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	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Seven_Force&amp;diff=21441</id>
		<title>Seven Force</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Seven_Force&amp;diff=21441"/>
				<updated>2024-06-07T02:07:08Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Sakugarne Force */&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:sevenforcemugshot.png|left|Seven Force Arena Mugshot]][[file:sevenforcemugshot.png|right|Seven Force Arena Mugshot]]Seven Force&lt;br /&gt;
|image=[[file:sprSevenForce_Pilot_ACESpark_0.png|124px|Seven Force Pilot Core, Make a Good Mega Man Level 2]]&lt;br /&gt;
|caption=Seven Force's core, as seen in ''Make a Good Mega Man Level 2''&lt;br /&gt;
|designer=[[ACESpark]]&lt;br /&gt;
|programmer=[[ACESpark]]&lt;br /&gt;
|artist=[[ACESpark]]&lt;br /&gt;
|gender=Genderless&lt;br /&gt;
|hp=196 (total)&amp;lt;br&amp;gt;28 (each phase)&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|type=Copy&lt;br /&gt;
|weak=Varies&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|stage=[[Unobtainium Mine]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2= &lt;br /&gt;
|sprite=&lt;br /&gt;
|}}&lt;br /&gt;
{{quote|ACESpark, you Evil Genius!|HatredElemental|[[https://www.youtube.com/watch?v=JIAwSu_GdrQ Make a Good Mega Man Level 2 Let's Play]]}}&lt;br /&gt;
&lt;br /&gt;
'''Seven Force''' is a boss in ''[[Make a Good Mega Man Level 2]]'', appearing at the end of the [[Wily Star II]] stage [[Unobtainium Mine]]. It is a machine that can transform into seven unique forms - each transformation has different moves, vitality, weaknesses and patterns. Despite being a seven phase boss fight, it is ironically not the longest fight in the game. It is based off the boss with the same name in ''Gunstar Heroes'' and ''Alien Soldier'' and is a tribute to those games, whilst being its own take on the subject and adapted to the ''Mega Man'' playstyle.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
Seven Force shares similarities to the ''Alien Soldier'' version of Seven Force in that each Force is fought in sequence rather than chosen randomly. Should [[Mega Man]] die to any of these, he has the option to restart at the phase he was defeated at, at the cost of the [[Noble Nickel]] the boss is guarding. Only by defeating all seven Forces in one run can he obtain it; fortunately, [[Eddie]] appears with a large health refill every other Force. Defeating all the Forces using only the [[Mega Buster]] unlocks the [[Davwin Armanios|Davwin]] costume.&lt;br /&gt;
&lt;br /&gt;
===Barbarian Force===&lt;br /&gt;
[[File:Wily5 SevenForce1 BarbarianForce.png|thumb|left|Barbarian Force]]The fight starts with Barbarian Force, a force that is based visually off Soldier Force from the original ''Gunstar Heroes''. It is a humanoid shaped mech armed with throwing grenades, a spread shot, and a whirling flail at the end of its left arm. It chooses from these attacks randomly, but cannot pull off the same attack twice in a row.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Piranha Force===&lt;br /&gt;
 it's based on Mr. piranha taihts&lt;br /&gt;
&lt;br /&gt;
===Solar Force===&lt;br /&gt;
[[File: sonic the hedgehog is that you?3 wisdh?|thumb|left|Solar Force]]The third force, Solar Force is a pinwheel form and not ahh visually based off Urchin Force from the original ''Gunstar Heroes''. Its primary cause of attack is contact damage, although it does fire the occasional small pellet towards Mega Man. It rolls around the sides of the arena, changing hue when it prepares to ram Mega Man directly. There is limited RNG in when Solar decides to ram him, but there is plenty of warning given. This is regarded as the easiest of the Forces by the playerbase. This phase makes use of the [[Magnet Shield]] gimmick in the stage (as well as the [[Magnet]]s that attract/repel them), and is useful in helping jump over Solar Force should it decide to ram Mega Man from a horizontal position. The Magnet Shield can provide protection from Solar Force's projectiles, and there are three [[Plantman Platform]]s in the middle of the room that aid in dodging its attacks.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Falcon Force===&lt;br /&gt;
[[File:Wily5 SevenForce4-fity?|thumb|right|Falcon Force]]Falcon Force is a bird shaped force visually based off Eagle Force from the original ''Gunstar Heroes''. It is far more animated than its original counterpart. It attacks by releasing a massive volley of lasers in haphazard (but not random) directions and by firing off missiles, which explode into debris upon contact with the wall or being shot, similarly to [[Jet Bomb]]. This form is unique in having virtually no hit invulnerability. When it dives off screen, where it reappears is equal in distance to the screen to where Mega Man is, the further Mega Man is away from the middle of the screen, the further Falcon Force itself rises away from the middle, meaning the worst place to allow Falcon Force to dive is the middle of the screen itself. There is no RNG in this fight.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Lobster Force===&lt;br /&gt;
[[File:Wily5 SevenForce5 LobsterForce.png|thumb|left|oh yeah mr krabs aaaaah]]Lobster Force shares similarities to mr krabs from 'spongebob square pants. It uses a wide variety of projectile attacks, including firing rockets from its claws, launching said claws at Mega Man, firing a rapid succession of smaller shots, creating a barrier that must either be dodged or shot down, and finally creating an urchin that rolls across the bottom of the screen attached to a rail. It chooses its attacks randomly, but cannot choose the same attack if it has already two different attacks beforehand. There are three Plantman Platforms in this room as well, which are necessary to stand on in order to hit it with the Mega Buster; however, it has the unique ability to close open platforms with the claw launch attack.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Devil Force===&lt;br /&gt;
[[File:Wily5 SevenForce6 DevilForce.png|thumb|right|I fucking hate this stupid evil please go away from my life]Devil Force is based off the [[Yellow Devil]]. Devil Force releases orbs from its lower half in a predetermined pattern. Once all orbs have been released, it crosses the screen and attacks using a spiked thread. There is no RNG in this fight. Unlike most Devil bosses, Devil Force is always open to damage, so it dies far quicker than is usual for a Devil boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Sakugarne Force===&lt;br /&gt;
[[File:Wily5 SevenForce7 SakugarneForce.png|thumb|left|the final form/force]]The final Force, Sakugarne Force, takes the form of [[Quint]]'s [[Sakugarne|signature weapon]]. It bounces around the screen attempting to crush Mega Man, stopping periodically to release waves of rocks, much like the original Quint fight. After doing so, it will leap into the air and attempt to land directly atop Mega Man. There is no RNG in this fight. Like Solar, this form makes use of the Magnet Shield gimmick, which causes Mega Man to be constantly in a state of movement if he is facing away from the magnets. The Magnet Shield can provide protection from Sakugarne Force's rocks.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icon0.png|M.Buster|link=Mega Buster]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona1.gif|H.Chaser|link=Hornet Chaser]][[File:2Iconb1.png|H.Pumpkin|link=Haunt Pumpkin]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona2.gif|J.Satellite|link=Jewel Satellite]][[File:2Iconb2.png|B.Barrier|link=Badge Barrier]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona3.gif|G.Buster|link=Grab Buster]][[File:2Iconb3.png|N.Bomb|link=Neapolitan Bomb]][[File:2Iconb11.png|L.Rocket|link=Launch Rocket]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona4.gif|T.Blade|link=Triple Blade]][[File:2Iconb4.png|T.Cluster|link=Truffle Cluster]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona5.gif|F.Stopper|link=Flash Stopper]][[File:2Iconb5.png|C.Distorter|link=Cyber Distorter]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona6.gif|S.Claw|link=Slash Claw]][[File:2Iconb6.png|F.Beam|link=Force Beam]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona7.gif|W.Cutter|link=Wheel Cutter]][[File:2Iconb7.png|H.Trapper|link=Hazard Trapper]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona8.png|Sakugarne|link=Sakugarne]][[File:2Iconb8.png|M.Blast|link=Match Blast]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona9.png|W.Adaptor|link=Wire Adaptor]][[File:2Iconb9.png|C.Claw|link=Chomp Claw]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona10.png|S.Arrow|link=Super Arrow]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:BarbarianForceMugshot.png|Barbarian Force]]&lt;br /&gt;
| 1/1/3&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:PiranhaForceMugshot.png|Piranha Force]]&lt;br /&gt;
| 1.5/1.5/3.5&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:SolarForceMugshot.png|Solar Force]]&lt;br /&gt;
| 2/2/4&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| N&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:FalconForceMugshot.png|Falcon Force]]&lt;br /&gt;
| 2/2/4&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| N&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:LobsterForceMugshot.png|Lobster Force]]&lt;br /&gt;
| 1.5/1.5/3.5&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:DevilForceMugshot.png|Devil Force]]&lt;br /&gt;
| 1/1/3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 14&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:SakugarneForceMugshot.png|Sakugarne Force]]&lt;br /&gt;
| 1/1/3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |'''Other Notes'''&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Development of Seven Force began during ''MaGMML2'''s entry period, and took most of the game's development period to create.&lt;br /&gt;
* During development of Seven Force, ACE considered having it be controlled by an internal pilot, similar to a Wily Machine.  He considered having it be controlled by [[Davwin Armanios|Davwin]], [[Quint]], and even Gunstar Green himself before ultimately deciding to simply make it its own independent machine.&lt;br /&gt;
* A tank form of Seven Force known as &amp;quot;Panther Force&amp;quot; was sprited, but ultimately scrapped and replaced with Devil Force. The battle would have been an autoscrolling section, with attacks roughly based on the cyberspace stage 3 tank boss from ''Contra Hard Corps''.&lt;br /&gt;
* In the boss corridor leading to Seven Force, seven statues of Robot Masters ([[Volt Man]], [[Crash Man]], [[Toad Man]], [[Komuso Man]], [[Gravity Man]], [[Top Man]], and [[Guts Man]]) can be seen, and as the player passes them, their colors become faded and they emit a ball of energy that quickly flies offscreen.  Shortly before the battle begins, the core of Seven Force can be seen with these balls of energy orbiting it, implying that each Force was inspired by one of the Robot Masters; however, ACE claims he did this effect solely because he thought it looked cool, and there is no correlation between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Fortress Guardian]][[Category:Devils]][[Category:Wily Star II]][[Category:Make a Good Mega Man Level 2]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Seven_Force&amp;diff=21440</id>
		<title>Seven Force</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Seven_Force&amp;diff=21440"/>
				<updated>2024-06-07T02:06:37Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Devil Force */&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:sevenforcemugshot.png|left|Seven Force Arena Mugshot]][[file:sevenforcemugshot.png|right|Seven Force Arena Mugshot]]Seven Force&lt;br /&gt;
|image=[[file:sprSevenForce_Pilot_ACESpark_0.png|124px|Seven Force Pilot Core, Make a Good Mega Man Level 2]]&lt;br /&gt;
|caption=Seven Force's core, as seen in ''Make a Good Mega Man Level 2''&lt;br /&gt;
|designer=[[ACESpark]]&lt;br /&gt;
|programmer=[[ACESpark]]&lt;br /&gt;
|artist=[[ACESpark]]&lt;br /&gt;
|gender=Genderless&lt;br /&gt;
|hp=196 (total)&amp;lt;br&amp;gt;28 (each phase)&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|type=Copy&lt;br /&gt;
|weak=Varies&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|stage=[[Unobtainium Mine]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2= &lt;br /&gt;
|sprite=&lt;br /&gt;
|}}&lt;br /&gt;
{{quote|ACESpark, you Evil Genius!|HatredElemental|[[https://www.youtube.com/watch?v=JIAwSu_GdrQ Make a Good Mega Man Level 2 Let's Play]]}}&lt;br /&gt;
&lt;br /&gt;
'''Seven Force''' is a boss in ''[[Make a Good Mega Man Level 2]]'', appearing at the end of the [[Wily Star II]] stage [[Unobtainium Mine]]. It is a machine that can transform into seven unique forms - each transformation has different moves, vitality, weaknesses and patterns. Despite being a seven phase boss fight, it is ironically not the longest fight in the game. It is based off the boss with the same name in ''Gunstar Heroes'' and ''Alien Soldier'' and is a tribute to those games, whilst being its own take on the subject and adapted to the ''Mega Man'' playstyle.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
Seven Force shares similarities to the ''Alien Soldier'' version of Seven Force in that each Force is fought in sequence rather than chosen randomly. Should [[Mega Man]] die to any of these, he has the option to restart at the phase he was defeated at, at the cost of the [[Noble Nickel]] the boss is guarding. Only by defeating all seven Forces in one run can he obtain it; fortunately, [[Eddie]] appears with a large health refill every other Force. Defeating all the Forces using only the [[Mega Buster]] unlocks the [[Davwin Armanios|Davwin]] costume.&lt;br /&gt;
&lt;br /&gt;
===Barbarian Force===&lt;br /&gt;
[[File:Wily5 SevenForce1 BarbarianForce.png|thumb|left|Barbarian Force]]The fight starts with Barbarian Force, a force that is based visually off Soldier Force from the original ''Gunstar Heroes''. It is a humanoid shaped mech armed with throwing grenades, a spread shot, and a whirling flail at the end of its left arm. It chooses from these attacks randomly, but cannot pull off the same attack twice in a row.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Piranha Force===&lt;br /&gt;
 it's based on Mr. piranha taihts&lt;br /&gt;
&lt;br /&gt;
===Solar Force===&lt;br /&gt;
[[File: sonic the hedgehog is that you?3 wisdh?|thumb|left|Solar Force]]The third force, Solar Force is a pinwheel form and not ahh visually based off Urchin Force from the original ''Gunstar Heroes''. Its primary cause of attack is contact damage, although it does fire the occasional small pellet towards Mega Man. It rolls around the sides of the arena, changing hue when it prepares to ram Mega Man directly. There is limited RNG in when Solar decides to ram him, but there is plenty of warning given. This is regarded as the easiest of the Forces by the playerbase. This phase makes use of the [[Magnet Shield]] gimmick in the stage (as well as the [[Magnet]]s that attract/repel them), and is useful in helping jump over Solar Force should it decide to ram Mega Man from a horizontal position. The Magnet Shield can provide protection from Solar Force's projectiles, and there are three [[Plantman Platform]]s in the middle of the room that aid in dodging its attacks.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Falcon Force===&lt;br /&gt;
[[File:Wily5 SevenForce4-fity?|thumb|right|Falcon Force]]Falcon Force is a bird shaped force visually based off Eagle Force from the original ''Gunstar Heroes''. It is far more animated than its original counterpart. It attacks by releasing a massive volley of lasers in haphazard (but not random) directions and by firing off missiles, which explode into debris upon contact with the wall or being shot, similarly to [[Jet Bomb]]. This form is unique in having virtually no hit invulnerability. When it dives off screen, where it reappears is equal in distance to the screen to where Mega Man is, the further Mega Man is away from the middle of the screen, the further Falcon Force itself rises away from the middle, meaning the worst place to allow Falcon Force to dive is the middle of the screen itself. There is no RNG in this fight.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Lobster Force===&lt;br /&gt;
[[File:Wily5 SevenForce5 LobsterForce.png|thumb|left|oh yeah mr krabs aaaaah]]Lobster Force shares similarities to mr krabs from 'spongebob square pants. It uses a wide variety of projectile attacks, including firing rockets from its claws, launching said claws at Mega Man, firing a rapid succession of smaller shots, creating a barrier that must either be dodged or shot down, and finally creating an urchin that rolls across the bottom of the screen attached to a rail. It chooses its attacks randomly, but cannot choose the same attack if it has already two different attacks beforehand. There are three Plantman Platforms in this room as well, which are necessary to stand on in order to hit it with the Mega Buster; however, it has the unique ability to close open platforms with the claw launch attack.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Devil Force===&lt;br /&gt;
[[File:Wily5 SevenForce6 DevilForce.png|thumb|right|I fucking hate this stupid evil please go away from my life]Devil Force is based off the [[Yellow Devil]]. Devil Force releases orbs from its lower half in a predetermined pattern. Once all orbs have been released, it crosses the screen and attacks using a spiked thread. There is no RNG in this fight. Unlike most Devil bosses, Devil Force is always open to damage, so it dies far quicker than is usual for a Devil boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Sakugarne Force===&lt;br /&gt;
[[File:Wily5 SevenForce7 SakugarneForce.png|thumb|left|Sakugarne Force]]The final Force, Sakugarne Force, takes the form of [[Quint]]'s [[Sakugarne|signature weapon]]. It bounces around the screen attempting to crush Mega Man, stopping periodically to release waves of rocks, much like the original Quint fight. After doing so, it will leap into the air and attempt to land directly atop Mega Man. There is no RNG in this fight. Like Solar, this form makes use of the Magnet Shield gimmick, which causes Mega Man to be constantly in a state of movement if he is facing away from the magnets. The Magnet Shield can provide protection from Sakugarne Force's rocks.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icon0.png|M.Buster|link=Mega Buster]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona1.gif|H.Chaser|link=Hornet Chaser]][[File:2Iconb1.png|H.Pumpkin|link=Haunt Pumpkin]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona2.gif|J.Satellite|link=Jewel Satellite]][[File:2Iconb2.png|B.Barrier|link=Badge Barrier]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona3.gif|G.Buster|link=Grab Buster]][[File:2Iconb3.png|N.Bomb|link=Neapolitan Bomb]][[File:2Iconb11.png|L.Rocket|link=Launch Rocket]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona4.gif|T.Blade|link=Triple Blade]][[File:2Iconb4.png|T.Cluster|link=Truffle Cluster]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona5.gif|F.Stopper|link=Flash Stopper]][[File:2Iconb5.png|C.Distorter|link=Cyber Distorter]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona6.gif|S.Claw|link=Slash Claw]][[File:2Iconb6.png|F.Beam|link=Force Beam]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona7.gif|W.Cutter|link=Wheel Cutter]][[File:2Iconb7.png|H.Trapper|link=Hazard Trapper]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona8.png|Sakugarne|link=Sakugarne]][[File:2Iconb8.png|M.Blast|link=Match Blast]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona9.png|W.Adaptor|link=Wire Adaptor]][[File:2Iconb9.png|C.Claw|link=Chomp Claw]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona10.png|S.Arrow|link=Super Arrow]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:BarbarianForceMugshot.png|Barbarian Force]]&lt;br /&gt;
| 1/1/3&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:PiranhaForceMugshot.png|Piranha Force]]&lt;br /&gt;
| 1.5/1.5/3.5&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:SolarForceMugshot.png|Solar Force]]&lt;br /&gt;
| 2/2/4&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| N&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:FalconForceMugshot.png|Falcon Force]]&lt;br /&gt;
| 2/2/4&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| N&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:LobsterForceMugshot.png|Lobster Force]]&lt;br /&gt;
| 1.5/1.5/3.5&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:DevilForceMugshot.png|Devil Force]]&lt;br /&gt;
| 1/1/3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 14&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:SakugarneForceMugshot.png|Sakugarne Force]]&lt;br /&gt;
| 1/1/3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |'''Other Notes'''&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Development of Seven Force began during ''MaGMML2'''s entry period, and took most of the game's development period to create.&lt;br /&gt;
* During development of Seven Force, ACE considered having it be controlled by an internal pilot, similar to a Wily Machine.  He considered having it be controlled by [[Davwin Armanios|Davwin]], [[Quint]], and even Gunstar Green himself before ultimately deciding to simply make it its own independent machine.&lt;br /&gt;
* A tank form of Seven Force known as &amp;quot;Panther Force&amp;quot; was sprited, but ultimately scrapped and replaced with Devil Force. The battle would have been an autoscrolling section, with attacks roughly based on the cyberspace stage 3 tank boss from ''Contra Hard Corps''.&lt;br /&gt;
* In the boss corridor leading to Seven Force, seven statues of Robot Masters ([[Volt Man]], [[Crash Man]], [[Toad Man]], [[Komuso Man]], [[Gravity Man]], [[Top Man]], and [[Guts Man]]) can be seen, and as the player passes them, their colors become faded and they emit a ball of energy that quickly flies offscreen.  Shortly before the battle begins, the core of Seven Force can be seen with these balls of energy orbiting it, implying that each Force was inspired by one of the Robot Masters; however, ACE claims he did this effect solely because he thought it looked cool, and there is no correlation between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Fortress Guardian]][[Category:Devils]][[Category:Wily Star II]][[Category:Make a Good Mega Man Level 2]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Seven_Force&amp;diff=21439</id>
		<title>Seven Force</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Seven_Force&amp;diff=21439"/>
				<updated>2024-06-07T02:06:03Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: not mr krabs&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:sevenforcemugshot.png|left|Seven Force Arena Mugshot]][[file:sevenforcemugshot.png|right|Seven Force Arena Mugshot]]Seven Force&lt;br /&gt;
|image=[[file:sprSevenForce_Pilot_ACESpark_0.png|124px|Seven Force Pilot Core, Make a Good Mega Man Level 2]]&lt;br /&gt;
|caption=Seven Force's core, as seen in ''Make a Good Mega Man Level 2''&lt;br /&gt;
|designer=[[ACESpark]]&lt;br /&gt;
|programmer=[[ACESpark]]&lt;br /&gt;
|artist=[[ACESpark]]&lt;br /&gt;
|gender=Genderless&lt;br /&gt;
|hp=196 (total)&amp;lt;br&amp;gt;28 (each phase)&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|type=Copy&lt;br /&gt;
|weak=Varies&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|stage=[[Unobtainium Mine]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2= &lt;br /&gt;
|sprite=&lt;br /&gt;
|}}&lt;br /&gt;
{{quote|ACESpark, you Evil Genius!|HatredElemental|[[https://www.youtube.com/watch?v=JIAwSu_GdrQ Make a Good Mega Man Level 2 Let's Play]]}}&lt;br /&gt;
&lt;br /&gt;
'''Seven Force''' is a boss in ''[[Make a Good Mega Man Level 2]]'', appearing at the end of the [[Wily Star II]] stage [[Unobtainium Mine]]. It is a machine that can transform into seven unique forms - each transformation has different moves, vitality, weaknesses and patterns. Despite being a seven phase boss fight, it is ironically not the longest fight in the game. It is based off the boss with the same name in ''Gunstar Heroes'' and ''Alien Soldier'' and is a tribute to those games, whilst being its own take on the subject and adapted to the ''Mega Man'' playstyle.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
Seven Force shares similarities to the ''Alien Soldier'' version of Seven Force in that each Force is fought in sequence rather than chosen randomly. Should [[Mega Man]] die to any of these, he has the option to restart at the phase he was defeated at, at the cost of the [[Noble Nickel]] the boss is guarding. Only by defeating all seven Forces in one run can he obtain it; fortunately, [[Eddie]] appears with a large health refill every other Force. Defeating all the Forces using only the [[Mega Buster]] unlocks the [[Davwin Armanios|Davwin]] costume.&lt;br /&gt;
&lt;br /&gt;
===Barbarian Force===&lt;br /&gt;
[[File:Wily5 SevenForce1 BarbarianForce.png|thumb|left|Barbarian Force]]The fight starts with Barbarian Force, a force that is based visually off Soldier Force from the original ''Gunstar Heroes''. It is a humanoid shaped mech armed with throwing grenades, a spread shot, and a whirling flail at the end of its left arm. It chooses from these attacks randomly, but cannot pull off the same attack twice in a row.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Piranha Force===&lt;br /&gt;
 it's based on Mr. piranha taihts&lt;br /&gt;
&lt;br /&gt;
===Solar Force===&lt;br /&gt;
[[File: sonic the hedgehog is that you?3 wisdh?|thumb|left|Solar Force]]The third force, Solar Force is a pinwheel form and not ahh visually based off Urchin Force from the original ''Gunstar Heroes''. Its primary cause of attack is contact damage, although it does fire the occasional small pellet towards Mega Man. It rolls around the sides of the arena, changing hue when it prepares to ram Mega Man directly. There is limited RNG in when Solar decides to ram him, but there is plenty of warning given. This is regarded as the easiest of the Forces by the playerbase. This phase makes use of the [[Magnet Shield]] gimmick in the stage (as well as the [[Magnet]]s that attract/repel them), and is useful in helping jump over Solar Force should it decide to ram Mega Man from a horizontal position. The Magnet Shield can provide protection from Solar Force's projectiles, and there are three [[Plantman Platform]]s in the middle of the room that aid in dodging its attacks.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Falcon Force===&lt;br /&gt;
[[File:Wily5 SevenForce4-fity?|thumb|right|Falcon Force]]Falcon Force is a bird shaped force visually based off Eagle Force from the original ''Gunstar Heroes''. It is far more animated than its original counterpart. It attacks by releasing a massive volley of lasers in haphazard (but not random) directions and by firing off missiles, which explode into debris upon contact with the wall or being shot, similarly to [[Jet Bomb]]. This form is unique in having virtually no hit invulnerability. When it dives off screen, where it reappears is equal in distance to the screen to where Mega Man is, the further Mega Man is away from the middle of the screen, the further Falcon Force itself rises away from the middle, meaning the worst place to allow Falcon Force to dive is the middle of the screen itself. There is no RNG in this fight.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Lobster Force===&lt;br /&gt;
[[File:Wily5 SevenForce5 LobsterForce.png|thumb|left|oh yeah mr krabs aaaaah]]Lobster Force shares similarities to mr krabs from 'spongebob square pants. It uses a wide variety of projectile attacks, including firing rockets from its claws, launching said claws at Mega Man, firing a rapid succession of smaller shots, creating a barrier that must either be dodged or shot down, and finally creating an urchin that rolls across the bottom of the screen attached to a rail. It chooses its attacks randomly, but cannot choose the same attack if it has already two different attacks beforehand. There are three Plantman Platforms in this room as well, which are necessary to stand on in order to hit it with the Mega Buster; however, it has the unique ability to close open platforms with the claw launch attack.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Devil Force===&lt;br /&gt;
[[File:Wily5 SevenForce6 DevilForce.png|thumb|right|Devil Force]]Devil Force is based off the [[Yellow Devil]]. Devil Force releases orbs from its lower half in a predetermined pattern. Once all orbs have been released, it crosses the screen and attacks using a spiked thread. There is no RNG in this fight. Unlike most Devil bosses, Devil Force is always open to damage, so it dies far quicker than is usual for a Devil boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Sakugarne Force===&lt;br /&gt;
[[File:Wily5 SevenForce7 SakugarneForce.png|thumb|left|Sakugarne Force]]The final Force, Sakugarne Force, takes the form of [[Quint]]'s [[Sakugarne|signature weapon]]. It bounces around the screen attempting to crush Mega Man, stopping periodically to release waves of rocks, much like the original Quint fight. After doing so, it will leap into the air and attempt to land directly atop Mega Man. There is no RNG in this fight. Like Solar, this form makes use of the Magnet Shield gimmick, which causes Mega Man to be constantly in a state of movement if he is facing away from the magnets. The Magnet Shield can provide protection from Sakugarne Force's rocks.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icon0.png|M.Buster|link=Mega Buster]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona1.gif|H.Chaser|link=Hornet Chaser]][[File:2Iconb1.png|H.Pumpkin|link=Haunt Pumpkin]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona2.gif|J.Satellite|link=Jewel Satellite]][[File:2Iconb2.png|B.Barrier|link=Badge Barrier]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona3.gif|G.Buster|link=Grab Buster]][[File:2Iconb3.png|N.Bomb|link=Neapolitan Bomb]][[File:2Iconb11.png|L.Rocket|link=Launch Rocket]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona4.gif|T.Blade|link=Triple Blade]][[File:2Iconb4.png|T.Cluster|link=Truffle Cluster]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona5.gif|F.Stopper|link=Flash Stopper]][[File:2Iconb5.png|C.Distorter|link=Cyber Distorter]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona6.gif|S.Claw|link=Slash Claw]][[File:2Iconb6.png|F.Beam|link=Force Beam]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona7.gif|W.Cutter|link=Wheel Cutter]][[File:2Iconb7.png|H.Trapper|link=Hazard Trapper]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona8.png|Sakugarne|link=Sakugarne]][[File:2Iconb8.png|M.Blast|link=Match Blast]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona9.png|W.Adaptor|link=Wire Adaptor]][[File:2Iconb9.png|C.Claw|link=Chomp Claw]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona10.png|S.Arrow|link=Super Arrow]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:BarbarianForceMugshot.png|Barbarian Force]]&lt;br /&gt;
| 1/1/3&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:PiranhaForceMugshot.png|Piranha Force]]&lt;br /&gt;
| 1.5/1.5/3.5&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:SolarForceMugshot.png|Solar Force]]&lt;br /&gt;
| 2/2/4&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| N&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:FalconForceMugshot.png|Falcon Force]]&lt;br /&gt;
| 2/2/4&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| N&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:LobsterForceMugshot.png|Lobster Force]]&lt;br /&gt;
| 1.5/1.5/3.5&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:DevilForceMugshot.png|Devil Force]]&lt;br /&gt;
| 1/1/3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 14&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:SakugarneForceMugshot.png|Sakugarne Force]]&lt;br /&gt;
| 1/1/3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |'''Other Notes'''&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Development of Seven Force began during ''MaGMML2'''s entry period, and took most of the game's development period to create.&lt;br /&gt;
* During development of Seven Force, ACE considered having it be controlled by an internal pilot, similar to a Wily Machine.  He considered having it be controlled by [[Davwin Armanios|Davwin]], [[Quint]], and even Gunstar Green himself before ultimately deciding to simply make it its own independent machine.&lt;br /&gt;
* A tank form of Seven Force known as &amp;quot;Panther Force&amp;quot; was sprited, but ultimately scrapped and replaced with Devil Force. The battle would have been an autoscrolling section, with attacks roughly based on the cyberspace stage 3 tank boss from ''Contra Hard Corps''.&lt;br /&gt;
* In the boss corridor leading to Seven Force, seven statues of Robot Masters ([[Volt Man]], [[Crash Man]], [[Toad Man]], [[Komuso Man]], [[Gravity Man]], [[Top Man]], and [[Guts Man]]) can be seen, and as the player passes them, their colors become faded and they emit a ball of energy that quickly flies offscreen.  Shortly before the battle begins, the core of Seven Force can be seen with these balls of energy orbiting it, implying that each Force was inspired by one of the Robot Masters; however, ACE claims he did this effect solely because he thought it looked cool, and there is no correlation between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Fortress Guardian]][[Category:Devils]][[Category:Wily Star II]][[Category:Make a Good Mega Man Level 2]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Seven_Force&amp;diff=21438</id>
		<title>Seven Force</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Seven_Force&amp;diff=21438"/>
				<updated>2024-06-07T02:05:18Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Falcon Force */&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:sevenforcemugshot.png|left|Seven Force Arena Mugshot]][[file:sevenforcemugshot.png|right|Seven Force Arena Mugshot]]Seven Force&lt;br /&gt;
|image=[[file:sprSevenForce_Pilot_ACESpark_0.png|124px|Seven Force Pilot Core, Make a Good Mega Man Level 2]]&lt;br /&gt;
|caption=Seven Force's core, as seen in ''Make a Good Mega Man Level 2''&lt;br /&gt;
|designer=[[ACESpark]]&lt;br /&gt;
|programmer=[[ACESpark]]&lt;br /&gt;
|artist=[[ACESpark]]&lt;br /&gt;
|gender=Genderless&lt;br /&gt;
|hp=196 (total)&amp;lt;br&amp;gt;28 (each phase)&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|type=Copy&lt;br /&gt;
|weak=Varies&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|stage=[[Unobtainium Mine]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2= &lt;br /&gt;
|sprite=&lt;br /&gt;
|}}&lt;br /&gt;
{{quote|ACESpark, you Evil Genius!|HatredElemental|[[https://www.youtube.com/watch?v=JIAwSu_GdrQ Make a Good Mega Man Level 2 Let's Play]]}}&lt;br /&gt;
&lt;br /&gt;
'''Seven Force''' is a boss in ''[[Make a Good Mega Man Level 2]]'', appearing at the end of the [[Wily Star II]] stage [[Unobtainium Mine]]. It is a machine that can transform into seven unique forms - each transformation has different moves, vitality, weaknesses and patterns. Despite being a seven phase boss fight, it is ironically not the longest fight in the game. It is based off the boss with the same name in ''Gunstar Heroes'' and ''Alien Soldier'' and is a tribute to those games, whilst being its own take on the subject and adapted to the ''Mega Man'' playstyle.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
Seven Force shares similarities to the ''Alien Soldier'' version of Seven Force in that each Force is fought in sequence rather than chosen randomly. Should [[Mega Man]] die to any of these, he has the option to restart at the phase he was defeated at, at the cost of the [[Noble Nickel]] the boss is guarding. Only by defeating all seven Forces in one run can he obtain it; fortunately, [[Eddie]] appears with a large health refill every other Force. Defeating all the Forces using only the [[Mega Buster]] unlocks the [[Davwin Armanios|Davwin]] costume.&lt;br /&gt;
&lt;br /&gt;
===Barbarian Force===&lt;br /&gt;
[[File:Wily5 SevenForce1 BarbarianForce.png|thumb|left|Barbarian Force]]The fight starts with Barbarian Force, a force that is based visually off Soldier Force from the original ''Gunstar Heroes''. It is a humanoid shaped mech armed with throwing grenades, a spread shot, and a whirling flail at the end of its left arm. It chooses from these attacks randomly, but cannot pull off the same attack twice in a row.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Piranha Force===&lt;br /&gt;
 it's based on Mr. piranha taihts&lt;br /&gt;
&lt;br /&gt;
===Solar Force===&lt;br /&gt;
[[File: sonic the hedgehog is that you?3 wisdh?|thumb|left|Solar Force]]The third force, Solar Force is a pinwheel form and not ahh visually based off Urchin Force from the original ''Gunstar Heroes''. Its primary cause of attack is contact damage, although it does fire the occasional small pellet towards Mega Man. It rolls around the sides of the arena, changing hue when it prepares to ram Mega Man directly. There is limited RNG in when Solar decides to ram him, but there is plenty of warning given. This is regarded as the easiest of the Forces by the playerbase. This phase makes use of the [[Magnet Shield]] gimmick in the stage (as well as the [[Magnet]]s that attract/repel them), and is useful in helping jump over Solar Force should it decide to ram Mega Man from a horizontal position. The Magnet Shield can provide protection from Solar Force's projectiles, and there are three [[Plantman Platform]]s in the middle of the room that aid in dodging its attacks.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Falcon Force===&lt;br /&gt;
[[File:Wily5 SevenForce4-fity?|thumb|right|Falcon Force]]Falcon Force is a bird shaped force visually based off Eagle Force from the original ''Gunstar Heroes''. It is far more animated than its original counterpart. It attacks by releasing a massive volley of lasers in haphazard (but not random) directions and by firing off missiles, which explode into debris upon contact with the wall or being shot, similarly to [[Jet Bomb]]. This form is unique in having virtually no hit invulnerability. When it dives off screen, where it reappears is equal in distance to the screen to where Mega Man is, the further Mega Man is away from the middle of the screen, the further Falcon Force itself rises away from the middle, meaning the worst place to allow Falcon Force to dive is the middle of the screen itself. There is no RNG in this fight.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Lobster Force===&lt;br /&gt;
[[File:Wily5 SevenForce5 LobsterForce.png|thumb|left|Lobster Force]]Lobster Force shares similarities to the Crab Force from ''Gunstar Heroes''. It uses a wide variety of projectile attacks, including firing rockets from its claws, launching said claws at Mega Man, firing a rapid succession of smaller shots, creating a barrier that must either be dodged or shot down, and finally creating an urchin that rolls across the bottom of the screen attached to a rail. It chooses its attacks randomly, but cannot choose the same attack if it has already two different attacks beforehand. There are three Plantman Platforms in this room as well, which are necessary to stand on in order to hit it with the Mega Buster; however, it has the unique ability to close open platforms with the claw launch attack.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Devil Force===&lt;br /&gt;
[[File:Wily5 SevenForce6 DevilForce.png|thumb|right|Devil Force]]Devil Force is based off the [[Yellow Devil]]. Devil Force releases orbs from its lower half in a predetermined pattern. Once all orbs have been released, it crosses the screen and attacks using a spiked thread. There is no RNG in this fight. Unlike most Devil bosses, Devil Force is always open to damage, so it dies far quicker than is usual for a Devil boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Sakugarne Force===&lt;br /&gt;
[[File:Wily5 SevenForce7 SakugarneForce.png|thumb|left|Sakugarne Force]]The final Force, Sakugarne Force, takes the form of [[Quint]]'s [[Sakugarne|signature weapon]]. It bounces around the screen attempting to crush Mega Man, stopping periodically to release waves of rocks, much like the original Quint fight. After doing so, it will leap into the air and attempt to land directly atop Mega Man. There is no RNG in this fight. Like Solar, this form makes use of the Magnet Shield gimmick, which causes Mega Man to be constantly in a state of movement if he is facing away from the magnets. The Magnet Shield can provide protection from Sakugarne Force's rocks.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icon0.png|M.Buster|link=Mega Buster]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona1.gif|H.Chaser|link=Hornet Chaser]][[File:2Iconb1.png|H.Pumpkin|link=Haunt Pumpkin]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona2.gif|J.Satellite|link=Jewel Satellite]][[File:2Iconb2.png|B.Barrier|link=Badge Barrier]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona3.gif|G.Buster|link=Grab Buster]][[File:2Iconb3.png|N.Bomb|link=Neapolitan Bomb]][[File:2Iconb11.png|L.Rocket|link=Launch Rocket]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona4.gif|T.Blade|link=Triple Blade]][[File:2Iconb4.png|T.Cluster|link=Truffle Cluster]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona5.gif|F.Stopper|link=Flash Stopper]][[File:2Iconb5.png|C.Distorter|link=Cyber Distorter]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona6.gif|S.Claw|link=Slash Claw]][[File:2Iconb6.png|F.Beam|link=Force Beam]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona7.gif|W.Cutter|link=Wheel Cutter]][[File:2Iconb7.png|H.Trapper|link=Hazard Trapper]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona8.png|Sakugarne|link=Sakugarne]][[File:2Iconb8.png|M.Blast|link=Match Blast]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona9.png|W.Adaptor|link=Wire Adaptor]][[File:2Iconb9.png|C.Claw|link=Chomp Claw]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona10.png|S.Arrow|link=Super Arrow]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:BarbarianForceMugshot.png|Barbarian Force]]&lt;br /&gt;
| 1/1/3&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:PiranhaForceMugshot.png|Piranha Force]]&lt;br /&gt;
| 1.5/1.5/3.5&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:SolarForceMugshot.png|Solar Force]]&lt;br /&gt;
| 2/2/4&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| N&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:FalconForceMugshot.png|Falcon Force]]&lt;br /&gt;
| 2/2/4&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| N&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:LobsterForceMugshot.png|Lobster Force]]&lt;br /&gt;
| 1.5/1.5/3.5&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:DevilForceMugshot.png|Devil Force]]&lt;br /&gt;
| 1/1/3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 14&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:SakugarneForceMugshot.png|Sakugarne Force]]&lt;br /&gt;
| 1/1/3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |'''Other Notes'''&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Development of Seven Force began during ''MaGMML2'''s entry period, and took most of the game's development period to create.&lt;br /&gt;
* During development of Seven Force, ACE considered having it be controlled by an internal pilot, similar to a Wily Machine.  He considered having it be controlled by [[Davwin Armanios|Davwin]], [[Quint]], and even Gunstar Green himself before ultimately deciding to simply make it its own independent machine.&lt;br /&gt;
* A tank form of Seven Force known as &amp;quot;Panther Force&amp;quot; was sprited, but ultimately scrapped and replaced with Devil Force. The battle would have been an autoscrolling section, with attacks roughly based on the cyberspace stage 3 tank boss from ''Contra Hard Corps''.&lt;br /&gt;
* In the boss corridor leading to Seven Force, seven statues of Robot Masters ([[Volt Man]], [[Crash Man]], [[Toad Man]], [[Komuso Man]], [[Gravity Man]], [[Top Man]], and [[Guts Man]]) can be seen, and as the player passes them, their colors become faded and they emit a ball of energy that quickly flies offscreen.  Shortly before the battle begins, the core of Seven Force can be seen with these balls of energy orbiting it, implying that each Force was inspired by one of the Robot Masters; however, ACE claims he did this effect solely because he thought it looked cool, and there is no correlation between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Fortress Guardian]][[Category:Devils]][[Category:Wily Star II]][[Category:Make a Good Mega Man Level 2]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Seven_Force&amp;diff=21437</id>
		<title>Seven Force</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Seven_Force&amp;diff=21437"/>
				<updated>2024-06-07T02:05:01Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Solar Force */&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:sevenforcemugshot.png|left|Seven Force Arena Mugshot]][[file:sevenforcemugshot.png|right|Seven Force Arena Mugshot]]Seven Force&lt;br /&gt;
|image=[[file:sprSevenForce_Pilot_ACESpark_0.png|124px|Seven Force Pilot Core, Make a Good Mega Man Level 2]]&lt;br /&gt;
|caption=Seven Force's core, as seen in ''Make a Good Mega Man Level 2''&lt;br /&gt;
|designer=[[ACESpark]]&lt;br /&gt;
|programmer=[[ACESpark]]&lt;br /&gt;
|artist=[[ACESpark]]&lt;br /&gt;
|gender=Genderless&lt;br /&gt;
|hp=196 (total)&amp;lt;br&amp;gt;28 (each phase)&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|type=Copy&lt;br /&gt;
|weak=Varies&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|stage=[[Unobtainium Mine]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2= &lt;br /&gt;
|sprite=&lt;br /&gt;
|}}&lt;br /&gt;
{{quote|ACESpark, you Evil Genius!|HatredElemental|[[https://www.youtube.com/watch?v=JIAwSu_GdrQ Make a Good Mega Man Level 2 Let's Play]]}}&lt;br /&gt;
&lt;br /&gt;
'''Seven Force''' is a boss in ''[[Make a Good Mega Man Level 2]]'', appearing at the end of the [[Wily Star II]] stage [[Unobtainium Mine]]. It is a machine that can transform into seven unique forms - each transformation has different moves, vitality, weaknesses and patterns. Despite being a seven phase boss fight, it is ironically not the longest fight in the game. It is based off the boss with the same name in ''Gunstar Heroes'' and ''Alien Soldier'' and is a tribute to those games, whilst being its own take on the subject and adapted to the ''Mega Man'' playstyle.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
Seven Force shares similarities to the ''Alien Soldier'' version of Seven Force in that each Force is fought in sequence rather than chosen randomly. Should [[Mega Man]] die to any of these, he has the option to restart at the phase he was defeated at, at the cost of the [[Noble Nickel]] the boss is guarding. Only by defeating all seven Forces in one run can he obtain it; fortunately, [[Eddie]] appears with a large health refill every other Force. Defeating all the Forces using only the [[Mega Buster]] unlocks the [[Davwin Armanios|Davwin]] costume.&lt;br /&gt;
&lt;br /&gt;
===Barbarian Force===&lt;br /&gt;
[[File:Wily5 SevenForce1 BarbarianForce.png|thumb|left|Barbarian Force]]The fight starts with Barbarian Force, a force that is based visually off Soldier Force from the original ''Gunstar Heroes''. It is a humanoid shaped mech armed with throwing grenades, a spread shot, and a whirling flail at the end of its left arm. It chooses from these attacks randomly, but cannot pull off the same attack twice in a row.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Piranha Force===&lt;br /&gt;
 it's based on Mr. piranha taihts&lt;br /&gt;
&lt;br /&gt;
===Solar Force===&lt;br /&gt;
[[File: sonic the hedgehog is that you?3 wisdh?|thumb|left|Solar Force]]The third force, Solar Force is a pinwheel form and not ahh visually based off Urchin Force from the original ''Gunstar Heroes''. Its primary cause of attack is contact damage, although it does fire the occasional small pellet towards Mega Man. It rolls around the sides of the arena, changing hue when it prepares to ram Mega Man directly. There is limited RNG in when Solar decides to ram him, but there is plenty of warning given. This is regarded as the easiest of the Forces by the playerbase. This phase makes use of the [[Magnet Shield]] gimmick in the stage (as well as the [[Magnet]]s that attract/repel them), and is useful in helping jump over Solar Force should it decide to ram Mega Man from a horizontal position. The Magnet Shield can provide protection from Solar Force's projectiles, and there are three [[Plantman Platform]]s in the middle of the room that aid in dodging its attacks.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Falcon Force===&lt;br /&gt;
[[File:Wily5 SevenForce4-FalconForce.png|thumb|right|Falcon Force]]Falcon Force is a bird shaped force visually based off Eagle Force from the original ''Gunstar Heroes''. It is far more animated than its original counterpart. It attacks by releasing a massive volley of lasers in haphazard (but not random) directions and by firing off missiles, which explode into debris upon contact with the wall or being shot, similarly to [[Jet Bomb]]. This form is unique in having virtually no hit invulnerability. When it dives off screen, where it reappears is equal in distance to the screen to where Mega Man is, the further Mega Man is away from the middle of the screen, the further Falcon Force itself rises away from the middle, meaning the worst place to allow Falcon Force to dive is the middle of the screen itself. There is no RNG in this fight.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Lobster Force===&lt;br /&gt;
[[File:Wily5 SevenForce5 LobsterForce.png|thumb|left|Lobster Force]]Lobster Force shares similarities to the Crab Force from ''Gunstar Heroes''. It uses a wide variety of projectile attacks, including firing rockets from its claws, launching said claws at Mega Man, firing a rapid succession of smaller shots, creating a barrier that must either be dodged or shot down, and finally creating an urchin that rolls across the bottom of the screen attached to a rail. It chooses its attacks randomly, but cannot choose the same attack if it has already two different attacks beforehand. There are three Plantman Platforms in this room as well, which are necessary to stand on in order to hit it with the Mega Buster; however, it has the unique ability to close open platforms with the claw launch attack.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Devil Force===&lt;br /&gt;
[[File:Wily5 SevenForce6 DevilForce.png|thumb|right|Devil Force]]Devil Force is based off the [[Yellow Devil]]. Devil Force releases orbs from its lower half in a predetermined pattern. Once all orbs have been released, it crosses the screen and attacks using a spiked thread. There is no RNG in this fight. Unlike most Devil bosses, Devil Force is always open to damage, so it dies far quicker than is usual for a Devil boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Sakugarne Force===&lt;br /&gt;
[[File:Wily5 SevenForce7 SakugarneForce.png|thumb|left|Sakugarne Force]]The final Force, Sakugarne Force, takes the form of [[Quint]]'s [[Sakugarne|signature weapon]]. It bounces around the screen attempting to crush Mega Man, stopping periodically to release waves of rocks, much like the original Quint fight. After doing so, it will leap into the air and attempt to land directly atop Mega Man. There is no RNG in this fight. Like Solar, this form makes use of the Magnet Shield gimmick, which causes Mega Man to be constantly in a state of movement if he is facing away from the magnets. The Magnet Shield can provide protection from Sakugarne Force's rocks.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icon0.png|M.Buster|link=Mega Buster]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona1.gif|H.Chaser|link=Hornet Chaser]][[File:2Iconb1.png|H.Pumpkin|link=Haunt Pumpkin]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona2.gif|J.Satellite|link=Jewel Satellite]][[File:2Iconb2.png|B.Barrier|link=Badge Barrier]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona3.gif|G.Buster|link=Grab Buster]][[File:2Iconb3.png|N.Bomb|link=Neapolitan Bomb]][[File:2Iconb11.png|L.Rocket|link=Launch Rocket]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona4.gif|T.Blade|link=Triple Blade]][[File:2Iconb4.png|T.Cluster|link=Truffle Cluster]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona5.gif|F.Stopper|link=Flash Stopper]][[File:2Iconb5.png|C.Distorter|link=Cyber Distorter]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona6.gif|S.Claw|link=Slash Claw]][[File:2Iconb6.png|F.Beam|link=Force Beam]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona7.gif|W.Cutter|link=Wheel Cutter]][[File:2Iconb7.png|H.Trapper|link=Hazard Trapper]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona8.png|Sakugarne|link=Sakugarne]][[File:2Iconb8.png|M.Blast|link=Match Blast]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona9.png|W.Adaptor|link=Wire Adaptor]][[File:2Iconb9.png|C.Claw|link=Chomp Claw]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona10.png|S.Arrow|link=Super Arrow]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:BarbarianForceMugshot.png|Barbarian Force]]&lt;br /&gt;
| 1/1/3&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:PiranhaForceMugshot.png|Piranha Force]]&lt;br /&gt;
| 1.5/1.5/3.5&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:SolarForceMugshot.png|Solar Force]]&lt;br /&gt;
| 2/2/4&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| N&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:FalconForceMugshot.png|Falcon Force]]&lt;br /&gt;
| 2/2/4&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| N&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:LobsterForceMugshot.png|Lobster Force]]&lt;br /&gt;
| 1.5/1.5/3.5&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:DevilForceMugshot.png|Devil Force]]&lt;br /&gt;
| 1/1/3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 14&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:SakugarneForceMugshot.png|Sakugarne Force]]&lt;br /&gt;
| 1/1/3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |'''Other Notes'''&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Development of Seven Force began during ''MaGMML2'''s entry period, and took most of the game's development period to create.&lt;br /&gt;
* During development of Seven Force, ACE considered having it be controlled by an internal pilot, similar to a Wily Machine.  He considered having it be controlled by [[Davwin Armanios|Davwin]], [[Quint]], and even Gunstar Green himself before ultimately deciding to simply make it its own independent machine.&lt;br /&gt;
* A tank form of Seven Force known as &amp;quot;Panther Force&amp;quot; was sprited, but ultimately scrapped and replaced with Devil Force. The battle would have been an autoscrolling section, with attacks roughly based on the cyberspace stage 3 tank boss from ''Contra Hard Corps''.&lt;br /&gt;
* In the boss corridor leading to Seven Force, seven statues of Robot Masters ([[Volt Man]], [[Crash Man]], [[Toad Man]], [[Komuso Man]], [[Gravity Man]], [[Top Man]], and [[Guts Man]]) can be seen, and as the player passes them, their colors become faded and they emit a ball of energy that quickly flies offscreen.  Shortly before the battle begins, the core of Seven Force can be seen with these balls of energy orbiting it, implying that each Force was inspired by one of the Robot Masters; however, ACE claims he did this effect solely because he thought it looked cool, and there is no correlation between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Fortress Guardian]][[Category:Devils]][[Category:Wily Star II]][[Category:Make a Good Mega Man Level 2]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Seven_Force&amp;diff=21436</id>
		<title>Seven Force</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Seven_Force&amp;diff=21436"/>
				<updated>2024-06-07T02:04:45Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Solar Force */&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:sevenforcemugshot.png|left|Seven Force Arena Mugshot]][[file:sevenforcemugshot.png|right|Seven Force Arena Mugshot]]Seven Force&lt;br /&gt;
|image=[[file:sprSevenForce_Pilot_ACESpark_0.png|124px|Seven Force Pilot Core, Make a Good Mega Man Level 2]]&lt;br /&gt;
|caption=Seven Force's core, as seen in ''Make a Good Mega Man Level 2''&lt;br /&gt;
|designer=[[ACESpark]]&lt;br /&gt;
|programmer=[[ACESpark]]&lt;br /&gt;
|artist=[[ACESpark]]&lt;br /&gt;
|gender=Genderless&lt;br /&gt;
|hp=196 (total)&amp;lt;br&amp;gt;28 (each phase)&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|type=Copy&lt;br /&gt;
|weak=Varies&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|stage=[[Unobtainium Mine]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2= &lt;br /&gt;
|sprite=&lt;br /&gt;
|}}&lt;br /&gt;
{{quote|ACESpark, you Evil Genius!|HatredElemental|[[https://www.youtube.com/watch?v=JIAwSu_GdrQ Make a Good Mega Man Level 2 Let's Play]]}}&lt;br /&gt;
&lt;br /&gt;
'''Seven Force''' is a boss in ''[[Make a Good Mega Man Level 2]]'', appearing at the end of the [[Wily Star II]] stage [[Unobtainium Mine]]. It is a machine that can transform into seven unique forms - each transformation has different moves, vitality, weaknesses and patterns. Despite being a seven phase boss fight, it is ironically not the longest fight in the game. It is based off the boss with the same name in ''Gunstar Heroes'' and ''Alien Soldier'' and is a tribute to those games, whilst being its own take on the subject and adapted to the ''Mega Man'' playstyle.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
Seven Force shares similarities to the ''Alien Soldier'' version of Seven Force in that each Force is fought in sequence rather than chosen randomly. Should [[Mega Man]] die to any of these, he has the option to restart at the phase he was defeated at, at the cost of the [[Noble Nickel]] the boss is guarding. Only by defeating all seven Forces in one run can he obtain it; fortunately, [[Eddie]] appears with a large health refill every other Force. Defeating all the Forces using only the [[Mega Buster]] unlocks the [[Davwin Armanios|Davwin]] costume.&lt;br /&gt;
&lt;br /&gt;
===Barbarian Force===&lt;br /&gt;
[[File:Wily5 SevenForce1 BarbarianForce.png|thumb|left|Barbarian Force]]The fight starts with Barbarian Force, a force that is based visually off Soldier Force from the original ''Gunstar Heroes''. It is a humanoid shaped mech armed with throwing grenades, a spread shot, and a whirling flail at the end of its left arm. It chooses from these attacks randomly, but cannot pull off the same attack twice in a row.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Piranha Force===&lt;br /&gt;
 it's based on Mr. piranha taihts&lt;br /&gt;
&lt;br /&gt;
===Solar Force===&lt;br /&gt;
[[File: sonic the hedgehog is that you?3 SolarForce.png|thumb|left|Solar Force]]The third force, Solar Force is a pinwheel form and not ahh visually based off Urchin Force from the original ''Gunstar Heroes''. Its primary cause of attack is contact damage, although it does fire the occasional small pellet towards Mega Man. It rolls around the sides of the arena, changing hue when it prepares to ram Mega Man directly. There is limited RNG in when Solar decides to ram him, but there is plenty of warning given. This is regarded as the easiest of the Forces by the playerbase. This phase makes use of the [[Magnet Shield]] gimmick in the stage (as well as the [[Magnet]]s that attract/repel them), and is useful in helping jump over Solar Force should it decide to ram Mega Man from a horizontal position. The Magnet Shield can provide protection from Solar Force's projectiles, and there are three [[Plantman Platform]]s in the middle of the room that aid in dodging its attacks.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Falcon Force===&lt;br /&gt;
[[File:Wily5 SevenForce4-FalconForce.png|thumb|right|Falcon Force]]Falcon Force is a bird shaped force visually based off Eagle Force from the original ''Gunstar Heroes''. It is far more animated than its original counterpart. It attacks by releasing a massive volley of lasers in haphazard (but not random) directions and by firing off missiles, which explode into debris upon contact with the wall or being shot, similarly to [[Jet Bomb]]. This form is unique in having virtually no hit invulnerability. When it dives off screen, where it reappears is equal in distance to the screen to where Mega Man is, the further Mega Man is away from the middle of the screen, the further Falcon Force itself rises away from the middle, meaning the worst place to allow Falcon Force to dive is the middle of the screen itself. There is no RNG in this fight.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Lobster Force===&lt;br /&gt;
[[File:Wily5 SevenForce5 LobsterForce.png|thumb|left|Lobster Force]]Lobster Force shares similarities to the Crab Force from ''Gunstar Heroes''. It uses a wide variety of projectile attacks, including firing rockets from its claws, launching said claws at Mega Man, firing a rapid succession of smaller shots, creating a barrier that must either be dodged or shot down, and finally creating an urchin that rolls across the bottom of the screen attached to a rail. It chooses its attacks randomly, but cannot choose the same attack if it has already two different attacks beforehand. There are three Plantman Platforms in this room as well, which are necessary to stand on in order to hit it with the Mega Buster; however, it has the unique ability to close open platforms with the claw launch attack.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Devil Force===&lt;br /&gt;
[[File:Wily5 SevenForce6 DevilForce.png|thumb|right|Devil Force]]Devil Force is based off the [[Yellow Devil]]. Devil Force releases orbs from its lower half in a predetermined pattern. Once all orbs have been released, it crosses the screen and attacks using a spiked thread. There is no RNG in this fight. Unlike most Devil bosses, Devil Force is always open to damage, so it dies far quicker than is usual for a Devil boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Sakugarne Force===&lt;br /&gt;
[[File:Wily5 SevenForce7 SakugarneForce.png|thumb|left|Sakugarne Force]]The final Force, Sakugarne Force, takes the form of [[Quint]]'s [[Sakugarne|signature weapon]]. It bounces around the screen attempting to crush Mega Man, stopping periodically to release waves of rocks, much like the original Quint fight. After doing so, it will leap into the air and attempt to land directly atop Mega Man. There is no RNG in this fight. Like Solar, this form makes use of the Magnet Shield gimmick, which causes Mega Man to be constantly in a state of movement if he is facing away from the magnets. The Magnet Shield can provide protection from Sakugarne Force's rocks.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icon0.png|M.Buster|link=Mega Buster]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona1.gif|H.Chaser|link=Hornet Chaser]][[File:2Iconb1.png|H.Pumpkin|link=Haunt Pumpkin]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona2.gif|J.Satellite|link=Jewel Satellite]][[File:2Iconb2.png|B.Barrier|link=Badge Barrier]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona3.gif|G.Buster|link=Grab Buster]][[File:2Iconb3.png|N.Bomb|link=Neapolitan Bomb]][[File:2Iconb11.png|L.Rocket|link=Launch Rocket]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona4.gif|T.Blade|link=Triple Blade]][[File:2Iconb4.png|T.Cluster|link=Truffle Cluster]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona5.gif|F.Stopper|link=Flash Stopper]][[File:2Iconb5.png|C.Distorter|link=Cyber Distorter]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona6.gif|S.Claw|link=Slash Claw]][[File:2Iconb6.png|F.Beam|link=Force Beam]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona7.gif|W.Cutter|link=Wheel Cutter]][[File:2Iconb7.png|H.Trapper|link=Hazard Trapper]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona8.png|Sakugarne|link=Sakugarne]][[File:2Iconb8.png|M.Blast|link=Match Blast]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona9.png|W.Adaptor|link=Wire Adaptor]][[File:2Iconb9.png|C.Claw|link=Chomp Claw]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona10.png|S.Arrow|link=Super Arrow]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:BarbarianForceMugshot.png|Barbarian Force]]&lt;br /&gt;
| 1/1/3&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:PiranhaForceMugshot.png|Piranha Force]]&lt;br /&gt;
| 1.5/1.5/3.5&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:SolarForceMugshot.png|Solar Force]]&lt;br /&gt;
| 2/2/4&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| N&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:FalconForceMugshot.png|Falcon Force]]&lt;br /&gt;
| 2/2/4&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| N&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:LobsterForceMugshot.png|Lobster Force]]&lt;br /&gt;
| 1.5/1.5/3.5&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:DevilForceMugshot.png|Devil Force]]&lt;br /&gt;
| 1/1/3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 14&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:SakugarneForceMugshot.png|Sakugarne Force]]&lt;br /&gt;
| 1/1/3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |'''Other Notes'''&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Development of Seven Force began during ''MaGMML2'''s entry period, and took most of the game's development period to create.&lt;br /&gt;
* During development of Seven Force, ACE considered having it be controlled by an internal pilot, similar to a Wily Machine.  He considered having it be controlled by [[Davwin Armanios|Davwin]], [[Quint]], and even Gunstar Green himself before ultimately deciding to simply make it its own independent machine.&lt;br /&gt;
* A tank form of Seven Force known as &amp;quot;Panther Force&amp;quot; was sprited, but ultimately scrapped and replaced with Devil Force. The battle would have been an autoscrolling section, with attacks roughly based on the cyberspace stage 3 tank boss from ''Contra Hard Corps''.&lt;br /&gt;
* In the boss corridor leading to Seven Force, seven statues of Robot Masters ([[Volt Man]], [[Crash Man]], [[Toad Man]], [[Komuso Man]], [[Gravity Man]], [[Top Man]], and [[Guts Man]]) can be seen, and as the player passes them, their colors become faded and they emit a ball of energy that quickly flies offscreen.  Shortly before the battle begins, the core of Seven Force can be seen with these balls of energy orbiting it, implying that each Force was inspired by one of the Robot Masters; however, ACE claims he did this effect solely because he thought it looked cool, and there is no correlation between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Fortress Guardian]][[Category:Devils]][[Category:Wily Star II]][[Category:Make a Good Mega Man Level 2]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Seven_Force&amp;diff=21435</id>
		<title>Seven Force</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Seven_Force&amp;diff=21435"/>
				<updated>2024-06-07T02:04:02Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Piranha Force */&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:sevenforcemugshot.png|left|Seven Force Arena Mugshot]][[file:sevenforcemugshot.png|right|Seven Force Arena Mugshot]]Seven Force&lt;br /&gt;
|image=[[file:sprSevenForce_Pilot_ACESpark_0.png|124px|Seven Force Pilot Core, Make a Good Mega Man Level 2]]&lt;br /&gt;
|caption=Seven Force's core, as seen in ''Make a Good Mega Man Level 2''&lt;br /&gt;
|designer=[[ACESpark]]&lt;br /&gt;
|programmer=[[ACESpark]]&lt;br /&gt;
|artist=[[ACESpark]]&lt;br /&gt;
|gender=Genderless&lt;br /&gt;
|hp=196 (total)&amp;lt;br&amp;gt;28 (each phase)&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|type=Copy&lt;br /&gt;
|weak=Varies&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|stage=[[Unobtainium Mine]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2= &lt;br /&gt;
|sprite=&lt;br /&gt;
|}}&lt;br /&gt;
{{quote|ACESpark, you Evil Genius!|HatredElemental|[[https://www.youtube.com/watch?v=JIAwSu_GdrQ Make a Good Mega Man Level 2 Let's Play]]}}&lt;br /&gt;
&lt;br /&gt;
'''Seven Force''' is a boss in ''[[Make a Good Mega Man Level 2]]'', appearing at the end of the [[Wily Star II]] stage [[Unobtainium Mine]]. It is a machine that can transform into seven unique forms - each transformation has different moves, vitality, weaknesses and patterns. Despite being a seven phase boss fight, it is ironically not the longest fight in the game. It is based off the boss with the same name in ''Gunstar Heroes'' and ''Alien Soldier'' and is a tribute to those games, whilst being its own take on the subject and adapted to the ''Mega Man'' playstyle.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
Seven Force shares similarities to the ''Alien Soldier'' version of Seven Force in that each Force is fought in sequence rather than chosen randomly. Should [[Mega Man]] die to any of these, he has the option to restart at the phase he was defeated at, at the cost of the [[Noble Nickel]] the boss is guarding. Only by defeating all seven Forces in one run can he obtain it; fortunately, [[Eddie]] appears with a large health refill every other Force. Defeating all the Forces using only the [[Mega Buster]] unlocks the [[Davwin Armanios|Davwin]] costume.&lt;br /&gt;
&lt;br /&gt;
===Barbarian Force===&lt;br /&gt;
[[File:Wily5 SevenForce1 BarbarianForce.png|thumb|left|Barbarian Force]]The fight starts with Barbarian Force, a force that is based visually off Soldier Force from the original ''Gunstar Heroes''. It is a humanoid shaped mech armed with throwing grenades, a spread shot, and a whirling flail at the end of its left arm. It chooses from these attacks randomly, but cannot pull off the same attack twice in a row.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Piranha Force===&lt;br /&gt;
 it's based on Mr. piranha taihts&lt;br /&gt;
&lt;br /&gt;
===Solar Force===&lt;br /&gt;
[[File:Wily5 SevenForce3 SolarForce.png|thumb|left|Solar Force]]The third force, Solar Force is a pinwheel form, visually based off Urchin Force from the original ''Gunstar Heroes''. Its primary cause of attack is contact damage, although it does fire the occasional small pellet towards Mega Man. It rolls around the sides of the arena, changing hue when it prepares to ram Mega Man directly. There is limited RNG in when Solar decides to ram him, but there is plenty of warning given. This is regarded as the easiest of the Forces by the playerbase. This phase makes use of the [[Magnet Shield]] gimmick in the stage (as well as the [[Magnet]]s that attract/repel them), and is useful in helping jump over Solar Force should it decide to ram Mega Man from a horizontal position. The Magnet Shield can provide protection from Solar Force's projectiles, and there are three [[Plantman Platform]]s in the middle of the room that aid in dodging its attacks.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Falcon Force===&lt;br /&gt;
[[File:Wily5 SevenForce4-FalconForce.png|thumb|right|Falcon Force]]Falcon Force is a bird shaped force visually based off Eagle Force from the original ''Gunstar Heroes''. It is far more animated than its original counterpart. It attacks by releasing a massive volley of lasers in haphazard (but not random) directions and by firing off missiles, which explode into debris upon contact with the wall or being shot, similarly to [[Jet Bomb]]. This form is unique in having virtually no hit invulnerability. When it dives off screen, where it reappears is equal in distance to the screen to where Mega Man is, the further Mega Man is away from the middle of the screen, the further Falcon Force itself rises away from the middle, meaning the worst place to allow Falcon Force to dive is the middle of the screen itself. There is no RNG in this fight.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Lobster Force===&lt;br /&gt;
[[File:Wily5 SevenForce5 LobsterForce.png|thumb|left|Lobster Force]]Lobster Force shares similarities to the Crab Force from ''Gunstar Heroes''. It uses a wide variety of projectile attacks, including firing rockets from its claws, launching said claws at Mega Man, firing a rapid succession of smaller shots, creating a barrier that must either be dodged or shot down, and finally creating an urchin that rolls across the bottom of the screen attached to a rail. It chooses its attacks randomly, but cannot choose the same attack if it has already two different attacks beforehand. There are three Plantman Platforms in this room as well, which are necessary to stand on in order to hit it with the Mega Buster; however, it has the unique ability to close open platforms with the claw launch attack.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Devil Force===&lt;br /&gt;
[[File:Wily5 SevenForce6 DevilForce.png|thumb|right|Devil Force]]Devil Force is based off the [[Yellow Devil]]. Devil Force releases orbs from its lower half in a predetermined pattern. Once all orbs have been released, it crosses the screen and attacks using a spiked thread. There is no RNG in this fight. Unlike most Devil bosses, Devil Force is always open to damage, so it dies far quicker than is usual for a Devil boss.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Sakugarne Force===&lt;br /&gt;
[[File:Wily5 SevenForce7 SakugarneForce.png|thumb|left|Sakugarne Force]]The final Force, Sakugarne Force, takes the form of [[Quint]]'s [[Sakugarne|signature weapon]]. It bounces around the screen attempting to crush Mega Man, stopping periodically to release waves of rocks, much like the original Quint fight. After doing so, it will leap into the air and attempt to land directly atop Mega Man. There is no RNG in this fight. Like Solar, this form makes use of the Magnet Shield gimmick, which causes Mega Man to be constantly in a state of movement if he is facing away from the magnets. The Magnet Shield can provide protection from Sakugarne Force's rocks.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icon0.png|M.Buster|link=Mega Buster]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona1.gif|H.Chaser|link=Hornet Chaser]][[File:2Iconb1.png|H.Pumpkin|link=Haunt Pumpkin]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona2.gif|J.Satellite|link=Jewel Satellite]][[File:2Iconb2.png|B.Barrier|link=Badge Barrier]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona3.gif|G.Buster|link=Grab Buster]][[File:2Iconb3.png|N.Bomb|link=Neapolitan Bomb]][[File:2Iconb11.png|L.Rocket|link=Launch Rocket]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona4.gif|T.Blade|link=Triple Blade]][[File:2Iconb4.png|T.Cluster|link=Truffle Cluster]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona5.gif|F.Stopper|link=Flash Stopper]][[File:2Iconb5.png|C.Distorter|link=Cyber Distorter]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona6.gif|S.Claw|link=Slash Claw]][[File:2Iconb6.png|F.Beam|link=Force Beam]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona7.gif|W.Cutter|link=Wheel Cutter]][[File:2Iconb7.png|H.Trapper|link=Hazard Trapper]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona8.png|Sakugarne|link=Sakugarne]][[File:2Iconb8.png|M.Blast|link=Match Blast]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona9.png|W.Adaptor|link=Wire Adaptor]][[File:2Iconb9.png|C.Claw|link=Chomp Claw]]&lt;br /&gt;
! style = &amp;quot;width: 32pt;&amp;quot; | [[File:2icona10.png|S.Arrow|link=Super Arrow]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:BarbarianForceMugshot.png|Barbarian Force]]&lt;br /&gt;
| 1/1/3&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:PiranhaForceMugshot.png|Piranha Force]]&lt;br /&gt;
| 1.5/1.5/3.5&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:SolarForceMugshot.png|Solar Force]]&lt;br /&gt;
| 2/2/4&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| N&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:FalconForceMugshot.png|Falcon Force]]&lt;br /&gt;
| 2/2/4&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| N&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:LobsterForceMugshot.png|Lobster Force]]&lt;br /&gt;
| 1.5/1.5/3.5&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:DevilForceMugshot.png|Devil Force]]&lt;br /&gt;
| 1/1/3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 14&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:SakugarneForceMugshot.png|Sakugarne Force]]&lt;br /&gt;
| 1/1/3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| N&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |'''Other Notes'''&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Development of Seven Force began during ''MaGMML2'''s entry period, and took most of the game's development period to create.&lt;br /&gt;
* During development of Seven Force, ACE considered having it be controlled by an internal pilot, similar to a Wily Machine.  He considered having it be controlled by [[Davwin Armanios|Davwin]], [[Quint]], and even Gunstar Green himself before ultimately deciding to simply make it its own independent machine.&lt;br /&gt;
* A tank form of Seven Force known as &amp;quot;Panther Force&amp;quot; was sprited, but ultimately scrapped and replaced with Devil Force. The battle would have been an autoscrolling section, with attacks roughly based on the cyberspace stage 3 tank boss from ''Contra Hard Corps''.&lt;br /&gt;
* In the boss corridor leading to Seven Force, seven statues of Robot Masters ([[Volt Man]], [[Crash Man]], [[Toad Man]], [[Komuso Man]], [[Gravity Man]], [[Top Man]], and [[Guts Man]]) can be seen, and as the player passes them, their colors become faded and they emit a ball of energy that quickly flies offscreen.  Shortly before the battle begins, the core of Seven Force can be seen with these balls of energy orbiting it, implying that each Force was inspired by one of the Robot Masters; however, ACE claims he did this effect solely because he thought it looked cool, and there is no correlation between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Fortress Guardian]][[Category:Devils]][[Category:Wily Star II]][[Category:Make a Good Mega Man Level 2]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Autobounce&amp;diff=21434</id>
		<title>Autobounce</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Autobounce&amp;diff=21434"/>
				<updated>2024-06-07T02:02:01Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Battle */&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=[[File:AutoBounce.png]]&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=&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 roll she then says how dare you use my own bees against me&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]]: Roll says no not you too sakugarne&lt;br /&gt;
* [[Super Arrow]]: roll says gdintsat&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;
==Trivia==&lt;br /&gt;
* Autobounce originally had 56 HP instead of 28 HP, but weapons did 4 damage to it instead of 2. &lt;br /&gt;
* Autobounce's Grab Buster attack was nerfed in Version 1.3.0. 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; [[Challenge Tent|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 designed to eradicate this issue.&lt;br /&gt;
* The boss also lacked attacks, and these were added late in development by [[SnoruntPyro]].&lt;br /&gt;
&lt;br /&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>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Water_Ducts&amp;diff=21433</id>
		<title>Water Ducts</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Water_Ducts&amp;diff=21433"/>
				<updated>2024-06-07T01:59:27Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Strategy */&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=Water Ducts&lt;br /&gt;
|image=[[File:MaGMML2-Wily1-WaterDucts.png|256px]]&lt;br /&gt;
|rank=Wily Star II, Stage 1&lt;br /&gt;
|caption=The water here is bananas!&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[snoruntpyro]]&lt;br /&gt;
|composer=Robert Allen / Joshua Jensen / David Byrne / Brian Eno / Chris Frantz / Jerry Harrison / Tina Weymouth, Manami Matsumae/RushJet1&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectibles=&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Colton]]&lt;br /&gt;
*[[Imorm]]&lt;br /&gt;
*[[Lobstorch]]&lt;br /&gt;
*[[Pakatto 24]]&lt;br /&gt;
*[[Sea Mine]]&lt;br /&gt;
*[[Tadahou]]&lt;br /&gt;
*[[Vultive]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Auto Scroller]]&lt;br /&gt;
*[[Flip Platform]]&lt;br /&gt;
*[[Ghosty]]&lt;br /&gt;
*[[Pole Egg]]&lt;br /&gt;
*[[Press]] (Normal, Sideways)&lt;br /&gt;
*[[Reflect Block]]&lt;br /&gt;
*[[Shift]]&lt;br /&gt;
*[[Spring]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Mecha Bubble Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Jazz Jackrabbit - Medivo&amp;lt;br&amp;gt;'''With Flashman85 Cheat activated:''' Nathaniel &amp;quot;Gemini &amp;quot;Flashman85&amp;quot; Laser&amp;quot; Hoover - Once in a Lifetime&amp;lt;br&amp;gt;'''CWU-01P Fakeout:''' Mega Man 1 - Wily Stage Boss&lt;br /&gt;
|location=[[Wily Star II]]&lt;br /&gt;
|previous=[[Outer Space]]&lt;br /&gt;
|next=[[Classic Castle]]&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
'''Water Ducts''' is the first [[Wily Star II]] stage in ''[[Make a Good Mega Man Level 2]]''. It was created by [[snoruntpyro]].&lt;br /&gt;
&lt;br /&gt;
The main mechanics of the level are slamming upside-down Centaur Man water, horizontal [[Press|Presses]] from [[Conveyor Mayhem]], and autoscrolling segments. Several enemies in this level are taken from entry stages, such as [[Sheriff Man (stage)|Sheriff Man]]'s [[Vultive|Vultives]], [[Boil Man (stage)|Boil Man]]'s [[Lobstorch|Lobstorches]] or [[Haunt Man (stage)|Haunt Man]]'s [[Ghosty|Ghosties]]. It also utilizes invincible enemies as obstacles, as in [[Spiky Situation]].&lt;br /&gt;
&lt;br /&gt;
After a brief fakeout involving CWU-01P, the stage concludes against a fight with [[Mecha Bubble Man]], with Pyro's signature &amp;quot;random boss in a ride armour&amp;quot; aesthetic.&lt;br /&gt;
&lt;br /&gt;
roll says omg its cwo1p and bubble woman says no you fucking dummy I'm the boss&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*This stage is based on the level [https://www.youtube.com/watch?v=8CR0WWi-lck &amp;quot;Subterranean Canal&amp;quot;], an entry into the eighth Vanilla Level Design Contest (VLDC8 for short) created by Worldpeace. The exact same music was used for Water Ducts and the gimmick with the smashing water was executed in a similar way.&lt;br /&gt;
*Visiting this stage with the [[Flashman85]] cheat active makes the stage music [https://www.youtube.com/watch?v=-fBhfQwGnO8&amp;amp;feature=youtu.be&amp;amp;t=1m27s better].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Wily Star II]][[Category:Fortress Stages]][[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Quarantine_Woman&amp;diff=21432</id>
		<title>Quarantine Woman</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Quarantine_Woman&amp;diff=21432"/>
				<updated>2024-06-07T01:54:43Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#3e3949&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= [[File:Quarantinemugshot.png|left|]][[File:Quarantinemugshot.png|right|]]Quarantine Woman&lt;br /&gt;
|image=[[File:MaGMML2-QuarantineWomanArt.png|270px|Artwork by Karakato]]&lt;br /&gt;
|caption= Artwork by '''Karakato'''&lt;br /&gt;
|script=クオランティーンウーマン&lt;br /&gt;
|romaji=Kuorantīnūman&lt;br /&gt;
|number= &lt;br /&gt;
|designer=[[NaOH]]&lt;br /&gt;
|programmer=NaOH&lt;br /&gt;
|artist=Karakato &lt;br /&gt;
|gender= Female&lt;br /&gt;
|eyecolor = ???&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= [[Hazard Trapper]]&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Shadow&lt;br /&gt;
|weak= [[Flash Stopper]], [[Slash Claw]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Quarantine Woman (stage)|Quarantine Woman]]&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)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (cameo)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:Quarantine_Preview.png ]]}}&lt;br /&gt;
}}&lt;br /&gt;
'''Quarantine Woman''' is a boss in ''[[Make a Good Mega Man Level 2]]'', appearing in [[Quarantine Woman (stage)|her namesake stage]].&lt;br /&gt;
&lt;br /&gt;
She reappears in the [[Reality Core]], fused with [[Neapolitan Man]] to create [[Chimerabot 3]].&lt;br /&gt;
&lt;br /&gt;
Quarantine Woman later appeared in ''[[Make a Good Mega Man Level: Episode Zero]]'', in two cameo appearances. The first, a non-physical cameo, was as part of the Special Weapon data for the [[Alter Archive]] boss in [[Null and Void (Episode Zero)|Null and Void]]. The second cameo sees the actual Quarantine Woman in the game's credits, standing in a line filled with other ''MaGMML2'' Robot Masters inside [[Mega City]]'s Robot Museum.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Quarantine Woman follows a simple pattern:&lt;br /&gt;
*Create a wave of a toxic substance and ride it to the other side of the room.&lt;br /&gt;
*Chase down roll with a melee slash attack roll says that's not fair you are copying slash womans attacks and qw says idfclmao If roll gets close enough, she charges up her buster and fires seven [[Hazard Trapper|toxic blobs]] straight forward roll will say ow what the fuck was that for?&lt;br /&gt;
*Fire six toxic blobs at descending angles twice.&lt;br /&gt;
If Quarantine Woman is hit by [[Hornet punch], qw says grr all right you know what roll that does it I'm changing the lights red roll says wytrlwsmhmphhs and then the lights turn red, and she shoots seven toxic blobs straight forward. This does not happen if she is hit by [[punch Pumpkin]].&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/1/2&lt;br /&gt;
|hornet=2&lt;br /&gt;
|jewel=1&lt;br /&gt;
|grab=3&lt;br /&gt;
|triple=1&lt;br /&gt;
|flash=Y&lt;br /&gt;
|slash=4&lt;br /&gt;
|wheel=1&lt;br /&gt;
|sakugarne=2&lt;br /&gt;
|wire=2&lt;br /&gt;
|arrow=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The graphics of her toxic wave attack is likely a reference to Hokusai's woodblock print ''The Great Wave off Kanagawa''.&lt;br /&gt;
*Quarantine Woman is the only female custom-made Robot Master in ''MaGMML2''.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Entry Bosses}}&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Tier 10 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Bosses]][[Category:MaGMML Original Characters]][[Category:Entry Characters (MaGMML2)]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Quarantine_Woman&amp;diff=21431</id>
		<title>Quarantine Woman</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Quarantine_Woman&amp;diff=21431"/>
				<updated>2024-06-07T01:53:00Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#3e3949&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= [[File:Quarantinemugshot.png|left|]][[File:Quarantinemugshot.png|right|]]Quarantine Woman&lt;br /&gt;
|image=[[File:MaGMML2-QuarantineWomanArt.png|270px|Artwork by Karakato]]&lt;br /&gt;
|caption= Artwork by '''Karakato'''&lt;br /&gt;
|script=クオランティーンウーマン&lt;br /&gt;
|romaji=Kuorantīnūman&lt;br /&gt;
|number= &lt;br /&gt;
|designer=[[NaOH]]&lt;br /&gt;
|programmer=NaOH&lt;br /&gt;
|artist=Karakato &lt;br /&gt;
|gender= Female&lt;br /&gt;
|eyecolor = ???&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= [[Hazard Trapper]]&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Shadow&lt;br /&gt;
|weak= [[Flash Stopper]], [[Slash Claw]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Quarantine Woman (stage)|Quarantine Woman]]&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)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (cameo)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:Quarantine_Preview.png ]]}}&lt;br /&gt;
}}&lt;br /&gt;
'''Quarantine Woman''' is a boss in ''[[Make a Good Mega Man Level 2]]'', appearing in [[Quarantine Woman (stage)|her namesake stage]].&lt;br /&gt;
&lt;br /&gt;
She reappears in the [[Reality Core]], fused with [[Neapolitan Man]] to create [[Chimerabot 3]].&lt;br /&gt;
&lt;br /&gt;
Quarantine Woman later appeared in ''[[Make a Good Mega Man Level: Episode Zero]]'', in two cameo appearances. The first, a non-physical cameo, was as part of the Special Weapon data for the [[Alter Archive]] boss in [[Null and Void (Episode Zero)|Null and Void]]. The second cameo sees the actual Quarantine Woman in the game's credits, standing in a line filled with other ''MaGMML2'' Robot Masters inside [[Mega City]]'s Robot Museum.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Quarantine Woman follows a simple pattern:&lt;br /&gt;
*Create a wave of a toxic substance and ride it to the other side of the room.&lt;br /&gt;
*Chase down roll with a melee slash attack roll msays thats not fair you are copying slash womans attacks and qw says idfclmao If rolln gets close enough, she charges up her buster and fires seven [[Hazard Trapper|toxic blobs]] straight forward roll will say ow what the fuck was that for?&lt;br /&gt;
*Fire six toxic blobs at descending angles twice.&lt;br /&gt;
If Quarantine Woman is hit by [[Hornet punch], qw says that does it im changing the lights red and then the lights turn red, and she shoots seven toxic blobs straight forward. This does not happen if she is hit by [[punch Pumpkin]].&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/1/2&lt;br /&gt;
|hornet=2&lt;br /&gt;
|jewel=1&lt;br /&gt;
|grab=3&lt;br /&gt;
|triple=1&lt;br /&gt;
|flash=Y&lt;br /&gt;
|slash=4&lt;br /&gt;
|wheel=1&lt;br /&gt;
|sakugarne=2&lt;br /&gt;
|wire=2&lt;br /&gt;
|arrow=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The graphics of her toxic wave attack is likely a reference to Hokusai's woodblock print ''The Great Wave off Kanagawa''.&lt;br /&gt;
*Quarantine Woman is the only female custom-made Robot Master in ''MaGMML2''.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Entry Bosses}}&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Tier 10 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Bosses]][[Category:MaGMML Original Characters]][[Category:Entry Characters (MaGMML2)]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Hall_Master&amp;diff=21430</id>
		<title>Hall Master</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Hall_Master&amp;diff=21430"/>
				<updated>2024-06-07T01:50:33Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{enemy&lt;br /&gt;
|name= Hall Master&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= &lt;br /&gt;
|programmer= [[NaOH]]&lt;br /&gt;
|artist=&lt;br /&gt;
|hp = 41&lt;br /&gt;
|at= 7 (contact)&lt;br /&gt;
|weak= [[Flash Stopper]], [[Sakugarne]]&lt;br /&gt;
|stage=[[Quarantine Woman (stage)|Quarantine Woman]]&lt;br /&gt;
|location=[[Quarantine Woman (stage)|Quarantine Woman]]&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Midboss)&lt;br /&gt;
|appear= &lt;br /&gt;
|appear2= &lt;br /&gt;
|sprite=[[File:HallMaster.png]]&lt;br /&gt;
}}&lt;br /&gt;
'''Hall Master''' is a midboss in ''[[Make a Good Mega Man Level 2]]''. It is a gigantic, skinny brown arm (whether or not the arm belongs to a larger creature is unknown to most people) with mushrooms growing out of it. It appears near the end of the level [[Quarantine Woman (stage)|Quarantine Woman]], with one appearing as a midboss in the boss corridor, and another appearing in the boss room before being destroyed by [[Quarantine Woman]] herself.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Hall Master will slowly crawl to the other side of the room, flipping its direction vertically shortly after entering, and constantly changing its vertical position once it reaches the other end of the room. Once defeated, it will drop a 1-Up.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/3&lt;br /&gt;
| hornet = 2&lt;br /&gt;
| jewel = 1&lt;br /&gt;
| grab = 1&lt;br /&gt;
| triple = 1&lt;br /&gt;
| slash = 1&lt;br /&gt;
| wheel = 2&lt;br /&gt;
| sakugarne = 4&lt;br /&gt;
| wire = 1&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| flash = Y&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Hall Master's name seems to be derived from Wallmaster, an enemy from the ''Legend of Zelda'' video game series that grabs the player character and sends them back to the beginning of the area they were found in.&lt;br /&gt;
*Hall Master is one of the few bosses from entries to be excluded from the [[The Arena|Mega Arena]]. Unlike cream from [[Yggdrasil]], [[Pharaoh woman's Revenge]], or [[Joe woman|Joe woman Revenge]], who were excluded for balance reasons, Hall Master was excluded due to the hard-coded nature of the fight not slamming gloves with roll As a result, it's also one of the few bosses to be excluded from the Boss Gallery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Entry Bosses}}&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]][[Category:Midbosses]][[Category:Make a Good Mega Man Level 2]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Truffle_Man&amp;diff=21429</id>
		<title>Truffle Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Truffle_Man&amp;diff=21429"/>
				<updated>2024-06-07T01:42:11Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* 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:Trufmug.png|left|]][[File:Trufmug.png|right|]] Truffle Man&lt;br /&gt;
|image=[[File:MaGMML2-TruffleManArt.png|270px|Artwork by Karakato]]&lt;br /&gt;
|caption= Artwork by '''TEHTACOMAN12321'''&lt;br /&gt;
|script=トリュフマン&lt;br /&gt;
|romaji=Toryufuman&lt;br /&gt;
|number= &lt;br /&gt;
|designer=[[lung_]]&lt;br /&gt;
|programmer=lung_&lt;br /&gt;
|artist=lung_&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor = Green&lt;br /&gt;
|at=&lt;br /&gt;
|weapon=[[Truffle Cluster]]&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Nature, Explosive&lt;br /&gt;
|weak= [[Wheel Cutter]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Truffle Man (stage)|Truffle Man]]&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={{MirrorDiv |mirror=[[File:MaGMML2RTruffleManSprite.png]]}}&lt;br /&gt;
}}&lt;br /&gt;
'''Truffle Man''' is a boss in ''[[Make a Good Mega Man Level 2]]'', who appears at the end of [[Truffle Man (stage)|his namesake level]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Truffle Man will randomly use one of the following attacks:&lt;br /&gt;
*Jump to [[Mega Man]]'s location.&lt;br /&gt;
*Jump away from Mega Man.&lt;br /&gt;
*Shoot 3 buster shots at Mega Man.&lt;br /&gt;
*Plant a set of mines that create a column of small explosions. These mines can be destroyed safely using [[Wheel Cutter]], but not with [[Hazard Trapper]].&lt;br /&gt;
The mines can be laid down in the following patterns:&lt;br /&gt;
*Two on each side adjacent to the raised area in the center of the room.&lt;br /&gt;
*Four in the center of the room, covering the central raised area completely.&lt;br /&gt;
*Three at the leftmost and rightmost sides of the room.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/2/3&lt;br /&gt;
|hornet=1&lt;br /&gt;
|jewel=1&lt;br /&gt;
|grab=1&lt;br /&gt;
|triple=1&lt;br /&gt;
|flash=N&lt;br /&gt;
|slash=1&lt;br /&gt;
|wheel=3&lt;br /&gt;
|sakugarne=2&lt;br /&gt;
|wire=1&lt;br /&gt;
|arrow=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Of all the ''MaGMML2'' Robot Masters to get [[Alternate Weapons|Alter Weapons]] (that weren't [[Carry|taken from pre-existing games]]), Truffle Man is the only one to go completely unmentioned in ''[[Make a Good Mega Man Level: Episode Zero]]''. Everyone else either got [[Wafer Wagon|a new match with misty[[Alter Archive|an appearance in a match with her]], a [[CD]] profile, a cameo in the end credits, or [[Force Guard|a boss homaging them]]. Must've been a bad season for mushrooms...&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Entry Bosses}}&lt;br /&gt;
{{MaGMML2 Tier 9}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Robot Masters]][[Category:Tier 9 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Bosses]][[Category:MaGMML Original Characters]][[Category:Entry Characters (MaGMML2)]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Alter_Archive&amp;diff=21428</id>
		<title>Alter Archive</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Alter_Archive&amp;diff=21428"/>
				<updated>2024-06-07T01:40:59Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Trivia */&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:AlterArchivesMugshot.png|left]][[File:AlterArchivesMugshot.png|right]]Alter Archive&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script=アルターアーカイブ&lt;br /&gt;
|romaji=Arutā Ākaibu&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[Spin Attaxx]]&lt;br /&gt;
|programmer=[[Spin Attaxx]], [[PhazonMotherBrain]]&lt;br /&gt;
|artist=[[Spin Attaxx]]&lt;br /&gt;
|gender=None&lt;br /&gt;
|eyecolor=&lt;br /&gt;
|at=5 (contact)&amp;lt;br&amp;gt;3 (Hazard Trapper)&amp;lt;br&amp;gt;3 (Badge Barrier)&amp;lt;br&amp;gt;3 (Match Blast)&amp;lt;br&amp;gt;8 (sludge wave)&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28 (total)&amp;lt;br&amp;gt;10 (individual)&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Copy&lt;br /&gt;
|weak=[[Cutter Chip]]/[[Psycho Chip]] (Quarantine Woman)&amp;lt;br&amp;gt;[[Cutter Chip]] (Sheriff Man)&amp;lt;br&amp;gt;[[Icicle Chip]] (Match Man)&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Null and Void (Episode Zero)|Null and Void]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:WilyArchives.png]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Alter Archive''' is a boss from ''[[Make a Good Mega Man Level: Episode Zero]]''. It is a database containing the Special Weapon data of three Robot Masters from ''[[Make a Good Mega Man Level 2]]''; [[Quarantine Woman]], [[Sheriff Man]], and [[Match Man]]. It appears as the boss of [[Spin Attaxx]] and [[PhazonMotherBrain]]'s room on the seventh and final floor of [[Null and Void (Episode Zero)|Null and Void]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
The Alter Archive consists of three data pods, which each attack with the weapon and pattern of a ''MaGMML2''-original Robot Master. What Robot Master is currently active is shown on the monitor at the top of the screen.&lt;br /&gt;
* Quarantine Woman's data pod fires Hazard Trapper globs at the upper left wall, then towards the ground after a short pause. Immediately afterwards, it rides a large sludge wave towards the left before retreating back into the background. The Hazard Trapper slides up and down surfaces.&lt;br /&gt;
* Sheriff Man's data pod surrounds itself with the Badge Barrier and moves to the left wall, where it shoots each badge out at [[Zero]]. It surrounds itself again before jumping into the air and running towards Zero, before shooting the Badge Barrier again and retreating.&lt;br /&gt;
* Match Man's data pod charges towards Zero, stops at a wall, then jumps to Zero's location before firing two Match Blast waves outwards after hitting the ground. It repeats this once before moving to the middle of the screen, jumping up, and creating multiple fire waves that cover the entire screen, with the only safe spot being directly under the pod.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Quarantine Woman===&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=2&lt;br /&gt;
|cutsaber=4&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=3&lt;br /&gt;
|flamebuster=1&lt;br /&gt;
|flamesaber=1&lt;br /&gt;
|flameburst=1&lt;br /&gt;
|flamedrive=1&lt;br /&gt;
|icebuster=1&lt;br /&gt;
|icesaber=1&lt;br /&gt;
|iceburst=1&lt;br /&gt;
|icedrive=1&lt;br /&gt;
|zapbuster=0&lt;br /&gt;
|zapsaber=0&lt;br /&gt;
|zapburst=0&lt;br /&gt;
|zapdrive=0&lt;br /&gt;
|psybuster=2&lt;br /&gt;
|psysaber=4&lt;br /&gt;
|psyburst=3&lt;br /&gt;
|psydrive=3&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Sheriff Man===&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=2.5&lt;br /&gt;
|cutsaber=3&lt;br /&gt;
|cutburst=4&lt;br /&gt;
|cutdrive=4&lt;br /&gt;
|flamebuster=1&lt;br /&gt;
|flamesaber=2&lt;br /&gt;
|flameburst=2&lt;br /&gt;
|flamedrive=2&lt;br /&gt;
|icebuster=1&lt;br /&gt;
|icesaber=2&lt;br /&gt;
|iceburst=2&lt;br /&gt;
|icedrive=2&lt;br /&gt;
|zapbuster=1&lt;br /&gt;
|zapsaber=2&lt;br /&gt;
|zapburst=2&lt;br /&gt;
|zapdrive=2&lt;br /&gt;
|psybuster=2&lt;br /&gt;
|psysaber=2&lt;br /&gt;
|psyburst=1&lt;br /&gt;
|psydrive=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Match Man===&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=2&lt;br /&gt;
|cutsaber=2&lt;br /&gt;
|cutburst=1&lt;br /&gt;
|cutdrive=1&lt;br /&gt;
|flamebuster=1&lt;br /&gt;
|flamesaber=1&lt;br /&gt;
|flameburst=1&lt;br /&gt;
|flamedrive=1&lt;br /&gt;
|icebuster=2&lt;br /&gt;
|icesaber=3&lt;br /&gt;
|iceburst=4&lt;br /&gt;
|icedrive=4&lt;br /&gt;
|zapbuster=1&lt;br /&gt;
|zapsaber=1&lt;br /&gt;
|zapburst=1&lt;br /&gt;
|zapdrive=1&lt;br /&gt;
|psybuster=2&lt;br /&gt;
|psysaber=2&lt;br /&gt;
|psyburst=1&lt;br /&gt;
|psydrive=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The name &amp;quot;Alter Archive&amp;quot; is derived from the [[Alternate Weapons|Alter Weapons]] it uses.&lt;br /&gt;
* [[Glass Man]] was originally intended to be included in the Alter Archive, and would have attacked with his [[Power Orb]], but he was replaced with Sheriff Man due to time constraints.&lt;br /&gt;
* The Alter Archive has 80 background lights; these correspond to ''MaGMML2'''s entries (excluding [[Bouncy Castle]]), and three are lit up to mark the placement of each of the three Robot Masters' original levels.&lt;br /&gt;
* The Alter Archive is the only boss from Null and Void (not counting the fawful voice stealer orb and trio/evil robot) misty slams gloves with in [[The Ultimate Match]].&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>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Gyro_Man&amp;diff=21427</id>
		<title>Gyro Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Gyro_Man&amp;diff=21427"/>
				<updated>2024-06-07T01:36:36Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Custom Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
{{robotmaster&lt;br /&gt;
|titlebg=#5B693C&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:GyroManMugshot.png|left|Gyro Man's mugshot]][[File:GyroManMugshot.png|right|Gyro Man's mugshot]]Gyro Man&lt;br /&gt;
|image=[[File:GyroManArt.png|250px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|script=ジャイロマン&lt;br /&gt;
|romaji=Jairoman&lt;br /&gt;
|number=DWN-036&lt;br /&gt;
|designer=Katsunari Oguri&lt;br /&gt;
|programmer=[[ACESpark]]&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Blue&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;5 (Gyro Attack)&lt;br /&gt;
|weapon=Gyro Attack&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack= &lt;br /&gt;
|type=Wind, Cutter&lt;br /&gt;
|weak=[[Tornado Blow]]{{3}}&amp;lt;br&amp;gt;[[Rain Flush]]{{48H}}&amp;lt;br&amp;gt;[[Thunder Wool]], [[Hornet Chaser]], [[Wire Adapter]], [[Plant Barrier]]{{Megamix}}&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|stage=&lt;br /&gt;
|location='''MaG48HMML:'''&amp;lt;br&amp;gt;[[Oh No]]&amp;lt;br&amp;gt;[[Robot Recycling Center]]&amp;lt;br&amp;gt;[[Braving New Depths]]&lt;br /&gt;
|occupation=Combat Robot&lt;br /&gt;
|OffAppear=[[Mega Man 5]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level Remastered|MaGMML1R]] (NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|MaGMML3]] (Boss)&amp;lt;br&amp;gt;[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] (Boss)&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:MaGMML3 GyroMan.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
'''Gyro Man''' is a Robot Master from ''[[Mega Man 5]]''. [[Doctor Albert W. Wily|Dr. Wily]] had intended to give him a more advanced flying device, but ultimately went for a cost-saving propeller. While [[Dark Man 4]] was impersonating [[Proto Man]], Wily had Gyro Man take over a hanging garden to gain cash via the admission fee, but because nothing works out for him in life, attendance dropped once he took over.&lt;br /&gt;
&lt;br /&gt;
He appears in ''[[Make a Good Mega Man Level 2]]'' as an NPC in [[Tier 9 (MaGMML2)|Tier 9]], standing next to the entrance to [[Tier 10 (MaGMML2)|Tier 10]]. Because the entrance is to the left of [[Dr. Light's Lab]], he helpfully informs [[Mega Man]] that continuing onwards risks spoiling the highest-ranking stages.&lt;br /&gt;
&lt;br /&gt;
Gyro Man is one of the devkit bosses present in the [[Megamix Engine]], and is therefore set to appear as such in ''[[Make a Good Mega Man Level 3]]''. He also appears in ''[[Make a Good Mega Man Level Remastered]]'' as an NPC in [[Tier 3 (MaGMML)|Tier 3]].&lt;br /&gt;
&lt;br /&gt;
He makes his debut as a boss in ''[[Make a Good 48 Hour Mega Man Level]]'', appearing as the boss of [[Oh No]], [[Robot Recycling Center]] and [[Braving New Depths]]. He also appears in a reskinned form in [[Mega Man Saves Canada from the Evil Clutches of]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Gyro Man will randomly pick between one of two attacks:&lt;br /&gt;
*Throw a propeller at [[Mega Man]], which initially moves forward, but will move upward if Mega Man is over it, or downward if Mega Man is under it. Initially, Gyro Man has a 2/3 chance of using this attack; this goes down to 1/3 when he uses the attack once.&lt;br /&gt;
*Fly up in the air and drop a propeller that will initially move downward, and move forward once it reaches the same vertical height as Mega Man. Once Gyro Man is above the screen, he will drop down onto Mega Man. Initially, Gyro Man has a 1/3 chance of using this attack; this goes up to 2/3 when he uses the above attack once.&lt;br /&gt;
&lt;br /&gt;
==Custom Variants==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; |Sprite&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; |Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |MaGMML Appearance(s)&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Location(s)&lt;br /&gt;
! width=&amp;quot;13%|Description&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Designer(s)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:48HStPetersburg.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|The City of St. Petersburg&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[Make a Good 48 Hour Mega Man Level|MaG48HMML]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Mega Man Saves Canada from the Evil Clutches of]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|really a jester apparently.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[MiniMacro]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Reduced to 1 hitpoint.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable1M&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|metal=1&lt;br /&gt;
|gemini=2&lt;br /&gt;
|solar=1&lt;br /&gt;
|top=1&lt;br /&gt;
|wool=4&lt;br /&gt;
|black=1&lt;br /&gt;
|phar=1/3&lt;br /&gt;
|magic=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 2{{Megamix}}===&lt;br /&gt;
{{Damagetable2M&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|hornet=5&lt;br /&gt;
|jewel=1&lt;br /&gt;
|grab=1&lt;br /&gt;
|triple=2&lt;br /&gt;
|flash=N&lt;br /&gt;
|slash=1&lt;br /&gt;
|wheel=1&lt;br /&gt;
|sakugarne=2&lt;br /&gt;
|wire=4&lt;br /&gt;
|arrow=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 3===&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|spark=2&lt;br /&gt;
|laser=1&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=7&lt;br /&gt;
|thunder=2&lt;br /&gt;
|break=1&lt;br /&gt;
|magnetic=1&lt;br /&gt;
|ice=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 24 Hour Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable24HM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|super=1/1&lt;br /&gt;
|chill=1/2&lt;br /&gt;
|pakkajoe=99&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 48 Hour Mega Man Level===&lt;br /&gt;
{{Damagetable48H&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|flame=2&lt;br /&gt;
|rain=4&lt;br /&gt;
|spark=2&lt;br /&gt;
|snake=1&lt;br /&gt;
|tengu=1/3/1&lt;br /&gt;
|water=1&lt;br /&gt;
|concrete=2&lt;br /&gt;
|homing=2&lt;br /&gt;
|beat=1&lt;br /&gt;
|notes=Damage values are identical for The City of St. Petersburg.&lt;br /&gt;
}}&lt;br /&gt;
===Megamix Engine===&lt;br /&gt;
{{DamagetableM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|time=N&lt;br /&gt;
|stone=1&lt;br /&gt;
|plant=4&lt;br /&gt;
|block=1&lt;br /&gt;
|ice=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
{{MaG48HMML Tier 2}}&lt;br /&gt;
{{MaG48HMML Tier 4}}&lt;br /&gt;
{{MaG48HMML Tier 11}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Devkit Bosses]][[Category:Bosses]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Future&amp;diff=21426</id>
		<title>Future</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Future&amp;diff=21426"/>
				<updated>2024-06-07T01:28:29Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Pre-Battle Dialogue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#3E3949&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:FutureMugshot.gif|left|Future's mugshot]][[File:FutureMugshot.gif|right|Future's mugshot]] Ghost of Christmas Future&lt;br /&gt;
|image=[[File:FutureArt.png|250px|Artwork by ACESpark]]&lt;br /&gt;
|caption=Artwork by '''ACESpark'''&lt;br /&gt;
|script=ゴーストオブクリスマスフューチャー&lt;br /&gt;
|romaji=Gōsuto obu Kurisumasu Fuyūchā&lt;br /&gt;
|number=CDN-003&lt;br /&gt;
|designer=[[ACESpark]]&lt;br /&gt;
|programmer=[[The Stove Guy]]&lt;br /&gt;
|artist=ACESpark&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|at= &lt;br /&gt;
|weapon=Twinkle Buster (Mega Man's Christmas Carol)&amp;lt;br&amp;gt;Future Scythe (Mega Man's Christmas Carol Remix)&lt;br /&gt;
|hp=28&lt;br /&gt;
|type=Shadow&lt;br /&gt;
|weak=[[Hornet Chaser]]&lt;br /&gt;
|affiliations=[[Doctor Thomas Light|Dr. Light]]&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[Tier 7 (MaGMML2)]]&lt;br /&gt;
|occupation= Museum Curator&amp;lt;br&amp;gt;McWily's Worker&lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss, NPC)&lt;br /&gt;
|appear2= ''Mega Man's Christmas Carol (Remix)''&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:MaGMML2TFutureSprite.png]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{quote|WHY DO YOU JEST?! I AM DEATH! I AM YOUR END! I AM FUTURE!|Future|obviously unhappy about what his new job is doing to his publicity}}&lt;br /&gt;
&lt;br /&gt;
The '''Ghost of Christmas Future''', also known simply as '''Future''', originally known as '''Macabre Man''', is a boss from the Sprites INC fangame ''Mega Man's Christmas Carol'', and its remake, ''Mega Man's Christmas Carol Remix''. Modeled after the Ghost of Christmas Yet to Come from the Charles Dickens book ''A Christmas Carol'' (albeit with a different, less clunky name), he was originally created by [[Doctor Thomas Light|Dr. Light]] to serve as a curator for the Victorian Museum in England, but was later modified for combat.&lt;br /&gt;
&lt;br /&gt;
Future appears in ''[[Make a Good Mega Man Level 2]]'', where he serves as a tier boss. Unlike most tier bosses, his attack pattern is mostly the same as his previous appearances, though he does have some new attacks.&lt;br /&gt;
&lt;br /&gt;
==Game Appearances==&lt;br /&gt;
===''Mega Man's Christmas Carol (Remix)''===&lt;br /&gt;
Future is one of the four main Robot Masters. By the game's nature, he has no stage, and [[Mega Man]] goes straight to his boss fight, during which he floats in the air and summons numerous spinning scythes to attack. Additionally, a red scythe will occassionally appear, which tracks Mega Man between regular pauses before self-destructing. Though he tends to stay out of the [[Mega Buster]]'s range, he will sometimes float lower to the ground, where he can be more easily damaged. He is weak to the Candy Cane, the weapon of Past, while the Twinkle Buster he gives is the weakness of Present.&lt;br /&gt;
&lt;br /&gt;
In ''Mega Man's Christmas Carol Remix'', Future attacks in the same way, but now occasionally teleports around the arena while throwing his own scythe as a boomerang.  A timer in the background counts down from 44 seconds; if Future isn't killed before it reaches zero, he will eschew his scythe summoning for teleporting at random while throwing his scythe at Mega Man. Instead of the Twinkle Buster, Mega Man obtains the Future Scythe, which acts as a boomerang projectile.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 2]]''===&lt;br /&gt;
Future appears as the boss of [[Tier 7 (MaGMML2)|Tier 7]], McWily's. He appears shortly after destroying the apparant tier boss, [[Pepsi Man]], stating that nobody fights during his shift. However, he grows enraged at Mega Man, believing he arrived to mock him for working at McWily's, and swiftly breaks his own rules in pursuit of vengeance.&lt;br /&gt;
&lt;br /&gt;
Future has a random attack pattern. After blocking off the boss gate with flames, he will float back and forth at a height that [[Mega Man]] cannot reach, while summoning blue scythe projectiles that home in on Mega Man. At certain points, Future will stop to use one of the following attacks before he continues floating:&lt;br /&gt;
* Summon four homing scythes at once.&lt;br /&gt;
* Throw his own scythe, which returns to Future like a boomerang. He may throw the scythe a second time before his pattern continues.&lt;br /&gt;
* Summon an hourglass, and slow Mega Man down temporarily.&lt;br /&gt;
The height that Future floats at changes at certain points throughout the fight, which gives Mega Man an opportunity to attack. Once Future's health reaches 0, several flames will erupt from his body, which can still hurt Mega Man. If these flames are avoided, Future will explode and drop the [[Energy Element]]. After his defeat, Future appears as an NPC in [[Chateau Chevaleresque]].&lt;br /&gt;
&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;
 |{{!}} {{!!}} ''(Pepsi woman stands by the other side of the screen)''&lt;br /&gt;
 |{{!}}'''roll'''{{!!}} um Who are you?&lt;br /&gt;
 |{{!}}'''Pepsi Man'''{{!!}} you don't Rember me roll My name is Pepsi woman.&lt;br /&gt;
 |{{!}}'''roll'''{{!!}} Pepsi? look missy I definitely prefer Coc-&lt;br /&gt;
 |{{!}}'''Pepsi woman'''{{!!}} WHAT DID YOU SAY!? How dare you deny the best Cola to ever exist in the universe?! I am going to bury your stupid face with my pepsi gloves CHARGE&lt;br /&gt;
 |{{!}}{{!!}}''(she starts to charge after roll before being abruptly halted by a flying scythe which instantly kills Pepsi woman. Future fades in.)''&lt;br /&gt;
 |{{!}}'''Future'''{{!!}} There will be no fighting during my shift!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Oh, it is you roll.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Are you here so that you can taunt me for working at Mc Wilys?{{sic}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;To laugh at the one reduced to this menial labour!?!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I was classically trained! A literacy star! You would mock me!?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;WHY DO YOU CARE?! I AM YOUR DEATH! I AM YOUR END! I AM YOUR FUTURE! &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;DEATH COMES FOR YOU LITTLE GIRL! KILL ROLL! DESTROY ROLL! MURDER ROLL! EXTERMINATE ROLL! EXTERMINATE ROLL! EXTERMINATE ROLL!!!!&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/2&lt;br /&gt;
| hornet = 2.5&lt;br /&gt;
| jewel = 1&lt;br /&gt;
| grab = 1&lt;br /&gt;
| triple = 1&lt;br /&gt;
| flash = N&lt;br /&gt;
| slash = 1&lt;br /&gt;
| wheel = 2&lt;br /&gt;
| sakugarne = 1&lt;br /&gt;
| wire = 2&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Future is a homage to Death (also known as the Grim Reaper) from the ''Castlevania'' series, with whom he shares a similar &amp;quot;multiple small spinning scythes&amp;quot; attack. When dying in ''Mega Man's Christmas Carol Remix'', he makes the same death scream and flame explosion as defeated bosses in ''Akumajou Densetsu'' (the Famicom version of ''Castlevania III: Dracula's Curse''). While the fire effect is absent from his ''Make a Good Mega Man Level 2'' appearance, his dying flame attack uses the same graphics.&lt;br /&gt;
* In the pre-release version of ''MaGMML2'' (as seen in [[Flashman85|Flashman85's]] initial streams of the contest results), Future's battle theme was the boss theme from the original Flash version of ''Mega Man's Christmas Carol''. In the final game, his battle theme is instead the theme for the fight against the Light Devil from ''Mega Man's Christmas Carol 2'', which was re-used in ''Mega Man's Christmas Carol Remix'' as the standard boss theme. Both themes are NES-styled renditions of the song &amp;quot;Carol of the Bells&amp;quot;.&lt;br /&gt;
* To date, Future is the only tier boss in a ''Make a Good Mega Man Level'' game that can harm and/or kill the player even after being defeated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 7}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Robot Masters]][[Category:Tier Bosses]][[Category:Tier 7 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Bosses]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Future&amp;diff=21425</id>
		<title>Future</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Future&amp;diff=21425"/>
				<updated>2024-06-07T01:27:13Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Pre-Battle Dialogue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#3E3949&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:FutureMugshot.gif|left|Future's mugshot]][[File:FutureMugshot.gif|right|Future's mugshot]] Ghost of Christmas Future&lt;br /&gt;
|image=[[File:FutureArt.png|250px|Artwork by ACESpark]]&lt;br /&gt;
|caption=Artwork by '''ACESpark'''&lt;br /&gt;
|script=ゴーストオブクリスマスフューチャー&lt;br /&gt;
|romaji=Gōsuto obu Kurisumasu Fuyūchā&lt;br /&gt;
|number=CDN-003&lt;br /&gt;
|designer=[[ACESpark]]&lt;br /&gt;
|programmer=[[The Stove Guy]]&lt;br /&gt;
|artist=ACESpark&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|at= &lt;br /&gt;
|weapon=Twinkle Buster (Mega Man's Christmas Carol)&amp;lt;br&amp;gt;Future Scythe (Mega Man's Christmas Carol Remix)&lt;br /&gt;
|hp=28&lt;br /&gt;
|type=Shadow&lt;br /&gt;
|weak=[[Hornet Chaser]]&lt;br /&gt;
|affiliations=[[Doctor Thomas Light|Dr. Light]]&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[Tier 7 (MaGMML2)]]&lt;br /&gt;
|occupation= Museum Curator&amp;lt;br&amp;gt;McWily's Worker&lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss, NPC)&lt;br /&gt;
|appear2= ''Mega Man's Christmas Carol (Remix)''&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:MaGMML2TFutureSprite.png]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{quote|WHY DO YOU JEST?! I AM DEATH! I AM YOUR END! I AM FUTURE!|Future|obviously unhappy about what his new job is doing to his publicity}}&lt;br /&gt;
&lt;br /&gt;
The '''Ghost of Christmas Future''', also known simply as '''Future''', originally known as '''Macabre Man''', is a boss from the Sprites INC fangame ''Mega Man's Christmas Carol'', and its remake, ''Mega Man's Christmas Carol Remix''. Modeled after the Ghost of Christmas Yet to Come from the Charles Dickens book ''A Christmas Carol'' (albeit with a different, less clunky name), he was originally created by [[Doctor Thomas Light|Dr. Light]] to serve as a curator for the Victorian Museum in England, but was later modified for combat.&lt;br /&gt;
&lt;br /&gt;
Future appears in ''[[Make a Good Mega Man Level 2]]'', where he serves as a tier boss. Unlike most tier bosses, his attack pattern is mostly the same as his previous appearances, though he does have some new attacks.&lt;br /&gt;
&lt;br /&gt;
==Game Appearances==&lt;br /&gt;
===''Mega Man's Christmas Carol (Remix)''===&lt;br /&gt;
Future is one of the four main Robot Masters. By the game's nature, he has no stage, and [[Mega Man]] goes straight to his boss fight, during which he floats in the air and summons numerous spinning scythes to attack. Additionally, a red scythe will occassionally appear, which tracks Mega Man between regular pauses before self-destructing. Though he tends to stay out of the [[Mega Buster]]'s range, he will sometimes float lower to the ground, where he can be more easily damaged. He is weak to the Candy Cane, the weapon of Past, while the Twinkle Buster he gives is the weakness of Present.&lt;br /&gt;
&lt;br /&gt;
In ''Mega Man's Christmas Carol Remix'', Future attacks in the same way, but now occasionally teleports around the arena while throwing his own scythe as a boomerang.  A timer in the background counts down from 44 seconds; if Future isn't killed before it reaches zero, he will eschew his scythe summoning for teleporting at random while throwing his scythe at Mega Man. Instead of the Twinkle Buster, Mega Man obtains the Future Scythe, which acts as a boomerang projectile.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 2]]''===&lt;br /&gt;
Future appears as the boss of [[Tier 7 (MaGMML2)|Tier 7]], McWily's. He appears shortly after destroying the apparant tier boss, [[Pepsi Man]], stating that nobody fights during his shift. However, he grows enraged at Mega Man, believing he arrived to mock him for working at McWily's, and swiftly breaks his own rules in pursuit of vengeance.&lt;br /&gt;
&lt;br /&gt;
Future has a random attack pattern. After blocking off the boss gate with flames, he will float back and forth at a height that [[Mega Man]] cannot reach, while summoning blue scythe projectiles that home in on Mega Man. At certain points, Future will stop to use one of the following attacks before he continues floating:&lt;br /&gt;
* Summon four homing scythes at once.&lt;br /&gt;
* Throw his own scythe, which returns to Future like a boomerang. He may throw the scythe a second time before his pattern continues.&lt;br /&gt;
* Summon an hourglass, and slow Mega Man down temporarily.&lt;br /&gt;
The height that Future floats at changes at certain points throughout the fight, which gives Mega Man an opportunity to attack. Once Future's health reaches 0, several flames will erupt from his body, which can still hurt Mega Man. If these flames are avoided, Future will explode and drop the [[Energy Element]]. After his defeat, Future appears as an NPC in [[Chateau Chevaleresque]].&lt;br /&gt;
&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;
 |{{!}} {{!!}} ''(Pepsi woman stands by the other side of the screen)''&lt;br /&gt;
 |{{!}}'''roll'''{{!!}} um Who are you?&lt;br /&gt;
 |{{!}}'''Pepsi Man'''{{!!}} you don't Rember me roll My name is Pepsi woman.&lt;br /&gt;
 |{{!}}'''roll'''{{!!}} Pepsi? look missy I definitely prefer Coc-&lt;br /&gt;
 |{{!}}'''Pepsi woman'''{{!!}} WHAT DID YOU SAY!? How dare you deny the best Cola to ever exist in the universe?! I am going to bury your stupid face with my pepsi gloves CHARGE&lt;br /&gt;
 |{{!}}{{!!}}''(she starts to charge after roll before being abruptly halted by a flying scythe which instantly kills Pepsi woman. Future fades in.)''&lt;br /&gt;
 |{{!}}'''Future'''{{!!}} There will be no fighting during my shift!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Oh, it is you roll.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Are you here so that you can taunt me for working at Mc Wilys?{{sic}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;To laugh at the one reduced to this menial labour!?!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I was classically trained! A literacy star! You would mock me!?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;WHY DO YOU CARE?! I AM YOUR DEATH! I AM YOUR END! I AM YOUR FUTURE! &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;DEATH! KILL ROLL! DESTROY ROLL! MURDER ROLL! EXTERMINATE ROLL! EXTERMINATE ROLL! EXTERMINATE ROLL!!!!&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/2&lt;br /&gt;
| hornet = 2.5&lt;br /&gt;
| jewel = 1&lt;br /&gt;
| grab = 1&lt;br /&gt;
| triple = 1&lt;br /&gt;
| flash = N&lt;br /&gt;
| slash = 1&lt;br /&gt;
| wheel = 2&lt;br /&gt;
| sakugarne = 1&lt;br /&gt;
| wire = 2&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Future is a homage to Death (also known as the Grim Reaper) from the ''Castlevania'' series, with whom he shares a similar &amp;quot;multiple small spinning scythes&amp;quot; attack. When dying in ''Mega Man's Christmas Carol Remix'', he makes the same death scream and flame explosion as defeated bosses in ''Akumajou Densetsu'' (the Famicom version of ''Castlevania III: Dracula's Curse''). While the fire effect is absent from his ''Make a Good Mega Man Level 2'' appearance, his dying flame attack uses the same graphics.&lt;br /&gt;
* In the pre-release version of ''MaGMML2'' (as seen in [[Flashman85|Flashman85's]] initial streams of the contest results), Future's battle theme was the boss theme from the original Flash version of ''Mega Man's Christmas Carol''. In the final game, his battle theme is instead the theme for the fight against the Light Devil from ''Mega Man's Christmas Carol 2'', which was re-used in ''Mega Man's Christmas Carol Remix'' as the standard boss theme. Both themes are NES-styled renditions of the song &amp;quot;Carol of the Bells&amp;quot;.&lt;br /&gt;
* To date, Future is the only tier boss in a ''Make a Good Mega Man Level'' game that can harm and/or kill the player even after being defeated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 7}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Robot Masters]][[Category:Tier Bosses]][[Category:Tier 7 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Bosses]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Future&amp;diff=21424</id>
		<title>Future</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Future&amp;diff=21424"/>
				<updated>2024-06-07T01:26:33Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Pre-Battle Dialogue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#3E3949&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:FutureMugshot.gif|left|Future's mugshot]][[File:FutureMugshot.gif|right|Future's mugshot]] Ghost of Christmas Future&lt;br /&gt;
|image=[[File:FutureArt.png|250px|Artwork by ACESpark]]&lt;br /&gt;
|caption=Artwork by '''ACESpark'''&lt;br /&gt;
|script=ゴーストオブクリスマスフューチャー&lt;br /&gt;
|romaji=Gōsuto obu Kurisumasu Fuyūchā&lt;br /&gt;
|number=CDN-003&lt;br /&gt;
|designer=[[ACESpark]]&lt;br /&gt;
|programmer=[[The Stove Guy]]&lt;br /&gt;
|artist=ACESpark&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|at= &lt;br /&gt;
|weapon=Twinkle Buster (Mega Man's Christmas Carol)&amp;lt;br&amp;gt;Future Scythe (Mega Man's Christmas Carol Remix)&lt;br /&gt;
|hp=28&lt;br /&gt;
|type=Shadow&lt;br /&gt;
|weak=[[Hornet Chaser]]&lt;br /&gt;
|affiliations=[[Doctor Thomas Light|Dr. Light]]&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[Tier 7 (MaGMML2)]]&lt;br /&gt;
|occupation= Museum Curator&amp;lt;br&amp;gt;McWily's Worker&lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss, NPC)&lt;br /&gt;
|appear2= ''Mega Man's Christmas Carol (Remix)''&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:MaGMML2TFutureSprite.png]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{quote|WHY DO YOU JEST?! I AM DEATH! I AM YOUR END! I AM FUTURE!|Future|obviously unhappy about what his new job is doing to his publicity}}&lt;br /&gt;
&lt;br /&gt;
The '''Ghost of Christmas Future''', also known simply as '''Future''', originally known as '''Macabre Man''', is a boss from the Sprites INC fangame ''Mega Man's Christmas Carol'', and its remake, ''Mega Man's Christmas Carol Remix''. Modeled after the Ghost of Christmas Yet to Come from the Charles Dickens book ''A Christmas Carol'' (albeit with a different, less clunky name), he was originally created by [[Doctor Thomas Light|Dr. Light]] to serve as a curator for the Victorian Museum in England, but was later modified for combat.&lt;br /&gt;
&lt;br /&gt;
Future appears in ''[[Make a Good Mega Man Level 2]]'', where he serves as a tier boss. Unlike most tier bosses, his attack pattern is mostly the same as his previous appearances, though he does have some new attacks.&lt;br /&gt;
&lt;br /&gt;
==Game Appearances==&lt;br /&gt;
===''Mega Man's Christmas Carol (Remix)''===&lt;br /&gt;
Future is one of the four main Robot Masters. By the game's nature, he has no stage, and [[Mega Man]] goes straight to his boss fight, during which he floats in the air and summons numerous spinning scythes to attack. Additionally, a red scythe will occassionally appear, which tracks Mega Man between regular pauses before self-destructing. Though he tends to stay out of the [[Mega Buster]]'s range, he will sometimes float lower to the ground, where he can be more easily damaged. He is weak to the Candy Cane, the weapon of Past, while the Twinkle Buster he gives is the weakness of Present.&lt;br /&gt;
&lt;br /&gt;
In ''Mega Man's Christmas Carol Remix'', Future attacks in the same way, but now occasionally teleports around the arena while throwing his own scythe as a boomerang.  A timer in the background counts down from 44 seconds; if Future isn't killed before it reaches zero, he will eschew his scythe summoning for teleporting at random while throwing his scythe at Mega Man. Instead of the Twinkle Buster, Mega Man obtains the Future Scythe, which acts as a boomerang projectile.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 2]]''===&lt;br /&gt;
Future appears as the boss of [[Tier 7 (MaGMML2)|Tier 7]], McWily's. He appears shortly after destroying the apparant tier boss, [[Pepsi Man]], stating that nobody fights during his shift. However, he grows enraged at Mega Man, believing he arrived to mock him for working at McWily's, and swiftly breaks his own rules in pursuit of vengeance.&lt;br /&gt;
&lt;br /&gt;
Future has a random attack pattern. After blocking off the boss gate with flames, he will float back and forth at a height that [[Mega Man]] cannot reach, while summoning blue scythe projectiles that home in on Mega Man. At certain points, Future will stop to use one of the following attacks before he continues floating:&lt;br /&gt;
* Summon four homing scythes at once.&lt;br /&gt;
* Throw his own scythe, which returns to Future like a boomerang. He may throw the scythe a second time before his pattern continues.&lt;br /&gt;
* Summon an hourglass, and slow Mega Man down temporarily.&lt;br /&gt;
The height that Future floats at changes at certain points throughout the fight, which gives Mega Man an opportunity to attack. Once Future's health reaches 0, several flames will erupt from his body, which can still hurt Mega Man. If these flames are avoided, Future will explode and drop the [[Energy Element]]. After his defeat, Future appears as an NPC in [[Chateau Chevaleresque]].&lt;br /&gt;
&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;
 |{{!}} {{!!}} ''(Pepsi woman stands by the other side of the screen)''&lt;br /&gt;
 |{{!}}'''roll'''{{!!}} um Who are you?&lt;br /&gt;
 |{{!}}'''Pepsi Man'''{{!!}} you don't Rember me roll My name is Pepsi woman.&lt;br /&gt;
 |{{!}}'''roll'''{{!!}} Pepsi? look missy I definitely prefer Coc-&lt;br /&gt;
 |{{!}}'''Pepsi woman'''{{!!}} WHAT DID YOU SAY!? How dare you deny the best Cola to ever exist in the universe?! I am going to bury your stupid face with phosphoric acid.&lt;br /&gt;
 |{{!}}{{!!}}''(she starts to charge after roll before being abruptly halted by a flying scythe which instantly kills Pepsi woman. Future fades in.)''&lt;br /&gt;
 |{{!}}'''Future'''{{!!}} There will be no fighting during my shift!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Oh, it is you roll.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Are you here so that you can taunt me for working at Mc Wilys?{{sic}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;To laugh at the one reduced to this menial labour!?!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I was classically trained! A literacy star! You would mock me!?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;WHY DO YOU CARE?! I AM YOUR DEATH! I AM YOUR END! I AM YOUR FUTURE! &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;DEATH! KILL ROLL! DESTROY ROLL! MURDER ROLL! EXTERMINATE ROLL! EXTERMINATE ROLL! EXTERMINATE ROLL!!!!&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/2&lt;br /&gt;
| hornet = 2.5&lt;br /&gt;
| jewel = 1&lt;br /&gt;
| grab = 1&lt;br /&gt;
| triple = 1&lt;br /&gt;
| flash = N&lt;br /&gt;
| slash = 1&lt;br /&gt;
| wheel = 2&lt;br /&gt;
| sakugarne = 1&lt;br /&gt;
| wire = 2&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Future is a homage to Death (also known as the Grim Reaper) from the ''Castlevania'' series, with whom he shares a similar &amp;quot;multiple small spinning scythes&amp;quot; attack. When dying in ''Mega Man's Christmas Carol Remix'', he makes the same death scream and flame explosion as defeated bosses in ''Akumajou Densetsu'' (the Famicom version of ''Castlevania III: Dracula's Curse''). While the fire effect is absent from his ''Make a Good Mega Man Level 2'' appearance, his dying flame attack uses the same graphics.&lt;br /&gt;
* In the pre-release version of ''MaGMML2'' (as seen in [[Flashman85|Flashman85's]] initial streams of the contest results), Future's battle theme was the boss theme from the original Flash version of ''Mega Man's Christmas Carol''. In the final game, his battle theme is instead the theme for the fight against the Light Devil from ''Mega Man's Christmas Carol 2'', which was re-used in ''Mega Man's Christmas Carol Remix'' as the standard boss theme. Both themes are NES-styled renditions of the song &amp;quot;Carol of the Bells&amp;quot;.&lt;br /&gt;
* To date, Future is the only tier boss in a ''Make a Good Mega Man Level'' game that can harm and/or kill the player even after being defeated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 7}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Robot Masters]][[Category:Tier Bosses]][[Category:Tier 7 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Bosses]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Future&amp;diff=21423</id>
		<title>Future</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Future&amp;diff=21423"/>
				<updated>2024-06-07T01:26:03Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Pre-Battle Dialogue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#3E3949&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:FutureMugshot.gif|left|Future's mugshot]][[File:FutureMugshot.gif|right|Future's mugshot]] Ghost of Christmas Future&lt;br /&gt;
|image=[[File:FutureArt.png|250px|Artwork by ACESpark]]&lt;br /&gt;
|caption=Artwork by '''ACESpark'''&lt;br /&gt;
|script=ゴーストオブクリスマスフューチャー&lt;br /&gt;
|romaji=Gōsuto obu Kurisumasu Fuyūchā&lt;br /&gt;
|number=CDN-003&lt;br /&gt;
|designer=[[ACESpark]]&lt;br /&gt;
|programmer=[[The Stove Guy]]&lt;br /&gt;
|artist=ACESpark&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|at= &lt;br /&gt;
|weapon=Twinkle Buster (Mega Man's Christmas Carol)&amp;lt;br&amp;gt;Future Scythe (Mega Man's Christmas Carol Remix)&lt;br /&gt;
|hp=28&lt;br /&gt;
|type=Shadow&lt;br /&gt;
|weak=[[Hornet Chaser]]&lt;br /&gt;
|affiliations=[[Doctor Thomas Light|Dr. Light]]&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[Tier 7 (MaGMML2)]]&lt;br /&gt;
|occupation= Museum Curator&amp;lt;br&amp;gt;McWily's Worker&lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss, NPC)&lt;br /&gt;
|appear2= ''Mega Man's Christmas Carol (Remix)''&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:MaGMML2TFutureSprite.png]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{quote|WHY DO YOU JEST?! I AM DEATH! I AM YOUR END! I AM FUTURE!|Future|obviously unhappy about what his new job is doing to his publicity}}&lt;br /&gt;
&lt;br /&gt;
The '''Ghost of Christmas Future''', also known simply as '''Future''', originally known as '''Macabre Man''', is a boss from the Sprites INC fangame ''Mega Man's Christmas Carol'', and its remake, ''Mega Man's Christmas Carol Remix''. Modeled after the Ghost of Christmas Yet to Come from the Charles Dickens book ''A Christmas Carol'' (albeit with a different, less clunky name), he was originally created by [[Doctor Thomas Light|Dr. Light]] to serve as a curator for the Victorian Museum in England, but was later modified for combat.&lt;br /&gt;
&lt;br /&gt;
Future appears in ''[[Make a Good Mega Man Level 2]]'', where he serves as a tier boss. Unlike most tier bosses, his attack pattern is mostly the same as his previous appearances, though he does have some new attacks.&lt;br /&gt;
&lt;br /&gt;
==Game Appearances==&lt;br /&gt;
===''Mega Man's Christmas Carol (Remix)''===&lt;br /&gt;
Future is one of the four main Robot Masters. By the game's nature, he has no stage, and [[Mega Man]] goes straight to his boss fight, during which he floats in the air and summons numerous spinning scythes to attack. Additionally, a red scythe will occassionally appear, which tracks Mega Man between regular pauses before self-destructing. Though he tends to stay out of the [[Mega Buster]]'s range, he will sometimes float lower to the ground, where he can be more easily damaged. He is weak to the Candy Cane, the weapon of Past, while the Twinkle Buster he gives is the weakness of Present.&lt;br /&gt;
&lt;br /&gt;
In ''Mega Man's Christmas Carol Remix'', Future attacks in the same way, but now occasionally teleports around the arena while throwing his own scythe as a boomerang.  A timer in the background counts down from 44 seconds; if Future isn't killed before it reaches zero, he will eschew his scythe summoning for teleporting at random while throwing his scythe at Mega Man. Instead of the Twinkle Buster, Mega Man obtains the Future Scythe, which acts as a boomerang projectile.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 2]]''===&lt;br /&gt;
Future appears as the boss of [[Tier 7 (MaGMML2)|Tier 7]], McWily's. He appears shortly after destroying the apparant tier boss, [[Pepsi Man]], stating that nobody fights during his shift. However, he grows enraged at Mega Man, believing he arrived to mock him for working at McWily's, and swiftly breaks his own rules in pursuit of vengeance.&lt;br /&gt;
&lt;br /&gt;
Future has a random attack pattern. After blocking off the boss gate with flames, he will float back and forth at a height that [[Mega Man]] cannot reach, while summoning blue scythe projectiles that home in on Mega Man. At certain points, Future will stop to use one of the following attacks before he continues floating:&lt;br /&gt;
* Summon four homing scythes at once.&lt;br /&gt;
* Throw his own scythe, which returns to Future like a boomerang. He may throw the scythe a second time before his pattern continues.&lt;br /&gt;
* Summon an hourglass, and slow Mega Man down temporarily.&lt;br /&gt;
The height that Future floats at changes at certain points throughout the fight, which gives Mega Man an opportunity to attack. Once Future's health reaches 0, several flames will erupt from his body, which can still hurt Mega Man. If these flames are avoided, Future will explode and drop the [[Energy Element]]. After his defeat, Future appears as an NPC in [[Chateau Chevaleresque]].&lt;br /&gt;
&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;
 |{{!}} {{!!}} ''(Pepsi woman stands by the other side of the screen)''&lt;br /&gt;
 |{{!}}'''roll'''{{!!}} um Who are you?&lt;br /&gt;
 |{{!}}'''Pepsi Man'''{{!!}} you don't Rember me roll My name is Pepsi woman.&lt;br /&gt;
 |{{!}}'''roll'''{{!!}} Pepsi? look missy I definitely prefer Coc-&lt;br /&gt;
 |{{!}}'''Pepsi woman'''{{!!}} WHAT DID YOU SAY!? How dare you deny the best Cola to ever exist in the universe?! I am going to wash your sinful preferences off of your circuit with phosphoric acid.&lt;br /&gt;
 |{{!}}{{!!}}''(she starts to charge after roll before being abruptly halted by a flying scythe which instantly kills Pepsi woman. Future fades in.)''&lt;br /&gt;
 |{{!}}'''Future'''{{!!}} There will be no fighting during my shift!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Oh, it is you roll.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Are you here so that you can taunt me for working at Mc Wilys?{{sic}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;To laugh at the one reduced to this menial labour!?!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I was classically trained! A literacy star! You would mock me!?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;WHY DO YOU CARE?! I AM YOUR DEATH! I AM YOUR END! I AM YOUR FUTURE! &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;DEATH! KILL ROLL! DESTROY ROLL! MURDER ROLL! EXTERMINATE ROLL! EXTERMINATE ROLL! EXTERMINATE ROLL!!!!&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/2&lt;br /&gt;
| hornet = 2.5&lt;br /&gt;
| jewel = 1&lt;br /&gt;
| grab = 1&lt;br /&gt;
| triple = 1&lt;br /&gt;
| flash = N&lt;br /&gt;
| slash = 1&lt;br /&gt;
| wheel = 2&lt;br /&gt;
| sakugarne = 1&lt;br /&gt;
| wire = 2&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Future is a homage to Death (also known as the Grim Reaper) from the ''Castlevania'' series, with whom he shares a similar &amp;quot;multiple small spinning scythes&amp;quot; attack. When dying in ''Mega Man's Christmas Carol Remix'', he makes the same death scream and flame explosion as defeated bosses in ''Akumajou Densetsu'' (the Famicom version of ''Castlevania III: Dracula's Curse''). While the fire effect is absent from his ''Make a Good Mega Man Level 2'' appearance, his dying flame attack uses the same graphics.&lt;br /&gt;
* In the pre-release version of ''MaGMML2'' (as seen in [[Flashman85|Flashman85's]] initial streams of the contest results), Future's battle theme was the boss theme from the original Flash version of ''Mega Man's Christmas Carol''. In the final game, his battle theme is instead the theme for the fight against the Light Devil from ''Mega Man's Christmas Carol 2'', which was re-used in ''Mega Man's Christmas Carol Remix'' as the standard boss theme. Both themes are NES-styled renditions of the song &amp;quot;Carol of the Bells&amp;quot;.&lt;br /&gt;
* To date, Future is the only tier boss in a ''Make a Good Mega Man Level'' game that can harm and/or kill the player even after being defeated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 7}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Robot Masters]][[Category:Tier Bosses]][[Category:Tier 7 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Bosses]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Future&amp;diff=21422</id>
		<title>Future</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Future&amp;diff=21422"/>
				<updated>2024-06-07T01:25:41Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Pre-Battle Dialogue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#3E3949&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:FutureMugshot.gif|left|Future's mugshot]][[File:FutureMugshot.gif|right|Future's mugshot]] Ghost of Christmas Future&lt;br /&gt;
|image=[[File:FutureArt.png|250px|Artwork by ACESpark]]&lt;br /&gt;
|caption=Artwork by '''ACESpark'''&lt;br /&gt;
|script=ゴーストオブクリスマスフューチャー&lt;br /&gt;
|romaji=Gōsuto obu Kurisumasu Fuyūchā&lt;br /&gt;
|number=CDN-003&lt;br /&gt;
|designer=[[ACESpark]]&lt;br /&gt;
|programmer=[[The Stove Guy]]&lt;br /&gt;
|artist=ACESpark&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|at= &lt;br /&gt;
|weapon=Twinkle Buster (Mega Man's Christmas Carol)&amp;lt;br&amp;gt;Future Scythe (Mega Man's Christmas Carol Remix)&lt;br /&gt;
|hp=28&lt;br /&gt;
|type=Shadow&lt;br /&gt;
|weak=[[Hornet Chaser]]&lt;br /&gt;
|affiliations=[[Doctor Thomas Light|Dr. Light]]&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[Tier 7 (MaGMML2)]]&lt;br /&gt;
|occupation= Museum Curator&amp;lt;br&amp;gt;McWily's Worker&lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss, NPC)&lt;br /&gt;
|appear2= ''Mega Man's Christmas Carol (Remix)''&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:MaGMML2TFutureSprite.png]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{quote|WHY DO YOU JEST?! I AM DEATH! I AM YOUR END! I AM FUTURE!|Future|obviously unhappy about what his new job is doing to his publicity}}&lt;br /&gt;
&lt;br /&gt;
The '''Ghost of Christmas Future''', also known simply as '''Future''', originally known as '''Macabre Man''', is a boss from the Sprites INC fangame ''Mega Man's Christmas Carol'', and its remake, ''Mega Man's Christmas Carol Remix''. Modeled after the Ghost of Christmas Yet to Come from the Charles Dickens book ''A Christmas Carol'' (albeit with a different, less clunky name), he was originally created by [[Doctor Thomas Light|Dr. Light]] to serve as a curator for the Victorian Museum in England, but was later modified for combat.&lt;br /&gt;
&lt;br /&gt;
Future appears in ''[[Make a Good Mega Man Level 2]]'', where he serves as a tier boss. Unlike most tier bosses, his attack pattern is mostly the same as his previous appearances, though he does have some new attacks.&lt;br /&gt;
&lt;br /&gt;
==Game Appearances==&lt;br /&gt;
===''Mega Man's Christmas Carol (Remix)''===&lt;br /&gt;
Future is one of the four main Robot Masters. By the game's nature, he has no stage, and [[Mega Man]] goes straight to his boss fight, during which he floats in the air and summons numerous spinning scythes to attack. Additionally, a red scythe will occassionally appear, which tracks Mega Man between regular pauses before self-destructing. Though he tends to stay out of the [[Mega Buster]]'s range, he will sometimes float lower to the ground, where he can be more easily damaged. He is weak to the Candy Cane, the weapon of Past, while the Twinkle Buster he gives is the weakness of Present.&lt;br /&gt;
&lt;br /&gt;
In ''Mega Man's Christmas Carol Remix'', Future attacks in the same way, but now occasionally teleports around the arena while throwing his own scythe as a boomerang.  A timer in the background counts down from 44 seconds; if Future isn't killed before it reaches zero, he will eschew his scythe summoning for teleporting at random while throwing his scythe at Mega Man. Instead of the Twinkle Buster, Mega Man obtains the Future Scythe, which acts as a boomerang projectile.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 2]]''===&lt;br /&gt;
Future appears as the boss of [[Tier 7 (MaGMML2)|Tier 7]], McWily's. He appears shortly after destroying the apparant tier boss, [[Pepsi Man]], stating that nobody fights during his shift. However, he grows enraged at Mega Man, believing he arrived to mock him for working at McWily's, and swiftly breaks his own rules in pursuit of vengeance.&lt;br /&gt;
&lt;br /&gt;
Future has a random attack pattern. After blocking off the boss gate with flames, he will float back and forth at a height that [[Mega Man]] cannot reach, while summoning blue scythe projectiles that home in on Mega Man. At certain points, Future will stop to use one of the following attacks before he continues floating:&lt;br /&gt;
* Summon four homing scythes at once.&lt;br /&gt;
* Throw his own scythe, which returns to Future like a boomerang. He may throw the scythe a second time before his pattern continues.&lt;br /&gt;
* Summon an hourglass, and slow Mega Man down temporarily.&lt;br /&gt;
The height that Future floats at changes at certain points throughout the fight, which gives Mega Man an opportunity to attack. Once Future's health reaches 0, several flames will erupt from his body, which can still hurt Mega Man. If these flames are avoided, Future will explode and drop the [[Energy Element]]. After his defeat, Future appears as an NPC in [[Chateau Chevaleresque]].&lt;br /&gt;
&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;
 |{{!}} {{!!}} ''(Pepsi woman stands by the other side of the screen)''&lt;br /&gt;
 |{{!}}'''roll'''{{!!}} um Who are you?&lt;br /&gt;
 |{{!}}'''Pepsi Man'''{{!!}} you don't Rember me roll My name is Pepsi woman.&lt;br /&gt;
 |{{!}}'''roll'''{{!!}} Pepsi? I don't know. look missy I definitely prefer Coc-&lt;br /&gt;
 |{{!}}'''Pepsi woman'''{{!!}} WHAT DID YOU SAY!? How dare you deny the best Cola to ever exist in the universe?! I am going to wash your sinful preferences off of your circuit with phosphoric acid.&lt;br /&gt;
 |{{!}}{{!!}}''(she starts to charge after roll before being abruptly halted by a flying scythe which instantly kills Pepsi woman. Future fades in.)''&lt;br /&gt;
 |{{!}}'''Future'''{{!!}} There will be no fighting during my shift!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Oh, it is you roll.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Are you here so that you can taunt me for working at Mc Wilys?{{sic}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;To laugh at the one reduced to this menial labour!?!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I was classically trained! A literacy star! You would mock me!?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;WHY DO YOU CARE?! I AM YOUR DEATH! I AM YOUR END! I AM YOUR FUTURE! &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;DEATH! KILL ROLL! DESTROY ROLL! MURDER ROLL! EXTERMINATE ROLL! EXTERMINATE ROLL! EXTERMINATE ROLL!!!!&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/2&lt;br /&gt;
| hornet = 2.5&lt;br /&gt;
| jewel = 1&lt;br /&gt;
| grab = 1&lt;br /&gt;
| triple = 1&lt;br /&gt;
| flash = N&lt;br /&gt;
| slash = 1&lt;br /&gt;
| wheel = 2&lt;br /&gt;
| sakugarne = 1&lt;br /&gt;
| wire = 2&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Future is a homage to Death (also known as the Grim Reaper) from the ''Castlevania'' series, with whom he shares a similar &amp;quot;multiple small spinning scythes&amp;quot; attack. When dying in ''Mega Man's Christmas Carol Remix'', he makes the same death scream and flame explosion as defeated bosses in ''Akumajou Densetsu'' (the Famicom version of ''Castlevania III: Dracula's Curse''). While the fire effect is absent from his ''Make a Good Mega Man Level 2'' appearance, his dying flame attack uses the same graphics.&lt;br /&gt;
* In the pre-release version of ''MaGMML2'' (as seen in [[Flashman85|Flashman85's]] initial streams of the contest results), Future's battle theme was the boss theme from the original Flash version of ''Mega Man's Christmas Carol''. In the final game, his battle theme is instead the theme for the fight against the Light Devil from ''Mega Man's Christmas Carol 2'', which was re-used in ''Mega Man's Christmas Carol Remix'' as the standard boss theme. Both themes are NES-styled renditions of the song &amp;quot;Carol of the Bells&amp;quot;.&lt;br /&gt;
* To date, Future is the only tier boss in a ''Make a Good Mega Man Level'' game that can harm and/or kill the player even after being defeated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 7}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Robot Masters]][[Category:Tier Bosses]][[Category:Tier 7 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Bosses]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Chibee&amp;diff=21421</id>
		<title>Chibee</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Chibee&amp;diff=21421"/>
				<updated>2024-06-07T01:15:17Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Related Enemies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{enemy&lt;br /&gt;
|name=Chibee&lt;br /&gt;
|image=[[File:Chibee.png|230px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|jname=&lt;br /&gt;
|script=チビィ&lt;br /&gt;
|romaji=Chibi&lt;br /&gt;
|altname=&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=[[ThatEntityGirl]]&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=1&lt;br /&gt;
|at=3 (contact)&lt;br /&gt;
|weak=&lt;br /&gt;
|category=Cluster, Flying, Nature&lt;br /&gt;
|location='''MaGMML2:'''&amp;lt;br&amp;gt;[[A Mega Man for All Seasons]]&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]]&amp;lt;br&amp;gt;'''MaG48HMML:'''&amp;lt;br&amp;gt;[[Pandora's Parlor]]&amp;lt;br&amp;gt;'''MaGMML: Episode Zero:'''&amp;lt;br&amp;gt;[[Abandoned Lab]]&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 2|MaGMML2]] (Enemy)&amp;lt;br&amp;gt;[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] (Enemy)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Enemy)&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite={{MirrorDiv|mirror=[[File:ChibeeSprite.png]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Little bees that fly towards the player, these are usually dropped by have su bee|Note in Chibee's code|[[Megamix Engine]]}}&lt;br /&gt;
'''Chibee''' is an enemy from ''[[Mega Man 3]]''. It is a small bee robot designed to gather climate data. They are primarily found alongside [[Have &amp;quot;Su&amp;quot; Bee]], which carries beehives containing a quintet of Chibees.&lt;br /&gt;
&lt;br /&gt;
Chibee was first made available in the devkit for the original ''[[Make a Good Mega Man Level]]'' contest, but it didn't appear anywhere in that game.&lt;br /&gt;
&lt;br /&gt;
Chibee returned in ''[[Make a Good Mega Man Level 2]]'', where it made appearances independent of Have &amp;quot;Su&amp;quot; Bee in the entry [[A Mega Man for All Seasons]], the Wily stage [[Reality Core]], the [[The Pit of Pits|Pit of Pits]] sub-levels &amp;quot;Lyrickrolled&amp;quot; and &amp;quot;Rise to the Challenge&amp;quot;, and in [[Null and Void (MaGMML2)|Null and Void]]. It made further independent appearances in the ''[[Make a Good Mega Man Level: Episode Zero]]'' level [[Abandoned Lab]], and in ''[[Make a Good 48 Hour Mega Man Level]]'' as one of numerous enemies [[Don Atetemino]] can summon.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Chibees will quickly home in on [[Mega Man]]. Unlike most enemies that do this, Chibees take a noticeable amount of time to turn around when Mega Man quickly changes his position.&lt;br /&gt;
&lt;br /&gt;
==Related Enemies==&lt;br /&gt;
*[[Have &amp;quot;Su&amp;quot; Bee]]&lt;br /&gt;
*[[Beehive]]&lt;br /&gt;
*[[Beek]]&lt;br /&gt;
*[[Beenader Joe]]&lt;br /&gt;
*[[Literally Just Barry bee Benson&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]][[Category:Devkit Enemies (MaGMML1)]][[Category:Mega Man 3 Enemies]][[Category:Cluster Enemies]][[Category:Flying Enemies]][[Category:Nature Enemies]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Duwang&amp;diff=21420</id>
		<title>Duwang</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Duwang&amp;diff=21420"/>
				<updated>2024-06-07T01:10:27Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Gallery */&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=37th&lt;br /&gt;
|image=[[file:Duwang4.PNG|250px]]&lt;br /&gt;
|caption=Get a feeling so complicated&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[QuestMark]]&lt;br /&gt;
|composer=Maurizio Dejorio, K. Aoki + D Hisegawa&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Judge Order Reminder:&lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=2&lt;br /&gt;
|judge1=34&lt;br /&gt;
|judge2=29&lt;br /&gt;
|judge3=27&lt;br /&gt;
|judge4=40&lt;br /&gt;
|judge5=19&lt;br /&gt;
|totalscore=29.8&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:Nickel.png|Underneath the power tower -- Diamond is unbreakable!]][[File:Nickel.png|Love Jojo underneath the power tower.]][[File:Nickel.png|Under the radio tower, the truth of this world can be known.]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Batabattan]]&lt;br /&gt;
*[[Batton]]&lt;br /&gt;
*[[Bombomb]]&lt;br /&gt;
*[[Bomb Flier]]&lt;br /&gt;
*[[Brain Break]]&lt;br /&gt;
*[[Cannopeller]]&lt;br /&gt;
*[[Crazy Cannon]]&lt;br /&gt;
*[[Curlinger]]&lt;br /&gt;
*[[Fan Fiend]]&lt;br /&gt;
*[[Hammer Joe]]&lt;br /&gt;
*[[Metall Run and Gun]]&lt;br /&gt;
*[[Metall Swim]]&lt;br /&gt;
*[[Pandeeta]]&lt;br /&gt;
*[[Power Muscler]]&lt;br /&gt;
*[[Skeleton Joe]]&lt;br /&gt;
*[[Spine]]&lt;br /&gt;
*[[Sniper Joe]]&lt;br /&gt;
*[[Tatepakkan]]&lt;br /&gt;
*[[Walking Bomb]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Conveyor]] (MM2)&lt;br /&gt;
*[[Hand Wall]]&lt;br /&gt;
*[[Plantman Platform]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Crash Man]]&lt;br /&gt;
|music=Diamond Is Unbreakable - Great Days&amp;lt;br&amp;gt;'''Crash Man:''' Initial D - Running in the '90s&lt;br /&gt;
|location=[[Tier 6 (MaGMML2)|Tier 6]]&lt;br /&gt;
|previous=[[Nitrogen Man]]&lt;br /&gt;
|next=[[Lava Factory]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|What a beautiful Duwang! chew|Yoshikage Kira|hidden room.}}&lt;br /&gt;
'''Duwang''' is the 37th place level in ''[[Make A Good Mega Man Level 2]]''. The stage is one giant reference to ''JoJo's Bizarre Adventure''; specifically the fourth part, ''Diamond Is Unbreakable''. &lt;br /&gt;
&lt;br /&gt;
The stage can be accurately divided into three sections: the streets, the sky, and the alley.  The streets are populated with enemies, especially Spines. It also contains a few pits with Bombombs. The sky section is full of Plant Man platforms, as well as Cannopellers and Bomb Fliers. The final section in this is the alley, where you will die if you look to the left.&lt;br /&gt;
&lt;br /&gt;
==Strategy== &lt;br /&gt;
The first part of this stage, the streets, can be almost entirely passed through with the use of the Jewel Satellite. The only thing you'll need to watch out for is the Tatepakkans. However, before you reach the first Tatepakkan, the level goes up a bit, and there is a drop to the area with the Tatepakkans. Instead of jumping down and completing this part of the level normally, you can use a Super Arrow to pass over the rest of the street segment.&lt;br /&gt;
&lt;br /&gt;
In the sky, you have to get across large pits using plant man platforms whilst avoiding enemies. The level requires you at points to shoot multiple Plant Man platforms from one platform, and also requires you to backtrack a bit to shoot some other platforms.&lt;br /&gt;
&lt;br /&gt;
[[File:Duwang2.PNG|thumb|none|alt=|Make sure to jump down this gap for the Nobel Nickels.]]&lt;br /&gt;
&lt;br /&gt;
Once you finish that, you enter the alleyway. The sign on the wall attempts to warn the player: you are not to face left at any point while going through this section. If you do look left, you will hear a sound, then a set of ghost hands will appear from the left and kill the player. This can make certain enemies hard or impossible to kill if you aren't using certain special weapons. &lt;br /&gt;
&lt;br /&gt;
The boss is not mandatory, and you receive no reward for beating him. There is no reason to fight the boss anyway, as the energy element is right in front of the boss, and the boss does absolutely nothing apart from look left and right on the spot.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = is this memes. Pretty good level! The aesthetics are pretty weird and definitely not something I've seen in Mega Man before :V. The design isn't THE BEST EVER but I like some of the ideas present. I like how Spines are used in the first section, and there are some kinda neat setups with the Plantman platforms in the second section. I don't like some of the enemy placement in the second section tho, there's enemies like Crazy Cannons that just seem placed to waste your time rather than actually provide a challenge. The third section is interesting (and REALLY stressful) but I think the gimmick is badly introduced. I didn't get what the sign meant until my second playthrough, so on the first playthrough I was just trying to get through the section as fast as possible and getting extremely paranoid of the death wall coming out of nowhere. It's an interesting stipulation when you get it, though, and it affected my playstyle personally quite a lot. So, while it's not perfect, the level has some interesting ideas, and it's a good level overall. Also that meme room, smh&lt;br /&gt;
|pyroscore = 34&lt;br /&gt;
|spdesign = 9&lt;br /&gt;
|spfun = 7&lt;br /&gt;
|spcreativity = 9&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = Picture this: you're just strolling through a city, shooting a bunch of enemies, admiring the cool graphics, and minding your own business, and then OH MAN A GIANT WALL OF HANDS COMES OUT OF NOWHERE AND KILLS YOU INSTANTLY AAAAAAAAA. That's what happened to me in the second half of the stage. The first time I played this I had no clue what caused that to happen, but the second time I noticed the picture on the wall and realized that it happens whenever you press the left arrow. A text sign saying &amp;quot;don't look back&amp;quot; or something similar would have been nice. Also, some of the Plant Man platforms in the aerial secton despawned, so I had to use Rush Jet. Maybe add a few &amp;quot;safe&amp;quot; platforms in case that happens, like count bombs.&lt;br /&gt;
|jupiscore = 29&lt;br /&gt;
|jhdesign = 5&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 3&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|enjl = Probably the most memorable thing about this level is the section of death hands. Only for the hands. Loving those. My favourite section to play through, however, was the platforming section. While it doesn't do anything particularly innovative I like how it makes you shoot a long distance to activate a platform or take down a foe. The first section suffers a lot from the background and the no-left-section has some spam issues near the end and ends up getting rather repetitive. I'm not a big fan of this level's visuals.&lt;br /&gt;
|enjlscore = 27&lt;br /&gt;
|endesign = 7&lt;br /&gt;
|enfun = 5&lt;br /&gt;
|encreativity = 9&lt;br /&gt;
|enaesthetics = 1&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I really enjoyed playing this stage. The level design is very solid, and the ideas behind it are very interesting. I also like the aesthetics and music used in this stage. However, there are quite a bit of problems. The section with the creepy grey hands thing is confusing and I have no idea what causes them to trigger. Aside from that, the visuals, although as mentioned previously, look good, it still feels a bit nauseating just looking at all this blend of colours. And finally, the Noble Nickels didn't need to be where they are. To conclude, this is definitely one great level, but it has some issues.&lt;br /&gt;
|garirryscore = 40&lt;br /&gt;
|gadesign = 11&lt;br /&gt;
|gafun = 8&lt;br /&gt;
|gacreativity = 12&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's pretty okay. Nothing too spectacular, some sections are a bit rough, but the design is fairly solid. Really liked some sections there.&lt;br /&gt;
|gafunnote = I really enjoyed this one. Nothing too spectacular, but it's good. The weird grey hands section thingy was horrifying though.&lt;br /&gt;
|gacreativitynote = I really liked the concept here. Not sure if there's a reference there but I liked how it was done.&lt;br /&gt;
|gaaestheticsnote = Ouch, the visuals are a bit nauseating. Music is good, but I gotta have to penalise for that.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = I.. what. The hell. I don't... even... if I could leave the review there, I would. I have no idea what was going on and at this point I'm afraid to ask. &lt;br /&gt;
This was... creative? I guess? The idea here was actually fine. But your implementation killed it. &lt;br /&gt;
That is single handedly the WORST gimmick introduction to an instant-death mechanic I've come across. Yikes. It took me so many attempts to even figure out what was going on. What was looking like a decent, if unoriginal level, was just killed stone dead by that gimmick, my word, you need to find a way to explain it better. I don't mind dying to figure out a gimmick... but when your playthrough comes to a complete dead stop because it's bungled so badly, it's a big problem. I was stuck here for a significant level of time. &lt;br /&gt;
And, no, I do not think the background details are enough to understand it, because there are arrows EVERYWHERE ELSE in the level. What is one more background arrow supposed to mean? The new element was also fairly glitchy too. &lt;br /&gt;
Yeesh. &lt;br /&gt;
As for the new tileset, it was, in a word, hideous, from the colour palette, to the shading, to the new elements to... what-ever that scary thing was at the end of the stage was. And even then you have tiles that clearly should be animated that weren't.. and the cloud's just appear without any indication you're going to a cloudy area... and... yes, it's all very ugly. &lt;br /&gt;
Oh, and those Nickels?... and why the heck did you put them all in the same room? What was the point?&lt;br /&gt;
There is one highlight to this stage - the bit in the clouds. I there was some really good implementation of the Plant Man platforms. But... the rest? &lt;br /&gt;
I'll say it again: Yeesh.&lt;br /&gt;
|acescore = 19&lt;br /&gt;
|asdesign = 4&lt;br /&gt;
|asfun = 3&lt;br /&gt;
|ascreativity = 8&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia== &lt;br /&gt;
*&amp;quot;Holy crap, is that a motherfrickin' ''JoJo'' reference?!&amp;quot;:&lt;br /&gt;
**The level is set in Morioh, the town that ''Diamond is Unbreakable'' takes place in. The bright colour pallete is derived from the equally psychedelic artstyle used for the 2016 anime adaptation.&lt;br /&gt;
**The level's name comes from the 'Duwang' scanlation of ''Diamond is Unbreakable'', infamous among the JoJo fandom for its poor English and low-quality scans. 'Duwang' is the mistranslated name of Morioh used in those scanlations.&lt;br /&gt;
**The level's theme is an 8-bit remix of the third opening theme for the anime adaption of ''Diamond is Unbreakable'', 'Great Days'.&lt;br /&gt;
**The lighthouse is a reference to the ending credits of the season. &lt;br /&gt;
**The tower that one has to jump down in order to get to the Noble Nickel room is a reference to &amp;quot;Superfly&amp;quot;, an enemy Stand in that part which is also a telephone tower.&lt;br /&gt;
**The Noble Nickel room contains a picture of the main antagonist of ''Diamond is Unbreakable'', Yoshikage Kira, from the previously mentioned scanlation. &lt;br /&gt;
**The Walking Bomb is a reference to Sheer Heart Attack, one of Kira's bombs (essentially a heatseeking indestructable bomb).&lt;br /&gt;
**The Pepsi sign is a reference to the Pepsi sign that gets struck by lightning at the beginning of the penultimate arc.&lt;br /&gt;
**The alley section is a reference to the Ghost Alley, a location in ''Diamond is Unbreakable''. It loops infinitely until you proceed a certain way, and if one looks back while leaving, many ghost hands will appear from the alley and drag them away. &lt;br /&gt;
**The boss room is a reference to the villain of that part, Yoshikage Kira (pictured in the Noble Nickel room). Crash Man has similar powers to Kira, creating bombs. &lt;br /&gt;
**The ambulance at the end reflects Kira's ultimate fate, being run over by an ambulance.&lt;br /&gt;
**The location of the boss room, at the end of the ghost alley, also references Kira's fate.&lt;br /&gt;
**The 'To Be Continued...' arrow under the floor in the boss room is a reference to when a chapter or episode ends in a cliffhanger for the next episode.&lt;br /&gt;
*The boss room contains a character named Takumi and an 8-bit remix of 'Running in the 90s', which are references to the anime ''Initial D''.&lt;br /&gt;
* The Ghost Alley portion of the stage features a graffiti image of Shantae's head in homage to Entity1037, who provided coding assistance for the stage.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
[[File:Duwang5.png|thumb|none|alt=|This is what happens if roll faces left.]][[File:Duwang6.png|thumb|none|alt=|The red vs orange glove slam between roll and crash woman roll says you are going down and crash woman says nuh uh you are going down and roll says how dare you take that back right now]][[File:Duwang3.PNG|thumb|none|alt=|The Noble Nickel room]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 6}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 6 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Duwang&amp;diff=21419</id>
		<title>Duwang</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Duwang&amp;diff=21419"/>
				<updated>2024-06-07T01:09:21Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Gallery */&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=37th&lt;br /&gt;
|image=[[file:Duwang4.PNG|250px]]&lt;br /&gt;
|caption=Get a feeling so complicated&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[QuestMark]]&lt;br /&gt;
|composer=Maurizio Dejorio, K. Aoki + D Hisegawa&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Judge Order Reminder:&lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=2&lt;br /&gt;
|judge1=34&lt;br /&gt;
|judge2=29&lt;br /&gt;
|judge3=27&lt;br /&gt;
|judge4=40&lt;br /&gt;
|judge5=19&lt;br /&gt;
|totalscore=29.8&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:Nickel.png|Underneath the power tower -- Diamond is unbreakable!]][[File:Nickel.png|Love Jojo underneath the power tower.]][[File:Nickel.png|Under the radio tower, the truth of this world can be known.]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Batabattan]]&lt;br /&gt;
*[[Batton]]&lt;br /&gt;
*[[Bombomb]]&lt;br /&gt;
*[[Bomb Flier]]&lt;br /&gt;
*[[Brain Break]]&lt;br /&gt;
*[[Cannopeller]]&lt;br /&gt;
*[[Crazy Cannon]]&lt;br /&gt;
*[[Curlinger]]&lt;br /&gt;
*[[Fan Fiend]]&lt;br /&gt;
*[[Hammer Joe]]&lt;br /&gt;
*[[Metall Run and Gun]]&lt;br /&gt;
*[[Metall Swim]]&lt;br /&gt;
*[[Pandeeta]]&lt;br /&gt;
*[[Power Muscler]]&lt;br /&gt;
*[[Skeleton Joe]]&lt;br /&gt;
*[[Spine]]&lt;br /&gt;
*[[Sniper Joe]]&lt;br /&gt;
*[[Tatepakkan]]&lt;br /&gt;
*[[Walking Bomb]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Conveyor]] (MM2)&lt;br /&gt;
*[[Hand Wall]]&lt;br /&gt;
*[[Plantman Platform]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Crash Man]]&lt;br /&gt;
|music=Diamond Is Unbreakable - Great Days&amp;lt;br&amp;gt;'''Crash Man:''' Initial D - Running in the '90s&lt;br /&gt;
|location=[[Tier 6 (MaGMML2)|Tier 6]]&lt;br /&gt;
|previous=[[Nitrogen Man]]&lt;br /&gt;
|next=[[Lava Factory]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|What a beautiful Duwang! chew|Yoshikage Kira|hidden room.}}&lt;br /&gt;
'''Duwang''' is the 37th place level in ''[[Make A Good Mega Man Level 2]]''. The stage is one giant reference to ''JoJo's Bizarre Adventure''; specifically the fourth part, ''Diamond Is Unbreakable''. &lt;br /&gt;
&lt;br /&gt;
The stage can be accurately divided into three sections: the streets, the sky, and the alley.  The streets are populated with enemies, especially Spines. It also contains a few pits with Bombombs. The sky section is full of Plant Man platforms, as well as Cannopellers and Bomb Fliers. The final section in this is the alley, where you will die if you look to the left.&lt;br /&gt;
&lt;br /&gt;
==Strategy== &lt;br /&gt;
The first part of this stage, the streets, can be almost entirely passed through with the use of the Jewel Satellite. The only thing you'll need to watch out for is the Tatepakkans. However, before you reach the first Tatepakkan, the level goes up a bit, and there is a drop to the area with the Tatepakkans. Instead of jumping down and completing this part of the level normally, you can use a Super Arrow to pass over the rest of the street segment.&lt;br /&gt;
&lt;br /&gt;
In the sky, you have to get across large pits using plant man platforms whilst avoiding enemies. The level requires you at points to shoot multiple Plant Man platforms from one platform, and also requires you to backtrack a bit to shoot some other platforms.&lt;br /&gt;
&lt;br /&gt;
[[File:Duwang2.PNG|thumb|none|alt=|Make sure to jump down this gap for the Nobel Nickels.]]&lt;br /&gt;
&lt;br /&gt;
Once you finish that, you enter the alleyway. The sign on the wall attempts to warn the player: you are not to face left at any point while going through this section. If you do look left, you will hear a sound, then a set of ghost hands will appear from the left and kill the player. This can make certain enemies hard or impossible to kill if you aren't using certain special weapons. &lt;br /&gt;
&lt;br /&gt;
The boss is not mandatory, and you receive no reward for beating him. There is no reason to fight the boss anyway, as the energy element is right in front of the boss, and the boss does absolutely nothing apart from look left and right on the spot.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = is this memes. Pretty good level! The aesthetics are pretty weird and definitely not something I've seen in Mega Man before :V. The design isn't THE BEST EVER but I like some of the ideas present. I like how Spines are used in the first section, and there are some kinda neat setups with the Plantman platforms in the second section. I don't like some of the enemy placement in the second section tho, there's enemies like Crazy Cannons that just seem placed to waste your time rather than actually provide a challenge. The third section is interesting (and REALLY stressful) but I think the gimmick is badly introduced. I didn't get what the sign meant until my second playthrough, so on the first playthrough I was just trying to get through the section as fast as possible and getting extremely paranoid of the death wall coming out of nowhere. It's an interesting stipulation when you get it, though, and it affected my playstyle personally quite a lot. So, while it's not perfect, the level has some interesting ideas, and it's a good level overall. Also that meme room, smh&lt;br /&gt;
|pyroscore = 34&lt;br /&gt;
|spdesign = 9&lt;br /&gt;
|spfun = 7&lt;br /&gt;
|spcreativity = 9&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = Picture this: you're just strolling through a city, shooting a bunch of enemies, admiring the cool graphics, and minding your own business, and then OH MAN A GIANT WALL OF HANDS COMES OUT OF NOWHERE AND KILLS YOU INSTANTLY AAAAAAAAA. That's what happened to me in the second half of the stage. The first time I played this I had no clue what caused that to happen, but the second time I noticed the picture on the wall and realized that it happens whenever you press the left arrow. A text sign saying &amp;quot;don't look back&amp;quot; or something similar would have been nice. Also, some of the Plant Man platforms in the aerial secton despawned, so I had to use Rush Jet. Maybe add a few &amp;quot;safe&amp;quot; platforms in case that happens, like count bombs.&lt;br /&gt;
|jupiscore = 29&lt;br /&gt;
|jhdesign = 5&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 3&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|enjl = Probably the most memorable thing about this level is the section of death hands. Only for the hands. Loving those. My favourite section to play through, however, was the platforming section. While it doesn't do anything particularly innovative I like how it makes you shoot a long distance to activate a platform or take down a foe. The first section suffers a lot from the background and the no-left-section has some spam issues near the end and ends up getting rather repetitive. I'm not a big fan of this level's visuals.&lt;br /&gt;
|enjlscore = 27&lt;br /&gt;
|endesign = 7&lt;br /&gt;
|enfun = 5&lt;br /&gt;
|encreativity = 9&lt;br /&gt;
|enaesthetics = 1&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I really enjoyed playing this stage. The level design is very solid, and the ideas behind it are very interesting. I also like the aesthetics and music used in this stage. However, there are quite a bit of problems. The section with the creepy grey hands thing is confusing and I have no idea what causes them to trigger. Aside from that, the visuals, although as mentioned previously, look good, it still feels a bit nauseating just looking at all this blend of colours. And finally, the Noble Nickels didn't need to be where they are. To conclude, this is definitely one great level, but it has some issues.&lt;br /&gt;
|garirryscore = 40&lt;br /&gt;
|gadesign = 11&lt;br /&gt;
|gafun = 8&lt;br /&gt;
|gacreativity = 12&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's pretty okay. Nothing too spectacular, some sections are a bit rough, but the design is fairly solid. Really liked some sections there.&lt;br /&gt;
|gafunnote = I really enjoyed this one. Nothing too spectacular, but it's good. The weird grey hands section thingy was horrifying though.&lt;br /&gt;
|gacreativitynote = I really liked the concept here. Not sure if there's a reference there but I liked how it was done.&lt;br /&gt;
|gaaestheticsnote = Ouch, the visuals are a bit nauseating. Music is good, but I gotta have to penalise for that.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = I.. what. The hell. I don't... even... if I could leave the review there, I would. I have no idea what was going on and at this point I'm afraid to ask. &lt;br /&gt;
This was... creative? I guess? The idea here was actually fine. But your implementation killed it. &lt;br /&gt;
That is single handedly the WORST gimmick introduction to an instant-death mechanic I've come across. Yikes. It took me so many attempts to even figure out what was going on. What was looking like a decent, if unoriginal level, was just killed stone dead by that gimmick, my word, you need to find a way to explain it better. I don't mind dying to figure out a gimmick... but when your playthrough comes to a complete dead stop because it's bungled so badly, it's a big problem. I was stuck here for a significant level of time. &lt;br /&gt;
And, no, I do not think the background details are enough to understand it, because there are arrows EVERYWHERE ELSE in the level. What is one more background arrow supposed to mean? The new element was also fairly glitchy too. &lt;br /&gt;
Yeesh. &lt;br /&gt;
As for the new tileset, it was, in a word, hideous, from the colour palette, to the shading, to the new elements to... what-ever that scary thing was at the end of the stage was. And even then you have tiles that clearly should be animated that weren't.. and the cloud's just appear without any indication you're going to a cloudy area... and... yes, it's all very ugly. &lt;br /&gt;
Oh, and those Nickels?... and why the heck did you put them all in the same room? What was the point?&lt;br /&gt;
There is one highlight to this stage - the bit in the clouds. I there was some really good implementation of the Plant Man platforms. But... the rest? &lt;br /&gt;
I'll say it again: Yeesh.&lt;br /&gt;
|acescore = 19&lt;br /&gt;
|asdesign = 4&lt;br /&gt;
|asfun = 3&lt;br /&gt;
|ascreativity = 8&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia== &lt;br /&gt;
*&amp;quot;Holy crap, is that a motherfrickin' ''JoJo'' reference?!&amp;quot;:&lt;br /&gt;
**The level is set in Morioh, the town that ''Diamond is Unbreakable'' takes place in. The bright colour pallete is derived from the equally psychedelic artstyle used for the 2016 anime adaptation.&lt;br /&gt;
**The level's name comes from the 'Duwang' scanlation of ''Diamond is Unbreakable'', infamous among the JoJo fandom for its poor English and low-quality scans. 'Duwang' is the mistranslated name of Morioh used in those scanlations.&lt;br /&gt;
**The level's theme is an 8-bit remix of the third opening theme for the anime adaption of ''Diamond is Unbreakable'', 'Great Days'.&lt;br /&gt;
**The lighthouse is a reference to the ending credits of the season. &lt;br /&gt;
**The tower that one has to jump down in order to get to the Noble Nickel room is a reference to &amp;quot;Superfly&amp;quot;, an enemy Stand in that part which is also a telephone tower.&lt;br /&gt;
**The Noble Nickel room contains a picture of the main antagonist of ''Diamond is Unbreakable'', Yoshikage Kira, from the previously mentioned scanlation. &lt;br /&gt;
**The Walking Bomb is a reference to Sheer Heart Attack, one of Kira's bombs (essentially a heatseeking indestructable bomb).&lt;br /&gt;
**The Pepsi sign is a reference to the Pepsi sign that gets struck by lightning at the beginning of the penultimate arc.&lt;br /&gt;
**The alley section is a reference to the Ghost Alley, a location in ''Diamond is Unbreakable''. It loops infinitely until you proceed a certain way, and if one looks back while leaving, many ghost hands will appear from the alley and drag them away. &lt;br /&gt;
**The boss room is a reference to the villain of that part, Yoshikage Kira (pictured in the Noble Nickel room). Crash Man has similar powers to Kira, creating bombs. &lt;br /&gt;
**The ambulance at the end reflects Kira's ultimate fate, being run over by an ambulance.&lt;br /&gt;
**The location of the boss room, at the end of the ghost alley, also references Kira's fate.&lt;br /&gt;
**The 'To Be Continued...' arrow under the floor in the boss room is a reference to when a chapter or episode ends in a cliffhanger for the next episode.&lt;br /&gt;
*The boss room contains a character named Takumi and an 8-bit remix of 'Running in the 90s', which are references to the anime ''Initial D''.&lt;br /&gt;
* The Ghost Alley portion of the stage features a graffiti image of Shantae's head in homage to Entity1037, who provided coding assistance for the stage.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
[[File:Duwang5.png|thumb|none|alt=|This is what happens if roll faces left.]][[File:Duwang6.png|thumb|none|alt=|The red vs orange glove slam between roll and crash woman]][[File:Duwang3.PNG|thumb|none|alt=|The Noble Nickel room]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 6}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 6 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Duwang&amp;diff=21418</id>
		<title>Duwang</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Duwang&amp;diff=21418"/>
				<updated>2024-06-07T01:08:40Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Gallery */&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=37th&lt;br /&gt;
|image=[[file:Duwang4.PNG|250px]]&lt;br /&gt;
|caption=Get a feeling so complicated&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[QuestMark]]&lt;br /&gt;
|composer=Maurizio Dejorio, K. Aoki + D Hisegawa&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Judge Order Reminder:&lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=2&lt;br /&gt;
|judge1=34&lt;br /&gt;
|judge2=29&lt;br /&gt;
|judge3=27&lt;br /&gt;
|judge4=40&lt;br /&gt;
|judge5=19&lt;br /&gt;
|totalscore=29.8&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:Nickel.png|Underneath the power tower -- Diamond is unbreakable!]][[File:Nickel.png|Love Jojo underneath the power tower.]][[File:Nickel.png|Under the radio tower, the truth of this world can be known.]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Batabattan]]&lt;br /&gt;
*[[Batton]]&lt;br /&gt;
*[[Bombomb]]&lt;br /&gt;
*[[Bomb Flier]]&lt;br /&gt;
*[[Brain Break]]&lt;br /&gt;
*[[Cannopeller]]&lt;br /&gt;
*[[Crazy Cannon]]&lt;br /&gt;
*[[Curlinger]]&lt;br /&gt;
*[[Fan Fiend]]&lt;br /&gt;
*[[Hammer Joe]]&lt;br /&gt;
*[[Metall Run and Gun]]&lt;br /&gt;
*[[Metall Swim]]&lt;br /&gt;
*[[Pandeeta]]&lt;br /&gt;
*[[Power Muscler]]&lt;br /&gt;
*[[Skeleton Joe]]&lt;br /&gt;
*[[Spine]]&lt;br /&gt;
*[[Sniper Joe]]&lt;br /&gt;
*[[Tatepakkan]]&lt;br /&gt;
*[[Walking Bomb]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Conveyor]] (MM2)&lt;br /&gt;
*[[Hand Wall]]&lt;br /&gt;
*[[Plantman Platform]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Crash Man]]&lt;br /&gt;
|music=Diamond Is Unbreakable - Great Days&amp;lt;br&amp;gt;'''Crash Man:''' Initial D - Running in the '90s&lt;br /&gt;
|location=[[Tier 6 (MaGMML2)|Tier 6]]&lt;br /&gt;
|previous=[[Nitrogen Man]]&lt;br /&gt;
|next=[[Lava Factory]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|What a beautiful Duwang! chew|Yoshikage Kira|hidden room.}}&lt;br /&gt;
'''Duwang''' is the 37th place level in ''[[Make A Good Mega Man Level 2]]''. The stage is one giant reference to ''JoJo's Bizarre Adventure''; specifically the fourth part, ''Diamond Is Unbreakable''. &lt;br /&gt;
&lt;br /&gt;
The stage can be accurately divided into three sections: the streets, the sky, and the alley.  The streets are populated with enemies, especially Spines. It also contains a few pits with Bombombs. The sky section is full of Plant Man platforms, as well as Cannopellers and Bomb Fliers. The final section in this is the alley, where you will die if you look to the left.&lt;br /&gt;
&lt;br /&gt;
==Strategy== &lt;br /&gt;
The first part of this stage, the streets, can be almost entirely passed through with the use of the Jewel Satellite. The only thing you'll need to watch out for is the Tatepakkans. However, before you reach the first Tatepakkan, the level goes up a bit, and there is a drop to the area with the Tatepakkans. Instead of jumping down and completing this part of the level normally, you can use a Super Arrow to pass over the rest of the street segment.&lt;br /&gt;
&lt;br /&gt;
In the sky, you have to get across large pits using plant man platforms whilst avoiding enemies. The level requires you at points to shoot multiple Plant Man platforms from one platform, and also requires you to backtrack a bit to shoot some other platforms.&lt;br /&gt;
&lt;br /&gt;
[[File:Duwang2.PNG|thumb|none|alt=|Make sure to jump down this gap for the Nobel Nickels.]]&lt;br /&gt;
&lt;br /&gt;
Once you finish that, you enter the alleyway. The sign on the wall attempts to warn the player: you are not to face left at any point while going through this section. If you do look left, you will hear a sound, then a set of ghost hands will appear from the left and kill the player. This can make certain enemies hard or impossible to kill if you aren't using certain special weapons. &lt;br /&gt;
&lt;br /&gt;
The boss is not mandatory, and you receive no reward for beating him. There is no reason to fight the boss anyway, as the energy element is right in front of the boss, and the boss does absolutely nothing apart from look left and right on the spot.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = is this memes. Pretty good level! The aesthetics are pretty weird and definitely not something I've seen in Mega Man before :V. The design isn't THE BEST EVER but I like some of the ideas present. I like how Spines are used in the first section, and there are some kinda neat setups with the Plantman platforms in the second section. I don't like some of the enemy placement in the second section tho, there's enemies like Crazy Cannons that just seem placed to waste your time rather than actually provide a challenge. The third section is interesting (and REALLY stressful) but I think the gimmick is badly introduced. I didn't get what the sign meant until my second playthrough, so on the first playthrough I was just trying to get through the section as fast as possible and getting extremely paranoid of the death wall coming out of nowhere. It's an interesting stipulation when you get it, though, and it affected my playstyle personally quite a lot. So, while it's not perfect, the level has some interesting ideas, and it's a good level overall. Also that meme room, smh&lt;br /&gt;
|pyroscore = 34&lt;br /&gt;
|spdesign = 9&lt;br /&gt;
|spfun = 7&lt;br /&gt;
|spcreativity = 9&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = Picture this: you're just strolling through a city, shooting a bunch of enemies, admiring the cool graphics, and minding your own business, and then OH MAN A GIANT WALL OF HANDS COMES OUT OF NOWHERE AND KILLS YOU INSTANTLY AAAAAAAAA. That's what happened to me in the second half of the stage. The first time I played this I had no clue what caused that to happen, but the second time I noticed the picture on the wall and realized that it happens whenever you press the left arrow. A text sign saying &amp;quot;don't look back&amp;quot; or something similar would have been nice. Also, some of the Plant Man platforms in the aerial secton despawned, so I had to use Rush Jet. Maybe add a few &amp;quot;safe&amp;quot; platforms in case that happens, like count bombs.&lt;br /&gt;
|jupiscore = 29&lt;br /&gt;
|jhdesign = 5&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 3&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|enjl = Probably the most memorable thing about this level is the section of death hands. Only for the hands. Loving those. My favourite section to play through, however, was the platforming section. While it doesn't do anything particularly innovative I like how it makes you shoot a long distance to activate a platform or take down a foe. The first section suffers a lot from the background and the no-left-section has some spam issues near the end and ends up getting rather repetitive. I'm not a big fan of this level's visuals.&lt;br /&gt;
|enjlscore = 27&lt;br /&gt;
|endesign = 7&lt;br /&gt;
|enfun = 5&lt;br /&gt;
|encreativity = 9&lt;br /&gt;
|enaesthetics = 1&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I really enjoyed playing this stage. The level design is very solid, and the ideas behind it are very interesting. I also like the aesthetics and music used in this stage. However, there are quite a bit of problems. The section with the creepy grey hands thing is confusing and I have no idea what causes them to trigger. Aside from that, the visuals, although as mentioned previously, look good, it still feels a bit nauseating just looking at all this blend of colours. And finally, the Noble Nickels didn't need to be where they are. To conclude, this is definitely one great level, but it has some issues.&lt;br /&gt;
|garirryscore = 40&lt;br /&gt;
|gadesign = 11&lt;br /&gt;
|gafun = 8&lt;br /&gt;
|gacreativity = 12&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's pretty okay. Nothing too spectacular, some sections are a bit rough, but the design is fairly solid. Really liked some sections there.&lt;br /&gt;
|gafunnote = I really enjoyed this one. Nothing too spectacular, but it's good. The weird grey hands section thingy was horrifying though.&lt;br /&gt;
|gacreativitynote = I really liked the concept here. Not sure if there's a reference there but I liked how it was done.&lt;br /&gt;
|gaaestheticsnote = Ouch, the visuals are a bit nauseating. Music is good, but I gotta have to penalise for that.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = I.. what. The hell. I don't... even... if I could leave the review there, I would. I have no idea what was going on and at this point I'm afraid to ask. &lt;br /&gt;
This was... creative? I guess? The idea here was actually fine. But your implementation killed it. &lt;br /&gt;
That is single handedly the WORST gimmick introduction to an instant-death mechanic I've come across. Yikes. It took me so many attempts to even figure out what was going on. What was looking like a decent, if unoriginal level, was just killed stone dead by that gimmick, my word, you need to find a way to explain it better. I don't mind dying to figure out a gimmick... but when your playthrough comes to a complete dead stop because it's bungled so badly, it's a big problem. I was stuck here for a significant level of time. &lt;br /&gt;
And, no, I do not think the background details are enough to understand it, because there are arrows EVERYWHERE ELSE in the level. What is one more background arrow supposed to mean? The new element was also fairly glitchy too. &lt;br /&gt;
Yeesh. &lt;br /&gt;
As for the new tileset, it was, in a word, hideous, from the colour palette, to the shading, to the new elements to... what-ever that scary thing was at the end of the stage was. And even then you have tiles that clearly should be animated that weren't.. and the cloud's just appear without any indication you're going to a cloudy area... and... yes, it's all very ugly. &lt;br /&gt;
Oh, and those Nickels?... and why the heck did you put them all in the same room? What was the point?&lt;br /&gt;
There is one highlight to this stage - the bit in the clouds. I there was some really good implementation of the Plant Man platforms. But... the rest? &lt;br /&gt;
I'll say it again: Yeesh.&lt;br /&gt;
|acescore = 19&lt;br /&gt;
|asdesign = 4&lt;br /&gt;
|asfun = 3&lt;br /&gt;
|ascreativity = 8&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia== &lt;br /&gt;
*&amp;quot;Holy crap, is that a motherfrickin' ''JoJo'' reference?!&amp;quot;:&lt;br /&gt;
**The level is set in Morioh, the town that ''Diamond is Unbreakable'' takes place in. The bright colour pallete is derived from the equally psychedelic artstyle used for the 2016 anime adaptation.&lt;br /&gt;
**The level's name comes from the 'Duwang' scanlation of ''Diamond is Unbreakable'', infamous among the JoJo fandom for its poor English and low-quality scans. 'Duwang' is the mistranslated name of Morioh used in those scanlations.&lt;br /&gt;
**The level's theme is an 8-bit remix of the third opening theme for the anime adaption of ''Diamond is Unbreakable'', 'Great Days'.&lt;br /&gt;
**The lighthouse is a reference to the ending credits of the season. &lt;br /&gt;
**The tower that one has to jump down in order to get to the Noble Nickel room is a reference to &amp;quot;Superfly&amp;quot;, an enemy Stand in that part which is also a telephone tower.&lt;br /&gt;
**The Noble Nickel room contains a picture of the main antagonist of ''Diamond is Unbreakable'', Yoshikage Kira, from the previously mentioned scanlation. &lt;br /&gt;
**The Walking Bomb is a reference to Sheer Heart Attack, one of Kira's bombs (essentially a heatseeking indestructable bomb).&lt;br /&gt;
**The Pepsi sign is a reference to the Pepsi sign that gets struck by lightning at the beginning of the penultimate arc.&lt;br /&gt;
**The alley section is a reference to the Ghost Alley, a location in ''Diamond is Unbreakable''. It loops infinitely until you proceed a certain way, and if one looks back while leaving, many ghost hands will appear from the alley and drag them away. &lt;br /&gt;
**The boss room is a reference to the villain of that part, Yoshikage Kira (pictured in the Noble Nickel room). Crash Man has similar powers to Kira, creating bombs. &lt;br /&gt;
**The ambulance at the end reflects Kira's ultimate fate, being run over by an ambulance.&lt;br /&gt;
**The location of the boss room, at the end of the ghost alley, also references Kira's fate.&lt;br /&gt;
**The 'To Be Continued...' arrow under the floor in the boss room is a reference to when a chapter or episode ends in a cliffhanger for the next episode.&lt;br /&gt;
*The boss room contains a character named Takumi and an 8-bit remix of 'Running in the 90s', which are references to the anime ''Initial D''.&lt;br /&gt;
* The Ghost Alley portion of the stage features a graffiti image of Shantae's head in homage to Entity1037, who provided coding assistance for the stage.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
[[File:Duwang5.png|thumb|none|alt=|This is what happens if roll faces left.]][[File:Duwang6.png|thumb|none|alt=|The boss room]][[File:Duwang3.PNG|thumb|none|alt=|The Noble Nickel room]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 6}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 6 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Lord_Elewoofro&amp;diff=21417</id>
		<title>Lord Elewoofro</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Lord_Elewoofro&amp;diff=21417"/>
				<updated>2024-06-07T01:04:27Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Pre-Battle Dialogue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#404362&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:ElewooFroMug.png|left|Lord Elewoofro Mugshot]][[File:ElewooFroMug.png|right|Lord Elewoofro Mugshot]]Lord Elewoofro&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script=ロードエレウーッフロ&lt;br /&gt;
|romaji=Rōdo Ereūfuro&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[TheSkipper1995]]&lt;br /&gt;
|programmer=[[ACESpark]]&lt;br /&gt;
|artist=[[TheSkipper1995]]&amp;lt;br&amp;gt;[[ACESpark]]{{2}}&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=&lt;br /&gt;
|at=&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Space, Electric, Nature, Freeze&lt;br /&gt;
|weak=[[Sakugarne]], [[Super Arrow]]&lt;br /&gt;
|affiliations=Bryan Man&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[Tier 5 (MaGMML2)]]&lt;br /&gt;
|occupation=God&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2=''Mega Man: Dr. Wily's Final Attack''&lt;br /&gt;
|sprite={{MirrorDiv| mirror=[[File:Lordelewoofro.png‎]]}}&lt;br /&gt;
}}&lt;br /&gt;
'''Lord Elewoofro''' is a character from the fangame ''Mega Man: Dr. Wily's Final Attack''. The character, who appears to have the head of [[Elec Man]], the body of [[Wood Man]], and the arms of Frost Man, is a powerful deity who can be summoned by various means, though it appears to have a connection with the name, &amp;quot;Bryan&amp;quot;. Sometimes he will provide his aid to those that summon him, other times he will thrash out in anger.&lt;br /&gt;
&lt;br /&gt;
Lord Elewoofro appears in ''[[Make a Good Mega Man Level 2]]'' as a tier boss. Here, he is portrayed as a vengeful deity, angry about former followers being swayed towards &amp;quot;false idols&amp;quot; from other fangames. Because he wasn't a boss in his original game, his attack pattern is thus entirely original. &lt;br /&gt;
&lt;br /&gt;
==Game Appearances==&lt;br /&gt;
===''Mega Man: Dr. Wily's Final Attack''===&lt;br /&gt;
Lord Elewoofro appears when [[Mega Man]] uses the Special Attack weapon (obtained from the hidden boss Bryan Man). In a similar manner to [[Eddie]], he will drop a random recovery item before disappearing.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 2]]''===&lt;br /&gt;
Lord Elewoofro serves a more major role as the boss of [[Tier 5 (MaGMML2)|Tier 5]], the Arcade. [[Mega Man]] stumbles upon a [[Sniper Joe]] (known as &amp;quot;Acolyte Joe&amp;quot;) attempting to summon Lord Elewoofro into the world, before noticing Mega Man mid-incantation. Having screwed up the ritual, the Joe flees for his life before Lord Elewoofro appears, declaring that the deity will be full of hate and anger. He's proven right as Mega Man is forced to engage Lord Elewoofro in battle.&lt;br /&gt;
&lt;br /&gt;
Lord Elewoofro initially attacks by dropping three fake versions of one kind of item, as a nod to his original role in ''Mega Man: Dr. Wily's Final Attack''. Which item type he'll attack with is chosen at random:&lt;br /&gt;
* Three fake E-Tanks with skulls on them that explode into a spread of three projectiles when Mega Man gets too close, or eight projectiles in all directions if he shoots them instead.&lt;br /&gt;
* Three fake 1-Ups that spring to life and walk around erratically when they hit the ground. These can destroyed.&lt;br /&gt;
* Three skull-motifed Large Health Energy pickups that bounce around the room. These are able to be destroyed.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Lord Elewoofro will use one of three attacks, based on which of them was used last (if the first attack was used before, then the second attack is used; if the last attack used was the second attack, then the third attack is used, etc.) The attack he will use can be determined by the colour of the sparks he creates prior to using each attack:&lt;br /&gt;
* If yellow sparks, he will dive down and fire a [[Thunder Beam]] at Mega Man three times. This can be dodged by sliding.&lt;br /&gt;
* If green sparks, he will circle around the screen while surrounded by a Leaf Shield (but with three leaves instead of four), and eventually fire the leaves outwards. Lord Elewoofro does this at least three times.&lt;br /&gt;
* If blue sparks, he will throw ice chunks that burst into an Ice Wave that goes directly for Mega Man. Lord Elewoofro dives down during this attack, which gives Mega Man a chance to attack.&lt;br /&gt;
&lt;br /&gt;
All throughout the battle, Lord Elewoofro hovers in the air while moving back and forth across the screen, forcing Mega Man to jump to be able to reach him.&lt;br /&gt;
&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;
 | {{!}} {{!!}}''(Acolyte Joe stands by the middle of the arena)''&lt;br /&gt;
 | {{!}}'''Acolyte Joe'''{{!!}}By the name of the flashing Bryan... We the underdwellers, call upon you, our Lord, to bless us with bounty of...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;''(Acolyte Joe faces roll)''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;...roll what are you doing here?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Oh noes I just said that mid-incantation. queen Elec wood frost women will come into this world full of hate and anger! IM GETTING THE FUCK OUT OF HERE'(Acolyte Joe runs away as the fusion queen appears out of swirling roll says all right miss fusion woman lets slam gloves come on fight me like a woman ym)''&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/1/2&lt;br /&gt;
|hornet=0&lt;br /&gt;
|jewel=1&lt;br /&gt;
|grab=0&lt;br /&gt;
|triple=3&lt;br /&gt;
|flash=N&lt;br /&gt;
|slash=2&lt;br /&gt;
|wheel=0&lt;br /&gt;
|sakugarne=4&lt;br /&gt;
|wire=2&lt;br /&gt;
|arrow=4&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Lord Elewoofro is one of two tier bosses in ''MaGMML2'' who don't appear anywhere other than their boss fight, the other being [[Jet Man]].&lt;br /&gt;
* Lord Elewoofro's appearance stems from Elec Man, Wood Man, and Frost Man being the three favourite Robot Masters of the person on whom Bryan Man is based.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Tier Bosses]][[Category:Robot Masters]][[Category:Make a Good Mega Man Level 2 Bosses]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Lord_Elewoofro&amp;diff=21416</id>
		<title>Lord Elewoofro</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Lord_Elewoofro&amp;diff=21416"/>
				<updated>2024-06-07T01:03:21Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Pre-Battle Dialogue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#404362&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:ElewooFroMug.png|left|Lord Elewoofro Mugshot]][[File:ElewooFroMug.png|right|Lord Elewoofro Mugshot]]Lord Elewoofro&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script=ロードエレウーッフロ&lt;br /&gt;
|romaji=Rōdo Ereūfuro&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[TheSkipper1995]]&lt;br /&gt;
|programmer=[[ACESpark]]&lt;br /&gt;
|artist=[[TheSkipper1995]]&amp;lt;br&amp;gt;[[ACESpark]]{{2}}&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=&lt;br /&gt;
|at=&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Space, Electric, Nature, Freeze&lt;br /&gt;
|weak=[[Sakugarne]], [[Super Arrow]]&lt;br /&gt;
|affiliations=Bryan Man&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[Tier 5 (MaGMML2)]]&lt;br /&gt;
|occupation=God&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2=''Mega Man: Dr. Wily's Final Attack''&lt;br /&gt;
|sprite={{MirrorDiv| mirror=[[File:Lordelewoofro.png‎]]}}&lt;br /&gt;
}}&lt;br /&gt;
'''Lord Elewoofro''' is a character from the fangame ''Mega Man: Dr. Wily's Final Attack''. The character, who appears to have the head of [[Elec Man]], the body of [[Wood Man]], and the arms of Frost Man, is a powerful deity who can be summoned by various means, though it appears to have a connection with the name, &amp;quot;Bryan&amp;quot;. Sometimes he will provide his aid to those that summon him, other times he will thrash out in anger.&lt;br /&gt;
&lt;br /&gt;
Lord Elewoofro appears in ''[[Make a Good Mega Man Level 2]]'' as a tier boss. Here, he is portrayed as a vengeful deity, angry about former followers being swayed towards &amp;quot;false idols&amp;quot; from other fangames. Because he wasn't a boss in his original game, his attack pattern is thus entirely original. &lt;br /&gt;
&lt;br /&gt;
==Game Appearances==&lt;br /&gt;
===''Mega Man: Dr. Wily's Final Attack''===&lt;br /&gt;
Lord Elewoofro appears when [[Mega Man]] uses the Special Attack weapon (obtained from the hidden boss Bryan Man). In a similar manner to [[Eddie]], he will drop a random recovery item before disappearing.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 2]]''===&lt;br /&gt;
Lord Elewoofro serves a more major role as the boss of [[Tier 5 (MaGMML2)|Tier 5]], the Arcade. [[Mega Man]] stumbles upon a [[Sniper Joe]] (known as &amp;quot;Acolyte Joe&amp;quot;) attempting to summon Lord Elewoofro into the world, before noticing Mega Man mid-incantation. Having screwed up the ritual, the Joe flees for his life before Lord Elewoofro appears, declaring that the deity will be full of hate and anger. He's proven right as Mega Man is forced to engage Lord Elewoofro in battle.&lt;br /&gt;
&lt;br /&gt;
Lord Elewoofro initially attacks by dropping three fake versions of one kind of item, as a nod to his original role in ''Mega Man: Dr. Wily's Final Attack''. Which item type he'll attack with is chosen at random:&lt;br /&gt;
* Three fake E-Tanks with skulls on them that explode into a spread of three projectiles when Mega Man gets too close, or eight projectiles in all directions if he shoots them instead.&lt;br /&gt;
* Three fake 1-Ups that spring to life and walk around erratically when they hit the ground. These can destroyed.&lt;br /&gt;
* Three skull-motifed Large Health Energy pickups that bounce around the room. These are able to be destroyed.&lt;br /&gt;
&lt;br /&gt;
Afterwards, Lord Elewoofro will use one of three attacks, based on which of them was used last (if the first attack was used before, then the second attack is used; if the last attack used was the second attack, then the third attack is used, etc.) The attack he will use can be determined by the colour of the sparks he creates prior to using each attack:&lt;br /&gt;
* If yellow sparks, he will dive down and fire a [[Thunder Beam]] at Mega Man three times. This can be dodged by sliding.&lt;br /&gt;
* If green sparks, he will circle around the screen while surrounded by a Leaf Shield (but with three leaves instead of four), and eventually fire the leaves outwards. Lord Elewoofro does this at least three times.&lt;br /&gt;
* If blue sparks, he will throw ice chunks that burst into an Ice Wave that goes directly for Mega Man. Lord Elewoofro dives down during this attack, which gives Mega Man a chance to attack.&lt;br /&gt;
&lt;br /&gt;
All throughout the battle, Lord Elewoofro hovers in the air while moving back and forth across the screen, forcing Mega Man to jump to be able to reach him.&lt;br /&gt;
&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;
 | {{!}} {{!!}}''(Acolyte Joe stands by the middle of the arena)''&lt;br /&gt;
 | {{!}}'''Acolyte Joe'''{{!!}}By the name of the flashing Bryan... We the underdwellers, call upon you, our Lord, to bless us with bounty of...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;''(Acolyte Joe faces roll)''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;...roll what are you doing here?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Oh noes I just said that mid-incantation. queen Elec wood frost women will come into this world full of hate and anger! IM GETTING THE FUCK OUT OF HERE'(Acolyte Joe jumps offscreen, as the fusion queen instantiates roll says allright miss fusion woman lets slam gloves come on fight me like a woman ym)''&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/1/2&lt;br /&gt;
|hornet=0&lt;br /&gt;
|jewel=1&lt;br /&gt;
|grab=0&lt;br /&gt;
|triple=3&lt;br /&gt;
|flash=N&lt;br /&gt;
|slash=2&lt;br /&gt;
|wheel=0&lt;br /&gt;
|sakugarne=4&lt;br /&gt;
|wire=2&lt;br /&gt;
|arrow=4&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Lord Elewoofro is one of two tier bosses in ''MaGMML2'' who don't appear anywhere other than their boss fight, the other being [[Jet Man]].&lt;br /&gt;
* Lord Elewoofro's appearance stems from Elec Man, Wood Man, and Frost Man being the three favourite Robot Masters of the person on whom Bryan Man is based.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Tier Bosses]][[Category:Robot Masters]][[Category:Make a Good Mega Man Level 2 Bosses]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Alien&amp;diff=21415</id>
		<title>Alien</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Alien&amp;diff=21415"/>
				<updated>2024-06-07T00:53:05Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#404362&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= [[File:AlienMugshot.png|left]][[File:AlienMugshot.png|right]]Alien&lt;br /&gt;
|image=[[File:MaGMML2AlienArt.png|Modified Capcom Artwork by Karakato]]&lt;br /&gt;
|caption=Modified Capcom Artwork by '''Karakato'''&lt;br /&gt;
|script=&lt;br /&gt;
|romaji =&lt;br /&gt;
|number=&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer= BizzareIdeaMan&lt;br /&gt;
|gender=&lt;br /&gt;
|eyecolor = Varies&lt;br /&gt;
|at= 4 (contact), 2 (meteors), 4 (mine), 2 (blue energy balls), 2 (green energy balls)&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Space&lt;br /&gt;
|weak=[[Flash Stopper]], [[Sakugarne]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Alien Temple]]&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={{MirrorDiv |mirror=[[File:Alien.png]]}}&lt;br /&gt;
}}&lt;br /&gt;
'''Alien''', also known as '''Rainbow Alien''', is a boss from ''[[Make a Good Mega Man Level 2]]''. It is a color-changing alien identical in appearance to the alien hologram from ''[[Mega Man 2]]''. Alien appears as the main focus of the level [[Alien Temple]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Alien will constantly teleport around the room, randomly selecting one of the following attacks after each teleport:&lt;br /&gt;
*Summon four yellow meteors that fall from the top of the screen.&lt;br /&gt;
*Fire a red mine at roll that lingers briefly before creating a large horde of explosions.&lt;br /&gt;
*Shoot three red energy balls at roll&lt;br /&gt;
*Shoot a spread of four green energy balls at her&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/2/3&lt;br /&gt;
| hornet = 2&lt;br /&gt;
| jewel = 1&lt;br /&gt;
| grab = 1&lt;br /&gt;
| triple = 2&lt;br /&gt;
| slash = 1&lt;br /&gt;
| wheel = 2&lt;br /&gt;
| sakugarne = 3&lt;br /&gt;
| wire = 1&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| flash = Y&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Entry Bosses}}&lt;br /&gt;
{{MaGMML2 Tier 4}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Make a Good Mega Man Level 2]][[Category:Tier 4 (MaGMML2)]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Ombuds_Man&amp;diff=21414</id>
		<title>Ombuds Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Ombuds_Man&amp;diff=21414"/>
				<updated>2024-06-07T00:41:57Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Pre-Battle Dialogue */&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:MM42OmbudsManMug.png|left]][[File:MM42OmbudsManMug.png|right]]Ombuds Man&lt;br /&gt;
|image= [[File:Om+Buds.jpg|287px|Artwork by Servadac]]&lt;br /&gt;
|caption=Artwork by '''Servadac'''&lt;br /&gt;
|script=オンブズマン&lt;br /&gt;
|romaji=Onbuzuman&lt;br /&gt;
|number= DWN-427&lt;br /&gt;
|designer=Servadac&lt;br /&gt;
|programmer=[[snoruntpyro]], [[The Stove Guy]]&lt;br /&gt;
|artist=Servadac&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor=Black&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;4 (falling rocks)&amp;lt;br&amp;gt;2 (Paper Slash)&lt;br /&gt;
|weapon= Paper Slash&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack= &lt;br /&gt;
|type=Cutter&lt;br /&gt;
|weak=[[Triple Blade]]&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[Tier 2 (MaGMML2)]]&lt;br /&gt;
|occupation=Bureaucrat&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss, NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (cameo)&lt;br /&gt;
|appear2=''Mega Man 42''&lt;br /&gt;
|sprite=[[File:MaGMML2_OmbudsMan.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|...what is an Ombuds?|Mega Man|confused as everybody on their first visit.|}}&lt;br /&gt;
'''Ombuds Man''' is a Robot Master from the fangame ''Mega Man 42''. He is a Robot Master built to handle paperwork and other bureaucratic affairs, before eventually allying himself with [[Doctor Albert W. Wily|Dr. Wily]]. He appears as the boss of [[Tier 2 (MaGMML2)|Tier 2]] in ''[[Make a Good Mega Man Level 2]]'', with an upgraded pattern from his original game.&lt;br /&gt;
&lt;br /&gt;
==Game Appearances==&lt;br /&gt;
===''Mega Man 42''===&lt;br /&gt;
Ombuds Man is one of the eight Robot Masters. His stage takes place in an office building that either [[Mega Man]] or Mega Girl ([[Roll]]) must climb in order to reach the boss. His attacks consists of his signature Paper Slash move, which fires a triple spreadshot of paper, one forward and two at 45 degree angles, and slamming his fist on the ground, producing falling debris from the ceiling.&lt;br /&gt;
&lt;br /&gt;
He is weak to the Color Glob, Art Man's Special Weapon, and his Paper Slash weapon is the weakness of Zombie Man.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 2]]''===&lt;br /&gt;
Ombuds Man appears as the boss of Tier 2, the Sewers. After a brief bit of dialogue with Mega Man, where he admits to not even knowing what an Ombuds is, calling it &amp;quot;an enigma of life&amp;quot;, he challenges him to battle. &lt;br /&gt;
&lt;br /&gt;
Ombuds Man's abilities have been significantly ramped up from his original battle. In addition to retaining all of his original attacks, he has gained a good amount of new moves as listed below.&lt;br /&gt;
&lt;br /&gt;
* Ombuds Man tosses a printer on the ground, which can be destroyed. This printer fires paper shots straight forward.&lt;br /&gt;
* Ombuds Man walks around and jumps, firing a single piece of paper forward.&lt;br /&gt;
* Ombuds Man fires a paper slash straight up. The sideways papers arc downwards. He proceeds to adjust his tie, and teleport to another location. When he teleports, a paper slash is fired to the left and right of him. &lt;br /&gt;
&lt;br /&gt;
After his defeat, he will appear at [[Chateau Chevaleresque]] as an NPC. &lt;br /&gt;
&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;
 |{{!}}'''roll'''{{!!}} Uhh... a business woman in the sewer? What...?&lt;br /&gt;
 |{{!}}'''Ombuds WoMan'''{{!!}} hmph you've finally arrived!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I was wondering when you would show up, roll my rival I've grown quite impatient down here.&lt;br /&gt;
 |{{!}}'''roll'''{{!!}} Who are you and why did you think it was a good idea to bring formal wear into a sewer?&lt;br /&gt;
 |{{!}}'''Ombuds Man'''{{!!}} Ahh, you don't remember me... I am ''Ombuds WoMan!''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If I recall correctly, I am from one of your earlier adventures, so I am not surprised I have been forgotten.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As for why I wear such attire, it is simply business. Do not question what needs to be done. &lt;br /&gt;
 |{{!}}'''roll'''{{!!}} ... What is an Ombuds?&lt;br /&gt;
 |{{!}}'''Ombuds woman'''{{!!}} Ah, the quintessential question - for even I cannot deliver you an answer. It is simply an enigma of life.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;But now, I must slam my black gloves on top of your red gloves roll - it is destiny that we must.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm getting quite disgusted by this sewer either way, so it would be preferred if this was taken care of quickly.&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level: Episode Zero]]''===&lt;br /&gt;
While he doesn't return as a boss or even an NPC, Ombuds Man makes a surprise cameo appearance in ''Episode Zero'''s end credits. He is seen in the Chateau Chevaleresque standing next to [[Napalm Man]], and the two seem perfectly content not saying a single word to each other.&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/3&lt;br /&gt;
| hornet = 1&lt;br /&gt;
| jewel = 2&lt;br /&gt;
| grab = 1&lt;br /&gt;
| triple = 4&lt;br /&gt;
| flash = N&lt;br /&gt;
| slash = 1&lt;br /&gt;
| wheel = 1&lt;br /&gt;
| sakugarne = 2&lt;br /&gt;
| wire = 1&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| notes = Destroying the falling debris can actually yield drops.&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* An ''ombudsman'' is an appointed official whose duty is to investigate complaints, generally on behalf of individuals such as consumers or taxpayers, against institutions such as companies and government departments.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Tier Bosses]][[Category:Tier 2 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Bosses]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Yggdrasil&amp;diff=21413</id>
		<title>Yggdrasil</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Yggdrasil&amp;diff=21413"/>
				<updated>2024-06-07T00:39:36Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Green Path – Cream */&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=Yggdrasil&lt;br /&gt;
|rank=72nd&lt;br /&gt;
|image=[[File:MaGMML2-72-Yggdrasil.png|256px]]&lt;br /&gt;
|caption=&amp;quot;Sorry, am I interrupting you guys? Can you give me directions?&amp;quot;&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[Zatsupachi]]&lt;br /&gt;
|composer=Motoi Sakuraba, Michiru Yamane, Yasuhiro Ichihashi&lt;br /&gt;
|artist=Zatsupachi&lt;br /&gt;
|programmer=Zatsupachi&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Judge Order Reminder:&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=2&lt;br /&gt;
|judge1=25&lt;br /&gt;
|judge2=24&lt;br /&gt;
|judge3=5&lt;br /&gt;
|judge4=18&lt;br /&gt;
|judge5=4&lt;br /&gt;
|totalscore=15.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=3&lt;br /&gt;
|collectables=&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Bombomb]]&lt;br /&gt;
*[[Rabbit]]&lt;br /&gt;
*[[Sear]]&lt;br /&gt;
*[[Super Joe]]&lt;br /&gt;
*[[Wild Gunner]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Quick Laser]] (drain, instant-kill)&lt;br /&gt;
*[[Screen Wrap]]&lt;br /&gt;
*[[Yoku Block]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Crator]]&lt;br /&gt;
*[[Cream]]&lt;br /&gt;
*[[Kichona]]&lt;br /&gt;
|other=&lt;br /&gt;
*[[File:Skip.png]] [[Skip Teleporter|Skippable]]&lt;br /&gt;
*[[File:EnjlLeastFav.png]] [[Enjl]]'s Least Favorite&lt;br /&gt;
*[[File:AceLeastFav.png]] [[ACESpark]]'s Least Favorite&lt;br /&gt;
|music=Valkyrie Profile - Mission to Deep Space&amp;lt;br&amp;gt;'''Crator:''' Castlevania: Order of Ecclesia - Sorrow's Distortion&amp;lt;br&amp;gt;'''Cream:''' Castlevania: Order of Ecclesia - Dissonant Courage&amp;lt;br&amp;gt;'''Kichona:''' Castlevania: Order of Ecclesia - Prediction of Insanity&lt;br /&gt;
|location=[[Tier 2 (MaGMML2)|Tier 2]]&lt;br /&gt;
|previous=[[Airflow Hubble]] &lt;br /&gt;
|next=[[Rush City]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Yggdrasil, the world tree! As a robot with woodland heritage, I really appreciate this level, even if the judges didn't!|[[Wood Man]]|commenting on Yggdrasil}}&lt;br /&gt;
'''Yggdrasil''' is the 72nd place entry of ''[[Make a Good Mega Man Level 2]]''. Named after [https://en.wikipedia.org/wiki/Yggdrasil the sacred tree from Norse cosmology], it is a maze-like stage with a pseudo-3D perspective, multiple exits, and a non-Euclidean [[Screen Wrap|screen wrapping]] gimmick, and (at around 92 screens) is one of the larger levels in the contest. The level also features three characters from [[Zatsupachi]]'s original series, ''Cutezome Mythos'', all of whom are (very quickly) introduced early on before acting as the bosses of each separate path.&lt;br /&gt;
&lt;br /&gt;
While the level is mostly open-ended, it is primarily divided into a &amp;quot;blue&amp;quot; path focused on [[Quick Laser]]s and a &amp;quot;green&amp;quot; path focused on [[Yoku Block]]s, as well as a small &amp;quot;pink&amp;quot; path that branches off from the former two. However, the pink path cannot be completed without first collecting the Energy Elements from the blue and green paths in previous playthroughs. Fortunately, there exist teleporters throughout the level that can take [[Mega Man]] to other areas, including a pair that will take him to the end of the opposite path.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level starts off with a featureless stretch of terrain, before [[Mega Man]] walks in on the Cutezome trio infodumping to themselves, apparently oblivious to his presence. The text will scroll by faster than most players will be able to read it, but almost nothing important is discussed beyond the three splitting up to different parts of the level to man three terminals. Once they walk offscreen, Mega Man comes to a choice between two ladders; one leading up into a blue area, the other down into a green area.&lt;br /&gt;
&lt;br /&gt;
===Blue Path – Crator===&lt;br /&gt;
A series of Quick Lasers blocked by walls appear to foreshadow the main threat of the path, but deceptively, all the lasers from this point are instant death, instead of the drain variants seen in the first screen. However, the [[Flash Stopper]] can be used to temporarily freeze their countdowns and get past them safely. Quickly kill the [[Super Joe]] above with a Charge Shot or Special Weapons, then run left before a set of criss-crossing Quick Lasers shoot from the walls and ceiling. What follows is a gauntlet of screens Mega Man must run through before lasers block off passages, forcing him to commit suicide. The screen wrap is often involved in avoiding the lasers, with one screen having lasers that move slightly quicker than Mega Man, forcing him to loop around from the left and pop out to the right. In the midst of this gauntlet is a breather room with a checkpoint.&lt;br /&gt;
&lt;br /&gt;
The screen after the checkpoint is a confusing screen wrap maze, again filled with lasers that will block off paths. Moving onto the next screen requires crossing through the middle-right screen boundary; the Flash Stopper is a useful tool for temporarily freezing the lasers and bypassing the maze altogether. However, two apparent screen wrap points (both on the bottom corners of the screen) are really death pits, so avoid falling down them if at all possible. Taking the left ladder upwards, meanwhile, leads to a small alcove with an E-Tank, which loops back around to the checkpoint. A pair of [[Wild Gunner]]s and [[Sear]]s bombard Mega Man with their attacks on the next screen; though the latter are easily dealt with, the former are best killed by using the [[Jewel Satellite]] to reflect their spamshots back at them. A split path guarded by a Super Joe soon appears; one a drop down to the pink path, the other a continuation of the blue path.&lt;br /&gt;
&lt;br /&gt;
By continuing the blue path, there are more Quick Laser challenges to run through, again using screen wrapping to some degree. One notable screen within this path features a Super Joe, but no lasers; Mega Man can reach the left side of the screen by jumping over some spikes in the bottom right, or he can slide to the bottom and find a [[Yashichi]] guarded by two [[Bombomb]]s. Another has a horizontal laser on the bottom and two vertical lasers right next to each other; without using the Flash Stopper, Mega Man must carefully jump through a screen wrap point to warp himself onto the other side of the lasers. This is harder than it looks, as he can easily clip into the floor and die if he jumps the wrong way. After that screen, keep moving no matter what; a set of lasers come down from the top and bottom of the screen, trying to block off each platform. Guarding a set of ladders are a series of [[Rabbit]]s; the bottom two are a branching pathway to the pink path (again involving outrunning Quick Lasers), while the top two lead to a teleporter that warps Mega Man to the end of the green path. Just beyond the four ladders, meanwhile, is the door to the blue path's boss, [[Crator]].&lt;br /&gt;
&lt;br /&gt;
===Green Path – Cream===&lt;br /&gt;
After a short drop that telegraphs the use of Yoku Blocks and spikes, a short set of Yoku Block puzzles over pits occur. The second of these acts as an introduction to the screen wrapping gimmick, since the only way to proceed is to fall down the pit and onto a platform in the top-left of the screen. The screen directly afterwards features a ladder and a pit on the left; against all sound logic and reason, '''do not''' take the ladder downwards, as it warps Mega Man to the top of the screen (and onto a set of spikes). Instead, either drop down the pit while avoiding the spikes, or jump from the last Yoku Block while holding up to climb an invisible ladder that wraps to the bottom of the screen, ''then'' take the pit. Shortly afterwards is an empty screen that serves as a checkpoint. &lt;br /&gt;
&lt;br /&gt;
In the next room, Yoku Blocks in a more complex series of patterns appear; however, the screen has screen wrapping, so it's easier to wrap around to the top and stick to the right before the blocks allow a way forward. A Super Joe and Wild Gunner appear here; as on the blue path, it's wise to use the Jewel Satellite to block their danmaku shots rather than trying to dodge them normally. A ladder to the pink path appears on the top, while the green path continues on a ladder down below. Taking the lower ladder leads to a room with Yoku Blocks over spikes. Though the tileset obfuscates it a little, there is a slide passage on the left that wraps around to the right. Not long afterwards is a screen with an advancing maze of Yoku Blocks, but by staying as close to the top layer of blocks as possible, it can be easily crossed. Right before the next checkpoint is a screen with Yoku Blocks arranged in a smiley face, and an E-Tank on a high ledge impossible to reach without using a utility like the [[Rush Jet]].&lt;br /&gt;
&lt;br /&gt;
The screen below has a choice of three paths to drop down, although the rightmost one requires the Rush Jet or Super Arrow to reach. On the bottom left of the screen below, jumping over the spikes to the left leads to a secret area with a Yashichi, which wraps back around to the checkpoint. Jumping to the right side of the screen on either the top or bottom corners leads to the final part of the path. Both the upper and lower paths contain a long section of tricky Yoku Block patterns over spikes and a bottomless pit, with a decoy block on the lower path, and a block that appears directly above Mega Man on the upper path. Using Rush Jet to fly past all the blocks is advised if possible. The very last part of the path contains three ladders before cream says may the best girl win roll two of which go down to a teleporter that warps Mega Man to the area just before Crator. The upper ladder leads to a series of Yoku Block puzzles that act as an alternate way of reaching the pink path; many of which require the [[Wheel Cutter]] to scale.&lt;br /&gt;
&lt;br /&gt;
===Pink Path – Kichona===&lt;br /&gt;
Accessing the pink path requires going through at least the first half of either the blue or green paths first. The ends of both paths also feature ladders to pathways towards the end of the pink path, but taking them is largely not recommended as getting to them wastes time. Instead, the blue path is the quickest way to reach the pink path thanks to its lack of time-consuming enemies and Yoku Blocks. Regardless of the path taken, both are mostly the same, with multiple platforms over a pit, while enemies try to knock Mega Man off with their multiple shots. The Jewel Satellite remains the weapon of choice here. Both paths also have secret shortcuts via transparent ladders (with the top path hiding its behind a fake spike). Taking them leads to an area with spikes that need to be scaled with either the Super Arrow or Wheel Cutter; going left from here takes Mega Man to a large, non-functioning portal with an M-Tank.&lt;br /&gt;
&lt;br /&gt;
Both paths eventually meet up in a long vertical area filled with ladders, with [[Kichona]]'s boss door lying in a small screen to the right. If Mega Man hasn't defeated both Crator and Cream in prior playthroughs, the door will not open for him. Back in the large vertical area, a small room close to the large portal contains a smaller portal with four ? Cans. This portal will take Mega Man back to the start of the level with no quick way to return, as the &amp;quot;late&amp;quot; entrances to the pink path found right at the end of the blue and green paths are intended to be one-way, preventing Mega Man from going back through them to reach the necessary boss.&lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
Yggdrasil was made skippable as a result of its long and confusing level design (in particular, the screen wrap is janky, lacks a visual indicator, and is often inconsistently used), and overall high level of difficulty from both the stage itself and all three bosses. Said bosses were also explicitly banned from the [[The Arena|Mega Arena]], as each of them are fast, deal large amounts of damage (up to and including one-hit kills), are immune to most weapons, and (in Kichona's case) can heal themselves.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro=WHY&lt;br /&gt;
|pyroscore=25&lt;br /&gt;
|spdesign=2&lt;br /&gt;
|spfun=3&lt;br /&gt;
|spcreativity=15&lt;br /&gt;
|spaesthetics=4&lt;br /&gt;
|spfunction=1&lt;br /&gt;
|spskip=Yes&lt;br /&gt;
|jupi=I'm gonna be honest, what did I just play? No one is gonna be able to beat this without dying several times unless they've already memorized the stage. The Force Beam sections were cheap and there was nothing showing were the lasers would come from. Some of the Yoku block sections were cool, but there was a jump in one of them that REQUIRED Rush Jet or Super Arrow to get across. The enemies flood the screen with projectiles and you're almost guaranteed to get hit by them unless you know where they all are. In some sections, there are instant warps and pits next to each other with no distinction between the two. This is all very unfortunate, because the stage is creative and looks really cool! You have to design your levels with other players in mind!&lt;br /&gt;
|jupiscore=24&lt;br /&gt;
|jhdesign=1&lt;br /&gt;
|jhfun=2&lt;br /&gt;
|jhcreativity=15&lt;br /&gt;
|jhaesthetics=4&lt;br /&gt;
|jhfunction=2&lt;br /&gt;
|enjl=Usually in my reviews, if a level fails at something I try to isolate this point of failure and give feedback and ideas on how to iron it out to make the level better. In this review, I will omit the latter part, because if all of the level's issues were ironed out, the level would be a completely different level. This level's issues basically boil down to fundamental principles of game design and it manages to fail in terms of clarity, fairness, difficulty curve, guidance, boss design and consistency alike. This level basically asks the player to fully understand how the level is laid out, where every trap lies, how to deal with the incredibly powerful and spammy enemies, and how to fight each of the 3 bosses and in which order to fight them before they even start playing. I'm trying hard to find a redeemable aspect of this level, and I'm sorry, but I can't find one.&lt;br /&gt;
|enjlscore=5&lt;br /&gt;
|endesign=0&lt;br /&gt;
|enfun=1&lt;br /&gt;
|encreativity=2&lt;br /&gt;
|enaesthetics=1&lt;br /&gt;
|enfunction=1&lt;br /&gt;
|enskip=Yes&lt;br /&gt;
|garirry=Okay, there's just so much wrong with this level. Let's start with the basics, the boss sprites are bad, and their designs remind me of very bad OCs. Also, their dialogue is hard to read and scrolls way too fast. Then, the level itself isn't even that good, in fact, far from it. The Yoku Blocks and Quick Lasers are often unpredictable and hard to get through. The placement of overpowered enemies is absolutely awful. Not to mention the boss fights are cheap and random. Then comes the main problem: this level is extremely buggy. I'm often not even sure where the collisions are, the whole warp to the other side of the screen thing is hardly working, and there are plenty of graphical bugs. I honestly can't say anything else. I liked the music choices but it's just so bad!&lt;br /&gt;
|garirryscore=18&lt;br /&gt;
|gadesign=3&lt;br /&gt;
|gafun=3&lt;br /&gt;
|gacreativity=7&lt;br /&gt;
|gaaesthetics=4&lt;br /&gt;
|gafunction=1&lt;br /&gt;
|gadesignnote=Uhhhhhhhhh... what? The level design is honestly pretty shit. Most enemies are unavoidable, lasers are unexpected, and there's more. It's bad.&lt;br /&gt;
|gafunnote=It was irritating. A little fun, but it gets old really, really fast.&lt;br /&gt;
|gacreativitynote=I kinda liked the ideas here... but it just doesn't really seem to work right.&lt;br /&gt;
|gaaestheticsnote=Music is good, graphics are ok.&lt;br /&gt;
|gafunctionnote=Okay no, I can't forgive this. You don't know where the collisions are, the dialogue is fucked, and everything else is just so glitchy.&lt;br /&gt;
|ace=That was among the least enjoyable Mega Man experiences I have ever had. Worse than half the nonsense zero effort rom hacks of Rockman 2, more unplayable than those garbage mobile phone ports, more annoying than the Upon a Star OVA, and yes, worse than X7 and its stupid face. I will gladly fight Flame Hyenard again and again, with full sound, rather than play this stage again. Hell I'd happily go through X7 with all the sound replaced with Flame Hyenard vocal cues. My friends, any Let's Players - if you are going to skip any level in this contest - make it this one. I cannot understate how un-fun this stage was. I was stuck in this level for over an hour on my first passes, and I hated every minute of it.&lt;br /&gt;
&lt;br /&gt;
Are ya ready kids? Settle in, this is the long one. This level does not start off well. We get walls of text (I know, sorry), from 3 random characters, that speed by so quickly the player does not have a chance to even read them. Going up, with the blue segment, we have Quick Man Lasers. The fact they're introduced safely seems like a positive. Wait a few seconds though on the screen with the Sniper Joe though - and suddenly lasers. There is no indication at all that this room is going to be dangerous, especially since there is a newly introduced enemy in this room, that will stump the player the first time they see it.&lt;br /&gt;
&lt;br /&gt;
Home to this stage is a original{{sic}} warping gimmick - and at first the rules seem obvious - go off the edge of the screen and you'll warp to the other side. This is a lovely idea!&lt;br /&gt;
But,,{{sic}} it turns out there are NO rules to this gimmick. At all. The rules to this thing change between rooms. Sometimes you can walk into somewhere complete innocuous{{sic}} and you'll warp elsewhere. Sometimes logical spots for warps don't have them. Outside of trial and error, there is no way to tell where you'll end up with this gimmick, and whether or not you'll be led to a pit.&lt;br /&gt;
I haven't even mentioned the enemy set yet. They're so bad. We are not playing Touhou, Mega Man actually has a HUGE hitbox, and more to the point  bullet hell shoot em up games actually have PATTERNS to the masses of projectiles... not just total RNG like this.&lt;br /&gt;
&lt;br /&gt;
I eventually reached the first of the three bosses, the boss with the sword. Its damage output is nuts, it can and will pull off attacks when it feels like it with little to no warning, and is completely invincible whilst making these attacks. The only good option to beating him is to use his weakness, he is so far off the power scale that buster-only is practically unbeatable.&lt;br /&gt;
&lt;br /&gt;
That was one route. Of three. Oh no.&lt;br /&gt;
The green route, uses Yoku blocks. The main issue with this route is the sheer number of traps and &amp;quot;gotcha&amp;quot; moments placed along the screens, usually on long horizontal corridors. Outside of trial and error, it is impossible to gauge where you are supposed to jump to next, since the platform you are on vanishes just as the one you are supposed to jump to appears. If this is the first route you go to, then this route also introduces you to the screen wrapping gimmick in a manner that is completely at odds with sensible gimmick introduction: You are in the middle of crossing a Yoku blocks{{sic}}, and have to just hope something saves you from falling into a pit of spikes.&lt;br /&gt;
&lt;br /&gt;
This might be a good to state this: It is really difficult to tell what is and isn't a spike in this level. And as nifty as the level looks at first it is incredibly hard to tell where is solid at a glance, thanks to the isometric pattern.&lt;br /&gt;
&lt;br /&gt;
As we reach the boss of this area, another issue becomes apparent: Bullet spam much? There does not seem to be much rhyme or reason behind this boss, it was rather dreadful, and this point it might be one of the worst submitted boss fights in the contest.&lt;br /&gt;
&lt;br /&gt;
Finally there is the pink route. Which might as well not exist - many paths either have no gimmick other than awful enemy placement and bullets flying everywhere, or are poor mans{{sic}} versions of the other routes. The boss to this section is the only tolerable one - barely. She is invincible for far too much of the battle, and heals herself. But she's doable and at least the player is giving some warning before her attacks, even if it isn't much. None of these bosses should turn up in the arena.&lt;br /&gt;
&lt;br /&gt;
So your stage is going to be memorable.&lt;br /&gt;
For the wrong reasons, but hey, at least people can say &amp;quot;Oh yes, MaGMML2, that had that Yggdrasil stage? Man, I never want to see that level again.&amp;quot;&lt;br /&gt;
&amp;quot;{{sic}}&lt;br /&gt;
|acescore=4&lt;br /&gt;
|asdesign=0&lt;br /&gt;
|asfun=0&lt;br /&gt;
|ascreativity=4&lt;br /&gt;
|asaesthetics=0&lt;br /&gt;
|asfunction=0&lt;br /&gt;
|asskip=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Yggdrasil was designed and created in less than a week due to procrastination on Zatsupachi's part; this also left him without much time to properly balance the three bosses' difficulty.&lt;br /&gt;
* So far, Yggdrasil is the only multi-Element level in the ''MaGMML'' series where one Energy Element is inaccessible without collecting another in the stage first (as the door to Kichona won't open without first collecting Crator and Cream's Energy Elements).&lt;br /&gt;
* [[ACESpark]] later stated in a video released in late 2017 that he no longer considered Yggdrasil his least favorite level, clarifying in 2020 that [[Sector Upsilon 6]] had taken its place due to its overly long, confusing, and generally draining nature.&lt;br /&gt;
* Yggdrasil is the lowest-ranking stage in ''MaGMML2'' to feature custom bosses.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 2 (MaGMML2)]][[Category:Skippable Levels]][[Category:Least Favorites]][[Category:Stages without Collectables]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Chomp_Man_(stage)&amp;diff=21412</id>
		<title>Chomp Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Chomp_Man_(stage)&amp;diff=21412"/>
				<updated>2024-06-07T00:37:50Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For article on the boss, see [[Chomp Man]].''&lt;br /&gt;
{{Levelinfo&lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Chomp Man&lt;br /&gt;
|rank=66th&lt;br /&gt;
|image=[[File:MaGMML2-66-ChompMan.png]]&lt;br /&gt;
|caption=I've definitely bitten off more than I can chew.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=mabskmk&lt;br /&gt;
|composer=Kazuki Muraoka&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Judge Order Reminder:&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=2&lt;br /&gt;
|judge1=22&lt;br /&gt;
|judge2=15&lt;br /&gt;
|judge3=16&lt;br /&gt;
|judge4=28&lt;br /&gt;
|judge5=21&lt;br /&gt;
|totalscore=20.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:Nickel.png|Use Sakugarne to bounce and reach it near start.]][[File:Nickel.png|In bomb-filled canopy.]][[File:Nickel.png|Land on yellow sheep blocks, careful not to get stuck forever.]][[File:Nickel.png|Keep Rush jet in reserve until moving platforms appear.]][[File:Nickel.png|Second bomb-filled canopy, fall down before door.]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Apache Joe]]&lt;br /&gt;
*[[Baby Metall]] (separate from [[Metall Mommy]])&lt;br /&gt;
*[[Biree]]&lt;br /&gt;
*[[Bomb Flier]]&lt;br /&gt;
*[[Bombier]]&lt;br /&gt;
*[[Brain Break]]&lt;br /&gt;
*[[Cannon]]&lt;br /&gt;
*[[Cannon Joe]]&lt;br /&gt;
*[[Garyoby]]&lt;br /&gt;
*[[Gyotot]]&lt;br /&gt;
*[[Haehaey]]&lt;br /&gt;
*[[Heli Buton]]&lt;br /&gt;
*[[Jet Bomb]]&lt;br /&gt;
*[[Jumbig]]&lt;br /&gt;
*[[Katonbyon]]&lt;br /&gt;
*[[Komasaburo]]&lt;br /&gt;
*[[Molier]]&lt;br /&gt;
*[[Returning Sniper Joe]]&lt;br /&gt;
*[[Rider Joe]]&lt;br /&gt;
*[[Sea Mine]]&lt;br /&gt;
*[[Shield Attacker GTR]]&lt;br /&gt;
*[[Sniper Armor]]&lt;br /&gt;
*[[Sniper Joe]]&lt;br /&gt;
*[[Submarine Flier]]&lt;br /&gt;
*[[Tatebo]]&lt;br /&gt;
*[[Telly]]&lt;br /&gt;
*[[Togehero]]&lt;br /&gt;
*[[Totem Polen]]&lt;br /&gt;
*[[Walking Bomb]]&lt;br /&gt;
*[[Wall Blaster II]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Ballade Missile]]&lt;br /&gt;
*[[Count Bomb]]&lt;br /&gt;
*[[Crash Lift]]&lt;br /&gt;
*[[Dustman Block]]&lt;br /&gt;
*[[Elec Block]]&lt;br /&gt;
*[[Fan]]&lt;br /&gt;
*[[Fork Block]]&lt;br /&gt;
*[[Magnet Machine]]&lt;br /&gt;
*[[Sheep Block]]&lt;br /&gt;
*[[Toad Rain]]&lt;br /&gt;
*[[Wanaan]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Whopper]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Chomp Man]]&lt;br /&gt;
|other=&lt;br /&gt;
*[[File:Skip.png]] [[Skip Teleporter|Skippable]]&lt;br /&gt;
|music=Contra - Jungle&lt;br /&gt;
|location=[[Tier 3 (MaGMML2)|Tier 3]]&lt;br /&gt;
|previous=[[Something Original]]&lt;br /&gt;
|next=[[SMB3]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|There's an insane amount of enemies spammed everywhere that just make you die over and over and make it basically impossible to do this level buster only.|[[SnoruntPyro]]|excerpt from judge comment.}}&lt;br /&gt;
'''Chomp Man''' is the 66th place level in ''[[Make a Good Mega Man Level 2]]''. It is a jungle-themed stage that uses a huge plethora of gimmicks, and an even bigger plethora of enemies.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
As early as the second room in the stage, [[Mega Man]] faces a room filled with Wanaans, Walking Bombs, Cannons, and Jet Bombs, plus a Sniper Joe and a Bombier. The platform that the second Cannon is perched on holds the first Noble Nickel. The following room is a series of Count Bombs above a bottomless pit, accompanied by a Haehaey, a Gyotot, Jet Bombs, and two Apache Joes. After this is a room almost shaped like a staircase, featuring Walking Bombs, Bombiers, Wanaans, a Returning Sniper Joe, a Garyoby, a Jet Bomb, a Molier, a Katonbyon, and a Tatebo, with a group of horizontal Count Bombs at the end. After climbing up the ladder in a single empty room, Mega Man faces groups of Cannon Joes and Jet Bombs, plus a Cannon, a Bombier, a Walking Bomb, a Wanaan, and a Jumbig. Mega Man must then traverse a room partially submerged in water, surrounded by Sea Mines, with the additional threats of a Katonbyon, a Walking Bomb, a Submarine Flier, a Jet Bomb, a Rider Joe, and a Totem Polen. The room above this has a group of Count Bombs to jump across, with a Wall Blaster II, a Totem Polen, and an Apache Joe making the jumps more dangerous. The Count Bomb at the bottom right, right next to the Wall Blaster II, has the second Noble Nickel right above it.&lt;br /&gt;
&lt;br /&gt;
In the next room, after surviving Jet Bombs, Wanaans, Walking Bombs, a Tatebo, a Katonbyon, a Molier, and a Jumbig, Mega Man must jump across two Fork Blocks while avoiding a Wall Blaster II. After another empty room is a room with a Garyoby, a Sniper Joe, a Shield Attacker GTR, Jet Bomb debris, and a magnet, which can send Mega Man into the pit on the right side of the room.&lt;br /&gt;
&lt;br /&gt;
Shooting away Ballade Missiles and Dust Blocks while also minding a single Baby Metall, a Fork Block, a Komasaburo, and a Brain Break, Mega Man must step on the blue and red Sheep Man blocks, sliding through the passageway the red blocks create so he can make it past the yellow spiked blocks. Making it to the bottom and avoiding Fork Blocks, a Biree, a Brain Break, and Tellies, Mega Man must loop over to the top area, shooting away Ballade Missiles and watching out for a Fork Block, a Tatebo, another Biree, another Brain Break, an Elec Block, and a Baby Metall. He shouldn't step on the green Sheep Man blocks yet; doing so will force him to throw himself on spikes. Instead, he should slide through the passageway below him, which will take him to a place where he can safely step on the yellow Sheep Man blocks and get rid of them. Mega Man can then loop back around again, stepping on the green Sheep Man blocks. This will finally allow him to collect the third Noble Nickel, and exit the room after getting rid of some more Ballade Missiles and Dust Blocks, as well as the Tatebo, a Komasaburo, and a Wall Blaster II.&lt;br /&gt;
&lt;br /&gt;
Now finding himself in the rain, Mega Man must watch out for a Returning Sniper Joe, a Katonbyon, and a Walking Bomb before confronting a [[Whopper]]. Past the Whopper is a long group of Crash Lifts, with the rain still affecting Mega Man's jumps. Also guarding the path in this room is a group consisting of Togeheros, Apache Joes, and Cloud Fliers. One pair of Crash Lifts can be ridden to obtain the fourth Noble Nickel. The room above this consists of climbing up and down while avoiding Cannon Joes. The room after this holds a Sniper Armor, a Walking Bomb, and a pair of Wanaans. Using a utility to take the path on the top left leads to the final Noble Nickel, guarded by a Cannon Joe. After climbing up the ladder to take the upper path and traversing one more group of Count Bombs while avoiding a Sniper Joe and a Heli Buton, Mega Man finally reaches the boss gate, at which point the only remaining obstacle is [[Chomp WoMan]] herself.&lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
This level was deemed skippable by the judges, due to its extremely cluttered nature.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Holy crap, calm down with the enemy placement. There's an insane amount of enemies spammed everywhere that just make you die over and over and make it basically impossible to do this level buster only. It also REALLY doesn't help that the enemies that ARE spammed are some of the most annoying enemies in the engine - Sniper and Apache Joes. The Apache Joes have a horrendous tendency to jumpscare you and dunk you into pits, and Sniper Joes are just Sniper Joes - obnoxious, beefy time-wasters. And on top of the enemy spam there's just some seriously bafflingly designed rooms, like the room with the Sheep Man blocks. It's an okay concept, but you can easily get stuck if you go in the wrong order and there's just so many enemies dumped everywhere that it's difficult to even navigate the maze. And for a level called 'Chomp Man', you'd think there would be more Wanaans, but nope there's like three! And to top it all off, there's actually a pretty good boss fight at the end?!?! It's polished and pretty okay, even if the chomp attack is unfair sometimes. It's like the level and the boss were made by two different people.&lt;br /&gt;
|pyroscore = 22&lt;br /&gt;
|spdesign = 5&lt;br /&gt;
|spfun = 4&lt;br /&gt;
|spcreativity = 7&lt;br /&gt;
|spaesthetics = 2&lt;br /&gt;
|spfunction = 4&lt;br /&gt;
|spskip = Yes&lt;br /&gt;
|jupi = I'm sorry but that level was a complete disaster. You used so many gimmicks but they were all executed very poorly, and this level clearly wasn't designed with other players in mind. After a while I got really tired of getting cheap shotted by the Copter Joes, specifically the ones over the count bombs. The part with the Sheep Man blocks was the worst, because if you don't do it correctly you can find yourself trapped WITH NO WAY OUT OTHER THAN TO USE THE SUPER ARROW. If you run out of Super Arrow and have no M Tanks on you, whoops! Too bad, you have to press the suicide key (2) and restart the section. The only salvageable thing about this level was the boss, which was a fun fight, although it took some learning. The rest of the level was just...bad. Get your levels tested by other people before you submit them!!!&lt;br /&gt;
|jupiscore = 15&lt;br /&gt;
|jhdesign = 1&lt;br /&gt;
|jhfun = 0&lt;br /&gt;
|jhcreativity = 12&lt;br /&gt;
|jhaesthetics = 2&lt;br /&gt;
|jhfunction = 0&lt;br /&gt;
|enjl = This level feels rather messy. It feels like somebody took a level and condensed it, jumbled it up to the point where it's overwhelming and the player will have a lot of trouble dodging every obstacle and proceeding in the level. There are also ideas which only briefly make an appearance and are never seen again. I also managed to get softlocked in this level. The level needs a lot of work. I think a good place to start is by introducing features one-by-one rather than dunking them all on the first screen, which allows you to ramp up the difficulty and add more features in a more controlled and less hectic environment. The boss of this level looks adorable, but I felt like his hitboxes were slightly too big.&lt;br /&gt;
|enjlscore = 16&lt;br /&gt;
|endesign = 2&lt;br /&gt;
|enfun = 3&lt;br /&gt;
|encreativity = 5&lt;br /&gt;
|enaesthetics = 2&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I have many mixed feelings about this one. While I liked the stage layout, the level design was awful. The main issue is that there is a serious overabundance of enemies, which are also often placed poorly. Of course, this makes the stage very frustrating. On the bright side, I like how this stage looks, and as mentioned earlier, I liked the general stage layout and some sections of the level.&lt;br /&gt;
|garirryscore = 28&lt;br /&gt;
|gadesign = 4&lt;br /&gt;
|gafun = 5&lt;br /&gt;
|gacreativity = 10&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = I'm not sure how to look at the level design in this level. Obstacle placement is excellent, there is very few issues involving obstacles and other parts of the level. Despite this, the enemy placement is awful. There are way too many enemies around, many of them are either shielded or throw hard-to-avoid projectiles, and it's just overall hard to get through the level without draining all your life quickly.&lt;br /&gt;
|gafunnote = I mostly enjoyed this level. However, most parts involving enemy spam or bad enemy placement just suck. So I dunno, the main level was awesome, but the bad enemy design ruins certain parts of it.&lt;br /&gt;
|gacreativitynote = I really appreciate the design creativity of this level. While the theme itself is nothing new, the level design was handled with much creativity. Also custom boss so that's nice.&lt;br /&gt;
|gaaestheticsnote = Very very beautiful is all I have to say. Also music choice is pretty good.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = I don't see what's so Chompy about this level. If anything, this stage has a fetish for Missiles and Apache Joe. Anyway, yokes, this is a level with some really nice gimmick usage, absolutely ruined by it's enemy placement and selection.&lt;br /&gt;
&lt;br /&gt;
Your first few screens, the ones with nothing but enemies - are absolute trash. They're really not very fun at all, as you are simply swamped with enemies. Strangely the further you get into the stage, the better the stage becomes.&lt;br /&gt;
&lt;br /&gt;
Any segment without the enemy spam, I think is really good!&lt;br /&gt;
&lt;br /&gt;
The stage doesnt work graphically either, half of the tilesets don't really match. I see what you were intending, but a lot of these don't work together.&lt;br /&gt;
&lt;br /&gt;
This may end up being a controversial opinion, but your final few Count Bomb screens, as well as your use of Crash Man Platforms were pretty fun, and the Sheep Man block area would've been good had there simply not been 500 baddies over-running the place. These few moments in the level do not make up for the fact that many other areas are slogs.&lt;br /&gt;
&lt;br /&gt;
I was really surprised by having the Robot Master turn up. Considering how difficult his stage is - he is a complete pushover. His attacks are largely worthless. Still, the stage is better for having him turn up, than without him.&lt;br /&gt;
&lt;br /&gt;
Had the enemy spam been toned down, this level would've been pretty good, but the enemies just make this an awful experience to go through! And that is a real shame.&lt;br /&gt;
|acescore = 21&lt;br /&gt;
|asdesign = 7&lt;br /&gt;
|asfun = 2&lt;br /&gt;
|ascreativity = 6&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 3}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 3 (MaGMML2)]][[Category:Skippable Levels]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Kichona&amp;diff=21411</id>
		<title>Kichona</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Kichona&amp;diff=21411"/>
				<updated>2024-06-07T00:35:22Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#8D83AB&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= Kawaii Kichona Shofu&lt;br /&gt;
|image=[[File:Kichona artwork.jpg|200px]]&lt;br /&gt;
|caption= Concept art by Zatsupachi&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number=&lt;br /&gt;
|designer= Zatsupachi&lt;br /&gt;
|programmer= Zatsupachi&lt;br /&gt;
|gender= Female&lt;br /&gt;
|eyecolor = Light Blue&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= Modified Tommy Gun, Syringe Sword&lt;br /&gt;
|hp=56&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Swift&lt;br /&gt;
|weak=[[Wheel Cutter]]&lt;br /&gt;
|affiliations= [[Crator]]&amp;lt;br&amp;gt;[[Cream]]&lt;br /&gt;
|stage=[[Yggdrasil]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation= Lead Researcher, Army General&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]]&lt;br /&gt;
|appear2= Cutezome Mythos&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:MaGMML2 Kichona.png]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I assume [[Mega Man|you]]'ve beaten [[Cream]] and [[Crator]]. Don't worry they're not dead. The technology on Earth is rather inadequate to deal with even civilians. Now, let's see how you fight!|Kichona|[[Yggdrasil]].}}&lt;br /&gt;
'''Kichona''' is known by the Cutezome people as the purest descendant of the ancients.&lt;br /&gt;
She possesses nearly the same genetic configuration as the first Cutezomes.&lt;br /&gt;
The government implored her to give her genetic perfection to the next generation,&lt;br /&gt;
as the current generation of Cutezomes has had a decline on their genetics.&lt;br /&gt;
Due to deterioration through time, the Cutezome people are faced with more diseases and weaknesses.&lt;br /&gt;
&lt;br /&gt;
She possesses an extremely high IQ and is a proverbial 'chessmaster' in Zatsupachi's mythos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
after she says now lets see how you slam gloves with me Half of Kichona's pattern was broken via oversight, as well&lt;br /&gt;
as her collision mask was set to [[Splash Woman]]'s.&lt;br /&gt;
&lt;br /&gt;
She still possesses certain abilities though:&lt;br /&gt;
&lt;br /&gt;
*Gun(4 damage) - She shoots her gun indiscriminately scattering bullets in a 90-degree(?) cone.&lt;br /&gt;
*Charge(bugged, supposed to be 10 damage) - She can heal 10 hp with this attack per 15(?) frames she is attached.&lt;br /&gt;
*Syringe Smack(14 damage) - She violently smacks the ground with her Syringe.&lt;br /&gt;
&lt;br /&gt;
She can at every other action parry your attacks, making her invulnerable for the time.&lt;br /&gt;
Sometimes you can make her cancel her next action, sometimes leading to a parry combo.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 2/2/6&lt;br /&gt;
| hornet = 0&lt;br /&gt;
| jewel = 0&lt;br /&gt;
| grab = 0&lt;br /&gt;
| triple = 6&lt;br /&gt;
| slash = 0&lt;br /&gt;
| wheel = 10&lt;br /&gt;
| sakugarne = 0&lt;br /&gt;
| wire = 0&lt;br /&gt;
| arrow = 0&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Kichona, [[Cream]] and [[Crator]] are the only main path bosses not featured in the Mega Arena.&lt;br /&gt;
*Ironically, despite Cutezomes being resistant to such cuts, Kichona takes sizable damage from the [[Triple Blade]] and the [[Wheel Cutter]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Entry Bosses}}&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Tier 2 (MaGMML2)]][[Category:Main Path Boss]][[Category:Make a Good Mega Man Level 2]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Cream&amp;diff=21410</id>
		<title>Cream</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Cream&amp;diff=21410"/>
				<updated>2024-06-07T00:34:34Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#9B8A46&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= [[File:Creamshot.png|left]]Cream O. Dall[[File:Creamshot.png|right]]&lt;br /&gt;
|image=[[File:Cream artwork.jpeg|200px]]&lt;br /&gt;
|caption= Concept by Zatsupachi&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = Kurimu&lt;br /&gt;
|number= &lt;br /&gt;
|designer= Zatsupachi &lt;br /&gt;
|programmer= Zatsupachi &lt;br /&gt;
|gender= Female&lt;br /&gt;
|eyecolor = Blue&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= Portable Omni-Weapons System(Cream Buster)&lt;br /&gt;
|hp=50&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Missile, Impact&lt;br /&gt;
|weak=[[Mega Buster]]&lt;br /&gt;
|affiliations= [[Crator]]&amp;lt;br&amp;gt;[[Kichona]]&lt;br /&gt;
|stage=[[Yggdrasil]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation= Student, Historian&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2= Cutezome Mythos&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:MaGMML2 Cream.png ]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I knew this was too easy, alright, let's do this!|Cream|[[Yggdrasil]].}}&lt;br /&gt;
'''Cream''' has similar to [[Crator]] as she too was also a part of Kichona's grand scheme.&lt;br /&gt;
However, unlike [[Crator]] it was not Kichona who foresought her &amp;quot;programming&amp;quot; and genetic modification.&lt;br /&gt;
Due to a faulty genetic configuration, this caused various parts of her body to irregularly grow.&lt;br /&gt;
Most notably her hair. Thankfully, [[Kichona]] found Cream with [[Crator]] and this genetic malfunction was corrected.&lt;br /&gt;
Due to Cream's body adapting, her hair will retain that length even if she cuts it.&lt;br /&gt;
Cream is a history buff, mostly because she hails from a family of archeologists.&lt;br /&gt;
&lt;br /&gt;
She is best equipped with ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
&lt;br /&gt;
She has various attacks, and likes to bounce around the arena.&lt;br /&gt;
&lt;br /&gt;
*Buster(4 small, 6 big): she randomly chooses which type to shoot.&lt;br /&gt;
*Dash(6 contact): she has contact damage when dashing.&lt;br /&gt;
*Explosive(8 rocket/grenade explosion, 2 grenade): she randomly chooses which type to shoot when she jumps.&lt;br /&gt;
*HAMMER!(28 contact, 4 debris): her insta-kill. She jumps in the air and slam the ground with a hammer.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 3/3/5&lt;br /&gt;
| hornet = 0&lt;br /&gt;
| jewel = 0&lt;br /&gt;
| grab = 0&lt;br /&gt;
| triple = 0&lt;br /&gt;
| slash = 0&lt;br /&gt;
| wheel = 0&lt;br /&gt;
| sakugarne = 0&lt;br /&gt;
| wire = 0&lt;br /&gt;
| arrow = 0&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
==Costume==&lt;br /&gt;
You will need 100 Noble Nickels to unlock custom skins.&lt;br /&gt;
There is a [[Custom Costumes#Other_Series_Costumes|custom skin]] somewhere out there by Zatsupachi...&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*[[Kichona]], Cream and [[Crator]] are the only main path bosses not to slam gloves with roll&lt;br /&gt;
*A glitch has been found that can skip the red vs yellow glove slam with Cream entirely: tip-toe into the boss door,and there will be a pixel-perfect space where you can stand and not trigger the boss battle.punchinto her hitbox and then activating the battle will instantly kill Cream. However, skipping the glove slam between Cream and Roll will give you [[Crator]]'s element.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Entry Bosses}}&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Tier 2 (MaGMML2)]][[Category:Main Path Boss]][[Category:Make a Good Mega Man Level 2]][[Category:Bosses]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Cream&amp;diff=21409</id>
		<title>Cream</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Cream&amp;diff=21409"/>
				<updated>2024-06-07T00:34:10Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#9B8A46&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= [[File:Creamshot.png|left]]Cream O. Dall[[File:Creamshot.png|right]]&lt;br /&gt;
|image=[[File:Cream artwork.jpeg|200px]]&lt;br /&gt;
|caption= Concept by Zatsupachi&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = Kurimu&lt;br /&gt;
|number= &lt;br /&gt;
|designer= Zatsupachi &lt;br /&gt;
|programmer= Zatsupachi &lt;br /&gt;
|gender= Female&lt;br /&gt;
|eyecolor = Blue&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= Portable Omni-Weapons System(Cream Buster)&lt;br /&gt;
|hp=50&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Missile, Impact&lt;br /&gt;
|weak=[[Mega Buster]]&lt;br /&gt;
|affiliations= [[Crator]]&amp;lt;br&amp;gt;[[Kichona]]&lt;br /&gt;
|stage=[[Yggdrasil]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation= Student, Historian&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2= Cutezome Mythos&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:MaGMML2 Cream.png ]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I knew this was too easy, alright, let's do this!|Cream|[[Yggdrasil]].}}&lt;br /&gt;
'''Cream''' has similar to [[Crator]] as she too was also a part of Kichona's grand scheme.&lt;br /&gt;
However, unlike [[Crator]] it was not Kichona who foresought her &amp;quot;programming&amp;quot; and genetic modification.&lt;br /&gt;
Due to a faulty genetic configuration, this caused various parts of her body to irregularly grow.&lt;br /&gt;
Most notably her hair. Thankfully, [[Kichona]] found Cream with [[Crator]] and this genetic malfunction was corrected.&lt;br /&gt;
Due to Cream's body adapting, her hair will retain that length even if she cuts it.&lt;br /&gt;
Cream is a history buff, mostly because she hails from a family of archeologists.&lt;br /&gt;
&lt;br /&gt;
She is best equipped with ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
&lt;br /&gt;
She has various attacks, and likes to bounce around the arena.&lt;br /&gt;
&lt;br /&gt;
*Buster(4 small, 6 big): she randomly chooses which type to shoot.&lt;br /&gt;
*Dash(6 contact): she has contact damage when dashing.&lt;br /&gt;
*Explosive(8 rocket/grenade explosion, 2 grenade): she randomly chooses which type to shoot when she jumps.&lt;br /&gt;
*HAMMER!(28 contact, 4 debris): her insta-kill. She jumps in the air and slam the ground with a hammer.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 3/3/5&lt;br /&gt;
| hornet = 0&lt;br /&gt;
| jewel = 0&lt;br /&gt;
| grab = 0&lt;br /&gt;
| triple = 0&lt;br /&gt;
| slash = 0&lt;br /&gt;
| wheel = 0&lt;br /&gt;
| sakugarne = 0&lt;br /&gt;
| wire = 0&lt;br /&gt;
| arrow = 0&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
==Costume==&lt;br /&gt;
You will need 100 Noble Nickels to unlock custom skins.&lt;br /&gt;
There is a [[Custom Costumes#Other_Series_Costumes|custom skin]] somewhere out there by Zatsupachi...&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*[[Kichona]], Cream and [[Crator]] are the only main path bosses not featured in the Mega Arena.&lt;br /&gt;
*A glitch has been found that can skip the red vs yellow glove slam with Cream entirely: tip-toe into the boss door,and there will be a pixel-perfect space where you can stand and not trigger the boss battle.punchinto her hitbox and then activating the battle will instantly kill Cream. However, skipping the glove slam between Cream and Roll will give you [[Crator]]'s element.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Entry Bosses}}&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Tier 2 (MaGMML2)]][[Category:Main Path Boss]][[Category:Make a Good Mega Man Level 2]][[Category:Bosses]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Airflow_Hubble&amp;diff=21408</id>
		<title>Airflow Hubble</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Airflow_Hubble&amp;diff=21408"/>
				<updated>2024-06-07T00:31:18Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo&lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Airflow Hubble&lt;br /&gt;
|rank=73rd&lt;br /&gt;
|image=[[File:Hubble.png|250px]]&lt;br /&gt;
|caption=In one checkpoint I've lived all my life.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[Concord_butterfly]]&lt;br /&gt;
|composer=Sonata Arctica (original)&lt;br /&gt;
AozoraOrigami (remix)&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Judge Order Reminder:&lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=2&lt;br /&gt;
|judge1=24&lt;br /&gt;
|judge2=18&lt;br /&gt;
|judge3=10&lt;br /&gt;
|judge4=14&lt;br /&gt;
|judge5=1&lt;br /&gt;
|totalscore=13.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Apache Joe]]&lt;br /&gt;
*[[Battonton]]&lt;br /&gt;
*[[Bomb Thrown]]&lt;br /&gt;
*[[Bounder]]&lt;br /&gt;
*[[Cannon Joe]]&lt;br /&gt;
*[[Cannopeller]]&lt;br /&gt;
*[[Crystal Joe]]&lt;br /&gt;
*[[Dachone]]&lt;br /&gt;
*[[Fan Fiend]]&lt;br /&gt;
*[[Foojeen]]&lt;br /&gt;
*[[Giree]]&lt;br /&gt;
*[[Graviton]]&lt;br /&gt;
*[[Lyric]]&lt;br /&gt;
*[[Metall Mommy]]&lt;br /&gt;
*[[Mousubeil]]&lt;br /&gt;
*[[Petit Snakey]]&lt;br /&gt;
*[[Power Muscler]]&lt;br /&gt;
*[[Pukapelly]]&lt;br /&gt;
*[[Ring Ring]]&lt;br /&gt;
*[[Subeil]]&lt;br /&gt;
*[[Telly]]&lt;br /&gt;
*[[Wall Blaster II]]&lt;br /&gt;
*[[Yudon]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Darkman Block]]&lt;br /&gt;
*[[Destroyable Block]] ([[Mega Buster]])&lt;br /&gt;
*[[Fan]]&lt;br /&gt;
*[[Guts Lift]]&lt;br /&gt;
*[[Toad Rain]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Gorilla Tank]]&lt;br /&gt;
*[[Metall Potton]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Quint]]&lt;br /&gt;
|other=&lt;br /&gt;
*[[File:Skip.png]] [[Skip Teleporter|Skippable]]&lt;br /&gt;
*[[File:GarirryLeastFav.png]] [[Garirry]]'s least favorite&lt;br /&gt;
|music=Unopened - Sonata Arctica (8bit)&lt;br /&gt;
|location=[[Tier 2 (MaGMML2)|Tier 2]]&lt;br /&gt;
|previous=[[Wily Tower]]&lt;br /&gt;
|next=[[Yggdrasil]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Contains no message|Sign at the start|showing this level's quality.}}&lt;br /&gt;
'''Airflow Hubble''' is the 73rd place entry in ''[[Make a Good Mega Man Level 2]]''. It contains [[Guts Lift]]s, numerous spikes, and only a single checkpoint halfway through the stage (not even in the boss hallway). It is notorious for its usage of respawning enemies (mostly [[Apache Joe]]s), Guts Lifts that attempt to hide their holes for dropping the player, and either very punishing situations or very questionable enemy placement.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The stage will typically be too difficult for the average player, as well as most seasoned players. Thus, it is advised to skip it. Those that attempt it will NEED to use weapons to bypass certain sections. Two big offenders being the wall near the beginning, and the sections with Guts Lifts over spikes. The former requires either [[Super Arrow]] or [[Wheel Cutter]] to reach the top, and the latter needing [[Sakugarne]] for safety measures. Surprisingly, the stage gets easier once the checkpoint is actually reached. The stage gives up on the Guts Lifts for a fan section in the second half (not without one last one that's very tough though), and roll is now having an red vs green glove slam with quant at the end. roll says you again? eeh as she slams her red gloves on top of her green gloves again&lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
The level was made skippable due to its extremely rocky start, with spammed Apache Joes galore.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = A very, very meh level. A lot of the enemies placed here can be easily avoided, and there's large chunks of level where every challenge is just laughably skippable. There's this long vertical drop with a bunch of enemies that you can just find a hole in near the top and fall down the entire shaft and never get hit. There's a room with like 3 crystal joes that you can just get out of before they can fire. There's a Metall gumball machine miniboss that you can just snipe from a ladder with no danger whatsoever. The only real parts of the level that are threatening are the parts that are really obnoxious - the beginning part with Apache Joes and the part with the guts lifts. Apache Joe part speaks for itself, and the Guts Lift part just has annoying jumps due to Lyrics and weirdly placed drop lines. The fan part at the end is okay. Then there's a Quint fight and then the level's over. Uhh...yeah.&lt;br /&gt;
|pyroscore = 24&lt;br /&gt;
|spdesign = 5&lt;br /&gt;
|spfun = 5&lt;br /&gt;
|spcreativity = 5&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This level was badly designed all the way through. At the beginning, you put like 3 Copter Joes, one of those missile guys, a line of Mets, and 2 of those laser-shooting space walkers...it's all too much and basically requires weapons, which isn't good. During the indoor portion, it's too hard to see the split in the Guts Man platform lines (it's not very visible, there are blue squares instead of black ones) when you're focusing on avoiding enemy attacks. Most of the fans weren't attached to any other blocks and looked out of place. The screen scrolls in the Quint boss fight because the StopScroll objects weren't placed correctly. Honestly, I don't think this level was designed with other players in mind. My advice to you would be to have other people test your level before you submit it!&lt;br /&gt;
&lt;br /&gt;
|jupiscore = 18&lt;br /&gt;
|jhdesign = 3&lt;br /&gt;
|jhfun = 1&lt;br /&gt;
|jhcreativity = 8&lt;br /&gt;
|jhaesthetics = 3&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = I'm having serious issues taking this level seriously in any regard. It's so... random, inconsistent and messy. In some sections it doesn't even work properly with, for instance, the Met Dispenser despawning when you leave and re-enter the screen. Every element in this level looks to be placed with so little thought to gameplay that I have to wonder whether it was even tested at all. Enemies repeatedly respawn in places where you have to take a moment and concentrate, many obstacles are unfairly placed, others are completely useless. There's no flow, no coherency and overall I just didn't have fun playing through this stage.&lt;br /&gt;
&lt;br /&gt;
|enjlscore = 10&lt;br /&gt;
|endesign = 1&lt;br /&gt;
|enfun = 0&lt;br /&gt;
|encreativity = 3&lt;br /&gt;
|enaesthetics = 2&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = Yes&lt;br /&gt;
|garirry = Is this level even finished? I'm asking this because,  the level design is AWFUL. The amount of enemies there is is ridiculous and they happen to be perfectly placed in order to make the experience as uncomfortable as possible. Other than that, most of the level is extremely empty with overly long passages and dead ends, not to mention the forced weapon usage, as well as cases where weapon usage is optional but will let you skip over painful sections. Also, there is a severe lack of checkpoints. [] Why did this level need to happen? Even the most basic stuff like graphics seemed to go downhill after a few screens, not to mention the level is a bit buggy. This is an infuriating level to play through and it could have been much, MUCH better.&lt;br /&gt;
&lt;br /&gt;
|garirryscore = 14&lt;br /&gt;
|gadesign = 1&lt;br /&gt;
|gafun = 2&lt;br /&gt;
|gacreativity = 4&lt;br /&gt;
|gaaesthetics = 3&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|gadesignnote = What is this shit? There's so many enemies placed at random and inconvenient spots it's irritating as hell. Obstacles aren't any better. Forced weapon usage. I could go on.&lt;br /&gt;
|gafunnote = Man, this level gets annoying fast. There is some enjoyment but it's very limited.&lt;br /&gt;
|gacreativitynote = Eh. Nothing stood out at all here.&lt;br /&gt;
|gaaestheticsnote = I think it started well, then went downhill.&lt;br /&gt;
|gafunctionnote = Contains bugs.&lt;br /&gt;
|ace = [[File:MaGMML2-AirflowHubble.png|1000px]]&lt;br /&gt;
|acescore = 1&lt;br /&gt;
|asdesign = 0&lt;br /&gt;
|asfun = 0&lt;br /&gt;
|ascreativity = 0&lt;br /&gt;
|asaesthetics = 0&lt;br /&gt;
|asfunction = 1&lt;br /&gt;
|asskip = Yes&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
*After the judging had finished, [[ACESpark]] had stated that &amp;quot;Looking back at it, even I don't think this deserves a 1&amp;quot;, stating he would assign it 3 additional points in a rejudging.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 2 (MaGMML2)]][[Category:Stages without Collectables]][[Category:Skippable Levels]][[Category:Least Favorites]][[Category:Stages]][[Category:Make a Good Mega Man Level 2]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Milk&amp;diff=21407</id>
		<title>Milk</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Milk&amp;diff=21407"/>
				<updated>2024-06-07T00:29:14Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Pre-Battle Dialogue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#366DA8&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=Milk&lt;br /&gt;
|image=[[File:Milk_glass.jpg|230px]]&lt;br /&gt;
|script=ミルク&lt;br /&gt;
|romaji=Miruku&lt;br /&gt;
|number=AAH-003&lt;br /&gt;
|designer=[[snoruntpyro]]&lt;br /&gt;
|programmer=snoruntpyro&lt;br /&gt;
|gender=Genderless&lt;br /&gt;
|eyecolor=No eyes&lt;br /&gt;
|at=6 (contact)&amp;lt;br&amp;gt;5 (rainbow ring)&amp;lt;br&amp;gt;4 (normal ring)&amp;lt;br&amp;gt;4 (Milk Spray)&lt;br /&gt;
|weapon=Milk Spray, Milk Tornado&lt;br /&gt;
|hp=28&lt;br /&gt;
|type=Dairy&lt;br /&gt;
|weak=[[Grab Buster]]&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]]&amp;lt;br&amp;gt;[[Butter Nezumi]]&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[Tier 1 (MaGMML2)]]&lt;br /&gt;
|occupation=Combat Robot&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Boss, NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (cameo)&lt;br /&gt;
|appear2=''Mega Man: Square Root of Negative One''&lt;br /&gt;
|sprite=[[File:MaGMML2-Milk-Sprite.png|30px]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|GNEUSRCH!|Milk|}}&lt;br /&gt;
'''Milk''' is one of the ridiculous &amp;quot;Robot Masters&amp;quot; from the fangame ''Mega Man: Square Root of Negative One'', created by ''MaGMML'' creator [[snoruntpyro]]. It appears as a tier boss in ''[[Make a Good Mega Man Level 2]]'', at the end of Tier 1, the [[Tier 1 (MaGMML2)|Ruined Simulation]]. Unlike most tier bosses, Milk does not strictly gain new moves - instead, it uses a new pattern entirely, while losing some of its stupider, more useless moves from its home game.&lt;br /&gt;
&lt;br /&gt;
==Game Appearances==&lt;br /&gt;
===''Mega Man: Square Root of Negative One''===&lt;br /&gt;
Milk originally appears in this game as one of the eight Robot Masters. Its stage is a cyan recolor of [[Heat Man]]'s stage, with gimmicks such as [[Yoku Block]]s and pills that drain the player's health unless they are inside pools of milk. The fight against Milk itself is mostly an RNG-determined fight, though the incoming attack is telegraphed by how many particles come out of Milk. Milk will use attacks like spraying &amp;quot;milk pillars&amp;quot; (a recolor of Heat Man's flame pillars), shooting Cheerios in various ways, and spamming its Special Weapon, Milk Spray.&lt;br /&gt;
&lt;br /&gt;
Milk is weak to the Illuminati Tape, Illuminati's weapon, and will give Milk Spray (playing as [[Mega Man]]) or Milk Tornado (playing as raocow) once defeated. Both weapons focus on spamming low damage projectiles. The weapons are Hello's weaknesses.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 2]]''===&lt;br /&gt;
Milk appears at the end of Tier 1, in an enclosed shrine to our lord and savior, the [[Up'n'Down]]. On entering the room, Milk has the appearance of various devkit bosses glitching out, with Mega Man commenting on it, before it explodes into its true form. It lets out a horrific battle cry of &amp;quot;GNEURSCH!&amp;quot;, before revealing itself as hostile and battling Mega Man.&lt;br /&gt;
&lt;br /&gt;
Milk will start attacking using rings which it fires in a cross pattern or in bursts of three rings at the same time on an angle. It will then summon many jets that shoot a stream of milk out (acting identically to [[Water Block]]s), before firing a ring burst. It will then fire a rainbow ring which will bounce around the arena while Milk is constantly jumping, trying to deal contact damage while Mega Man tries to avoid the ring. Finally, Milk fires a burst of rapid fire rings while sticking to the roof then slides to the other side and fires three Milk Sprays to the direction that Mega Man was while Milk was sliding. The pattern then repeats.&lt;br /&gt;
&lt;br /&gt;
After being defeated, Milk can be found as an NPC inside the [[Chateau Chevaleresque]].&lt;br /&gt;
&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 devkit boss flickers and spins in place, abruptly glitching and switching to other devkit bosses.)''&lt;br /&gt;
 |{{!}}'''roll'''{{!!}} okay. I slammed gloves with many girls What is going to be next?&lt;br /&gt;
 |{{!}}{{!!}} ''(The boss abruptly self-destructs, with A white girl standing in its place.)''&lt;br /&gt;
 |{{!}}''roll''{{!!}} YOU WANT TO SLAM GLOVES WHITE GIRL?!&lt;br /&gt;
 |{{!}}'''Milk woman'''{{!!}} '''''WHY YES, I DO MAY THE BEST GIRL WIN I MEAN BRING IT ROLL!'''''&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Strawberry Milk====&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
{{robotmaster&lt;br /&gt;
|titlebg=#366DA8&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=Strawberry Milk&lt;br /&gt;
|image=[[File:Strawberry_Milk.jpg|230px]]&lt;br /&gt;
|script=ストロベリーミルク&lt;br /&gt;
|romaji=Sutoroberī Miruku&lt;br /&gt;
|number=AAH-003&lt;br /&gt;
|designer=snoruntpyro&lt;br /&gt;
|programmer=snoruntpyro&lt;br /&gt;
|gender=Genderless&lt;br /&gt;
|eyecolor=No eyes&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;3 (normal ring)&amp;lt;br&amp;gt;2 (rainbow ring)&amp;lt;br&amp;gt;2 (Milk Spray)&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28&lt;br /&gt;
|type=Dairy&lt;br /&gt;
|weak=Grab Buster&lt;br /&gt;
|affiliations=Dr. Wily&amp;lt;br&amp;gt;Butter Nezumi&lt;br /&gt;
|stage=&lt;br /&gt;
|location=Tier 1 (MaGMML2)&lt;br /&gt;
|occupation=Combat Robot&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|sprite=[[File:MaGMML2-S-Milk-Sprite.png|30px]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|YOU... YOU KILL BUTTER NEZUMI... REVENGE...|Milk|}}&lt;br /&gt;
&lt;br /&gt;
Any time after defeating [[Butter Nezumi]], fighting Milk in Tier 1 (but not in [[the Arena]] or Boss Gallery) will trigger a special event where Milk transforms into '''Strawberry Milk''', a souped up version of the original boss.&lt;br /&gt;
&lt;br /&gt;
Besides the flavor change, Strawberry Milk features enhanced versions of all of its attacks. Strawberry Milk will fire rings in a spread pattern, covering more space in the arena. It also fires a two ring burst thrice in an angle. The rainbow ring, instead of bouncing, explodes into four rainbow rings, which will each also explode into four rings. The burst of rapid fire rings while sticking to the roof is also improved, covering more space, but the slide to the other side and the three Milk Sprays attack remains the same. Despite this, its ring projectiles are now able to be destroyed.&lt;br /&gt;
&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;
 |{{!}}{{!!}} ''(milk woman instantly appears pounds her white gloves and growls.)''&lt;br /&gt;
 |{{!}}'''Milk'''{{!!}} YOU... YOU KILL SPLASH WOMAN... ME WANT REVENGE...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;POWER UP...&lt;br /&gt;
 |{{!}}{{!!}} ''(she jumps into the air and transforms into Strawberry woman.)''&lt;br /&gt;
 |{{!}}'''Strawberry woman'''{{!!}} '''''NOW THE REAL GLOVE SLAM BEGINS NOW!''''' roll says bring it on eeh as she slams her red gloves on top of swms red gloves&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level: Episode Zero]]''===&lt;br /&gt;
Milk makes a surprise cameo during the end credits. It is seen exiting out of a Wargate that had opened up in Dr. Cossack's Lab, where it quickly pursues [[Toad Man]], who had also come out of the Wargate.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/1/2&lt;br /&gt;
|hornet=1&lt;br /&gt;
|jewel=2&lt;br /&gt;
|grab=4&lt;br /&gt;
|triple=1&lt;br /&gt;
|flash=N&lt;br /&gt;
|slash=1&lt;br /&gt;
|wheel=1&lt;br /&gt;
|sakugarne=2&lt;br /&gt;
|wire=1&lt;br /&gt;
|arrow=2&lt;br /&gt;
|notes=The rainbow ring, while it can't be destroyed, can be used to gain health with the Grab Buster.&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Milk emits the same screech as the [[Mecha Dragon]].&lt;br /&gt;
* Just like the boss theme in ''Square Root of Negative One'', Milk's boss theme (taken from the first NES ''Teenage Mutant Ninja Turtles'' game) lacks the intro part of the original song, instead starting directly at the loop point.&lt;br /&gt;
* Milk's cry of &amp;quot;GNEURSCH&amp;quot; is taken from the viral Bill Wurtz video &amp;quot;history of the entire world, i guess&amp;quot;, albeit misspelled (the original video spelled it as &amp;quot;gneurshk&amp;quot;).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 1}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Robot Masters]][[Category:Tier Bosses]][[Category:Make a Good Mega Man Level 2 Bosses]][[Category:Tier 1 (MaGMML2)]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Milk&amp;diff=21406</id>
		<title>Milk</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Milk&amp;diff=21406"/>
				<updated>2024-06-07T00:26:57Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Pre-Battle Dialogue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#366DA8&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=Milk&lt;br /&gt;
|image=[[File:Milk_glass.jpg|230px]]&lt;br /&gt;
|script=ミルク&lt;br /&gt;
|romaji=Miruku&lt;br /&gt;
|number=AAH-003&lt;br /&gt;
|designer=[[snoruntpyro]]&lt;br /&gt;
|programmer=snoruntpyro&lt;br /&gt;
|gender=Genderless&lt;br /&gt;
|eyecolor=No eyes&lt;br /&gt;
|at=6 (contact)&amp;lt;br&amp;gt;5 (rainbow ring)&amp;lt;br&amp;gt;4 (normal ring)&amp;lt;br&amp;gt;4 (Milk Spray)&lt;br /&gt;
|weapon=Milk Spray, Milk Tornado&lt;br /&gt;
|hp=28&lt;br /&gt;
|type=Dairy&lt;br /&gt;
|weak=[[Grab Buster]]&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]]&amp;lt;br&amp;gt;[[Butter Nezumi]]&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[Tier 1 (MaGMML2)]]&lt;br /&gt;
|occupation=Combat Robot&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Boss, NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (cameo)&lt;br /&gt;
|appear2=''Mega Man: Square Root of Negative One''&lt;br /&gt;
|sprite=[[File:MaGMML2-Milk-Sprite.png|30px]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|GNEUSRCH!|Milk|}}&lt;br /&gt;
'''Milk''' is one of the ridiculous &amp;quot;Robot Masters&amp;quot; from the fangame ''Mega Man: Square Root of Negative One'', created by ''MaGMML'' creator [[snoruntpyro]]. It appears as a tier boss in ''[[Make a Good Mega Man Level 2]]'', at the end of Tier 1, the [[Tier 1 (MaGMML2)|Ruined Simulation]]. Unlike most tier bosses, Milk does not strictly gain new moves - instead, it uses a new pattern entirely, while losing some of its stupider, more useless moves from its home game.&lt;br /&gt;
&lt;br /&gt;
==Game Appearances==&lt;br /&gt;
===''Mega Man: Square Root of Negative One''===&lt;br /&gt;
Milk originally appears in this game as one of the eight Robot Masters. Its stage is a cyan recolor of [[Heat Man]]'s stage, with gimmicks such as [[Yoku Block]]s and pills that drain the player's health unless they are inside pools of milk. The fight against Milk itself is mostly an RNG-determined fight, though the incoming attack is telegraphed by how many particles come out of Milk. Milk will use attacks like spraying &amp;quot;milk pillars&amp;quot; (a recolor of Heat Man's flame pillars), shooting Cheerios in various ways, and spamming its Special Weapon, Milk Spray.&lt;br /&gt;
&lt;br /&gt;
Milk is weak to the Illuminati Tape, Illuminati's weapon, and will give Milk Spray (playing as [[Mega Man]]) or Milk Tornado (playing as raocow) once defeated. Both weapons focus on spamming low damage projectiles. The weapons are Hello's weaknesses.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 2]]''===&lt;br /&gt;
Milk appears at the end of Tier 1, in an enclosed shrine to our lord and savior, the [[Up'n'Down]]. On entering the room, Milk has the appearance of various devkit bosses glitching out, with Mega Man commenting on it, before it explodes into its true form. It lets out a horrific battle cry of &amp;quot;GNEURSCH!&amp;quot;, before revealing itself as hostile and battling Mega Man.&lt;br /&gt;
&lt;br /&gt;
Milk will start attacking using rings which it fires in a cross pattern or in bursts of three rings at the same time on an angle. It will then summon many jets that shoot a stream of milk out (acting identically to [[Water Block]]s), before firing a ring burst. It will then fire a rainbow ring which will bounce around the arena while Milk is constantly jumping, trying to deal contact damage while Mega Man tries to avoid the ring. Finally, Milk fires a burst of rapid fire rings while sticking to the roof then slides to the other side and fires three Milk Sprays to the direction that Mega Man was while Milk was sliding. The pattern then repeats.&lt;br /&gt;
&lt;br /&gt;
After being defeated, Milk can be found as an NPC inside the [[Chateau Chevaleresque]].&lt;br /&gt;
&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 devkit boss flickers and spins in place, abruptly glitching and switching to other devkit bosses.)''&lt;br /&gt;
 |{{!}}'''Mega Man'''{{!!}} Sure. There may be 'some' bugs. What is going on here even?&lt;br /&gt;
 |{{!}}{{!!}} ''(The boss abruptly self-destructs, with Milk standing in its place.)''&lt;br /&gt;
 |{{!}}'''Mega Man'''{{!!}} WHAT?!&lt;br /&gt;
 |{{!}}'''Milk'''{{!!}} '''''GNEURSCH!'''''&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Strawberry Milk====&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
{{robotmaster&lt;br /&gt;
|titlebg=#366DA8&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=Strawberry Milk&lt;br /&gt;
|image=[[File:Strawberry_Milk.jpg|230px]]&lt;br /&gt;
|script=ストロベリーミルク&lt;br /&gt;
|romaji=Sutoroberī Miruku&lt;br /&gt;
|number=AAH-003&lt;br /&gt;
|designer=snoruntpyro&lt;br /&gt;
|programmer=snoruntpyro&lt;br /&gt;
|gender=Genderless&lt;br /&gt;
|eyecolor=No eyes&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;3 (normal ring)&amp;lt;br&amp;gt;2 (rainbow ring)&amp;lt;br&amp;gt;2 (Milk Spray)&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28&lt;br /&gt;
|type=Dairy&lt;br /&gt;
|weak=Grab Buster&lt;br /&gt;
|affiliations=Dr. Wily&amp;lt;br&amp;gt;Butter Nezumi&lt;br /&gt;
|stage=&lt;br /&gt;
|location=Tier 1 (MaGMML2)&lt;br /&gt;
|occupation=Combat Robot&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|sprite=[[File:MaGMML2-S-Milk-Sprite.png|30px]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|YOU... YOU KILL BUTTER NEZUMI... REVENGE...|Milk|}}&lt;br /&gt;
&lt;br /&gt;
Any time after defeating [[Butter Nezumi]], fighting Milk in Tier 1 (but not in [[the Arena]] or Boss Gallery) will trigger a special event where Milk transforms into '''Strawberry Milk''', a souped up version of the original boss.&lt;br /&gt;
&lt;br /&gt;
Besides the flavor change, Strawberry Milk features enhanced versions of all of its attacks. Strawberry Milk will fire rings in a spread pattern, covering more space in the arena. It also fires a two ring burst thrice in an angle. The rainbow ring, instead of bouncing, explodes into four rainbow rings, which will each also explode into four rings. The burst of rapid fire rings while sticking to the roof is also improved, covering more space, but the slide to the other side and the three Milk Sprays attack remains the same. Despite this, its ring projectiles are now able to be destroyed.&lt;br /&gt;
&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;
 |{{!}}{{!!}} ''(milk woman instantly appears pounds her white gloves and growls.)''&lt;br /&gt;
 |{{!}}'''Milk'''{{!!}} YOU... YOU KILL SPLASH WOMAN... ME WANT REVENGE...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;POWER UP...&lt;br /&gt;
 |{{!}}{{!!}} ''(she jumps into the air and transforms into Strawberry woman.)''&lt;br /&gt;
 |{{!}}'''Strawberry woman'''{{!!}} '''''NOW THE REAL GLOVE SLAM BEGINS NOW!''''' roll says bring it on eeh as she slams her red gloves on top of swms red gloves&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level: Episode Zero]]''===&lt;br /&gt;
Milk makes a surprise cameo during the end credits. It is seen exiting out of a Wargate that had opened up in Dr. Cossack's Lab, where it quickly pursues [[Toad Man]], who had also come out of the Wargate.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/1/2&lt;br /&gt;
|hornet=1&lt;br /&gt;
|jewel=2&lt;br /&gt;
|grab=4&lt;br /&gt;
|triple=1&lt;br /&gt;
|flash=N&lt;br /&gt;
|slash=1&lt;br /&gt;
|wheel=1&lt;br /&gt;
|sakugarne=2&lt;br /&gt;
|wire=1&lt;br /&gt;
|arrow=2&lt;br /&gt;
|notes=The rainbow ring, while it can't be destroyed, can be used to gain health with the Grab Buster.&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Milk emits the same screech as the [[Mecha Dragon]].&lt;br /&gt;
* Just like the boss theme in ''Square Root of Negative One'', Milk's boss theme (taken from the first NES ''Teenage Mutant Ninja Turtles'' game) lacks the intro part of the original song, instead starting directly at the loop point.&lt;br /&gt;
* Milk's cry of &amp;quot;GNEURSCH&amp;quot; is taken from the viral Bill Wurtz video &amp;quot;history of the entire world, i guess&amp;quot;, albeit misspelled (the original video spelled it as &amp;quot;gneurshk&amp;quot;).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 1}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Robot Masters]][[Category:Tier Bosses]][[Category:Make a Good Mega Man Level 2 Bosses]][[Category:Tier 1 (MaGMML2)]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Wily_Tower&amp;diff=21405</id>
		<title>Wily Tower</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Wily_Tower&amp;diff=21405"/>
				<updated>2024-06-07T00:23:36Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: roll says hdqeylsf&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=Wily Tower&lt;br /&gt;
|rank=74th&lt;br /&gt;
|image=[[File:WTower.PNG|250px]]&lt;br /&gt;
|caption=Press &amp;quot;2&amp;quot; to win!&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[Shidy]]&lt;br /&gt;
|composer=Inti Creates&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Judge Order Reminder:&lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=2&lt;br /&gt;
|judge1=13&lt;br /&gt;
|judge2=8&lt;br /&gt;
|judge3=6&lt;br /&gt;
|judge4=19&lt;br /&gt;
|judge5=12&lt;br /&gt;
|totalscore=11.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Ben K]]&lt;br /&gt;
*[[Molier]]&lt;br /&gt;
*[[Pakatto 24]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Plantman Platform]]&lt;br /&gt;
*[[Rotating Spike Platform]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Volt Man]]&lt;br /&gt;
*[[Komuso Man]]&lt;br /&gt;
*[[Quint]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man 10 - Abandoned Memory&lt;br /&gt;
|location=[[Tier 2 (MaGMML2)|Tier 2]]&lt;br /&gt;
|previous=[[Ancient Tomb]]&lt;br /&gt;
|next=[[Airflow Hubble]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|&amp;quot;What about the level?&amp;quot; &amp;quot;...level?&amp;quot;|[[ACESpark]]|in his Judge Comic for this level}}&lt;br /&gt;
'''Wily Tower''' is the 74th place level in ''[[Make a Good Mega Man Level 2]]''. Besides small sections in between, this level is mostly bosses. Hilariously, the creator of the level chose [[Volt Man]], [[Komuso Man]], and [[Quint]], the three most commonly used bosses in the development kit.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
In the first room, the player can either choose to go down a room and deal with a few Moliers or take out a Ben K and a Pakkato 24 to reach the boss door below immediately. The boss corridor is a fake lead-up, however, as there is a short spike drop awaiting the player that can be trivialized with Sakugarne. roll encounters The first boss of this stage, Volt Man, has his weakness in the Slash Claw. she defeats him in merely five hits, dealing a whopping six damage per strike and even piercing his shield. For more daring players, he does have the same weakness in the Super Arrow, but you can hardly hit through his shield with it.&lt;br /&gt;
&lt;br /&gt;
A few rooms further, the player is presented a 1-Up to refill their Life Energy in preparation for the next boss. Be careful grabbing it, however, as the lava immediately behind it is an instant death. Behind the second door lies a Komuso WoMan fight, also taken straight out of the development kit. Komuso WoMan's Weakness is the Grab Buster, which can also conveniently heal the player while slamming gloves with her If hier clones are hit with a shot though, it's rendered ineffective, so it's advised to only shoot him while he is preparing an attack.&lt;br /&gt;
&lt;br /&gt;
The final section heavily revolves around ladders used in conjunction with the platforms found in Plant Man's Stage. These can easily be opened by any weapon to open your path upward, to the final boss of the level. After one tricky spike jump, roll must slam gloves with Quant roll says you ready fm? eeh as she slams her red gloves on top of her green gloves and quart says iar she quite ironically, has her biggest weakness in Sakugarne, dealing four damage per hit.  Due to the nature of the invincibility frames of bosses in this stage, it is advised to always make a big hop on him when using this strategy. If you opt to go for a safer way, however, Quint also takes two damage from Triple Blade, Wheel Cutter and Super Arrow and can thus be fought on long range as well. Upon her defeat quart says grr this is not over roll I will be back goodbye and then she drops the stage's Energy Element.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 3/3/5&amp;lt;br&amp;gt;1/1/3&amp;lt;br&amp;gt;1/2/3&lt;br /&gt;
| hornet = 0&amp;lt;br&amp;gt;0&amp;lt;br&amp;gt;1&lt;br /&gt;
| jewel = 0&amp;lt;br&amp;gt;0&amp;lt;br&amp;gt;1&lt;br /&gt;
| grab = 1&amp;lt;br&amp;gt;4&amp;lt;br&amp;gt;1&lt;br /&gt;
| triple = 1&amp;lt;br&amp;gt;1&amp;lt;br&amp;gt;2&lt;br /&gt;
| slash = 6&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;1&lt;br /&gt;
| wheel = 1&amp;lt;br&amp;gt;4&amp;lt;br&amp;gt;2&lt;br /&gt;
| sakugarne = 3&amp;lt;br&amp;gt;3&amp;lt;br&amp;gt;4&lt;br /&gt;
| wire = 1&amp;lt;br&amp;gt;6&amp;lt;br&amp;gt;1&lt;br /&gt;
| arrow = 6&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;2&lt;br /&gt;
| flash = N&amp;lt;br&amp;gt;N&amp;lt;br&amp;gt;N&lt;br /&gt;
| notes = Damage Table is Volt Man, Komuso Man and Quint in order.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = I'm pretty sure there are about as many bosses in this level as there are enemies. Like all the screens in the level are completely featureless empty rooms. And then the occasional unmodified engine boss. ????????&lt;br /&gt;
|pyroscore = 13&lt;br /&gt;
|spdesign = 2&lt;br /&gt;
|spfun = 2&lt;br /&gt;
|spcreativity = 1&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = You could have done a lot better with the graphics instead of just using black backgrounds. The actual level was only about 40 seconds long, minus the bosses.&lt;br /&gt;
|jupiscore = 8&lt;br /&gt;
|jhdesign = 1&lt;br /&gt;
|jhfun = 3&lt;br /&gt;
|jhcreativity = 0&lt;br /&gt;
|jhaesthetics = 0&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = I don't think I can give many points for a boss rush that's using just vanilla assets. The sections in between the bosses don't feel very planned or consistent, either, but more like filler areas to bridge the gaps between the bosses. This level also lacked testing, as one of the respawn points behave weirdly due to the boss door above it.&lt;br /&gt;
|enjlscore = 6&lt;br /&gt;
|endesign = 0&lt;br /&gt;
|enfun = 1&lt;br /&gt;
|encreativity = 0&lt;br /&gt;
|enaesthetics = 1&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Normally I like the idea of a stage like this, but this one just isn't that good. The level design is awful. Most of the level is either horrible enemy placement, long empty sections, or other fairly serious stage layout issues. Also, there's a pretty serious camera glitch here. Anyway, there's nothing else I can say here, it could've been much, much better.&lt;br /&gt;
|garirryscore = 19&lt;br /&gt;
|gadesign = 3&lt;br /&gt;
|gafun = 5&lt;br /&gt;
|gacreativity = 4&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 3&lt;br /&gt;
|gadesignnote = Oh wow. Such design. Much fair. No seriously, it sucks. Pathetic enemy placement, bad obstacle placement, etc.&lt;br /&gt;
|gafunnote = It was okay at best. Wily Tower stages like this are pretty cool, but this one just felt uninteresting. &lt;br /&gt;
|gacreativitynote = It was okay at best. Wily Tower stages like this are pretty cool, but this one just felt uninteresting. &lt;br /&gt;
|gaaestheticsnote = It was meh.&lt;br /&gt;
|gafunctionnote = Massive camera glitch? No sir.&lt;br /&gt;
|ace = [[File:MaGMML2-WilyTowerComic.png]]&lt;br /&gt;
|acescore = 12&lt;br /&gt;
|asdesign = 2&lt;br /&gt;
|asfun = 6&lt;br /&gt;
|ascreativity = 1&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 2&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Upon using the self-destruct button in the room immediately after Volt Man, the game will erroneously respawn the player higher up in the same room, allowing them to skip the battle against Komuso Man entirely. This does not save any time for a speedrun on the level in and of itself, as self-destructing invalidates your run for precisely this reason, but a speedrun of the whole game could use this to save about 30 seconds in total.&lt;br /&gt;
* The &amp;quot;overused devkit boss royal flush&amp;quot; (as termed by [[ACESpark]] in his judge comic) appear as a group in the credits of ''[[Make a Good Mega Man Level: Episode Zero]]''. From left to right, the trio is even standing in the order that they are fought in this level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 2 (MaGMML2)]][[Category:Stages without Collectables]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Quint&amp;diff=21404</id>
		<title>Quint</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Quint&amp;diff=21404"/>
				<updated>2024-06-07T00:19:35Z</updated>
		
		<summary type="html">&lt;p&gt;172.56.40.7: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#B34124&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:QuintMugshot.png|left|Quint's mugshot]][[File:QuintMugshot.png|right|Quint's mugshot]]Quint&lt;br /&gt;
|image=[[File:QuintArt.png ‎|200px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|script=クイント&lt;br /&gt;
|romaji=Kuinto&lt;br /&gt;
|number=SWN-000&lt;br /&gt;
|designer= &lt;br /&gt;
|programmer=[[Renhoek]]&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Blue&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;2 (small rock)&amp;lt;br&amp;gt;2 (big rock)&amp;lt;br&amp;gt;4 (Sakugarne)&lt;br /&gt;
|weapon=[[Sakugarne]]&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Swift&lt;br /&gt;
|weak=[[Flash Stopper]], [[Sakugarne]]{{2}}&amp;lt;br&amp;gt;[[Thunder Beam]]{{3}}&amp;lt;br&amp;gt;[[Concrete Shot]]{{48H}}&amp;lt;br&amp;gt;[[Thunder Wool]], [[Pharaoh Shot]], [[Ice Slasher]]{{Megamix}}&lt;br /&gt;
|affiliations=[[Doctor Thomas Light|Dr. Light]] (official games only)&amp;lt;br&amp;gt;[[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|stage=&lt;br /&gt;
|location='''MaGMML2:'''&amp;lt;br&amp;gt;[[Wily Tower]]&amp;lt;br&amp;gt;[[Airflow Hubble]]&amp;lt;br&amp;gt;[[Quint Stage]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&amp;lt;br&amp;gt;'''MaG48HMML:'''&amp;lt;br&amp;gt;[[Space Pipes]]&amp;lt;br&amp;gt;[[Slipping Through Time]]&lt;br /&gt;
|occupation=Combat Robot&lt;br /&gt;
|OffAppear=[[Mega Man II]]&amp;lt;br&amp;gt;[[Mega Man V]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]] (Boss, NPC, Costume)&amp;lt;br&amp;gt;[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] (Boss)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (NPC)&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:Quint.png‎]]}}&lt;br /&gt;
}}&lt;br /&gt;
'''Quint''' is a boss from ''[[Mega Man II]]''. He is [[Mega Man]] from a peaceful future after being modified and brought back to the present by [[Doctor Albert W. Wily|Dr. Wily]]. In the ''MaGMML'' timeline, however, he eventually becomes his own entity via space-time shenanigans.&lt;br /&gt;
&lt;br /&gt;
Quint is first seen as an NPC in ''[[Make a Good Mega Man Level]]'', hiding in the target practice room under [[Dr. Light's Lab]]. Quint was later made available as a boss in the devkit for ''[[Make a Good Mega Man Level 2]]'', and he appears in the levels [[Wily Tower]], [[Airflow Hubble]], and [[Quint Stage]]. He also appears as a midboss in the [[The Pit of Pits|Pit of Pits]] stage &amp;quot;Showdown at Dusk&amp;quot;, as an NPC in [[Tier 10 (MaGMML2)|Tier 10]], and as a [[Costumes|costume]] unlocked by entering [[Tier X (MaGMML2)|Tier X]].&lt;br /&gt;
&lt;br /&gt;
Like all ''MaGMML2'' devkit bosses, Quint returns in the [[Megamix Engine]], and is planned to appear as a devkit boss for ''[[Make a Good Mega Man Level 3]]''. Before that game's release, however, he appeared in the ''[[Make a Good 48 Hour Mega Man Level]]'' entries [[Space Pipes]] and [[Slipping Through Time]].&lt;br /&gt;
&lt;br /&gt;
In ''[[Make a Good Mega Man Level: Episode Zero]]'', Quint (referred to as &amp;quot;Quirt&amp;quot; in-game) makes a cameo as an NPC in the level [[Entrance Succession]], hiding offscreen to the left of the &amp;quot;Cool Robots Club&amp;quot;. He can be talked to, but he does not say a single word, and instead emits the honk of a [[Nitro Truck]]. He is later again seen in the credits of ''Episode Zero'', standing in [[Chateau Chevaleresque]] with the other two members of the &amp;quot;overused devkit boss royal flush&amp;quot; from ''MaGMML2'', [[Volt Man]] and [[Komuso Man]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Quint's boss fight has been immensely upgraded from the Game Boy games. He starts the fight by summoning his [[Sakugarne]] and mounting it. His pattern then begins with one of two attacks:&lt;br /&gt;
*Scatter four pieces of small debris twice.&lt;br /&gt;
*Scatter two pieces of large debris that each split into two pieces of small debris.&lt;br /&gt;
After using one of these attacks, Quint will proceed to use one of the following attacks before his pattern repeats:&lt;br /&gt;
*Jump to Mega Man's position.&lt;br /&gt;
*Jump to Mega Man's position, and drop his Sakugarne when right over Mega Man, after which his Sakugarne will bounce back up, and Quint will get back on.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable1M&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|metal=2&lt;br /&gt;
|gemini=2&lt;br /&gt;
|solar=1&lt;br /&gt;
|top=1&lt;br /&gt;
|wool=5&lt;br /&gt;
|black=1&lt;br /&gt;
|phar=2/4&lt;br /&gt;
|magic=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 2===&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/2/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|hornet=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|jewel=1&amp;lt;br&amp;gt;2&lt;br /&gt;
|grab=1&amp;lt;br&amp;gt;2&lt;br /&gt;
|triple=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|flash=Y&amp;lt;br&amp;gt;N&lt;br /&gt;
|slash=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|wheel=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|sakugarne=4&amp;lt;br&amp;gt;4&lt;br /&gt;
|wire=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|arrow=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|notes=Top row is damage in ''MaGMML2''; bottom row is damage from ''MaGMML2'' weapons in the Megamix Engine.&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 3===&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|spark=2&lt;br /&gt;
|laser=2&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=1&lt;br /&gt;
|thunder=4&lt;br /&gt;
|break=1&lt;br /&gt;
|magnetic=2&lt;br /&gt;
|ice=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 24 Hour Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable24HM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|super=1/1&lt;br /&gt;
|chill=1/0&lt;br /&gt;
|pakkajoe=99&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 48 Hour Mega Man Level===&lt;br /&gt;
{{Damagetable48H&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|flame=2&lt;br /&gt;
|rain=1&lt;br /&gt;
|spark=1&lt;br /&gt;
|snake=1&lt;br /&gt;
|tengu=2/2/0&lt;br /&gt;
|water=1&lt;br /&gt;
|concrete=4&lt;br /&gt;
|homing=2&lt;br /&gt;
|beat=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Megamix Engine===&lt;br /&gt;
{{DamagetableM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|time=N&lt;br /&gt;
|stone=1&lt;br /&gt;
|plant=1&lt;br /&gt;
|block=1&lt;br /&gt;
|ice=4&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* When roll comes to slam gloves with him in ''MaGMML2'', Quint will be referred to in the Arena as &amp;quot;Quart&amp;quot; - a reference to roll slamming gloves with his gender-swapped equivalent in the hack ''Roll-boxer girl World 2''.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
{{MaG48HMML Tier 1}}&lt;br /&gt;
{{MaG48HMML Tier 8}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Devkit Bosses]][[Category:Costume]]&lt;/div&gt;</summary>
		<author><name>172.56.40.7</name></author>	</entry>

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