<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://magmmlcontest.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TruffledToad</id>
		<title>Make a Good Mega Man Level Contest - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://magmmlcontest.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TruffledToad"/>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php/Special:Contributions/TruffledToad"/>
		<updated>2026-06-10T23:05:30Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.29.1</generator>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Sea_King:_The_Aftermath&amp;diff=22586</id>
		<title>Sea King: The Aftermath</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Sea_King:_The_Aftermath&amp;diff=22586"/>
				<updated>2024-07-01T19:33:26Z</updated>
		
		<summary type="html">&lt;p&gt;TruffledToad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#366DA8&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=Sea King: The Aftermath&lt;br /&gt;
|image= [[File:Sea_king_rcrdcat.png|250px|Artwork by rcrdcat]]&lt;br /&gt;
|caption= Artwork by '''rcrdcat'''&lt;br /&gt;
|script=シー・キング・ザ・アーフタマス&lt;br /&gt;
|romaji=Shī Kingu: Za Āfutamasu&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[CSketch]], Roxcon&lt;br /&gt;
|programmer=[[PhazonMotherBrain]]&lt;br /&gt;
|artist=rc&lt;br /&gt;
|gender=Genderless&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|at=7 (contact)&amp;lt;br&amp;gt;4 (rock, coral turret, crate, explosion, vacuum orb)&amp;lt;br&amp;gt;2 (small blade, small shot)&amp;lt;br&amp;gt;3 (laser, bomb, large blade, turret shot, angler drone)&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=56&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Water&lt;br /&gt;
|weak=[[Salt Water]]&lt;br /&gt;
|affiliations=[[Box Cartel]]&lt;br /&gt;
|stage=[[Deep Sea Break-In]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=Defense System Robot&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:SeaKingTheAftermath.png]]&lt;br /&gt;
}}&lt;br /&gt;
'''Sea King: The Aftermath''' is a boss from ''[[Make a Good 48 Hour Mega Man Level]]'', found at the end of [[Deep Sea Break-In]]. It is an undersea robot resembling an anglerfish, created by the Royal Navy to be a war machine; however, it was abandoned after malfunctions in its AI made it unruly. The [[Box Cartel]] then stole and repurposed it as a gatekeeper for [[Cartel Hideout|their undersea fortress]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
The battle is fought while riding [[Pike]], giving [[Mega Man]] an unlimited range of movement. Sea King: The Aftermath is completely invincible except for its eye, which only appears when its jaw opens.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
At first, it follows a set pattern of attacks: first it slowly ascends then descends, firing four sprays of lasers from its eye while three spinning blades fly to Mega Man's current position, then stop still. Once Sea King: The Aftermath touches the floor, it releases a bubble-encased bomb that floats upwards in a sine pattern, before closing its jaw and performing a ramming attack. When the bomb touches the ceiling or is destroyed, it explodes and releases an eight-way spread of slow-moving projectiles. After swimming offscreen, Sea King: The Aftermath reappears behind Mega Man, and can only be hit with Pike's backward Charge Shots and a handful of Special Weapons. The three blades then each fly towards Mega Man again, telegraphing their attack with a spray of bubbles. Sea King: The Aftermath then performs one of two sets of actions, initially at random but alternating each time:&lt;br /&gt;
&lt;br /&gt;
* Extending its arm out to Mega Man's position, it drops down and picks up a steel crate from the bottom of the screen, with a coral-shaped cannon robot affixed to the underside. It then tries to hold the box above Mega Man, while the cannon constantly fires a three-way spreadshot downwards. Spinning blades are also gradually fired at him, boomeranging back each time. Eventually, the cannon self-destructs and Sea King: The Aftermath drops the crate, breaking it open with a laser and releasing four small drones that home in on Mega Man and release a targeted bullet when destroyed.&lt;br /&gt;
* It opens and extends its jaw outwards, tracking Mega Man's location before extending its teeth upwards, attempting to stab him up to three times. While doing this, the eye regularly fires slow bullets aimed at Mega Man, and debris slowly falls from above as the teeth crash into the ceiling.&lt;br /&gt;
&lt;br /&gt;
Two larger spinning blades are released above and below it, and all three fly forward toward the right one after the other, though the order they move in is random. After this, Sea King: The Aftermath reappears in front of Mega Man, and the pattern loops.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
After its first healthbar is depleted, Sea King: The Aftermath changes its tactics. If it isn't already behind Mega Man, it will attempt to ram him as it swims to the opposite side of the screen. A set of targeting reticles will appear on the right, and Sea King: The Aftermath fires large orbs at these reticles. Once the orbs appear, it pulls them and Mega Man towards it with a vacuum, following Mega Man's vertical position all the while. Although the eye is now always open, the boss is now almost completely invincible; only its own attacks can harm it. It uses its vacuum orb attack three times, taking damage each time; on the third attempt, it fires an extra flurry of orbs offscreen to keep Mega Man on the move. Once it's down to its last hitpoint, the battle is effectively over, and all Sea King: The Aftermath can do in its death throes is an elaborate explosion as a final attempt to stop Mega Man.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable48H&lt;br /&gt;
|buster=1/1/2&lt;br /&gt;
|flame=1&lt;br /&gt;
|rain=1&lt;br /&gt;
|spark=1&lt;br /&gt;
|snake=1&lt;br /&gt;
|tengu=1/1/--*&lt;br /&gt;
|water=3&lt;br /&gt;
|concrete=1&lt;br /&gt;
|homing=1&lt;br /&gt;
|beat=1&lt;br /&gt;
|notes=*Tengu Dash cannot be used while riding Pike.&lt;br /&gt;
}}&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Roxcon_sea_king.png|Concept art done by '''Roxcon'''&lt;br /&gt;
File:Roxcon_sea_king_2.png|Another piece of concept art done by '''Roxcon'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Trivia==&lt;br /&gt;
* During development, Sea King: The Aftermath was originally named &amp;quot;The F**cking{{sic}} Abyss&amp;quot;. It was also intended to have a lore dump during the pre-boss warning as a homage to ''Thunder Force V'', but this was omitted for the sake of simplicity.&lt;br /&gt;
* If Mega Man hides under Sea King: The Aftermath while it holds up a coral cannon, it will give him an annoyed look and fire its spinning blades much more frequently.&lt;br /&gt;
* The siren sound that plays during the warning is taken from the PlayStation game ''G-Darius'', where it is used in an identical way.&lt;br /&gt;
** If the left and right weapon switch buttons are held simultaneously before the warning appears, it will replace the siren with a looping &amp;quot;SEAKING! SEAKING!&amp;quot; soundbyte from the ''King of the Hill'' YouTube Poop &amp;quot;[https://www.youtube.com/watch?v=PTdxPliBdZs Hank of the Hill]&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaG48HMML Cartel Hideout}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Bosses]][[Category:Make a Good 48 Hour Mega Man Level Bosses]][[Category:Fortress Guardian]][[Category:Cartel Hideout]][[Category:MaGMML Original Characters]][[Category:Devteam Characters]]&lt;/div&gt;</summary>
		<author><name>TruffledToad</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:Roxcon_sea_king_2.png&amp;diff=22585</id>
		<title>File:Roxcon sea king 2.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:Roxcon_sea_king_2.png&amp;diff=22585"/>
				<updated>2024-07-01T19:30:17Z</updated>
		
		<summary type="html">&lt;p&gt;TruffledToad: More concept art for Sea King: The Aftermath by Roxcon.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;More concept art for Sea King: The Aftermath by Roxcon.&lt;/div&gt;</summary>
		<author><name>TruffledToad</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:Roxcon_sea_king.png&amp;diff=22584</id>
		<title>File:Roxcon sea king.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:Roxcon_sea_king.png&amp;diff=22584"/>
				<updated>2024-07-01T19:29:38Z</updated>
		
		<summary type="html">&lt;p&gt;TruffledToad: Concept art for Sea King: The Aftermath by Roxcon.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Concept art for Sea King: The Aftermath by Roxcon.&lt;/div&gt;</summary>
		<author><name>TruffledToad</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Sea_King:_The_Aftermath&amp;diff=22419</id>
		<title>Sea King: The Aftermath</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Sea_King:_The_Aftermath&amp;diff=22419"/>
				<updated>2024-06-30T02:11:41Z</updated>
		
		<summary type="html">&lt;p&gt;TruffledToad: Added rcrdcat's art.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#366DA8&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=Sea King: The Aftermath&lt;br /&gt;
|image= [[File:Sea_king_rcrdcat.png|250px|Artwork by rcrdcat]]&lt;br /&gt;
|caption= Artwork by '''rcrdcat'''&lt;br /&gt;
|script=シー・キング・ザ・アーフタマス&lt;br /&gt;
|romaji=Shī Kingu: Za Āfutamasu&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[CSketch]], Roxcon&lt;br /&gt;
|programmer=[[PhazonMotherBrain]]&lt;br /&gt;
|artist=rc&lt;br /&gt;
|gender=Genderless&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|at=7 (contact)&amp;lt;br&amp;gt;4 (rock, coral turret, crate, explosion, vacuum orb)&amp;lt;br&amp;gt;2 (small blade, small shot)&amp;lt;br&amp;gt;3 (laser, bomb, large blade, turret shot, angler drone)&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=56&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Water&lt;br /&gt;
|weak=[[Salt Water]]&lt;br /&gt;
|affiliations=[[Box Cartel]]&lt;br /&gt;
|stage=[[Deep Sea Break-In]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=Defense System Robot&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:SeaKingTheAftermath.png]]&lt;br /&gt;
}}&lt;br /&gt;
'''Sea King: The Aftermath''' is a boss from ''[[Make a Good 48 Hour Mega Man Level]]'', found at the end of [[Deep Sea Break-In]]. It is an undersea robot resembling an anglerfish, created by the Royal Navy to be a war machine; however, it was abandoned after malfunctions in its AI made it unruly. The [[Box Cartel]] then stole and repurposed it as a gatekeeper for [[Cartel Hideout|their undersea fortress]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
The battle is fought while riding [[Pike]], giving [[Mega Man]] an unlimited range of movement. Sea King: The Aftermath is completely invincible except for its eye, which only appears when its jaw opens.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
At first, it follows a set pattern of attacks: first it slowly ascends then descends, firing four sprays of lasers from its eye while three spinning blades fly to Mega Man's current position, then stop still. Once Sea King: The Aftermath touches the floor, it releases a bubble-encased bomb that floats upwards in a sine pattern, before closing its jaw and performing a ramming attack. When the bomb touches the ceiling or is destroyed, it explodes and releases an eight-way spread of slow-moving projectiles. After swimming offscreen, Sea King: The Aftermath reappears behind Mega Man, and can only be hit with Pike's backward Charge Shots and a handful of Special Weapons. The three blades then each fly towards Mega Man again, telegraphing their attack with a spray of bubbles. Sea King: The Aftermath then performs one of two sets of actions, initially at random but alternating each time:&lt;br /&gt;
&lt;br /&gt;
* Extending its arm out to Mega Man's position, it drops down and picks up a steel crate from the bottom of the screen, with a coral-shaped cannon robot affixed to the underside. It then tries to hold the box above Mega Man, while the cannon constantly fires a three-way spreadshot downwards. Spinning blades are also gradually fired at him, boomeranging back each time. Eventually, the cannon self-destructs and Sea King: The Aftermath drops the crate, breaking it open with a laser and releasing four small drones that home in on Mega Man and release a targeted bullet when destroyed.&lt;br /&gt;
* It opens and extends its jaw outwards, tracking Mega Man's location before extending its teeth upwards, attempting to stab him up to three times. While doing this, the eye regularly fires slow bullets aimed at Mega Man, and debris slowly falls from above as the teeth crash into the ceiling.&lt;br /&gt;
&lt;br /&gt;
Two larger spinning blades are released above and below it, and all three fly forward toward the right one after the other, though the order they move in is random. After this, Sea King: The Aftermath reappears in front of Mega Man, and the pattern loops.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
After its first healthbar is depleted, Sea King: The Aftermath changes its tactics. If it isn't already behind Mega Man, it will attempt to ram him as it swims to the opposite side of the screen. A set of targeting reticles will appear on the right, and Sea King: The Aftermath fires large orbs at these reticles. Once the orbs appear, it pulls them and Mega Man towards it with a vacuum, following Mega Man's vertical position all the while. Although the eye is now always open, the boss is now almost completely invincible; only its own attacks can harm it. It uses its vacuum orb attack three times, taking damage each time; on the third attempt, it fires an extra flurry of orbs offscreen to keep Mega Man on the move. Once it's down to its last hitpoint, the battle is effectively over, and all Sea King: The Aftermath can do in its death throes is an elaborate explosion as a final attempt to stop Mega Man.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable48H&lt;br /&gt;
|buster=1/1/2&lt;br /&gt;
|flame=1&lt;br /&gt;
|rain=1&lt;br /&gt;
|spark=1&lt;br /&gt;
|snake=1&lt;br /&gt;
|tengu=1/1/--*&lt;br /&gt;
|water=3&lt;br /&gt;
|concrete=1&lt;br /&gt;
|homing=1&lt;br /&gt;
|beat=1&lt;br /&gt;
|notes=*Tengu Dash cannot be used while riding Pike.&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* During development, Sea King: The Aftermath was originally named &amp;quot;The F**cking{{sic}} Abyss&amp;quot;. It was also intended to have a lore dump during the pre-boss warning as a homage to ''Thunder Force V'', but this was omitted for the sake of simplicity.&lt;br /&gt;
* If Mega Man hides under Sea King: The Aftermath while it holds up a coral cannon, it will give him an annoyed look and fire its spinning blades much more frequently.&lt;br /&gt;
* The siren sound that plays during the warning is taken from the PlayStation game ''G-Darius'', where it is used in an identical way.&lt;br /&gt;
** If the left and right weapon switch buttons are held simultaneously before the warning appears, it will replace the siren with a looping &amp;quot;SEAKING! SEAKING!&amp;quot; soundbyte from the ''King of the Hill'' YouTube Poop &amp;quot;[https://www.youtube.com/watch?v=PTdxPliBdZs Hank of the Hill]&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaG48HMML Cartel Hideout}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Bosses]][[Category:Make a Good 48 Hour Mega Man Level Bosses]][[Category:Fortress Guardian]][[Category:Cartel Hideout]][[Category:MaGMML Original Characters]][[Category:Devteam Characters]]&lt;/div&gt;</summary>
		<author><name>TruffledToad</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:Sea_king_rcrdcat.png&amp;diff=22418</id>
		<title>File:Sea king rcrdcat.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:Sea_king_rcrdcat.png&amp;diff=22418"/>
				<updated>2024-06-30T02:04:46Z</updated>
		
		<summary type="html">&lt;p&gt;TruffledToad: Art of Sea King: The Aftermath done by rcrdcat, who made the sprite art. Art is used with permission from rc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Art of Sea King: The Aftermath done by rcrdcat, who made the sprite art. Art is used with permission from rc.&lt;/div&gt;</summary>
		<author><name>TruffledToad</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Rocky_Blocky_Cavern&amp;diff=20535</id>
		<title>Rocky Blocky Cavern</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Rocky_Blocky_Cavern&amp;diff=20535"/>
				<updated>2022-11-02T00:05:11Z</updated>
		
		<summary type="html">&lt;p&gt;TruffledToad: /* 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=46th&lt;br /&gt;
|image=[[File:MaG48HMML-46-RockyBlockyCavern.png|256px]]&lt;br /&gt;
|caption=Just a normal day in the computer grid caves.&lt;br /&gt;
|game=''[[Make a Good 48 Hour Mega Man Level]]'' &lt;br /&gt;
|creator=[[TruffledToad]]&lt;br /&gt;
|composer=Synvial, MiniMacro, Minae Fujii, Kouji Murata&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=60&lt;br /&gt;
|judge2=77&lt;br /&gt;
|judge3=50&lt;br /&gt;
|judge4=52&lt;br /&gt;
|totalscore=59.75&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|box=&lt;br /&gt;
*[[Blocky]]&lt;br /&gt;
*[[Bubukan MK-II]]&lt;br /&gt;
*[[Parocket]]&lt;br /&gt;
*[[Bokazurah]]&lt;br /&gt;
*[[Concrete Platform]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Blocky]]&lt;br /&gt;
*[[Bubukan MK-II]]&lt;br /&gt;
*[[Mecha Pitchan]] (blue)&lt;br /&gt;
*[[Parocket]]&lt;br /&gt;
*[[Turbo Roader]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Bokazurah]]&lt;br /&gt;
*[[Concrete Platform]]&lt;br /&gt;
*[[Reflect Block]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Stompy]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Punk]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Zap Man (original track)&amp;lt;br&amp;gt;'''Boss:''' Mega Man III - Mega Man 4 Boss&lt;br /&gt;
|location=[[Tier 7 (MaG48HMML)|Tier 7]]&lt;br /&gt;
|previous=[[Cossack's Playground]]&lt;br /&gt;
|next=[[Cryonics Lab]]&lt;br /&gt;
}}&lt;br /&gt;
'''Rocky Blocky Cavern''' is the 46th place entry in ''[[Make a Good 48 Hour Mega Man Level]]''. It is a cave-themed level with an unusual computer grid aesthetic in the background, and mostly centres on jumping across [[Concrete Platform]]s and using [[Bokazurah]]s to clear away bricks in the ground. True to the level's name, [[Blocky]] is a common enemy found here, but another prominent enemy are dive bombing [[Parocket]]s, which tend to appear in clusters.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The first rooms of the level feature basic introductions to the level's box assets, including the titular Blocky. Although Blockies are easy to kill, with Charge Shots and Special Weapons able to kill them without scattering their blocks, the [[Tengu Blade]] can optionally be used to dash through them without taking damage. In the first long corridor to feature Parockets, a W-Tank is easily visible and obtainable with the [[Rush Coil]] or [[Concrete Shot]]. After the first checkpoint, a layer of Bokazurah blocks obstruct an upwards Concrete Platform, though to save time a utility can be used to scale the wall instead. If the platform is used, [[Mega Man]] should get off as quickly as possible, as Concrete Platforms can crush and kill Mega Man under ceilings. Very shortly afterwards, a [[Stompy]] midboss is battled.&lt;br /&gt;
&lt;br /&gt;
Following the midboss is a long section with numerous Parockets. They often try to fly up into Mega Man from alcoves below, where most weapons are unable to reach them, before descending down on parachutes. The [[Rain Flush]] can be used to quickly clear the screen of Parockets, although the large explosions they emit after dying will damage Mega Man on contact, so he should stay far away from them when using it. Sending the [[Flame Mixer]] upwards can also help protect against any falling Parockets above him. After this hectic Parocket spam, the rest of the stage has comparatively easier enemies (including a trio of Blockies entrapped in a narrow corridor, unable to effectively scatter their blocks), and the level's focus switches to clearing Bokazurah blocks away. The last major threat before the end is a single blue [[Mecha Pitchan]], acting as a turret behind a pair of [[Reflect Block]]s. In the corridor before the boss, [[Punk]], there is a ? Can that gives a random power up, though the [[Rush Jet]] is needed to get over the boss door in the floor.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma=This whole level is really okay. The music and graphics are good, but not incredible. The design is fine. To be concise, the only part of this level that is a challenge is the one long room with Parockets and the room with the baseball thrower. This isn't to say that the level is bad, but it's easy and quick to run through and doesn't really do a lot to stand out. This is not the only level in the contest like this, but I really think it needed to take more chances and try to do more with the two gimmicks together. You show that you know how to use the gimmicks, but what's there is really basic and it seems like you could've gone further.&lt;br /&gt;
|parmascore=60&lt;br /&gt;
|pjdesign=23&lt;br /&gt;
|pjcreativity=7&lt;br /&gt;
|pjfunction=9&lt;br /&gt;
|pjfun=13&lt;br /&gt;
|pjaesthetics=8&lt;br /&gt;
|pk=That was pretty nice. I enjoyed the combination of the Concrete platforms and the ball shooters. And there were some other memorable sections, like the line of rockets, or the cramped hallway with Blockys. Speaking of Blockys...I just don't like fighting those enemies, which kinda dampened the mood. But that cramped hallway was a bit of stress relief, because I can charge shot through without worrying about the blocks. You did a good.&lt;br /&gt;
|pkscore=77&lt;br /&gt;
|pkdesign=27&lt;br /&gt;
|pkcreativity=12&lt;br /&gt;
|pkfunction=10&lt;br /&gt;
|pkfun=19&lt;br /&gt;
|pkaesthetics=9&lt;br /&gt;
|m-jacq=Hi Volt Man!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This level gets some mileage out of its gimmicks, I suppose, but it's not very inspiring. Part of the reason for that is that so many of the challenges in this level aren't challenges so much as they are waiting games: most of the time, Bokazurahs pose no threat, and just serve to waste your time. Some of the setups are a little busier and thus less boring, although the random caged-off Strike Man enemy probably could have and should have just been a generic turret (I think you can just set up a custom spawner to spawn a homing bullet every X frames). There's also that really bizarre section where the Blockys are put in little pens (for lack of a better word) and you just have to slowly blast through them in spaces where they can't hurt you. It's not a bad level, really. It's just... like a signpost with no message: why is it there?&lt;br /&gt;
|m-jacqscore=50&lt;br /&gt;
|mjdesign=17&lt;br /&gt;
|mjcreativity=5&lt;br /&gt;
|mjfunction=10&lt;br /&gt;
|mjfun=10&lt;br /&gt;
|mjaesthetics=8&lt;br /&gt;
|freems=What a weird little level. The aesthetics were just... strange to say the least. It never really got a chance to do anything interesting outside of a small handful of interactions with both Concrete Platforms and the breakable blocks (but even then it was really straight forward) and a few stretches with way too many rockets in a row. Other oddities include a set of Blockies near the end of the level that (due to the geometry) have practically no way of dealing damage to you, which makes me wonder why they're even there in the first place because it's certainly not an introduction to the enemy, and the lonesome Mecha Pitchan who just is introduced to the level at the very end for... some reason. I don't know man, it was just a strange little level. One of the classic cases of needing more focus.&lt;br /&gt;
|freemsscore=52&lt;br /&gt;
|frdesign=14&lt;br /&gt;
|frcreativity=7&lt;br /&gt;
|frfunction=10&lt;br /&gt;
|frfun=15&lt;br /&gt;
|fraesthetics=6&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* An NPC is visible in the boss corridor, but is inaccessible and cannot be talked to. It lacks creation code and thus defaults to [[Volt Man]], but it was intended to be Punk as a lead-in to his boss fight. Punk was also intended to even have dialogue in case the player somehow managed to get to him, where he would question how they even got there.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaG48HMML Tier 7}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good 48 Hour Mega Man Level Stages]][[Category:Tier 7 (MaG48HMML)]]&lt;/div&gt;</summary>
		<author><name>TruffledToad</name></author>	</entry>

	</feed>