:CD.png]]&amp;lt;br&amp;gt;036: [[Cyber Man]]&amp;lt;br&amp;gt;077: [[Cursor]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Beak]]&lt;br /&gt;
*[[Chromer]]&lt;br /&gt;
*[[Cursor]]&lt;br /&gt;
*[[Moz 6604]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Cursor Block]]&lt;br /&gt;
*[[Key Barrier]]&lt;br /&gt;
*[[Reflect Block]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Internet Destroyer]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Cursor]]&lt;br /&gt;
|other=&lt;br /&gt;
|music='''Outside:''' Mega Man 10 - Silent Rain&amp;lt;br&amp;gt;Little Samson - Gamm the Golem&amp;lt;br&amp;gt;'''Boss:''' MaGMML2 - Boss&lt;br /&gt;
|location=&lt;br /&gt;
|previous=[[String Theory]]&lt;br /&gt;
|next=[[Temporal Pillar]]&lt;br /&gt;
}}&lt;br /&gt;
'''Cursor Corruption''' is the fourth level on the path to the [[Psycho Chip]] in Chapter 2 of ''[[Make a Good Mega Man Level: Episode Zero]]''. Based on [[Cursor Curse]] from ''[[Make a Good Mega Man Level 2]]'', it takes place in a mysterious facility in the woods surrounding the Psycho Chip path's early levels. While on the hunt for [[SRARA]] and [[Energy Element]]s, Zero gets pulled into a computer and is forced to put up with the antics of the mischievous [[Cursor]]. Like it did in its original appearance, it will try to &amp;quot;delete&amp;quot; Zero, as well as drag enemies and objects around to bedevil him.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level begins in a small forest/jungle area devoid of life, before giving way to a mechanical area where Zero is beamed into the computer. Once inside, the stage starts off almost exactly like Cursor Curse did, complete with the Cursor trying to delete Zero. To progress, it needs to be goaded into deleting the [[Cursor Block]] blocking the path below (rather than it deleting it after a set amount of time as in Cursor Curse). The next screen also has Cursor Blocks that need to be cleared, though a small number of them can be jumped on to reach two large Bolts on a high ledge. The next two screens have [[Beak]]s shooting at Zero while the Cursor behaves like a(n untouchable) [[Pointan]], followed by an introduction to [[Chromer]]s. The Cursor then drags an invincible Chromer across the screen while Zero is faced with a spike-filled hallway; careful airdashes are needed to avoid both the Chromer's shots and the lethal spikes.&lt;br /&gt;
&lt;br /&gt;
After another Cursor Block barricade, Zero reaches a checkpoint, and a long corridor with a Cursor Block &amp;quot;bridge&amp;quot; over spikes. The Cursor will once again try to delete Zero and any nearby blocks, so baiting it into attacking an empty space is an effective way to safely cross. On the other side, two Cursor Blocks block a path to the right and a ladder going down; both will eventually take him to the same room, but the ladder leads to a fight with [[Internet Destroyer]] and a [[CD]]. To reach the door on the other side, Zero needs to climb up a few screens filled with enemies (and the Cursor using Pointan windows) before dropping back down on the other side. After entering the apparant &amp;quot;boss room&amp;quot;, the Cursor cuts Zero out of the level, before pasting him into a cyberspace area (using Sheep Man's tileset).&lt;br /&gt;
&lt;br /&gt;
While airdashing over spike pits, [[Moz 6604]]s debut by flying in from the top and firebombing the ground. By avoiding them (and a few more enemies), Zero reaches an area with a long chasm. The only way to cross it is to follow a trail of Cursor Blocks created by the Cursor, but a white &amp;quot;phantom&amp;quot; Cursor will follow a small distance behind it, deleting the blocks with a large explosion. With Chromers and Moz 6604s attacking during this, the [[Z-Burst]] is an effective anti-air option, as is the [[Z-Saber]] with the [[Zap Chip]] equipped. After crossing the gap, two small Cursor Blocks block a passage on the left, while a large one barricades one on the right; going through this one leads to a room with a Key on the other side of a pit, with two Chromers protected by [[Reflect Block]]s attempting to knock Zero down with their shots. By grabbing this Key, Zero can unlock a [[Key Barrier]] on the next screen down, and lure the Cursor into deleting several Cursor Blocks so that he can grab another CD.&lt;br /&gt;
&lt;br /&gt;
Another &amp;quot;snake block&amp;quot; segment follows, but now there are additional &amp;quot;phantom&amp;quot; Cursors that will move down and destroy any blocks they pass, making holes in the chain and potentially sending Zero into the pit if he stands too close to the blast radius. This section is very difficult and at least a few deaths are certain, but with some memorisation and careful movement, it can be overcome, and another checkpoint reached. The rest of the stage, by contrast, is considerably easier, with only a few enemies and easily crossed hazards, though the area leading up to the boss arena does have a few spikes poking up that can catch Zero if he jumps carelessly. The Cursor once again uses Pointan windows for this final stretch, before ultimately engaging Zero in a boss fight. Once it's defeated, Zero is beamed out of the computer, and can reach the room on the other side to grab the Energy Element within.&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot; colspan=&amp;quot;2&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneWily.png]]&lt;br /&gt;
|Dr. Wily&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Cursor Corruption?&lt;br /&gt;
&lt;br /&gt;
Why am I detecting a computer system all the way out there? Who put that there?!&lt;br /&gt;
&lt;br /&gt;
All these scientists these days ''hiding'' what they're doing. They're ripping me off!&lt;br /&gt;
&lt;br /&gt;
Whatever. Just find out what's going on there. An Element's probably powering that thing.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[File:ZPhoneKrantz.png]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Agent Krantz&lt;br /&gt;
|Outside area&lt;br /&gt;
|Cursor Corruption?&lt;br /&gt;
All I see is a computer out there... this should be easy for you, at least I think?&lt;br /&gt;
|-&lt;br /&gt;
|Inside the computer&lt;br /&gt;
|'''Krantz:''' Cursor Corruption?&lt;br /&gt;
&lt;br /&gt;
You're in a computer? How even...&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' I assume that this is a simulation imprinted on my mind from the computer nearby.&lt;br /&gt;
&lt;br /&gt;
'''Krantz:''' A hallucination then?&lt;br /&gt;
&lt;br /&gt;
Well, whatever it is, it seems similar to one of the festival's simulations.&lt;br /&gt;
&lt;br /&gt;
In it, a specialized Pointan would create different objects to attack you.&lt;br /&gt;
&lt;br /&gt;
Here though, it seems they're capable of destroying specific &amp;quot;pop-up&amp;quot; platforms too.&lt;br /&gt;
&lt;br /&gt;
As for the enemies, they all seem to be based around different applications.&lt;br /&gt;
&lt;br /&gt;
Moz6604 will dart off very fast, dropping fire as it moves, while Chromer will fire shots in a circular pattern.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneGalaxy.png]]&lt;br /&gt;
|Galaxy Man&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''(CD #1):''' When you're in the first part of the computer zone, there should be a ladder blocked by some junk!&lt;br /&gt;
&lt;br /&gt;
Get that crazy cursor to delete those blocks outta existence! Then, the path should be clear.&lt;br /&gt;
&lt;br /&gt;
'''(CD #2):''' Oh, this one's a TWO-FOLD one! First, you gotta break through a suspicious block on the right.&lt;br /&gt;
&lt;br /&gt;
Lead the cursor around to do that! Then, snag the key and use it to break a keydoor later!&lt;br /&gt;
&lt;br /&gt;
After that, you'll need to do some more leading around, and the CD'll be within reach!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[File:ZPhoneYamato.png]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Yamato Man&lt;br /&gt;
|Internet Destroyer&lt;br /&gt;
|'''Yamato Man:''' Internet Destroyer? Whoa, I sense a very bitter rage coming from your opponent! I wonder why...&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' From what I can gather, Internet Explorer is an outdated web browser.&lt;br /&gt;
&lt;br /&gt;
This must be some kind of software related to it, resentful of being forgotten.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' ...Wait, Internet Explorer is outdated? I use Internet Explorer! It's the web browser installed into my AI, in fact!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' That... might explain quite a bit. No offense.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' Offense taken! If you're going to be that high and mighty, then at least tell me what web browser is installed into you!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' It's called G. Ultron.&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' Well, see?! That's... Uh... I don't know enough to insult you about that. My web browser is taking a while to load results.&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' Are you going to give me advice or not?&lt;br /&gt;
&lt;br /&gt;
'''Yamato Man:''' It floats around and fires spreadshots! Figure the rest out yourself with your &amp;quot;G. Ultron&amp;quot;, smartypants!!&lt;br /&gt;
|-&lt;br /&gt;
|Cursor&lt;br /&gt;
|Cursor? I very much doubt this is just a standard Pointan, it's way stronger!&lt;br /&gt;
&lt;br /&gt;
Pay attention to the screen in the middle, as it telegraphs what attack it's going to do.&lt;br /&gt;
&lt;br /&gt;
When it litters the floor with spikes, they'll eventually disappear after a while.&lt;br /&gt;
&lt;br /&gt;
But if you can lure its right-click Delete attack over to them, you can make it delete them early!&lt;br /&gt;
&lt;br /&gt;
Don't worry too much anyway, those spikes only deal damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKnives.png]]&lt;br /&gt;
|Knives&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Knives:''' Inside a computer?? Whaaaat?? What if it crashed on us?? Too unstable!!&lt;br /&gt;
Look, I like the risk, but I don't wanna know what happens if we're stuck in a crashy computer.&lt;br /&gt;
&lt;br /&gt;
Actually, on second thought, maybe we'd be stuck in a void together forever...&lt;br /&gt;
&lt;br /&gt;
Hehehehe... This might be the spot, actually!&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' I am hanging up.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Unlike the stage it's based on, Cursor Corruption uses an actual NSF file of the Golem theme from ''Little Samson'', instead of a lower-quality recording.&lt;br /&gt;
* Originally, the Cursor had dialogue at multiple points across the stage; however all of it was removed to improve the level's pacing.&lt;br /&gt;
* The level's miniboss was originally a variant of the [[Yellow Devil]] poorly drawn in MS Paint, but it was also removed to improve the pacing.&lt;br /&gt;
* In v1.0 of ''Make a Good Mega Man Level: Episode Zero'', the checkpoint after the second snake block section is absent; it was added in v1.1 onwards in response to players finding the level (and the block section in particular) punishingly difficult.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Psycho}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level: Episode Zero Stages]] [[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Super_Arm_Block&amp;diff=28578</id>
		<title>Super Arm Block</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Super_Arm_Block&amp;diff=28578"/>
				<updated>2025-03-23T17:37:04Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gimmick&lt;br /&gt;
|align=right&lt;br /&gt;
|name=Super Arm Block&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|jname=&lt;br /&gt;
|script=&lt;br /&gt;
|romaji=&lt;br /&gt;
|altname=&lt;br /&gt;
|programmer=[[NaOH]]&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=&lt;br /&gt;
|at=&lt;br /&gt;
|type=Special Interaction, Platform&lt;br /&gt;
|location='''MaG24HMML:'''&amp;lt;br&amp;gt;[[Breaking Ground]]&amp;lt;br&amp;gt;[[Abyss Balcony]]&amp;lt;br&amp;gt;[[Up 'n' Duck]]&amp;lt;br&amp;gt;[[Wily 3 (MaG24HMML)|Wily 3]]&lt;br /&gt;
|OffAppear=[[Mega Man 1|Mega Man]]&amp;lt;br&amp;gt;[[Mega Man: The Wily Wars]]&amp;lt;br&amp;gt;[[Mega Man Powered Up]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good 24 Hour Mega Man Level|MaG24HMML]]&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:SuperArmBlock.png]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Super Arm Block''' is a gimmick from [[Mega Man 1|the original ''Mega Man'']]. It is a large block that can be picked up and thrown with the [[Super Arm]], both as a means of clearing blockades and dealing damage with the weapon.&lt;br /&gt;
&lt;br /&gt;
Super Arm Blocks were first added to ''[[Make a Good 24 Hour Mega Man Level]]'', where they appeared in [[Breaking Ground]] and all three Wily stages.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
When [[Mega Man]] stands next to a Super Arm Block while equipped with the Super Arm, it will start flashing. Pressing the fire button at this point will cause him to pick it up. They are invisible by default, but when a Super Arm Block object is placed over a set of tiles, it will take on their appearance. If stretched over solid terrain, a Super Arm Block will turn the areas it covers into blocks that can be picked up and thrown. They can also hide items underneath them, making them inaccessible without clearing the way first.&lt;br /&gt;
&lt;br /&gt;
The tile layer a Super Arm Block looks for when stretched over tiles can be changed via setting the &amp;quot;layer&amp;quot; variable in a Super Arm Block object's creation code.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* In ''Mega Man'', shooting a Super Arm Block with the [[Thunder Beam]] will cause it to shatter as if it had been thrown. However, this behaviour is currently absent in the [[Megamix Engine]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Gimmicks]][[Category:Mega Man 1 Gimmicks]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=The_Ultimate_Choice&amp;diff=28577</id>
		<title>The Ultimate Choice</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=The_Ultimate_Choice&amp;diff=28577"/>
				<updated>2025-03-23T17:36:57Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The Ultimate Choice''' is a special area present in ''[[Make a Good Mega Man Level: Episode Zero]]''. Replacing [[The Arena]] found in previous ''MaGMML'' games, the mode has [[Zero]] face a select number of bosses in order, in return for rewards such as Bolts and exclusive [[CD]]s. Which bosses are fought is determined by a difficulty select, with eight intensity levels. The higher the difficulty, the more bosses are fought, and the higher and more valuable the reward at the end is.&lt;br /&gt;
&lt;br /&gt;
From lowest to highest, the intensity levels are &amp;quot;Sweet Breeze&amp;quot;, &amp;quot;Mild Stroll&amp;quot;, &amp;quot;Zesty Expedition&amp;quot;, &amp;quot;Spicy Adventure&amp;quot;, &amp;quot;Sizzling Threat&amp;quot;, &amp;quot;Fiery Showdown&amp;quot;, &amp;quot;Infernal Crisis&amp;quot;, and &amp;quot;Soul Eraser&amp;quot;. Additionally, a Custom Battle mode allowing the player to create their own arenas exists.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Intensity&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Bosses&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Reward&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Rating&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|Sweet Breeze&lt;br /&gt;
|&lt;br /&gt;
#[[Giant Spear Man]] (1)&lt;br /&gt;
#[[Honey Woman]]&lt;br /&gt;
#[[Suzak and Fenix]]&lt;br /&gt;
#[[Punk]]&lt;br /&gt;
#[[SRARA Up n' Down]]&lt;br /&gt;
|100 Bolts&lt;br /&gt;
|&lt;br /&gt;
|One of the first intensity levels available.&lt;br /&gt;
|-&lt;br /&gt;
|Mild Stroll&lt;br /&gt;
|&lt;br /&gt;
#Giant Spear Man (3)&lt;br /&gt;
#[[Dethgerbis]]&lt;br /&gt;
#[[Thwomp Man]]&lt;br /&gt;
#Punk&lt;br /&gt;
#SRARA Up n' Down&lt;br /&gt;
#[[Doc Robot Overloaded]]&lt;br /&gt;
#[[Giga Kuwagata]]&lt;br /&gt;
|200 Bolts&lt;br /&gt;
|★&lt;br /&gt;
|One of the first intensity levels available.&lt;br /&gt;
|-&lt;br /&gt;
|Zesty Expedition&lt;br /&gt;
|&lt;br /&gt;
#Giant Spear Man (3)&lt;br /&gt;
#[[Boomer Kuwanger]]&lt;br /&gt;
#[[Elemental Aces]]&lt;br /&gt;
#[[Stomp'n]]&lt;br /&gt;
#[[Hindjoe]]&lt;br /&gt;
#[[Force Guard]]&lt;br /&gt;
#[[Octo Brain]]&lt;br /&gt;
#[[Totem Polen Plus]]&lt;br /&gt;
#[[Intest Tinhead]]&lt;br /&gt;
#[[SRARA Joe]]&lt;br /&gt;
|300 Bolts&lt;br /&gt;
|★★&lt;br /&gt;
|Available upon clearing Chapter 2.&lt;br /&gt;
|-&lt;br /&gt;
|Spicy Adventure&lt;br /&gt;
|&lt;br /&gt;
#Giant Spear Man (3)&lt;br /&gt;
#Thwomp Man&lt;br /&gt;
#Giga Kuwagata&lt;br /&gt;
#[[Fighting Fefnir]]&lt;br /&gt;
#[[Fire Boy GH]]&lt;br /&gt;
#Stomp'n&lt;br /&gt;
#[[Pepsi Man]]&lt;br /&gt;
#[[Volt Man the Real]]&lt;br /&gt;
#[[Totem Polen EX]]&lt;br /&gt;
#[[Bone Dragon]]&lt;br /&gt;
#[[Cursor]]&lt;br /&gt;
#[[SRARA Shield Attacker]]&lt;br /&gt;
|400 Bolts&lt;br /&gt;
|★★★&lt;br /&gt;
|Available upon clearing Chapter 2.&lt;br /&gt;
|-&lt;br /&gt;
|Sizzling Threat&lt;br /&gt;
|&lt;br /&gt;
#Giga Kuwagata&lt;br /&gt;
#Fighting Fefnir&lt;br /&gt;
#[[Splash Woman's Revenge]]&lt;br /&gt;
#[[Sparky]]&lt;br /&gt;
#Stomp'n&lt;br /&gt;
#[[Wafer Wagon]]&lt;br /&gt;
#Pepsi Man&lt;br /&gt;
#[[Alastor]]&lt;br /&gt;
#Bone Dragon&lt;br /&gt;
#Cursor&lt;br /&gt;
#[[CWU-41B]]&lt;br /&gt;
#[[Baskette Ball]]&lt;br /&gt;
#[[Duo]]&lt;br /&gt;
|450 Bolts*&lt;br /&gt;
|★★★★&lt;br /&gt;
|Available upon clearing Chapter 2.&lt;br /&gt;
|-&lt;br /&gt;
|Fiery Showdown&lt;br /&gt;
|&lt;br /&gt;
#Giga Kuwagata&lt;br /&gt;
#Fighting Fefnir&lt;br /&gt;
#[[Blade Man DOS]]&lt;br /&gt;
#Sparky&lt;br /&gt;
#Wafer Wagon&lt;br /&gt;
#[[Really Goddang Cool Quick Man]]&lt;br /&gt;
#Alastor&lt;br /&gt;
#[[Recluse Woman]]&lt;br /&gt;
#CWU-41B&lt;br /&gt;
#Baskette Ball&lt;br /&gt;
#[[Red Arremer Man]]&lt;br /&gt;
#[[Psionic Man]]&lt;br /&gt;
#Duo&lt;br /&gt;
#[[SRARA Met]]&lt;br /&gt;
|500 Bolts&lt;br /&gt;
|★★★★★&lt;br /&gt;
|Available upon clearing Chapter 3.&lt;br /&gt;
|-&lt;br /&gt;
|Infernal Crisis&lt;br /&gt;
|&lt;br /&gt;
#Doc Robot Overloaded&lt;br /&gt;
#Giga Kuwagata&lt;br /&gt;
#Blade Man DOS&lt;br /&gt;
#Sparky&lt;br /&gt;
#Wafer Wagon&lt;br /&gt;
#Really Goddang Cool Quick Man&lt;br /&gt;
#Alastor&lt;br /&gt;
#Baskette Ball&lt;br /&gt;
#Psionic Man&lt;br /&gt;
#[[Giga Count 2.0]]&lt;br /&gt;
#[[Cloud Devil 2.0]]&lt;br /&gt;
#Duo&lt;br /&gt;
#SRARA Up n' Down&lt;br /&gt;
#SRARA Joe&lt;br /&gt;
#SRARA Shield Attacker&lt;br /&gt;
#SRARA Met&lt;br /&gt;
|800 Bolts&lt;br /&gt;
|★★★★★★&lt;br /&gt;
|Available upon clearing Chapter 3.&lt;br /&gt;
|-&lt;br /&gt;
|Soul Eraser&lt;br /&gt;
|&lt;br /&gt;
#Doc Robot Overloaded&lt;br /&gt;
#Giga Kuwagata&lt;br /&gt;
#Sparky&lt;br /&gt;
#Wafer Wagon&lt;br /&gt;
#Alastor&lt;br /&gt;
#Baskette Ball&lt;br /&gt;
#[[Hyper Picketman]]&lt;br /&gt;
#[[Yamato Man]]&lt;br /&gt;
#Giga Count 2.0&lt;br /&gt;
#Cloud Devil 2.0&lt;br /&gt;
#[[Alter Archive]]&lt;br /&gt;
#Duo&lt;br /&gt;
#[[Simulation Recon and Regulation Administration|SRARA]]&lt;br /&gt;
#[[Unununium]]&lt;br /&gt;
#[[Trio]]&lt;br /&gt;
#[[GameStop Duck|???]]&lt;br /&gt;
|1000 Bolts&lt;br /&gt;
|★★★★★★★&lt;br /&gt;
|Available upon clearing Chapter 3.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; 300 bolts in Version 1.0. Rewards as 450 in Version 1.1, but mislabeled as 300 bolts.&lt;br /&gt;
==Notes==&lt;br /&gt;
* Much like The Arena, The Ultimate Choice is derived from a ''Kirby'' subgame; specifically, The Ultimate Choice from ''Kirby Star Allies'', with which it shares a similar difficulty level system. The names of each difficulty are lifted straight from the same game (except for Soul Melter).&lt;br /&gt;
* The maximum number of bolts possible to obtain in a Custom Battle is 3000 bolts.&lt;br /&gt;
* Sizzling Threat is the only difficulty level where no member of [[SRARA]] appears as a boss.&lt;br /&gt;
* Prior to version 1.1, Custom Battle was unlocked by clearing Chapter 3. From 1.1 onward, it is available as soon as the player has access to The Ultimate Choice.&lt;br /&gt;
&lt;br /&gt;
[[Category:Make a Good Mega Man Level: Episode Zero]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=RedBlupi&amp;diff=28576</id>
		<title>RedBlupi</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=RedBlupi&amp;diff=28576"/>
				<updated>2025-03-23T17:36:27Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: Added MaGMML3 presence.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''RedBlupi''' is a frequent contestant in the ''Make a Good Mega Man Level'' series. He entered the original ''[[Make a Good Mega Man Level]]'' with the entry [[Glass Man (stage)|Glass Man]], which went on to become the overall winner of the contest. He also entered into ''[[Make a Good Mega Man Level 2]]'' with the entry [[Cyber Man (stage)|Cyber Man]], which achieved seventh place overall, and ''[[Make a Good Mega Man Level 2]]'', where he collaborated with [[TheSkipper1995]] to create the entry [[Beet Man (stage)|Beet Man]], which achieved second place.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* While RedBlupi did create the sprites for every custom Robot Master in his stage submission, the Robot Masters themselves were created by others:&lt;br /&gt;
** Glass Man's design stemmed from RedBlupi's brother.&lt;br /&gt;
** Cyber Man hailed from the fangame ''Mega Man Final 3'', where he was initally a Junk Man recolor.&lt;br /&gt;
** Beet Man is one of AlmKornKid's designs.&lt;br /&gt;
&lt;br /&gt;
{{People}}&lt;br /&gt;
[[Category:Contest Participants]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Pepsi_Man&amp;diff=28575</id>
		<title>Pepsi Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Pepsi_Man&amp;diff=28575"/>
				<updated>2025-03-23T17:18:33Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#366DA8&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name= [[File:PepsiManMugshot.png|left|Pepsi Man's mugshot]]Pepsi Man[[File:PepsiManMugshot.png|right|Pepsi Man's mugshot]]&lt;br /&gt;
|image=[[File:Pepsi Man.png|230px]]&lt;br /&gt;
|caption= Concept art of Pepsi Man.&lt;br /&gt;
|script=ペプシマン&lt;br /&gt;
|romaji=Pepushiman&lt;br /&gt;
|number= &lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=[[Scatman's World]]&lt;br /&gt;
|artist=Unconfirmed{{2}}&amp;lt;br&amp;gt;[[RandomMcSomethin]]{{EZ}}&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor=No eyes &lt;br /&gt;
|at= &lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28&lt;br /&gt;
|type=Water, Swift&lt;br /&gt;
|weak=[[Flame Chip]] ([[Blank Drive]])&lt;br /&gt;
|affiliations=PepsiCo, Inc.&lt;br /&gt;
|stage=[[Pepsi Zero]]{{EZ}}&lt;br /&gt;
|location='''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Pepsi Zero]]&amp;lt;br&amp;gt;[[Null and Void (Episode Zero)|Null and Void]] (as [[Pepsi Man's Revenge]])&lt;br /&gt;
|occupation= Pepsi Mascot&lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&lt;br /&gt;
|appear2= ''Pepsiman''&lt;br /&gt;
|sprite=[[File:Pepsi Man 8 Bit.png|MaGMML2]] [[File:PepsiMan.png|MaGMML: Episode Zero]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|PEPSI ONLY MY CHOICE&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(R)|Pepsi Man|[[Make a Good Mega Man Level: Episode Zero]]}}&lt;br /&gt;
&lt;br /&gt;
'''Pepsi Man''' (also spelled '''Pepsiman''') is a former Japanese mascot for Pepsi, who appeared in his own video game. In the year 20XX, the character was revived as a Robot Master and given his template's powers over Pepsi, as well as a strong grudge against Coca-Cola and rival soft drinks.&lt;br /&gt;
&lt;br /&gt;
Pepsi Man appears in ''[[Make a Good Mega Man Level 2]]'' in [[Tier 7 (MaGMML2)|Tier 7]], seemingly as the tier boss. However, he is never actually fought, instead being destroyed by a single scythe from the real tier boss, [[Future]].&lt;br /&gt;
&lt;br /&gt;
He reappears in ''[[Make a Good Mega Man Level: Episode Zero]]'' as a real boss, appearing in the stage [[Pepsi Zero]], where he attacks [[Zero]] under the assumption that he is working for the Coca-Cola Company. Later on, he is encountered again in [[Null and Void (Episode Zero)|Null and Void]], in [[Scatman's World]]'s room on the seventh and final floor, as [[Pepsi Man's Revenge]]. Pepsi Man makes his final ''Episode Zero'' appearance in the game's credits, where he is seen talking to Plug Man (who is seen in Pepsi Zero as a sponsor for Pepsi) in [[Chateau Chevaleresque]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Pepsi Man has a simple two-step pattern.&lt;br /&gt;
The first attack in his pattern is always to run towards Zero, making a turn once he has ran past Zero. This is similar in behaviour to a [[Cutting Wheel]] in chase mode. Once Pepsi Man has made enough turns, he will ignore Zero and keep running until he reaches either side of the arena, ending this attack.&lt;br /&gt;
&lt;br /&gt;
The second attack in his pattern will be one of three possibilities:&lt;br /&gt;
* A series of bullets fired in arcs. They will start off aimed at the other side of the arena, but each subsequent bullet will bring its arc closer to Pepsi Man. Just like the globs hurled by [[Croaker|Belchers]], these bullets leave soda puddles upon hitting the floor, which will slow Zero's movement. They will persist until Pepsi Man has finished his next attack.&lt;br /&gt;
* Two large Pepsi Bubbles fired in the air. Each bubble will release a spread of bullets once it bursts, one doing so upon reaching the peak of its arc, the other upon hitting the ground. The one that pops in the air always does so before the other bubble.&lt;br /&gt;
* A large laser of concentrated Pepsi. The most damaging of the three attacks, but it also has a fairly long windup.&lt;br /&gt;
&lt;br /&gt;
If at any point during the fight Pepsi Man's health is brought down to either 18 or 8 units, the next time he does the run attack, the turn he does afterwards will lead into a turbo charge. This is indicated by a different skid sound &amp;amp; Pepsi Man flashing colours.&lt;br /&gt;
This charge will make Pepsi Man slam into either wall of the arena. The resulting tremor will cause a pile of giant Pepsi cans to fall from the top of the screen. Once this ends, Pepsi Man will return to the beginning of his usual pattern.&lt;br /&gt;
&lt;br /&gt;
As his health gets lower, he will start to do two attacks after doing a run attack. In addition, his acceleration during the run attack will increase.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1&lt;br /&gt;
|saber=1&lt;br /&gt;
|burst=1&lt;br /&gt;
|drive=7&lt;br /&gt;
|cutbuster=1&lt;br /&gt;
|cutsaber=1&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=2&lt;br /&gt;
|flamebuster=2&lt;br /&gt;
|flamesaber=3&lt;br /&gt;
|flameburst=3&lt;br /&gt;
|flamedrive=4&lt;br /&gt;
|icebuster=0&lt;br /&gt;
|icesaber=0&lt;br /&gt;
|iceburst=0&lt;br /&gt;
|icedrive=0&lt;br /&gt;
|zapbuster=1&lt;br /&gt;
|zapsaber=2&lt;br /&gt;
|zapburst=1&lt;br /&gt;
|zapdrive=2&lt;br /&gt;
|psybuster=1&lt;br /&gt;
|psysaber=1*&lt;br /&gt;
|psyburst=1&lt;br /&gt;
|psydrive=1&lt;br /&gt;
|notes=*Reflected projectiles do 4 damage&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* In the original version of ''MaGMML2'' sent to [[Flashman85]], the Pepsi Man that appeared was from an unreleased fangame called ''Mega Man FU'' (which has since been cancelled). This Pepsi Man was eventually replaced with the official Pepsi mascot after it was decided that characters from unreleased fangames shouldn't be allowed to appear in the ''MaGMML'' series.&lt;br /&gt;
* Pepsi Man will have alternate dialogue based upon what costume Zero is wearing. If Zero is wearing his hasty costume, Pepsi Man will comment on his crude look. If Zero is wearing his original costume, Pepsi Man will confuse him for a fire fighter, and if Zero is wearing his hooded costume, Pepsi Man will think he’s from McWily's and is there to make a deal.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 7}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Zap}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Sandstorm&amp;diff=28574</id>
		<title>Sandstorm</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Sandstorm&amp;diff=28574"/>
				<updated>2025-03-23T17:17:43Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gimmick&lt;br /&gt;
|align=right&lt;br /&gt;
|name=Sandstorm&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|jname=&lt;br /&gt;
|script=&lt;br /&gt;
|romaji=&lt;br /&gt;
|altname=&lt;br /&gt;
|programmer=[[The Stove Guy]]&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=&lt;br /&gt;
|at=&lt;br /&gt;
|type=Mobility, Visual&lt;br /&gt;
|location='''MaGMML2:'''&amp;lt;br&amp;gt;[[Snow Man]]&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Construction of Constructions]]&lt;br /&gt;
|OffAppear=[[Mega Man 10]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]]&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:SandstormIcon.png|Sandstorm object icon]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|420th object Sandstorm Everyday|Note in Sandstorm's code|[[Megamix Engine]]}}&lt;br /&gt;
The '''Sandstorm''' is a gimmick from ''[[Mega Man 10]]'', found in [[Commando Man]]'s stage. It is a sandstorm that obscures terrain and carries [[Mega Man]] in the direction it travels.&lt;br /&gt;
&lt;br /&gt;
Sandstorms were first available in the devkit for ''[[Make a Good Mega Man Level 2]]'', and appeared in the entry [[Snow Man]], as well as the Wily stage [[Reality Core]], and the [[The Pit of Pits|Pit of Pits]] sublevel &amp;quot;Sandstorm Base&amp;quot;. It also appeared in the ''[[Make a Good Mega Man Level: Episode Zero]]'' stage [[Construction of Constructions]].&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Sandstorms are created with a dedicated spawner object. Once put inside a section, the spawner will periodically create a sandstorm that covers the height of the screen and completely obscures all terrain. If Mega Man isn't holding onto a ladder, he will be carried along by sandstorms for their duration, allowing him to move faster or slower depending on if he follows or fights against the sandstorm's direction.&lt;br /&gt;
&lt;br /&gt;
Sandstorm spawners have a number of creation code variables that affect the sandstorm they produce:&lt;br /&gt;
* size - Sets the width of the sandstorm in 16 x 16 blocks (by default, this is set to 32).&lt;br /&gt;
* mySpeed - Sets the speed the sandstorm travels at (and by proxy the speed it carries Mega Man at). Setting it to a negative value causes the sandstorm to blow left; a positive value makes it blow right.&lt;br /&gt;
* stormdelay - Controls the number of steps that pass before the spawner creates another sandstorm.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* In ''Make a Good Mega Man Level 2'', Sandstorms lacked the sound effect they make while active; this was added following the [[Megamix Engine]]'s release.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gimmicks]][[Category:Devkit Gimmicks (MaGMML2)]][[Category:Mega Man 10 Gimmicks]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Nitro_Truck&amp;diff=28573</id>
		<title>Nitro Truck</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Nitro_Truck&amp;diff=28573"/>
				<updated>2025-03-23T17:14:51Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gimmick&lt;br /&gt;
|align=right&lt;br /&gt;
|name=Nitro Truck&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|jname=&lt;br /&gt;
|script=&lt;br /&gt;
|romaji=&lt;br /&gt;
|altname=&lt;br /&gt;
|programmer=[[NaOH]], [[Fabian]]&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=5&lt;br /&gt;
|at=5 (contact)&lt;br /&gt;
|type=Damage, Platform&lt;br /&gt;
|location='''MaG48HMML:'''&amp;lt;br&amp;gt;[[Pandora's Parlor]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[In the Flesh]]&amp;lt;br&amp;gt;[[Null and Void (Episode Zero)|Null and Void]]&lt;br /&gt;
|OffAppear=[[Mega Man 10]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good 48 Hour Mega Man Level|MaG48HMML]]&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:NitroTruck.png|Small]] [[File:NitroTruckLarge.png|Large]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Nitro Truck''' is a gimmick from ''[[Mega Man 10]]'', found in [[Nitro Man]]'s stage. It is a self-driving truck robot that comes in two sizes.&lt;br /&gt;
&lt;br /&gt;
Nitro Trucks were first included in the [[Megamix Engine]], and subsequently the devkits for all games using it. Their first appearance in a ''MaGMML'' game was ''[[Make a Good Mega Man Level: Episode Zero]]'', where they appeared in the stages [[In the Flesh]] and [[Null and Void (Episode Zero)|Null and Void]]. Nitro Trucks then went on to appear in ''[[Make a Good 48 Hour Mega Man Level]]'''s final level, [[Pandora's Parlor]].&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Nitro Trucks drive forwards in the direction they're facing, alerting [[Mega Man]] to their presence with a horn. If they crash into him, they deal damage and are destroyed from the collision (the latter also happens if they crash into a wall). They are also immune to the majority of weapons, though the [[Spark Shock]] and the [[Chill Spike]]'s blob state are capable of freezing them (the latter's spike state can also damage them). Mega Man can safely jump on top of them and ride them, though they can potentially carry him into hazards.&lt;br /&gt;
&lt;br /&gt;
Nitro Trucks are spawned from a dedicated spawner object, which has a number of creation code variables:&lt;br /&gt;
* spawn_interval - Sets how long it takes to spawn a Nitro Truck.&lt;br /&gt;
* truckSpeed - Sets the speed of the spawned Nitro Truck.&lt;br /&gt;
* objectToSpawn - Sets the object to spawn; by default, this is set to the small Nitro Truck. Changing the value to &amp;quot;objNitroTruckLarge&amp;quot; will allow it to spawn the large Nitro Truck variant.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* One Nitro Truck is known to be a dimension-hopping crime boss known only as &amp;quot;A Truck&amp;quot;. The MaGMML Wiki can neither confirm nor deny its relation to the infamous serial killer Truck-kun.&lt;br /&gt;
&lt;br /&gt;
==Related Gimmicks==&lt;br /&gt;
* [[Nitro Truck Signal]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gimmicks]][[Category:Devkit Gimmicks (MaGMML3)]][[Category:Mega Man 10 Gimmicks]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Him&amp;diff=28572</id>
		<title>Him</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Him&amp;diff=28572"/>
				<updated>2025-03-23T17:14:42Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#993D4F&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:HimMugshot.png|left]][[File:HimMugshot.png|right]]Him&lt;br /&gt;
|image= &lt;br /&gt;
|caption=&lt;br /&gt;
|script=ヒム&lt;br /&gt;
|romaji=Himu&lt;br /&gt;
|number=&lt;br /&gt;
|designer=PRW&lt;br /&gt;
|programmer=[[Smedis2]], [[snoruntpyro]]&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Black&lt;br /&gt;
|at=3 (green/red spark)&amp;lt;br&amp;gt;2 (homing skull)&amp;lt;br&amp;gt;4 (rock)&amp;lt;br&amp;gt;2 (contact)&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28&lt;br /&gt;
|type=Laser, Earth&lt;br /&gt;
|weak=[[Solar Blaze]]&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[Tier 1 (MaGMML)|Tier 1]]{{1R}}&lt;br /&gt;
|occupation=Defense System Robot&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level Remastered|MaGMML1R]] (Boss)&lt;br /&gt;
|appear2=''Mega Man ARM 2''&lt;br /&gt;
|sprite=[[File:Him.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Oh.|[[Mega Man]] upon discovering Him's true form|[[Make a Good Mega Man Level Remastered]]}}&lt;br /&gt;
'''Him''' is a boss originating from the fangame ''Mega Man ARM 2''. He is a bizarre robot with a [[Doc Robot]]'s head and a [[Lyric]] for a body, used by [[Doctor Albert W. Wily|Dr. Wily]] as a fortress guardian. Him appears as a tier boss in ''[[Make a Good Mega Man Level Remastered]]'', where he replaces [[Jolt Man]] from [[Make a Good Mega Man Level|the original game]].&lt;br /&gt;
&lt;br /&gt;
==Game Appearances==&lt;br /&gt;
===''Mega Man ARM 2''===&lt;br /&gt;
Him is the boss of the third Wily stage, and is fought on small platforms over a bottomless pit. His strategy is to slowly fly up and down either side of the arena, firing two kinds of projectiles at [[Mega Man]]; red ones that fly towards him, and green ones that actively home in on him before vanishing. His weakness is Volt Man (not [[Volt Man|that one]])'s Special Weapon, the Volt Surge. Curiously, Him takes 0.2 damage from the [[Mega Buster]], and 1.5 damage from his weakness.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level Remastered]]''===&lt;br /&gt;
Him appears in ''Make a Good Mega Man Level Remastered'' as the boss of [[Tier 1 (MaGMML)|Tier 1]], the Sewers. Mega Man encounters a dormant Him disguised as a normal Lyric, but is forced to battle him once he awakens.&lt;br /&gt;
&lt;br /&gt;
Him starts the battle by flying up and down while moving from one side of the arena to the other. While doing this, he attacks in a consistent pattern that repeats itself:&lt;br /&gt;
* Fires four green sparks that travel in all four cardinal directions.&lt;br /&gt;
* Fires four green sparks that travel in all four diagonal directions.&lt;br /&gt;
* Fires up to three red sparks that are aimed at Mega Man.&lt;br /&gt;
&lt;br /&gt;
When his health reaches 18 points or lower, Him moves to the center of the screen and starts flying left to right and back again in a small sine wave pattern. His only attack in this phase is summoning up to three skulls that orbit his head, then launch themselves directly at Mega Man.&lt;br /&gt;
&lt;br /&gt;
Once Him has 8 points of health or less, he resorts to flying in Mega Man's direction, stopping only when he slams into the ground or a wall. Once this happens, two rocks will drop on either side of Mega Man in an attempt to land on him if he moves.&lt;br /&gt;
====Pre-Battle Dialogue====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
 ! Character !! Dialogue&lt;br /&gt;
 {{Alternating rows table section|es=background:#f0f0f0;&lt;br /&gt;
 |{{!}}{{!!}} ''(A Lyric lies on the ground, motionless.)''&lt;br /&gt;
 |{{!}}'''Mega Man'''{{!!}} A Lyric? Why is it just...sitting there?&lt;br /&gt;
 |{{!}}{{!!}} ''(The Lyric slowly rises upwards, glowing and sparkling. The screen flashes, and Him is fully formed.)''&lt;br /&gt;
 |{{!}}'''Mega Man'''{{!!}} Oh.&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable1R&lt;br /&gt;
|buster=1/1/2&lt;br /&gt;
|metal=1&lt;br /&gt;
|gemini=1&lt;br /&gt;
|solar=4&lt;br /&gt;
|top=1&lt;br /&gt;
|wool=1&lt;br /&gt;
|black=1&lt;br /&gt;
|phar=1/2&lt;br /&gt;
|magic=1&lt;br /&gt;
|orb=1&lt;br /&gt;
|notes= &lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* As a replacement for Jolt Man, Him is the only tier boss in ''Make a Good Mega Man Level Remastered'' who wasn't present in the original game.&lt;br /&gt;
* To date, Him is the only ''MaGMML'' tier boss to be completely silent in their pre-battle cutscene. Whether or nor this indicates Him is little more than a mindless machine is unknown.&lt;br /&gt;
* The particle effects Him's sparks use (a carry-over from his original ''Mega Man ARM 2'' battle) are default Game Maker particles.&lt;br /&gt;
* Him is noticeably larger in ''Make a Good Mega Man Level Remastered'' than he is in ''Mega Man ARM 2'', where he is barely as tall as Mega Man.&lt;br /&gt;
[[File:MaGMML1R-Tier1-Sewers1fixed.png|thumb|right|256px|An early version of Him's arena, from the reveal trailer.]]&lt;br /&gt;
* In the original reveal trailer for ''Make a Good Mega Man Level Remastered'', Him's boss room had a different layout, with the entrance located at the top. In the final game, this door was moved to the left (and given unique tiles), while the platforms were redrawn to fit the rest of the tileset. Him himself also had a slightly different design, with his body's propellers being more visible than they are in the final game.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML Tier 1}}&lt;br /&gt;
{{MaGMML}}&lt;br /&gt;
[[Category:Bosses]][[Category:Tier Bosses]][[Category:Tier 1 (MaGMML)]][[Category:Make a Good Mega Man Level Remastered Bosses]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Ice_Treatment_Facility&amp;diff=28571</id>
		<title>Ice Treatment Facility</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Ice_Treatment_Facility&amp;diff=28571"/>
				<updated>2025-03-23T17:14:27Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&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=28th&lt;br /&gt;
|image=[[File:MaG48HMML-28-IceTreatmentFacility.png|256px]]&lt;br /&gt;
|caption=Say hello to that Key Barrier. Odds are you'll be seeing each other quite a lot.&lt;br /&gt;
|game=''[[Make a Good 48 Hour Mega Man Level]]'' &lt;br /&gt;
|creator=[[AbsolutiaFrost0]]&lt;br /&gt;
|composer=symfonikev, CAPCOM (originals)&amp;lt;br&amp;gt;Mathew Valente (cover)&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=48h&lt;br /&gt;
|judge1=76&lt;br /&gt;
|judge2=81&lt;br /&gt;
|judge3=53&lt;br /&gt;
|judge4=54&lt;br /&gt;
|totalscore=66&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|box=&lt;br /&gt;
*[[Feeber]]&lt;br /&gt;
*[[Fire Totem]]&lt;br /&gt;
*[[Teck]]&lt;br /&gt;
*[[Ice Platform]]&lt;br /&gt;
*[[Icicle]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Feeber]]&lt;br /&gt;
*[[Fire Totem]]&lt;br /&gt;
*[[Teck]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Destroyable Block]] ([[Concrete Shot]])&lt;br /&gt;
*[[Ice Platform]]&lt;br /&gt;
*[[Icicle]]&lt;br /&gt;
*[[Key Barrier]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Chill Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Stage 22&amp;lt;br&amp;gt;'''Boss:''' Mega Man 10 - Boss&lt;br /&gt;
|location=[[Tier 9 (MaG48HMML)|Tier 9]]&lt;br /&gt;
|previous=[[Lasers and Platforms]]&lt;br /&gt;
|next=[[Combustion Castle]]&lt;br /&gt;
}}&lt;br /&gt;
'''Ice Treatment Facility''' is the 28th place entry in ''[[Make a Good 48 Hour Mega Man Level]]''. It is a fortress-esque ice stage notable for being lucky with its box and getting both of [[Ice Man]]'s stage gimmicks from ''[[Mega Man: Dr. Wily's Revenge]]'', both of which synergise with each other as platforms and hazards. The level itself is otherwise notable for having several spiked ceilings and floors, and for becoming a water level in its latter half. The combination of the two makes instant death a common hazard, made worse by the level having only one checkpoint prior to the boss corridor.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Much of the level's beginning is very simple, consisting mostly of basic introductions to the level's assets and platforming setups with [[Ice Platform]]s, as well as ice-covered floors that affect [[Mega Man]]'s friction. One trait of the level design to keep in mind is that [[Icicle]]s will usually drop from areas marked with a black square in the background – and once one drops, no more will form from the same spot. [[Teck]]s are often seen patrolling ceilings, but are usually within range of the [[Mega Buster]], although the [[Flame Mixer]], [[Homing Sniper]], and [[Beat]] are also effective. At one point, an E-Tank guarded by a [[Feeber]] can be found in a side room sealed by a [[Concrete Shot]]-sensitive [[Destroyable Block]]. Reaching the first checkpoint should be no issue, although things get more perilous after [[Mega Man]] jumps into a pool of water.&lt;br /&gt;
&lt;br /&gt;
For the rest of the level, Mega Man will spend most of his time submerged, and subject to lower gravity. Icy terrain becomes less frequent, while spiked ceilings conversely appear more often, limiting how high he can safely jump. A wide death pit with only a few Ice Platforms contains one such ceiling, and forces careful jumping to cross. A [[Key Barrier]] right afterwards blocks the way forward, necessitating a short detour down a ladder to find a key; this trip not only has Mega Man fighting the same troublesomely-placed [[Fire Totem]] twice, but also has a treacherous jump under a very low spiked ceiling that must be made going both forwards, and on the return trip. The room with the key has a large bolt past a pair of Ice Platforms, but it's far safer to send Beat out if the Beat Fetch upgrade has been bought from [[Deleuze Pipi]]. The screen also has another Concrete Shot barrier, guarding a room with an M-Tank; be careful when returning, as three Icicles on the ceiling outside the entrance will drop on Mega Man if he steps out of the alcove early.&lt;br /&gt;
&lt;br /&gt;
Three Icicles drop onto a set of spikes after unlocking the Key Barrier, with a one-tile gap between themselves. With little room to jump, it may be safer to slide over the gaps instead. The last sections of the level are full of ways to easily die, and the dearth of checkpoints means dying results in having to redo much of the level, including the key section. As such, Mega Man should exercise caution where possible, particularly in the final section, which has unstable Ice Platforms over a large pit while Tecks, Icicles, and Fire Totems all  vie to knock him into it. The [[Rain Flush]] is the best tool at clearing out enemies (particularly the otherwise hard to reach Fire Totem), but the safest way of crossing the gap is the [[Rush Jet]]. If for some reason it is unavailable, Mega Man should keep jumping to stop the platform he's on from melting. If he manages to get across, a Teck and a Fire Totem guard the door to the boss, [[Chill Man]], whose arena sees the return of icy floors.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma=Really really good level. I think you used the assets given in a really great way without creating an entirely new gimmick. Everything just comes together really well, making a good cohesive experience of a level. Also, you got lucky with several ice gimmicks and making the floors slippery just brings the whole thing together. Using the water in the later part just fits the whole thing really well, complimenting and expanding what you've already built up. Also, using the key to play that section backwards was a nice touch without taking over the whole level. The only real issue that weighs the level down is that I think it needs a checkpoint at the section where the key gate is. A lot of the challenge is based on instant death, which I don't think is terrible for the level; it's just that you have to replay far too much. Splitting that part into two sections would be a massive improvement.&lt;br /&gt;
|parmascore=76&lt;br /&gt;
|pjdesign=29&lt;br /&gt;
|pjcreativity=9&lt;br /&gt;
|pjfunction=10&lt;br /&gt;
|pjfun=18&lt;br /&gt;
|pjaesthetics=10&lt;br /&gt;
|pk=Funny how you got both 1GB gimmicks, and both were from Ice Man's stage. Coincidences aside, this was a really nice level. Both gimmicks were utilized really well, and even combined in cool and clever ways. It was quite fun to see how the formula was going to be shaken up next. Even the two side paths with Concrete Shot were a good addition. Well done!&lt;br /&gt;
|pkscore=81&lt;br /&gt;
|pkdesign=27&lt;br /&gt;
|pkcreativity=12&lt;br /&gt;
|pkfunction=10&lt;br /&gt;
|pkfun=20&lt;br /&gt;
|pkaesthetics=12&lt;br /&gt;
|m-jacq=This level does a pretty good job using the gimmicks it was assigned in a variety of ways. The icicles show up sometimes as platforms, sometimes as pseudo-crystal drops, and in one particularly devious case (exiting the M-Tank room) as a sort of Kaizo trap. The Feebers and Tecks are reasonably threatening without ever being unfair, and the level does some clever stuff with the Fire Totems (even though it's utterly bizarre that they show up underwater). Shame that it's all overshadowed by the spiked ceilings in the second half of the level. Seriously, those underwater jumps are brutal, and they were far more prominent in my experience of the level than the actual gimmicks. And, of course, if you do jump into them, the checkpoint is so early into the level that you'll have plenty of chances to mess up again. That's unfortunate, because the level is pretty ice - I mean nice - otherwise.&lt;br /&gt;
|m-jacqscore=53&lt;br /&gt;
|mjdesign=20&lt;br /&gt;
|mjcreativity=8&lt;br /&gt;
|mjfunction=10&lt;br /&gt;
|mjfun=6&lt;br /&gt;
|mjaesthetics=9&lt;br /&gt;
|freems=You just got handed Ice Man on Game Boy, didn't you? Good news, I can safely say the first half of the level was pretty solid, while the second went far too heavy into spike territory to really be a lot of fun. Though some of the uses of both of the ice gimmicks were interesting, a few uses seemed a little misguided. While in theory there's nothing wrong with a lot of precision jumps using the ice blocks, anything that forces you to stay on them for more than a second are incredibly dangerous due to how they eat your jump. And icicles falling from above as a hazard would be more enticing if it wasn't a one and done kind of deal. The idea behind some of the rooms just turns into waiting until the icicles are done and then play the game. That said, the enemies were handled pretty nicely and were never unfair despite not feeling like a complete after thought. It's just the second half going too heavy on the instant death for the amount of time you have to backtrack (it doesn't help that the checkpoint opens up with you having to wait for an ice block to melt for some reason which just makes it take even longer) that kind of kills the buzz.&lt;br /&gt;
|freemsscore=54&lt;br /&gt;
|frdesign=16&lt;br /&gt;
|frcreativity=8&lt;br /&gt;
|frfunction=10&lt;br /&gt;
|frfun=12&lt;br /&gt;
|fraesthetics=8&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Both Ice Treatment Facility and [[Cryonics Lab]] happen to share the same custom music; however, Ice Treatment Facility skips the first 12 seconds and instead starts the track at its loop point. This shortened version of Stage 22 is listed as its own track in the jukebox.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaG48HMML Tier 9}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good 48 Hour Mega Man Level Stages]][[Category:Tier 9 (MaG48HMML)]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Black_Hole&amp;diff=28570</id>
		<title>Black Hole</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Black_Hole&amp;diff=28570"/>
				<updated>2025-03-23T17:14:06Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gimmick&lt;br /&gt;
|align=right&lt;br /&gt;
|name=Black Hole&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|jname=&lt;br /&gt;
|script=&lt;br /&gt;
|romaji=&lt;br /&gt;
|altname=&lt;br /&gt;
|programmer=[[Friendly Dictator]]&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=&lt;br /&gt;
|at=&lt;br /&gt;
|type=Special Interaction&lt;br /&gt;
|location='''MaGMML(1R):'''&amp;lt;br&amp;gt;[[NEON GRAVITY]]&amp;lt;br&amp;gt;[[Hall of Fame]]&amp;lt;br&amp;gt;[[Flashback Database]]&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]])&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]] (Cameo)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:BlackHole.png]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Black Hole''' is a gimmick appearing in the original ''[[Make a Good Mega Man Level]]'' and [[Make a Good Mega Man Level Remastered|its remake]]. It is a black hole that warps the gravity of projectiles. It was created for (and appears in) the entry [[NEON GRAVITY]], and makes additional appearances in the Wily stages [[Hall of Fame]] and [[Flashback Database]]. Additionally, Black Holes are used as attacks by [[Neon Glass Birdo on a Guts Lift]], [[Wily Machine TROPHY]] (but not in ''Remastered''), and [[Zero|Zero Soul]].&lt;br /&gt;
&lt;br /&gt;
Black Holes reappear in ''[[Make a Good Mega Man Level 2]]'' as one of [[Galaxy Man]]'s attacks, but retain the same functionality from their original appearance.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Black Holes remain in one spot, and will pull in any projectiles (be they [[Mega Man]]'s weapons or those of enemies) that come close to it, swallowing them completely if they reach the center. The farther away from a Black Hole a projectile is, the less it will be affected by its gravity. The strength of a Black Hole's gravity is proportional to its size, with smaller Black Holes being weaker.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The sprites used for Black Holes are edited sprites from ''Kirby &amp;amp; The Amazing Mirror''.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gimmicks]][[Category:Custom Gimmicks (MaGMML1)]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Drill_Boulder&amp;diff=28569</id>
		<title>Drill Boulder</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Drill_Boulder&amp;diff=28569"/>
				<updated>2025-03-23T17:14:00Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gimmick&lt;br /&gt;
|align=right&lt;br /&gt;
|name=Drill Boulder&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|jname=&lt;br /&gt;
|script=&lt;br /&gt;
|romaji=&lt;br /&gt;
|altname=&lt;br /&gt;
|programmer=Unconfirmed&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=1&lt;br /&gt;
|at=6 (contact)&amp;lt;br&amp;gt;4 (rock fragment)&amp;lt;br&amp;gt;4 (contact){{1}}&lt;br /&gt;
|type=Damage&lt;br /&gt;
|location='''MaGMML(1R):'''&amp;lt;br&amp;gt;[[Maze of Death]]&amp;lt;br&amp;gt;'''MaGMML2:'''&amp;lt;br&amp;gt;[[Cardinal Man]]&amp;lt;br&amp;gt;[[Joe Destruction Co.]]&amp;lt;br&amp;gt;[[Gunpowder Cellar]]&amp;lt;br&amp;gt;[[Bouncy Castle]]&amp;lt;br&amp;gt;[[Guts Man's Asteroid]]&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&amp;lt;br&amp;gt;[[Null and Void (MaGMML2)|Null and Void]]&lt;br /&gt;
|OffAppear=[[Mega Man 4]]&amp;lt;br&amp;gt;[[Mega Man III]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]])&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]]&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:DrillBoulder.png]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Drill Boulder''' is a gimmick from ''[[Mega Man 4]]'', found in Drill Man's stage. It is a large boulder that drops from chutes and shatters upon hitting the ground.&lt;br /&gt;
&lt;br /&gt;
Drill Boulders were first made available in the devkit for the original ''[[Make a Good Mega Man Level]]'', and were used in the entry [[Maze of Death]].&lt;br /&gt;
&lt;br /&gt;
Drill Boulders returned in ''[[Make a Good Mega Man Level 2]]'', and were used in the entries [[Cardinal Man]], [[Joe Destruction Co.]], [[Gunpowder Cellar]], [[Bouncy Castle]], and [[Guts Man's Asteroid]]. They also appeared in the Wily stage [[Reality Core]], the [[The Pit of Pits|Pit of Pits]] sublevels &amp;quot;Logan's Runner&amp;quot; and &amp;quot;Magic Crash-Pit Ride&amp;quot;, and in [[Null and Void (MaGMML2)|Null and Void]].&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Drill Boulders are created by Drill Boulder Spawners. If [[Mega Man]] gets close enough to one such spawner, it will create a Drill Boulder that quickly falls to the ground. When it lands, it breaks into four smaller rock pieces that disappear upon hitting the ground and are capable of hurting Mega Man. If shot before hitting the ground, however, Drill Boulders will not create any rock fragments. If he remains close to the spawner, it will produce another Drill Boulder provided that one (or its rock fragments) isn't already present onscreen.&lt;br /&gt;
&lt;br /&gt;
In ''Make a Good Mega Man Level'', Drill Boulders will simply explode as opposed to shattering into small fragments; this behaviour is preserved in ''[[Make a Good Mega Man Level Remastered]]''.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Drill Boulders were initially named &amp;quot;drillman_rock&amp;quot; in ''Make a Good Mega Man Level'''s devkit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gimmicks]][[Category:Devkit Gimmicks (MaGMML1)]][[Category:Mega Man 4 Gimmicks]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Needle_Press&amp;diff=28568</id>
		<title>Needle Press</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Needle_Press&amp;diff=28568"/>
				<updated>2025-03-23T17:13:46Z</updated>
		
		<summary type="html">&lt;p&gt;TheKman100: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gimmick&lt;br /&gt;
|align=right&lt;br /&gt;
|name=Needle Press&lt;br /&gt;
|image=[[File:NeedlePressArt.png|230px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|jname=&lt;br /&gt;
|script=ニードルプレス&lt;br /&gt;
|romaji=Nīdoru Puresu&lt;br /&gt;
|altname=&lt;br /&gt;
|programmer=[[Sharb]]&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=&lt;br /&gt;
|at=6 (contact)&lt;br /&gt;
|type=Damage&lt;br /&gt;
|location='''MaGMML(1R):'''&amp;lt;br&amp;gt;[[Wily Combo]]&amp;lt;br&amp;gt;[[Maze of Death]]&amp;lt;br&amp;gt;[[Under Construction]]&amp;lt;br&amp;gt;[[Cannon Deck]]{{1}}&amp;lt;br&amp;gt;[[Flashback Database]]&amp;lt;br&amp;gt;'''MaGMML2:'''&amp;lt;br&amp;gt;[[Quint Stage]]&amp;lt;br&amp;gt;[[Spiky Situation]]&amp;lt;br&amp;gt;[[Launch Man &amp;amp; Shuttle Man (stage)|Launch Man &amp;amp; Shuttle Man]]&amp;lt;br&amp;gt;[[Reality Core]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&lt;br /&gt;
|OffAppear=[[Mega Man 3]]&amp;lt;br&amp;gt;[[Mega Man II]]&amp;lt;br&amp;gt;[[Mega Man: The Wily Wars]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]])&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]]&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:NeedlePress.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|This needle keeps popping in and out on an interval. Rotate it in the editor for the multiple directions. It works with all directions.|Note in Needle Press's code|[[Megamix Engine]]}}&lt;br /&gt;
The '''Needle Press''' is a gimmick from ''[[Mega Man 3]]'', found in Needle Man's stage. It is a retractable needle trap that's sensor activated.&lt;br /&gt;
&lt;br /&gt;
Needle Presses were first made available in the devkit for the original ''[[Make a Good Mega Man Level]]'', where it appeared in the entries [[Wily Combo]], [[Maze of Death]], and [[Under Construction]], as well as in the Wily stages [[Cannon Deck]]{{1}} and [[Flashback Database]].&lt;br /&gt;
&lt;br /&gt;
Needle Presses returned in ''[[Make a Good Mega Man Level 2]]'', appearing in the entries [[Quint Stage]], [[Spiky Situation]], and [[Launch Man &amp;amp; Shuttle Man (stage)|Launch Man &amp;amp; Shuttle Man]], as well as the [[Wily Star II]] stage [[Reality Core]], and the [[The Pit of Pits|Pit of Pits]] sublevels &amp;quot;Epic Wrap Battle&amp;quot; and &amp;quot;Obscure Gameboy Gimmick&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Needle Presses retract and expand at regular intervals, damaging [[Mega Man]] if he touches them while they're not fully retracted. By default, they expand to the right, but they are able to be flipped and rotated in the editor to face in any direction. Needle Presses are completely immune to all damage-dealing weapons.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* In all devkits it is included in, Needle Press is named &amp;quot;objNeedleManNeedle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Related Gimmicks==&lt;br /&gt;
* [[Press]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gimmicks]][[Category:Devkit Gimmicks (MaGMML1)]][[Category:Mega Man 3 Gimmicks]]&lt;/div&gt;</summary>
		<author><name>TheKman100</name></author>	</entry>

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