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		<updated>2026-06-11T12:01:52Z</updated>
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		<id>http://magmmlcontest.com/wiki/index.php?title=GameTrooper&amp;diff=28745</id>
		<title>GameTrooper</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=GameTrooper&amp;diff=28745"/>
				<updated>2025-03-30T18:41:05Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
'''GameTrooper''' is an amateur programmer, hobby artist, and recurring contestant in the ''MaGMML'' series. In ''[[Make a Good Mega Man Level 2]]'', he created the 48th place stage [[Volcanic Furnace]], and went on to  create ''[[Make a Good 48 Hour Mega Man Level]]''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s 63rd place stage, [[Running Down a Drain]]. They'd later participate in ''[[Make a Good Mega Man Level 3]]'' where they'd make 142nd place with [[Glass Factory]], along with 3 Neo Pit of Pits stages: Mizzling the Point, Year of the Monking, and Bullet Hello Kitty.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* They also have a user page on the wiki, where they've shared their experiences as a contest participant. It can be viewed here: [[User:Game_Trooper]]&lt;br /&gt;
&lt;br /&gt;
{{People}}&lt;br /&gt;
[[category:Contest Participants]][[Category:Make a Good Mega Man Level 2 Participants]][[Category:Make a Good 48 Hour Mega Man Level Participants]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:Game_Trooper&amp;diff=24105</id>
		<title>User:Game Trooper</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:Game_Trooper&amp;diff=24105"/>
				<updated>2024-08-09T20:46:09Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: /* Dev Commentaries */ Concept and Apology&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About me==&lt;br /&gt;
Greetings one and all, I'm '''Game Trooper'''!!&lt;br /&gt;
Entrant of MAGMML2's [[Volcanic Furnace]], and long time Mega Man fan.&lt;br /&gt;
I'm seasoned in editing various wikis (which will be listed below) as&lt;br /&gt;
early as high school, so I feel that I can be a big help to one I feel&lt;br /&gt;
very passionate about. I have also helped build one of them up from its&lt;br /&gt;
infancy, and have even been an admin for one of them. I absolutely enjoy&lt;br /&gt;
helping out wikis like this one grow, and educate newcomers on what the&lt;br /&gt;
wiki's all about. If you need any help, please don't hesitate to post&lt;br /&gt;
it on my talk page!! I'll get back to you as soon as possible.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
GT Steam 2.png|In case you wanted to know what I'd look like...&lt;br /&gt;
Game Trooper Neo.png|One of my Wiki portraits I created.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Wikis ==&lt;br /&gt;
I can be found on many other wikis.&lt;br /&gt;
&lt;br /&gt;
They include:&lt;br /&gt;
&lt;br /&gt;
* Mega Man Wiki&lt;br /&gt;
* Ratchet and Clank Wiki&lt;br /&gt;
* Scaler Wiki&lt;br /&gt;
&lt;br /&gt;
and&lt;br /&gt;
&lt;br /&gt;
* Overlord Wiki&lt;br /&gt;
&lt;br /&gt;
== Dev Commentaries ==&lt;br /&gt;
HELLO! These are my unofficial commentaries of how I created my level. I'll try to keep them brief, but I imagine that some people will be curious as to what I was thinking of when designing them (I assume that a particular Durgon will 'eventually' get to this, so hi!).&lt;br /&gt;
&lt;br /&gt;
'''(It will go without saying that if anyone else edits this, this will NOT be reliable until I personally fix it.)'''&lt;br /&gt;
&lt;br /&gt;
===[[Volcanic Furnace]] ===&lt;br /&gt;
&lt;br /&gt;
==== The Concept ====&lt;br /&gt;
As any fan would understand why I entered, I have always wanted to create my own game, and after 'insert-Gaben-9-years-dev-joke-here', I finally got to throw my hat into the ring. The idea for a fire level was actually one of the things I stayed with from the get-go. I had FEVERISHLY watched AceSpark's level design video series and reviewed MAGMML1's winner, Glass Man, for direction. I concluded that for reference, keep the stage about 28 frames long, introduce each gimmick one section at a time then combine them near the end, and place checkpoints around areas of difficulty. The idea of a fire stage stemmed from an early Robot Master of mine named '''Scorch Man''' (kinda silly seeing Bootleg Zook and Sunrise showed up, and originally so did Eternal's). Ultimately, despite being a programmer by trade, he was cut due to time restraints and lack of game maker experience. The stage was mostly winged, and I plopped down what I thought might make for a fun or challenging setup. One of the ideas I KNEW I wanted to have in some form was some sort of mine cart segment (akin to the final moments of Indiana Jones: Temple of Doom (YOU KNOW WHAT PART IT IS)). However, due to poor spriting skills and again, lack of game maker experience, I used Guts Lifts as a substitute. Some things I know people might wonder is the Foot Holder showing up and why not a Guts Lift. The short answer was that I thought it'd be kinda fun and challenging; simple as that. I had understood that I had to combo the two elements that I implemented near the tail end of the stage. The idea of guts lifts over some of these traps not only fit classic Mega Man level design, but actually looked fun and challenging. In retrospect, it may have been a little too tough still, despite putting safe platforms in as a breather. Another part people might be wondering about is the skippable mini boss. I had not realized this until I decided to try it. When I found it out, I felt it a funny little way to speed run, so I left it in. A similar quirk can be found if you grab the 'hidden' E-Tank, where if you die before reaching the actual route you needed to take, it would spawn you at the next checkpoint. Again, this was left in as to compensate for some difficult level design portions. In terms of the Killer Bullet segment, I was thinking that a simple Guts Lift segment would have been too easy without any enemies. In hindsight, 'explosive sinewave enemies on tiny moving platforms while jumping over to other tiny platforms' was a bit excessive, and Tackle Fires or more Guts Lifts could have solved such a problematic area. As for the '''interesting''' choice of tile sets, I wanted to explore my artistic prowess in level design. This looked okay at the time, but in hindsight I can safely say that it is pretty bad (I can assure you that I am actually a better artist than that). Lastly, because I am certain people will wonder this, while multiple test playthroughs of the level were done, they were all done by me. I had no other means at the time to be able to get others to playtest. Had I known how and who I could playtest the level, I am sure many of the issues would have been able to be solved.&lt;br /&gt;
&lt;br /&gt;
==== The Reception ====&lt;br /&gt;
Of course, when an announcement for a MAGMML2 contest placement went public, I had to be watching where possible. And I was thrilled to find out that (In terms of tier placement) I had done rather well; it was actually where I expected to place in the competition. All criticism was taken into deep consideration, from both the judges and the streamer (FlashMan85, who is now also a judge in MAGMML3, so I made a good call). In addition, I had went to look at other youtubers who played the game for more feedback; some were harsh, others more encouraging. One thing that I did as soon as I could collect my thoughts, was to go back and update the level to be more polished. I chose more consistent enemies that fit the stage, used more appropriate graphics (as well as fewer tile sets), and apply every judge suggestion. I also had made a few other changes, but are not worth mention at this time. I can safely say that the level has been improved over its submitted version, and I have learned that with a little more effort and polish, I do have what it takes to for a competent level designer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Running Down a Drain]] ===&lt;br /&gt;
&lt;br /&gt;
==== The Concept ====&lt;br /&gt;
When the MAGMML 48 Hour contest was announced, I was curious about participating in a competition with a time frame of only two days. With the previous one under my belt, I had thought it would be a fun challenge. To clear this right out of the gate, the title of the level was indeed a mishearing of the lyrics. For the longest time I truly thought the line was “Running Down a Drain”, instead of the intended lyrics “Running Down a Dream” (this is to confirm what I shared with [[JupiHornet]] in the private, now closed MAGMML 48Hour discord channel). One of the big contributing factors for naming the level was what I had rolled for the contest- Wave Man pipes. What I saw that I just thought, “I could make a sewer level, I guess. Wait! You know what? Why not?! I'll just name it after that one song I misheard the lyrics to. It'll be great!” I had learned my lesson from the last contest and decided to stick with one or two tile sets that meshed well. Part of the reason the stage looked as it does, was to bear a sort of relationship to Tom Petty’s music video for the song. The hard part about making the level at that time was, of course, only having two days to complete it, having three exceptionally weak enemy types, debugging, and, of course, real life. At the time specifically, I was working a regular job, so I only had the weekends to work on it. Further, if I didn't like it and wanted to try again, I would have to wait until the next weekend to roll another set of gimmicks and enemies to try again. The weak enemies were a major reason why I had the three mini boss fights. Putting it simply there's only so much you can do with these three enemies. The Jamacys had some potential for some good setups, as well as the Jet Bombs (which can be seen with the respawners), but the Space Mets gave me little to work with. I wanted this to be as far away from an enemy spam level as I could, which was my big concern at the time. Additionally, I didn't know what to do with wave pipes either, since they were used very minimally in the level, they initially showed up in. Hindsight 2020, there are some really nice puzzles I could do with this, if I had more time to actually flesh these ideas out. Because of the small timeframe though, everything felt very rushed and so the bare minimum when it came to implementation of gimmicks and enemy placements were not as good as they could have been. If that wasn't enough, some of the things in the dev kit didn't work right either. During my testing, one of the big stumbling points was using the wave pipes. I had to really work around how buggy these things were. One moment Mega Man would ignore the end collision tiles for the wave pipe and get launched off the side of the screen into the great beyond. In another instance, I wanted to use them for the boss room only to find the boss also wanted to use the pipes and caused the entire thing to crash. Because of the small time frame as well, it also meant that testing wasn't always devoted to the entire level. Hence why I never found the spike in the bottom right corner of the second snail fight, or the two times where you could just get shunted through a wall into a previous screen unintentionally. At the very least, choosing music was possibly the easiest part. I found the track early on from the remixer CRIZ SONNY, and immediately knew this was a winner. Everything just slowly fell into place (or at least as slowly as a 48-hour contest would permit). As for the ‘secret room’, I just thought it would be a fun thing to have. I didn't have enough time to reskin the Volt Man sprites and the thought of mimicking the Disney short, Geri’s Game, was an amusing touch. Also no, 25 doesn't mean anything in particular.&lt;br /&gt;
&lt;br /&gt;
==== The Reception ====&lt;br /&gt;
From what I noticed, I am at least VERY happy that a lot of people enjoyed the music I picked out. It even got featured in another part of the main game of MAG48MML. From what I have seen, most people had enjoyed the level as well, and once again I felt like I had done well. My goal with these contests are to generally make levels that are fun for the players to run through. This gave me high hopes for when MAGMML3 got announced. With MAGMML3's devkit to release in the future, and a chance to show off what I learned, I felt that my best works were yet to come.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Glass Factory ===&lt;br /&gt;
&lt;br /&gt;
==== Prelude ====&lt;br /&gt;
Before I get the whole commentary on the level up, I want to paste the comment I made on the MAGMML Discord here:&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;In case I do not do this later, I want to formally apologize for my level (Glass Factory). I never intended for it to end up the way it did, and especially never intended to feel like I was calling people out or to be as distasteful as it ended up being. The boss has dialogue that I am not proud of. It can easily be seen as distasteful, where I meant it to be more of a playful jab at the fact that there are lots of takes on a Glass Man. I do not know where else I could post this, but nevertheless I hope there are no hard feelings....Honestly, I was more defeated by my own self ridicule than what the judges had to say. Truly, I wish there were so many things that did different, and the dialogue at least could have had a look over before I submitted it.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
==== The Concept ====&lt;br /&gt;
When it came time for MAGMML3, I found myself wondering what to do once again. Once again, I looked to the first batch of Robot Masters I created when I was a child. I figured I'd go figuratively and literally (in a sense) the polar opposite direction of my first entry with a robot master I called Glass Man. There were a few things I wanted to do in comparison to my first entry to these competitions:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# I wanted to make sure I had a Robot Master waiting at the end.&lt;br /&gt;
# I wanted to also make sure that my tile work was much cleaner than my first entry.&lt;br /&gt;
# I wanted to show exactly how much I had learned over the last two contests.&lt;br /&gt;
&lt;br /&gt;
As one would expect I would go for gimmicks and enemies that looked as if they were dealing with glass in some respect. That is why I ended up choosing Crystal Joe's, Curlingers, Squidons, crystal droppers, Chill Man blocks, and ice physics. I thought I had chosen these well, and in due time I also found the background elements I wanted. Now I had found that Ring Man's boss room and hallway graphics were hardly used at all, and I thought ‘What if I expanded on them by using them in an entire level?’ Overall, I found myself satisfied in that respect. Spriting for Glass Man wasn’t required as I had already done the heavy lifting all the way back in high school during my free hours. I had a few ideas for how I wanted to handle Glass man, and I ultimately came with two variations. These were denoted by the robot master base that I was going to be using. Glass Man C was heavily based off Crash Man's AI, while Glass Man G utilized Gemini Man's AI. In no time, most of the work was done for the level. However, I wanted to go further. I decided I wanted to include a revamp of Volcanic Furnace with all the critiques given to me via the last contest. I even went as far as to includes Scorch Man proper into the level, using Dangan man as a base with a few small modifications. Additionally, I also thought of making the quiz to make it feel more optional. At the same token I wanted to encourage people to try this path for fun. After asking around on the discord channels for advice, I had ultimately chosen to put an energy element at the end. This was one of the things that I in hindsight should not have done.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I was also toying around with dialogue options for my bosses, which ultimately led to the poor choice of words I gave Glass Man in the end. Originally this was meant to poke fun at there are so many Glass Men and it could have meant literally any which one of them. However, I had not realized this was going to point a lot at the original winner of the first contest; had I ran this by other individuals with play testing, I probably would have caught this before finalizing the level. Sometime afterward I had a fellow creator, Jupihornet, judge it for fun. He had pointed out most of the issues mentioned by would be mentioned by the judges later, and I wish I had shared it with him during the creation process, as it would have given me time to change so much of it. Before this, I really did feel like I had hit my stride and I was making the best possible level I could offer. But now, I was ashamed for seeing what I had done. Sometime afterward, the creator the original Glass Man level, Redblupi, had disappeared from most if not all social platforms. I knew at one point that he had gone to college and was taking time to focus on it. However once realizing what I had done with my level, I honestly had thought I pushed him away from the Internet. Foolishness I know, but feelings have a funny way of altering our perception. If this appears to be like an apology video, it is. Truly I am sorry for what I've created, and several times I thought to ask for my level to be removed from this contest. However, at the same token, I wouldn't trade these opportunities for almost anything else.&lt;br /&gt;
&lt;br /&gt;
==== The Reception ====&lt;br /&gt;
It should come as no surprise, but I from the few videos that I have seen, many of the people did not have positive things to say. This is expected at this point. My only hope at this point is that people who played MAGMML3, or are watching related videos may be able to come here for some sort of clarity and understanding.&lt;br /&gt;
&lt;br /&gt;
{{People}}&lt;br /&gt;
[[Category:Contest Participants]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:Game_Trooper&amp;diff=23701</id>
		<title>User:Game Trooper</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:Game_Trooper&amp;diff=23701"/>
				<updated>2024-07-22T14:43:21Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: /* Glass Factory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About me==&lt;br /&gt;
Greetings one and all, I'm '''Game Trooper'''!!&lt;br /&gt;
Entrant of MAGMML2's [[Volcanic Furnace]], and long time Mega Man fan.&lt;br /&gt;
I'm seasoned in editing various wikis (which will be listed below) as&lt;br /&gt;
early as high school, so I feel that I can be a big help to one I feel&lt;br /&gt;
very passionate about. I have also helped build one of them up from its&lt;br /&gt;
infancy, and have even been an admin for one of them. I absolutely enjoy&lt;br /&gt;
helping out wikis like this one grow, and educate newcomers on what the&lt;br /&gt;
wiki's all about. If you need any help, please don't hesitate to post&lt;br /&gt;
it on my talk page!! I'll get back to you as soon as possible.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
GT Steam 2.png|In case you wanted to know what I'd look like...&lt;br /&gt;
Game Trooper Neo.png|One of my Wiki portraits I created.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Wikis ==&lt;br /&gt;
I can be found on many other wikis.&lt;br /&gt;
&lt;br /&gt;
They include:&lt;br /&gt;
&lt;br /&gt;
* Mega Man Wiki&lt;br /&gt;
* Ratchet and Clank Wiki&lt;br /&gt;
* Scaler Wiki&lt;br /&gt;
&lt;br /&gt;
and&lt;br /&gt;
&lt;br /&gt;
* Overlord Wiki&lt;br /&gt;
&lt;br /&gt;
== Dev Commentaries ==&lt;br /&gt;
HELLO! These are my unofficial commentaries of how I created my level. I'll try to keep them brief, but I imagine that some people will be curious as to what I was thinking of when designing them (I assume that a particular Durgon will 'eventually' get to this, so hi!).&lt;br /&gt;
&lt;br /&gt;
'''(It will go without saying that if anyone else edits this, this will NOT be reliable until I personally fix it.)'''&lt;br /&gt;
&lt;br /&gt;
===[[Volcanic Furnace]] ===&lt;br /&gt;
&lt;br /&gt;
==== The Concept ====&lt;br /&gt;
As any fan would understand why I entered, I have always wanted to create my own game, and after 'insert-Gaben-9-years-dev-joke-here', I finally got to throw my hat into the ring. The idea for a fire level was actually one of the things I stayed with from the get-go. I had FEVERISHLY watched AceSpark's level design video series and reviewed MAGMML1's winner, Glass Man, for direction. I concluded that for reference, keep the stage about 28 frames long, introduce each gimmick one section at a time then combine them near the end, and place checkpoints around areas of difficulty. The idea of a fire stage stemmed from an early Robot Master of mine named '''Scorch Man''' (kinda silly seeing Bootleg Zook and Sunrise showed up, and originally so did Eternal's). Ultimately, despite being a programmer by trade, he was cut due to time restraints and lack of game maker experience. The stage was mostly winged, and I plopped down what I thought might make for a fun or challenging setup. One of the ideas I KNEW I wanted to have in some form was some sort of mine cart segment (akin to the final moments of Indiana Jones: Temple of Doom (YOU KNOW WHAT PART IT IS)). However, due to poor spriting skills and again, lack of game maker experience, I used Guts Lifts as a substitute. Some things I know people might wonder is the Foot Holder showing up and why not a Guts Lift. The short answer was that I thought it'd be kinda fun and challenging; simple as that. I had understood that I had to combo the two elements that I implemented near the tail end of the stage. The idea of guts lifts over some of these traps not only fit classic Mega Man level design, but actually looked fun and challenging. In retrospect, it may have been a little too tough still, despite putting safe platforms in as a breather. Another part people might be wondering about is the skippable mini boss. I had not realized this until I decided to try it. When I found it out, I felt it a funny little way to speed run, so I left it in. A similar quirk can be found if you grab the 'hidden' E-Tank, where if you die before reaching the actual route you needed to take, it would spawn you at the next checkpoint. Again, this was left in as to compensate for some difficult level design portions. In terms of the Killer Bullet segment, I was thinking that a simple Guts Lift segment would have been too easy without any enemies. In hindsight, 'explosive sinewave enemies on tiny moving platforms while jumping over to other tiny platforms' was a bit excessive, and Tackle Fires or more Guts Lifts could have solved such a problematic area. As for the '''interesting''' choice of tile sets, I wanted to explore my artistic prowess in level design. This looked okay at the time, but in hindsight I can safely say that it is pretty bad (I can assure you that I am actually a better artist than that). Lastly, because I am certain people will wonder this, while multiple test playthroughs of the level were done, they were all done by me. I had no other means at the time to be able to get others to playtest. Had I known how and who I could playtest the level, I am sure many of the issues would have been able to be solved.&lt;br /&gt;
&lt;br /&gt;
==== The Reception ====&lt;br /&gt;
Of course, when an announcement for a MAGMML2 contest placement went public, I had to be watching where possible. And I was thrilled to find out that (In terms of tier placement) I had done rather well; it was actually where I expected to place in the competition. All criticism was taken into deep consideration, from both the judges and the streamer (FlashMan85, who is now also a judge in MAGMML3, so I made a good call). In addition, I had went to look at other youtubers who played the game for more feedback; some were harsh, others more encouraging. One thing that I did as soon as I could collect my thoughts, was to go back and update the level to be more polished. I chose more consistent enemies that fit the stage, used more appropriate graphics (as well as fewer tile sets), and apply every judge suggestion. I also had made a few other changes, but are not worth mention at this time. I can safely say that the level has been improved over its submitted version, and I have learned that with a little more effort and polish, I do have what it takes to for a competent level designer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Running Down a Drain]] ===&lt;br /&gt;
&lt;br /&gt;
==== The Concept ====&lt;br /&gt;
When the MAGMML 48 Hour contest was announced, I was curious about participating in a competition with a time frame of only two days. With the previous one under my belt, I had thought it would be a fun challenge. To clear this right out of the gate, the title of the level was indeed a mishearing of the lyrics. For the longest time I truly thought the line was “Running Down a Drain”, instead of the intended lyrics “Running Down a Dream” (this is to confirm what I shared with [[JupiHornet]] in the private, now closed MAGMML 48Hour discord channel). One of the big contributing factors for naming the level was what I had rolled for the contest- Wave Man pipes. What I saw that I just thought, “I could make a sewer level, I guess. Wait! You know what? Why not?! I'll just name it after that one song I misheard the lyrics to. It'll be great!” I had learned my lesson from the last contest and decided to stick with one or two tile sets that meshed well. Part of the reason the stage looked as it does, was to bear a sort of relationship to Tom Petty’s music video for the song. The hard part about making the level at that time was, of course, only having two days to complete it, having three exceptionally weak enemy types, debugging, and, of course, real life. At the time specifically, I was working a regular job, so I only had the weekends to work on it. Further, if I didn't like it and wanted to try again, I would have to wait until the next weekend to roll another set of gimmicks and enemies to try again. The weak enemies were a major reason why I had the three mini boss fights. Putting it simply there's only so much you can do with these three enemies. The Jamacys had some potential for some good setups, as well as the Jet Bombs (which can be seen with the respawners), but the Space Mets gave me little to work with. I wanted this to be as far away from an enemy spam level as I could, which was my big concern at the time. Additionally, I didn't know what to do with wave pipes either, since they were used very minimally in the level, they initially showed up in. Hindsight 2020, there are some really nice puzzles I could do with this, if I had more time to actually flesh these ideas out. Because of the small timeframe though, everything felt very rushed and so the bare minimum when it came to implementation of gimmicks and enemy placements were not as good as they could have been. If that wasn't enough, some of the things in the dev kit didn't work right either. During my testing, one of the big stumbling points was using the wave pipes. I had to really work around how buggy these things were. One moment Mega Man would ignore the end collision tiles for the wave pipe and get launched off the side of the screen into the great beyond. In another instance, I wanted to use them for the boss room only to find the boss also wanted to use the pipes and caused the entire thing to crash. Because of the small time frame as well, it also meant that testing wasn't always devoted to the entire level. Hence why I never found the spike in the bottom right corner of the second snail fight, or the two times where you could just get shunted through a wall into a previous screen unintentionally. At the very least, choosing music was possibly the easiest part. I found the track early on from the remixer CRIZ SONNY, and immediately knew this was a winner. Everything just slowly fell into place (or at least as slowly as a 48-hour contest would permit). As for the ‘secret room’, I just thought it would be a fun thing to have. I didn't have enough time to reskin the Volt Man sprites and the thought of mimicking the Disney short, Geri’s Game, was an amusing touch. Also no, 25 doesn't mean anything in particular.&lt;br /&gt;
&lt;br /&gt;
==== The Reception ====&lt;br /&gt;
From what I noticed, I am at least VERY happy that a lot of people enjoyed the music I picked out. It even got featured in another part of the main game of MAG48MML. From what I have seen, most people had enjoyed the level as well, and once again I felt like I had done well. My goal with these contests are to generally make levels that are fun for the players to run through. This gave me high hopes for when MAGMML3 got announced. With MAGMML3's devkit to release in the future, and a chance to show off what I learned, I felt that my best works were yet to come.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Glass Factory ===&lt;br /&gt;
Before I get the whole commentary on the level up, I want to paste the comment I made on the MAGMML Discord here:&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;In case I do not do this later, I want to formally apologize for my level (Glass Factory). I never intended for it to end up the way it did, and especially never intended to feel like I was calling people out or to be as distasteful as it ended up being. The boss has dialogue that I am not proud of. It can easily be seen as distasteful, where I meant it to be more of a playful jab at the fact that there are lots of takes on a Glass Man. I do not know where else I could post this, but nevertheless I hope there are no hard feelings....Honestly, I was more defeated by my own self ridicule than what the judges had to say. Truly, I wish there were so many things that did different, and the dialogue at least could have had a look over before I submitted it.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
{{People}}&lt;br /&gt;
[[Category:Contest Participants]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:Game_Trooper&amp;diff=23700</id>
		<title>User:Game Trooper</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:Game_Trooper&amp;diff=23700"/>
				<updated>2024-07-22T14:42:51Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: /* Dev Commentaries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About me==&lt;br /&gt;
Greetings one and all, I'm '''Game Trooper'''!!&lt;br /&gt;
Entrant of MAGMML2's [[Volcanic Furnace]], and long time Mega Man fan.&lt;br /&gt;
I'm seasoned in editing various wikis (which will be listed below) as&lt;br /&gt;
early as high school, so I feel that I can be a big help to one I feel&lt;br /&gt;
very passionate about. I have also helped build one of them up from its&lt;br /&gt;
infancy, and have even been an admin for one of them. I absolutely enjoy&lt;br /&gt;
helping out wikis like this one grow, and educate newcomers on what the&lt;br /&gt;
wiki's all about. If you need any help, please don't hesitate to post&lt;br /&gt;
it on my talk page!! I'll get back to you as soon as possible.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
GT Steam 2.png|In case you wanted to know what I'd look like...&lt;br /&gt;
Game Trooper Neo.png|One of my Wiki portraits I created.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Wikis ==&lt;br /&gt;
I can be found on many other wikis.&lt;br /&gt;
&lt;br /&gt;
They include:&lt;br /&gt;
&lt;br /&gt;
* Mega Man Wiki&lt;br /&gt;
* Ratchet and Clank Wiki&lt;br /&gt;
* Scaler Wiki&lt;br /&gt;
&lt;br /&gt;
and&lt;br /&gt;
&lt;br /&gt;
* Overlord Wiki&lt;br /&gt;
&lt;br /&gt;
== Dev Commentaries ==&lt;br /&gt;
HELLO! These are my unofficial commentaries of how I created my level. I'll try to keep them brief, but I imagine that some people will be curious as to what I was thinking of when designing them (I assume that a particular Durgon will 'eventually' get to this, so hi!).&lt;br /&gt;
&lt;br /&gt;
'''(It will go without saying that if anyone else edits this, this will NOT be reliable until I personally fix it.)'''&lt;br /&gt;
&lt;br /&gt;
===[[Volcanic Furnace]] ===&lt;br /&gt;
&lt;br /&gt;
==== The Concept ====&lt;br /&gt;
As any fan would understand why I entered, I have always wanted to create my own game, and after 'insert-Gaben-9-years-dev-joke-here', I finally got to throw my hat into the ring. The idea for a fire level was actually one of the things I stayed with from the get-go. I had FEVERISHLY watched AceSpark's level design video series and reviewed MAGMML1's winner, Glass Man, for direction. I concluded that for reference, keep the stage about 28 frames long, introduce each gimmick one section at a time then combine them near the end, and place checkpoints around areas of difficulty. The idea of a fire stage stemmed from an early Robot Master of mine named '''Scorch Man''' (kinda silly seeing Bootleg Zook and Sunrise showed up, and originally so did Eternal's). Ultimately, despite being a programmer by trade, he was cut due to time restraints and lack of game maker experience. The stage was mostly winged, and I plopped down what I thought might make for a fun or challenging setup. One of the ideas I KNEW I wanted to have in some form was some sort of mine cart segment (akin to the final moments of Indiana Jones: Temple of Doom (YOU KNOW WHAT PART IT IS)). However, due to poor spriting skills and again, lack of game maker experience, I used Guts Lifts as a substitute. Some things I know people might wonder is the Foot Holder showing up and why not a Guts Lift. The short answer was that I thought it'd be kinda fun and challenging; simple as that. I had understood that I had to combo the two elements that I implemented near the tail end of the stage. The idea of guts lifts over some of these traps not only fit classic Mega Man level design, but actually looked fun and challenging. In retrospect, it may have been a little too tough still, despite putting safe platforms in as a breather. Another part people might be wondering about is the skippable mini boss. I had not realized this until I decided to try it. When I found it out, I felt it a funny little way to speed run, so I left it in. A similar quirk can be found if you grab the 'hidden' E-Tank, where if you die before reaching the actual route you needed to take, it would spawn you at the next checkpoint. Again, this was left in as to compensate for some difficult level design portions. In terms of the Killer Bullet segment, I was thinking that a simple Guts Lift segment would have been too easy without any enemies. In hindsight, 'explosive sinewave enemies on tiny moving platforms while jumping over to other tiny platforms' was a bit excessive, and Tackle Fires or more Guts Lifts could have solved such a problematic area. As for the '''interesting''' choice of tile sets, I wanted to explore my artistic prowess in level design. This looked okay at the time, but in hindsight I can safely say that it is pretty bad (I can assure you that I am actually a better artist than that). Lastly, because I am certain people will wonder this, while multiple test playthroughs of the level were done, they were all done by me. I had no other means at the time to be able to get others to playtest. Had I known how and who I could playtest the level, I am sure many of the issues would have been able to be solved.&lt;br /&gt;
&lt;br /&gt;
==== The Reception ====&lt;br /&gt;
Of course, when an announcement for a MAGMML2 contest placement went public, I had to be watching where possible. And I was thrilled to find out that (In terms of tier placement) I had done rather well; it was actually where I expected to place in the competition. All criticism was taken into deep consideration, from both the judges and the streamer (FlashMan85, who is now also a judge in MAGMML3, so I made a good call). In addition, I had went to look at other youtubers who played the game for more feedback; some were harsh, others more encouraging. One thing that I did as soon as I could collect my thoughts, was to go back and update the level to be more polished. I chose more consistent enemies that fit the stage, used more appropriate graphics (as well as fewer tile sets), and apply every judge suggestion. I also had made a few other changes, but are not worth mention at this time. I can safely say that the level has been improved over its submitted version, and I have learned that with a little more effort and polish, I do have what it takes to for a competent level designer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Running Down a Drain]] ===&lt;br /&gt;
&lt;br /&gt;
==== The Concept ====&lt;br /&gt;
When the MAGMML 48 Hour contest was announced, I was curious about participating in a competition with a time frame of only two days. With the previous one under my belt, I had thought it would be a fun challenge. To clear this right out of the gate, the title of the level was indeed a mishearing of the lyrics. For the longest time I truly thought the line was “Running Down a Drain”, instead of the intended lyrics “Running Down a Dream” (this is to confirm what I shared with [[JupiHornet]] in the private, now closed MAGMML 48Hour discord channel). One of the big contributing factors for naming the level was what I had rolled for the contest- Wave Man pipes. What I saw that I just thought, “I could make a sewer level, I guess. Wait! You know what? Why not?! I'll just name it after that one song I misheard the lyrics to. It'll be great!” I had learned my lesson from the last contest and decided to stick with one or two tile sets that meshed well. Part of the reason the stage looked as it does, was to bear a sort of relationship to Tom Petty’s music video for the song. The hard part about making the level at that time was, of course, only having two days to complete it, having three exceptionally weak enemy types, debugging, and, of course, real life. At the time specifically, I was working a regular job, so I only had the weekends to work on it. Further, if I didn't like it and wanted to try again, I would have to wait until the next weekend to roll another set of gimmicks and enemies to try again. The weak enemies were a major reason why I had the three mini boss fights. Putting it simply there's only so much you can do with these three enemies. The Jamacys had some potential for some good setups, as well as the Jet Bombs (which can be seen with the respawners), but the Space Mets gave me little to work with. I wanted this to be as far away from an enemy spam level as I could, which was my big concern at the time. Additionally, I didn't know what to do with wave pipes either, since they were used very minimally in the level, they initially showed up in. Hindsight 2020, there are some really nice puzzles I could do with this, if I had more time to actually flesh these ideas out. Because of the small timeframe though, everything felt very rushed and so the bare minimum when it came to implementation of gimmicks and enemy placements were not as good as they could have been. If that wasn't enough, some of the things in the dev kit didn't work right either. During my testing, one of the big stumbling points was using the wave pipes. I had to really work around how buggy these things were. One moment Mega Man would ignore the end collision tiles for the wave pipe and get launched off the side of the screen into the great beyond. In another instance, I wanted to use them for the boss room only to find the boss also wanted to use the pipes and caused the entire thing to crash. Because of the small time frame as well, it also meant that testing wasn't always devoted to the entire level. Hence why I never found the spike in the bottom right corner of the second snail fight, or the two times where you could just get shunted through a wall into a previous screen unintentionally. At the very least, choosing music was possibly the easiest part. I found the track early on from the remixer CRIZ SONNY, and immediately knew this was a winner. Everything just slowly fell into place (or at least as slowly as a 48-hour contest would permit). As for the ‘secret room’, I just thought it would be a fun thing to have. I didn't have enough time to reskin the Volt Man sprites and the thought of mimicking the Disney short, Geri’s Game, was an amusing touch. Also no, 25 doesn't mean anything in particular.&lt;br /&gt;
&lt;br /&gt;
==== The Reception ====&lt;br /&gt;
From what I noticed, I am at least VERY happy that a lot of people enjoyed the music I picked out. It even got featured in another part of the main game of MAG48MML. From what I have seen, most people had enjoyed the level as well, and once again I felt like I had done well. My goal with these contests are to generally make levels that are fun for the players to run through. This gave me high hopes for when MAGMML3 got announced. With MAGMML3's devkit to release in the future, and a chance to show off what I learned, I felt that my best works were yet to come.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Glass Factory ===&lt;br /&gt;
Before I get the whole commentary on the level up, I want to paste the comment I made on the MAGMML Discord here:&lt;br /&gt;
&amp;quot;In case I do not do this later, I want to formally apologize for my level (Glass Factory). I never intended for it to end up the way it did, and especially never intended to feel like I was calling people out or to be as distasteful as it ended up being. The boss has dialogue that I am not proud of. It can easily be seen as distasteful, where I meant it to be more of a playful jab at the fact that there are lots of takes on a Glass Man. I do not know where else I could post this, but nevertheless I hope there are no hard feelings....Honestly, I was more defeated by my own self ridicule than what the judges had to say. Truly, I wish there were so many things that did different, and the dialogue at least could have had a look over before I submitted it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{People}}&lt;br /&gt;
[[Category:Contest Participants]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:Game_Trooper&amp;diff=23699</id>
		<title>User:Game Trooper</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:Game_Trooper&amp;diff=23699"/>
				<updated>2024-07-22T14:31:22Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: /* Dev Commentaries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About me==&lt;br /&gt;
Greetings one and all, I'm '''Game Trooper'''!!&lt;br /&gt;
Entrant of MAGMML2's [[Volcanic Furnace]], and long time Mega Man fan.&lt;br /&gt;
I'm seasoned in editing various wikis (which will be listed below) as&lt;br /&gt;
early as high school, so I feel that I can be a big help to one I feel&lt;br /&gt;
very passionate about. I have also helped build one of them up from its&lt;br /&gt;
infancy, and have even been an admin for one of them. I absolutely enjoy&lt;br /&gt;
helping out wikis like this one grow, and educate newcomers on what the&lt;br /&gt;
wiki's all about. If you need any help, please don't hesitate to post&lt;br /&gt;
it on my talk page!! I'll get back to you as soon as possible.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
GT Steam 2.png|In case you wanted to know what I'd look like...&lt;br /&gt;
Game Trooper Neo.png|One of my Wiki portraits I created.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Wikis ==&lt;br /&gt;
I can be found on many other wikis.&lt;br /&gt;
&lt;br /&gt;
They include:&lt;br /&gt;
&lt;br /&gt;
* Mega Man Wiki&lt;br /&gt;
* Ratchet and Clank Wiki&lt;br /&gt;
* Scaler Wiki&lt;br /&gt;
&lt;br /&gt;
and&lt;br /&gt;
&lt;br /&gt;
* Overlord Wiki&lt;br /&gt;
&lt;br /&gt;
== Dev Commentaries ==&lt;br /&gt;
HELLO! These are my unofficial commentaries of how I created my level. I'll try to keep them brief, but I imagine that some people will be curious as to what I was thinking of when designing them (I assume that a particular Durgon will 'eventually' get to this, so hi!).&lt;br /&gt;
&lt;br /&gt;
'''(It will go without saying that if anyone else edits this, this will NOT be reliable until I personally fix it.)'''&lt;br /&gt;
&lt;br /&gt;
===[[Volcanic Furnace]] ===&lt;br /&gt;
&lt;br /&gt;
==== The Concept ====&lt;br /&gt;
As any fan would understand why I entered, I have always wanted to create my own game, and after 'insert-Gaben-9-years-dev-joke-here', I finally got to throw my hat into the ring. The idea for a fire level was actually one of the things I stayed with from the get-go. I had FEVERISHLY watched AceSpark's level design video series and reviewed MAGMML1's winner, Glass Man, for direction. I concluded that for reference, keep the stage about 28 frames long, introduce each gimmick one section at a time then combine them near the end, and place checkpoints around areas of difficulty. The idea of a fire stage stemmed from an early Robot Master of mine named '''Scorch Man''' (kinda silly seeing Bootleg Zook and Sunrise showed up, and originally so did Eternal's). Ultimately, despite being a programmer by trade, he was cut due to time restraints and lack of game maker experience. The stage was mostly winged, and I plopped down what I thought might make for a fun or challenging setup. One of the ideas I KNEW I wanted to have in some form was some sort of mine cart segment (akin to the final moments of Indiana Jones: Temple of Doom (YOU KNOW WHAT PART IT IS)). However, due to poor spriting skills and again, lack of game maker experience, I used Guts Lifts as a substitute. Some things I know people might wonder is the Foot Holder showing up and why not a Guts Lift. The short answer was that I thought it'd be kinda fun and challenging; simple as that. I had understood that I had to combo the two elements that I implemented near the tail end of the stage. The idea of guts lifts over some of these traps not only fit classic Mega Man level design, but actually looked fun and challenging. In retrospect, it may have been a little too tough still, despite putting safe platforms in as a breather. Another part people might be wondering about is the skippable mini boss. I had not realized this until I decided to try it. When I found it out, I felt it a funny little way to speed run, so I left it in. A similar quirk can be found if you grab the 'hidden' E-Tank, where if you die before reaching the actual route you needed to take, it would spawn you at the next checkpoint. Again, this was left in as to compensate for some difficult level design portions. In terms of the Killer Bullet segment, I was thinking that a simple Guts Lift segment would have been too easy without any enemies. In hindsight, 'explosive sinewave enemies on tiny moving platforms while jumping over to other tiny platforms' was a bit excessive, and Tackle Fires or more Guts Lifts could have solved such a problematic area. As for the '''interesting''' choice of tile sets, I wanted to explore my artistic prowess in level design. This looked okay at the time, but in hindsight I can safely say that it is pretty bad (I can assure you that I am actually a better artist than that). Lastly, because I am certain people will wonder this, while multiple test playthroughs of the level were done, they were all done by me. I had no other means at the time to be able to get others to playtest. Had I known how and who I could playtest the level, I am sure many of the issues would have been able to be solved.&lt;br /&gt;
&lt;br /&gt;
==== The Reception ====&lt;br /&gt;
Of course, when an announcement for a MAGMML2 contest placement went public, I had to be watching where possible. And I was thrilled to find out that (In terms of tier placement) I had done rather well; it was actually where I expected to place in the competition. All criticism was taken into deep consideration, from both the judges and the streamer (FlashMan85, who is now also a judge in MAGMML3, so I made a good call). In addition, I had went to look at other youtubers who played the game for more feedback; some were harsh, others more encouraging. One thing that I did as soon as I could collect my thoughts, was to go back and update the level to be more polished. I chose more consistent enemies that fit the stage, used more appropriate graphics (as well as fewer tile sets), and apply every judge suggestion. I also had made a few other changes, but are not worth mention at this time. I can safely say that the level has been improved over its submitted version, and I have learned that with a little more effort and polish, I do have what it takes to for a competent level designer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Running Down a Drain]] ===&lt;br /&gt;
When the MAGMML 48 Hour contest was announced, I was curious about participating in a competition with a time frame of only two days. With the previous one under my belt, I had thought it would be a fun challenge. To clear this right out of the gate, the title of the level was indeed a mishearing of the lyrics. For the longest time I truly thought the line was “Running Down a Drain”, instead of the intended lyrics “Running Down a Dream” (this is to confirm what I shared with [[JupiHornet]] in the private, now closed MAGMML 48Hour discord channel). One of the big contributing factors for naming the level was what I had rolled for the contest- Wave Man pipes. What I saw that I just thought, “I could make a sewer level, I guess. Wait! You know what? Why not?! I'll just name it after that one song I misheard the lyrics to. It'll be great!” I had learned my lesson from the last contest and decided to stick with one or two tile sets that meshed well. Part of the reason the stage looked as it does, was to bear a sort of relationship to Tom Petty’s music video for the song. The hard part about making the level at that time was, of course, only having two days to complete it, having three exceptionally weak enemy types, debugging, and, of course, real life. At the time specifically, I was working a regular job, so I only had the weekends to work on it. Further, if I didn't like it and wanted to try again, I would have to wait until the next weekend to roll another set of gimmicks and enemies to try again. The weak enemies were a major reason why I had the three mini boss fights. Putting it simply there's only so much you can do with these three enemies. The Jamacys had some potential for some good setups, as well as the Jet Bombs (which can be seen with the respawners), but the Space Mets gave me little to work with. I wanted this to be as far away from an enemy spam level as I could, which was my big concern at the time. Additionally, I didn't know what to do with wave pipes either, since they were used very minimally in the level, they initially showed up in. Hindsight 2020, there are some really nice puzzles I could do with this, if I had more time to actually flesh these ideas out. Because of the small timeframe though, everything felt very rushed and so the bare minimum when it came to implementation of gimmicks and enemy placements were not as good as they could have been. If that wasn't enough, some of the things in the dev kit didn't work right either. During my testing, one of the big stumbling points was using the wave pipes. I had to really work around how buggy these things were. One moment Mega Man would ignore the end collision tiles for the wave pipe and get launched off the side of the screen into the great beyond. In another instance, I wanted to use them for the boss room only to find the boss also wanted to use the pipes and caused the entire thing to crash. Because of the small time frame as well, it also meant that testing wasn't always devoted to the entire level. Hence why I never found the spike in the bottom right corner of the second snail fight, or the two times where you could just get shunted through a wall into a previous screen unintentionally. At the very least, choosing music was possibly the easiest part. I found the track early on from the remixer CRIZ SONNY, and immediately knew this was a winner. Everything just slowly fell into place (or at least as slowly as a 48-hour contest would permit). As for the ‘secret room’, I just thought it would be a fun thing to have. I didn't have enough time to reskin the Volt Man sprites and the thought of mimicking the Disney short, Geri’s Game, was an amusing touch. Also no, 25 doesn't mean anything in particular.&lt;br /&gt;
&lt;br /&gt;
=== The Future ===&lt;br /&gt;
With MAGMML3 to release a devkit in the future, and a chance to show off what I learned, I feel that my best works are yet to come. In the meantime, I hope this was helpful to getting to know a little more about me and my entry. Enjoy the wiki, and I will see you in MAGMML3!&lt;br /&gt;
Also, there may (or may not) be a slight chance I was involved with a few other projects recently (*wink* *wink* *nudge* *nudge*).&lt;br /&gt;
&lt;br /&gt;
=== Glass Factory ===&lt;br /&gt;
Before I get the whole commentary on the level up, I want to paste the comment I made on the MAGMML Discord here:&lt;br /&gt;
&amp;quot;In case I do not do this later, I want to formally apologize for my level (Glass Factory). I never intended for it to end up the way it did, and especially never intended to feel like I was calling people out or to be as distasteful as it ended up being. The boss has dialogue that I am not proud of. It can easily be seen as distasteful, where I meant it to be more of a playful jab at the fact that there are lots of takes on a Glass Man. I do not know where else I could post this, but nevertheless I hope there are no hard feelings....Honestly, I was more defeated by my own self ridicule than what the judges had to say. Truly, I wish there were so many things that did different, and the dialogue at least could have had a look over before I submitted it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{People}}&lt;br /&gt;
[[Category:Contest Participants]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Running_Down_a_Drain&amp;diff=19729</id>
		<title>Running Down a Drain</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Running_Down_a_Drain&amp;diff=19729"/>
				<updated>2021-12-18T20:43:48Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: Created page with &amp;quot;{{Levelinfo  |align=right &amp;lt;!-- ===========Info============== --&amp;gt; |rank=63rd |image=256px |caption=Working on a mystery, too many snails for me! While Runn...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|rank=63rd&lt;br /&gt;
|image=[[File:my48lvl.png|256px]]&lt;br /&gt;
|caption=Working on a mystery, too many snails for me! While Running down this drain...&lt;br /&gt;
|game=''[[Make a Good 48 Hour Mega Man Level]]'' &lt;br /&gt;
|creator=[[GameTrooper]]&lt;br /&gt;
|composer=Criz Sonny, Tom Petty and the HeartBreakers&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=48h&lt;br /&gt;
|judge1=65&lt;br /&gt;
|judge2=53&lt;br /&gt;
|judge3=51&lt;br /&gt;
|judge4=52&lt;br /&gt;
|totalscore=55.25&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|box=&lt;br /&gt;
*[[Jamacy]]&lt;br /&gt;
*[[Jet Bomb]]&lt;br /&gt;
*[[Space Metall]]&lt;br /&gt;
*[[Top Lift]]&lt;br /&gt;
*[[Wave Man Warp]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Jamacy]]&lt;br /&gt;
*[[Jet Bomb]]&lt;br /&gt;
*[[Space Metall]]&lt;br /&gt;
*[[Escaroo]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Top Lift]]&lt;br /&gt;
*[[Wave Man Warp]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Bubble Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Running Down a Dream&amp;lt;br&amp;gt;'''Boss:''' Mega Man 2 - Boss&lt;br /&gt;
|location=[[Tier 5 (MaG48HMML)|Tier 5]]&lt;br /&gt;
|previous=[[Exoplanet Everest]]&lt;br /&gt;
|next=[[Well Oiled Machine]]&lt;br /&gt;
}}&lt;br /&gt;
'''Running Down a Drain''' is the 63rd place entry in ''[[Make a Good 48 Hour Mega Man Level]]''. It is a relatively easy level, with a few difficulty spikes mostly revolving around the trio of Escaroo minibosses. The level relies on a mix of box elements and respawning enemies.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaG48HMML Tier 5}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good 48 Hour Mega Man Level Stages]][[Category:Tier 5 (MaG48HMML)]][[Category:Tier 5 Stages]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-63-RunningDownADrain.png&amp;diff=19727</id>
		<title>File:MaG48HMML-63-RunningDownADrain.png</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=File:MaG48HMML-63-RunningDownADrain.png&amp;diff=19727"/>
				<updated>2021-12-18T20:20:19Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: Screenshot from Running Down a Drain by Game Trooper, from Make a Good 48 Hour Mega Man Level.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot from Running Down a Drain by Game Trooper, from Make a Good 48 Hour Mega Man Level.&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:Game_Trooper&amp;diff=19613</id>
		<title>User:Game Trooper</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:Game_Trooper&amp;diff=19613"/>
				<updated>2021-11-26T18:28:04Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: /* Running Down a Drain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About me==&lt;br /&gt;
Greetings one and all, I'm '''Game Trooper'''!!&lt;br /&gt;
Entrant of MAGMML2's [[Volcanic Furnace]], and long time Mega Man fan.&lt;br /&gt;
I'm seasoned in editing various wikis (which will be listed below) as&lt;br /&gt;
early as high school, so I feel that I can be a big help to one I feel&lt;br /&gt;
very passionate about. I have also helped build one of them up from its&lt;br /&gt;
infancy, and have even been an admin for one of them. I absolutely enjoy&lt;br /&gt;
helping out wikis like this one grow, and educate newcomers on what the&lt;br /&gt;
wiki's all about. If you need any help, please don't hesitate to post&lt;br /&gt;
it on my talk page!! I'll get back to you as soon as possible.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
GT Steam 2.png|In case you wanted to know what I'd look like...&lt;br /&gt;
Game Trooper Neo.png|One of my Wiki portraits I created.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Wikis ==&lt;br /&gt;
I can be found on many other wikis.&lt;br /&gt;
&lt;br /&gt;
They include:&lt;br /&gt;
&lt;br /&gt;
* Mega Man Wiki&lt;br /&gt;
* Ratchet and Clank Wiki&lt;br /&gt;
* Scaler Wiki&lt;br /&gt;
&lt;br /&gt;
and&lt;br /&gt;
&lt;br /&gt;
* Overlord Wiki&lt;br /&gt;
&lt;br /&gt;
== Dev Commentaries ==&lt;br /&gt;
HELLO! These are my unofficial commentaries of how I created my level. I'll try to keep them brief, but I imagine that some people will be curious as to what I was thinking of when designing them (I assume that a particular Durgon will 'eventually' get to this, so hi!).&lt;br /&gt;
&lt;br /&gt;
'''(It will go without saying that if anyone else edits this, this will NOT be reliable until I personally fix it.)'''&lt;br /&gt;
&lt;br /&gt;
===[[Volcanic Furnace]] ===&lt;br /&gt;
&lt;br /&gt;
==== The Concept ====&lt;br /&gt;
As any fan would understand why I entered, I have always wanted to create my own game, and after 'insert-Gaben-9-years-dev-joke-here', I finally got to throw my hat into the ring. The idea for a fire level was actually one of the things I stayed with from the get-go. I had FEVERISHLY watched AceSpark's level design video series and reviewed MAGMML1's winner, Glass Man, for direction. I concluded that for reference, keep the stage about 28 frames long, introduce each gimmick one section at a time then combine them near the end, and place checkpoints around areas of difficulty. The idea of a fire stage stemmed from an early Robot Master of mine named '''Scorch Man''' (kinda silly seeing Bootleg Zook and Sunrise showed up, and originally so did Eternal's). Ultimately, despite being a programmer by trade, he was cut due to time restraints and lack of game maker experience. The stage was mostly winged, and I plopped down what I thought might make for a fun or challenging setup. One of the ideas I KNEW I wanted to have in some form was some sort of mine cart segment (akin to the final moments of Indiana Jones: Temple of Doom (YOU KNOW WHAT PART IT IS)). However, due to poor spriting skills and again, lack of game maker experience, I used Guts Lifts as a substitute. Some things I know people might wonder is the Foot Holder showing up and why not a Guts Lift. The short answer was that I thought it'd be kinda fun and challenging; simple as that. I had understood that I had to combo the two elements that I implemented near the tail end of the stage. The idea of guts lifts over some of these traps not only fit classic Mega Man level design, but actually looked fun and challenging. In retrospect, it may have been a little too tough still, despite putting safe platforms in as a breather. Another part people might be wondering about is the skippable mini boss. I had not realized this until I decided to try it. When I found it out, I felt it a funny little way to speed run, so I left it in. A similar quirk can be found if you grab the 'hidden' E-Tank, where if you die before reaching the actual route you needed to take, it would spawn you at the next checkpoint. Again, this was left in as to compensate for some difficult level design portions. In terms of the Killer Bullet segment, I was thinking that a simple Guts Lift segment would have been too easy without any enemies. In hindsight, 'explosive sinewave enemies on tiny moving platforms while jumping over to other tiny platforms' was a bit excessive, and Tackle Fires or more Guts Lifts could have solved such a problematic area. As for the '''interesting''' choice of tile sets, I wanted to explore my artistic prowess in level design. This looked okay at the time, but in hindsight I can safely say that it is pretty bad (I can assure you that I am actually a better artist than that). Lastly, because I am certain people will wonder this, while multiple test playthroughs of the level were done, they were all done by me. I had no other means at the time to be able to get others to playtest. Had I known how and who I could playtest the level, I am sure many of the issues would have been able to be solved.&lt;br /&gt;
&lt;br /&gt;
==== The Reception ====&lt;br /&gt;
Of course, when an announcement for a MAGMML2 contest placement went public, I had to be watching where possible. And I was thrilled to find out that (In terms of tier placement) I had done rather well; it was actually where I expected to place in the competition. All criticism was taken into deep consideration, from both the judges and the streamer (FlashMan85, who is now also a judge in MAGMML3, so I made a good call). In addition, I had went to look at other youtubers who played the game for more feedback; some were harsh, others more encouraging. One thing that I did as soon as I could collect my thoughts, was to go back and update the level to be more polished. I chose more consistent enemies that fit the stage, used more appropriate graphics (as well as fewer tile sets), and apply every judge suggestion. I also had made a few other changes, but are not worth mention at this time. I can safely say that the level has been improved over its submitted version, and I have learned that with a little more effort and polish, I do have what it takes to for a competent level designer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Running Down a Drain ===&lt;br /&gt;
When the MAGMML 48 Hour contest was announced, I was curious about participating in a competition with a time frame of only two days. With the previous one under my belt, I had thought it would be a fun challenge. To clear this right out of the gate, the title of the level was indeed a mishearing of the lyrics. For the longest time I truly thought the line was “Running Down a Drain”, instead of the intended lyrics “Running Down a Dream” (this is to confirm what I shared with JupiHornet in the private, now closed MAGMML 48Hour discord channel). One of the big contributing factors for naming the level was what I had rolled for the contest- Wave Man pipes. What I saw that I just thought, “I could make a sewer level, I guess. Wait! You know what? Why not?! I'll just name it after that one song I misheard the lyrics to. It'll be great!” I had learned my lesson from the last contest and decided to stick with one or two tile sets that meshed well. Part of the reason the stage looked as it does, was to bear a sort of relationship to Tom Petty’s music video for the song. The hard part about making the level at that time was, of course, only having two days to complete it, having three exceptionally weak enemy types, debugging, and, of course, real life. At the time specifically, I was working a regular job, so I only had the weekends to work on it. Further, if I didn't like it and wanted to try again, I would have to wait until the next weekend to roll another set of gimmicks and enemies to try again. The weak enemies were a major reason why I had the three mini boss fights. Putting it simply there's only so much you can do with these three enemies. The Jamacys had some potential for some good setups, as well as the Jet Bombs (which can be seen with the respawners), but the Space Mets gave me little to work with. I wanted this to be as far away from an enemy spam level as I could, which was my big concern at the time. Additionally, I didn't know what to do with wave pipes either, since they were used very minimally in the level, they initially showed up in. Hindsight 2020, there are some really nice puzzles I could do with this, if I had more time to actually flesh these ideas out. Because of the small timeframe though, everything felt very rushed and so the bare minimum when it came to implementation of gimmicks and enemy placements were not as good as they could have been. If that wasn't enough, some of the things in the dev kit didn't work right either. During my testing, one of the big stumbling points was using the wave pipes. I had to really work around how buggy these things were. One moment Mega Man would ignore the end collision tiles for the wave pipe and get launched off the side of the screen into the great beyond. In another instance, I wanted to use them for the boss room only to find the boss also wanted to use the pipes and caused the entire thing to crash. Because of the small time frame as well, it also meant that testing wasn't always devoted to the entire level. Hence why I never found the spike in the bottom right corner of the second snail fight, or the two times where you could just get shunted through a wall into a previous screen unintentionally. At the very least, choosing music was possibly the easiest part. I found the track early on from the remixer CRIZ SONNY, and immediately knew this was a winner. Everything just slowly fell into place (or at least as slowly as a 48-hour contest would permit). As for the ‘secret room’, I just thought it would be a fun thing to have. I didn't have enough time to reskin the Volt Man sprites and the thought of mimicking the Disney short, Geri’s Game, was an amusing touch. Also no, 25 doesn't mean anything in particular.&lt;br /&gt;
&lt;br /&gt;
=== The Future ===&lt;br /&gt;
With MAGMML3 to release a devkit in the future, and a chance to show off what I learned, I feel that my best works are yet to come. In the meantime, I hope this was helpful to getting to know a little more about me and my entry. Enjoy the wiki, and I will see you in MAGMML3!&lt;br /&gt;
Also, there may (or may not) be a slight chance I was involved with a few other projects recently (*wink* *wink* *nudge* *nudge*).&lt;br /&gt;
&lt;br /&gt;
{{People}}&lt;br /&gt;
[[Category:Contest Participants]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=GameTrooper&amp;diff=19571</id>
		<title>GameTrooper</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=GameTrooper&amp;diff=19571"/>
				<updated>2021-11-15T23:41:00Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Of all the contestants in MAGGML none were more average than '''GameTrooper'''. In MAGGML2 he created the 48th place stage, '''[[Volcanic Furnace]]''',&amp;lt;br&amp;gt;&lt;br /&gt;
and in MAGMML48 the 63rd place stage, '''Running down a Drain'''. He is an amateur programmer, hobby artist, and a contestant in many MAGMML related competitions.&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{People}}&lt;br /&gt;
[[category: Contest Participants]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:Game_Trooper&amp;diff=19127</id>
		<title>User:Game Trooper</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:Game_Trooper&amp;diff=19127"/>
				<updated>2021-09-22T00:58:21Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: /* Dev Commentary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About me==&lt;br /&gt;
Greetings one and all, I'm '''Game Trooper'''!!&lt;br /&gt;
Entrant of MAGMML2's [[Volcanic Furnace]], and long time Mega Man fan.&lt;br /&gt;
I'm seasoned in editing various wikis (which will be listed below) as&lt;br /&gt;
early as high school, so I feel that I can be a big help to one I feel&lt;br /&gt;
very passionate about. I have also helped build one of them up from its&lt;br /&gt;
infancy, and have even been an admin for one of them. I absolutely enjoy&lt;br /&gt;
helping out wikis like this one grow, and educate newcomers on what the&lt;br /&gt;
wiki's all about. If you need any help, please don't hesitate to post&lt;br /&gt;
it on my talk page!! I'll get back to you as soon as possible.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
GT Steam 2.png|In case you wanted to know what I'd look like...&lt;br /&gt;
Game Trooper Neo.png|One of my Wiki portraits I created.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Wikis ==&lt;br /&gt;
I can be found on many other wikis.&lt;br /&gt;
&lt;br /&gt;
They include:&lt;br /&gt;
&lt;br /&gt;
* Mega Man Wiki&lt;br /&gt;
* Ratchet and Clank Wiki&lt;br /&gt;
* Scaler Wiki&lt;br /&gt;
&lt;br /&gt;
and&lt;br /&gt;
&lt;br /&gt;
* Overlord Wiki&lt;br /&gt;
&lt;br /&gt;
== Dev Commentaries ==&lt;br /&gt;
HELLO! These are my unofficial commentaries of how I created my level. I'll try to keep them brief, but I imagine that some people will be curious as to what I was thinking of when designing them (I assume that a particular Durgon will 'eventually' get to this, so hi!).&lt;br /&gt;
&lt;br /&gt;
'''(It will go without saying that if anyone else edits this, this will NOT be reliable until I personally fix it.)'''&lt;br /&gt;
&lt;br /&gt;
===[[Volcanic Furnace]] ===&lt;br /&gt;
&lt;br /&gt;
==== The Concept ====&lt;br /&gt;
As any fan would understand why I entered, I have always wanted to create my own game, and after 'insert-Gaben-9-years-dev-joke-here', I finally got to throw my hat into the ring. The idea for a fire level was actually one of the things I stayed with from the get-go. I had FEVERISHLY watched AceSpark's level design video series and reviewed MAGMML1's winner, Glass Man, for direction. I concluded that for reference, keep the stage about 28 frames long, introduce each gimmick one section at a time then combine them near the end, and place checkpoints around areas of difficulty. The idea of a fire stage stemmed from an early Robot Master of mine named '''Scorch Man''' (kinda silly seeing Bootleg Zook and Sunrise showed up, and originally so did Eternal's). Ultimately, despite being a programmer by trade, he was cut due to time restraints and lack of game maker experience. The stage was mostly winged, and I plopped down what I thought might make for a fun or challenging setup. One of the ideas I KNEW I wanted to have in some form was some sort of mine cart segment (akin to the final moments of Indiana Jones: Temple of Doom (YOU KNOW WHAT PART IT IS)). However, due to poor spriting skills and again, lack of game maker experience, I used Guts Lifts as a substitute. Some things I know people might wonder is the Foot Holder showing up and why not a Guts Lift. The short answer was that I thought it'd be kinda fun and challenging; simple as that. I had understood that I had to combo the two elements that I implemented near the tail end of the stage. The idea of guts lifts over some of these traps not only fit classic Mega Man level design, but actually looked fun and challenging. In retrospect, it may have been a little too tough still, despite putting safe platforms in as a breather. Another part people might be wondering about is the skippable mini boss. I had not realized this until I decided to try it. When I found it out, I felt it a funny little way to speed run, so I left it in. A similar quirk can be found if you grab the 'hidden' E-Tank, where if you die before reaching the actual route you needed to take, it would spawn you at the next checkpoint. Again, this was left in as to compensate for some difficult level design portions. In terms of the Killer Bullet segment, I was thinking that a simple Guts Lift segment would have been too easy without any enemies. In hindsight, 'explosive sinewave enemies on tiny moving platforms while jumping over to other tiny platforms' was a bit excessive, and Tackle Fires or more Guts Lifts could have solved such a problematic area. As for the '''interesting''' choice of tile sets, I wanted to explore my artistic prowess in level design. This looked okay at the time, but in hindsight I can safely say that it is pretty bad (I can assure you that I am actually a better artist than that). Lastly, because I am certain people will wonder this, while multiple test playthroughs of the level were done, they were all done by me. I had no other means at the time to be able to get others to playtest. Had I known how and who I could playtest the level, I am sure many of the issues would have been able to be solved.&lt;br /&gt;
&lt;br /&gt;
==== The Reception ====&lt;br /&gt;
Of course, when an announcement for a MAGMML2 contest placement went public, I had to be watching where possible. And I was thrilled to find out that (In terms of tier placement) I had done rather well; it was actually where I expected to place in the competition. All criticism was taken into deep consideration, from both the judges and the streamer (FlashMan85, who is now also a judge in MAGMML3, so I made a good call). In addition, I had went to look at other youtubers who played the game for more feedback; some were harsh, others more encouraging. One thing that I did as soon as I could collect my thoughts, was to go back and update the level to be more polished. I chose more consistent enemies that fit the stage, used more appropriate graphics (as well as fewer tile sets), and apply every judge suggestion. I also had made a few other changes, but are not worth mention at this time. I can safely say that the level has been improved over its submitted version, and I have learned that with a little more effort and polish, I do have what it takes to for a competent level designer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Running Down a Drain ===&lt;br /&gt;
Under Construction. Will be posting a full explanation later...&lt;br /&gt;
&lt;br /&gt;
=== The Future ===&lt;br /&gt;
With MAGMML3 to release a devkit in the future, and a chance to show off what I learned, I feel that my best works are yet to come. In the meantime, I hope this was helpful to getting to know a little more about me and my entry. Enjoy the wiki, and I will see you in MAGMML3!&lt;br /&gt;
Also, there may (or may not) be a slight chance I was involved with a few other projects recently (*wink* *wink* *nudge* *nudge*).&lt;br /&gt;
&lt;br /&gt;
{{People}}&lt;br /&gt;
[[Category:Contest Participants]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=GameTrooper&amp;diff=9693</id>
		<title>GameTrooper</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=GameTrooper&amp;diff=9693"/>
				<updated>2019-01-29T20:12:32Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Of all the contestants in MAGGML2 none were more average than '''GameTrooper''', the creator of the 48th place stage, Volcanic Furnace.&amp;lt;br&amp;gt;&lt;br /&gt;
He is an amateur programmer, hobby artist, and a contestant in more recent MAGMML related competitions.&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{People}}&lt;br /&gt;
[[category: Contest Participants]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=GameTrooper&amp;diff=9692</id>
		<title>GameTrooper</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=GameTrooper&amp;diff=9692"/>
				<updated>2019-01-29T20:11:15Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: Created page with &amp;quot;Of all the contestants in MAGGML2 none were more average than '''GameTrooper''', the creator of the 48th place stage, Volcanic Furnace. He is an amateur programmer, hobby arti...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Of all the contestants in MAGGML2 none were more average than '''GameTrooper''', the creator of the 48th place stage, Volcanic Furnace.&lt;br /&gt;
He is an amateur programmer, hobby artist, and a contestant in more recent MAGMML related competitions.&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:Game_Trooper&amp;diff=7085</id>
		<title>User:Game Trooper</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:Game_Trooper&amp;diff=7085"/>
				<updated>2018-09-06T16:24:17Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: added as a person (I count right?)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About me==&lt;br /&gt;
Greetings one and all, I'm '''Game Trooper'''!!&lt;br /&gt;
Entrant of MAGMML2's [[Volcanic Furnace]], and long time Mega Man fan.&lt;br /&gt;
I'm seasoned in editing various wikis (which will be listed below) as&lt;br /&gt;
early as high school, so I feel that I can be a big help to one I feel&lt;br /&gt;
very passionate about. I have also helped build one of them up from its&lt;br /&gt;
infancy, and have even been an admin for one of them. I absolutely enjoy&lt;br /&gt;
helping out wikis like this one grow, and educate newcomers on what the&lt;br /&gt;
wiki's all about. If you need any help, please don't hesitate to post&lt;br /&gt;
it on my talk page!! I'll get back to you as soon as possible.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
GT Steam 2.png|In case you wanted to know what I'd look like...&lt;br /&gt;
Game Trooper Neo.png|One of my Wiki portraits I created.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Wikis ==&lt;br /&gt;
I can be found on many other wikis.&lt;br /&gt;
&lt;br /&gt;
They include:&lt;br /&gt;
&lt;br /&gt;
* Mega Man Wiki&lt;br /&gt;
* Ratchet and Clank Wiki&lt;br /&gt;
* Scaler Wiki&lt;br /&gt;
&lt;br /&gt;
and&lt;br /&gt;
&lt;br /&gt;
* Overlord Wiki&lt;br /&gt;
&lt;br /&gt;
== Dev Commentary ==&lt;br /&gt;
HELLO! This is my unofficial commentary of how I created my level, [[Volcanic Furnace]]. I'll try to keep this brief, but I imagine that some people will be curious as to what I was thinking of when designing this level (I assume that a particular Durgon will 'eventually' get to this, so hi!).&lt;br /&gt;
&lt;br /&gt;
'''(It will go without saying that if anyone else edits this, this will NOT be reliable until I personally fix it.)'''&lt;br /&gt;
&lt;br /&gt;
=== The Concept ===&lt;br /&gt;
As any fan would understand why I entered, I have always wanted to create my own game, and after 'insert-Gaben-9-years-dev-joke-here', I finally got to throw my hat into the ring. The idea for a fire level was actually one of the things I stayed with from the get go. I had FEVERISHLY watched AceSpark's&lt;br /&gt;
level design video series and reviewed MAGMML1's winner, Glass Man, for direction. I concluded that for reference, keep the stage about 28 frames long, introduce each gimmick one section at a time then combine them near the end, and place checkpoints around areas of difficulty. The idea of a fire stage stemmed from an early Robot Master of mine named '''Scorch Man''' (kinda silly seeing Bootleg Zook and Sunrise actually showed up, and originally so did Eternal's). Ultimately, despite being a programmer by trade, he was cut due to time restraints and lack of game maker experience. The stage was mostly winged and I plopped down what I thought might make for a fun or challenging setup. One of the ideas I KNEW I wanted to have in some form was some sort of mine cart segment (akin to the final moments of Indiana Jones: Temple of Doom(YOU KNOW WHAT PART IT IS)). However, due to poor spriting skills and again, lack of game maker experience, I used Guts Lifts as a substitute. Some things I know people might wonder is the Foot Holder showing up and why not a Guts Lift. The short answer was that I thought it'd be kinda fun and challenging; simple as that. I had understood that I had to combo the two elements that I implemented near the tail end of the stage. The idea of guts lifts over some of these traps not only fit classic Mega Man level design, but actually looked fun and challenging. In retrospect, it may have been a little too tough still, despite putting safe platforms in as a breather. Another part people might be wondering about is the skippable mini boss. I had not realized this until I decided to try it. When I found it out, I felt it a funny little way to speed run, so I left it in. A similar quirk can be found if you grab the 'hidden' E-Tank, where if you die before reaching the actual route you needed to take, it would spawn you at the next checkpoint. Again, this was left in as to compensate for some difficult level design portions. In terms of the Killer Bullet segment, I was thinking that a simple Guts Lift segment would have been too easy without any enemies. In hindsight, 'explosive sinewave enemies on tiny moving platforms while jumping over to other tiny platforms' was a bit excessive, and Tackle Fires or more Guts Lifts could have solved such a problematic area. As for the '''interesting''' choice of tilesets, I wanted to explore my artistic prowess in level design. This looked okay at the time, but in hindsight I can safely say that it is pretty bad (I can assure you that I am actually a better artist than that). Lastly, because I am certain people will wonder this, while multiple test playthroughs of the level were done, they were all done by me. I had no other means at the time to be able to get others to playtest. Had I known how and who I could playtest the level, I am sure many of the issues would have been able to be solved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Reception ===&lt;br /&gt;
Of course when an announcement for a MAGMML2 contest placement went public, I had to be watching where possible. And I was thrilled to find out that (In terms of tier placement) I had done rather well; it was actually where I expected to place in the competition. All criticism was taken into deep consideration, from both the judges and the streamer (FlashMan85, who is now also a judge in MAGMML3, so I made a good call). In addition, I had went to look at other youtubers who played the game for more feedback; some were harsh, others more encouraging. One thing that I did as soon as I could collect my thoughts, was to go back and update the level to be more polished. I chose more consistent enemies that fit the stage, used more appropriate graphics (as well as fewer tilesets), and apply every judge suggestion. I also had made a few other changes, but are not worth mention at this time. I can safely say that the level has been improved over its submitted version, and I have learned that with a little more effort and polish, I do have what it takes to for a competent level designer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Future ===&lt;br /&gt;
With MAGMML3 to release a devkit in the future, and a chance to show off what I learned, I feel that my best works are yet to come. In the meantime, I hope this was helpful to getting to know a little more about me and my entry. Enjoy the wiki, and I will see you in MAGMML3!&lt;br /&gt;
Also, there may (or may not) be a slight chance I was involved with a few other projects recently(*wink* *wink* *nudge* *nudge*).&lt;br /&gt;
&lt;br /&gt;
{{People}}&lt;br /&gt;
[[Category:Contest Participants]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Volcanic_Furnace&amp;diff=7084</id>
		<title>Volcanic Furnace</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Volcanic_Furnace&amp;diff=7084"/>
				<updated>2018-09-06T16:13:09Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsStrategy}}&lt;br /&gt;
{{Levelinfo&lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Volcanic Furnace&lt;br /&gt;
|rank=48th&lt;br /&gt;
|image=[[File:mylvl.png|250px]]&lt;br /&gt;
|caption=It's getting hot in here...&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator=[[User:Game_Trooper|Game Trooper]]&lt;br /&gt;
|composer=ASAGEN&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Judge Order Reminder:&lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=2&lt;br /&gt;
|judge1=30&lt;br /&gt;
|judge2=28&lt;br /&gt;
|judge3=28&lt;br /&gt;
|judge4=25&lt;br /&gt;
|judge5=24&lt;br /&gt;
|totalscore=27&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:Nickel.png|Hard left after falling into first door.]][[File:Nickel.png|Footholder will take you there.]][[File:Nickel.png|Investigate entrance of Welding Center.]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[B Bitter]]&lt;br /&gt;
*[[Big Eye]]&lt;br /&gt;
*[[Big Telly]]&lt;br /&gt;
*[[Bomb Flier]]&lt;br /&gt;
*[[Caricarry]]&lt;br /&gt;
*[[Cyber Gabyoall]]&lt;br /&gt;
*[[Foojeen]]&lt;br /&gt;
*[[Giree]]&lt;br /&gt;
*[[Hologran]]&lt;br /&gt;
*[[Hothead]]&lt;br /&gt;
*[[Killer Bullet]]&lt;br /&gt;
*[[Nobita]]&lt;br /&gt;
*[[Picket Man]]&lt;br /&gt;
*[[Piriparee]]&lt;br /&gt;
*[[Rembakun]]&lt;br /&gt;
*[[Screw Bomber]]&lt;br /&gt;
*[[Sonic Bill]]&lt;br /&gt;
*[[Spine]]&lt;br /&gt;
*[[Subeil]]&lt;br /&gt;
*[[Tackle Fire]]&lt;br /&gt;
*[[Tondeall]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Fire Block]]&lt;br /&gt;
*[[Fire Pillar]]&lt;br /&gt;
*[[Foot Holder]]&lt;br /&gt;
*[[Guts Lift]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
|other=&lt;br /&gt;
|music=Rokko Chan - Volcano Man Theme&lt;br /&gt;
|location=[[Tier 5 (MaGMML2)|Tier 5]]&lt;br /&gt;
|previous=[[Maze of Significantly Less Death]]&lt;br /&gt;
|next=[[Elec Dam]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I can't call this bad, but it's not really good.|ACESpark|Comment post judging.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Volcanic Furnace is the 48th place entry in Make a Good Mega Man Level 2, created by [[User:Game_Trooper|GameTrooper]]. Its core features included a mix of Fire Man traps in the first half of the stage, while using Guts Man lifts mostly throughout the second half. One of it's major issues happened to be a poor mix-matching of tile sets from various games in the series, with most of it's positives being mostly solid game play and mostly good level design.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level is rather straight-forward in terms of design, as most of it's Noble Nickels could be acquired with mostly no effort. The only exception being the 3rd, having a Hologran hiding pits and few other enemies to slow progress.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Good level overall. The level really picks up in the second half, I think, once Guts lifts come in - the first half isn't necessarily BAD, it's just less focused than the second and there's some enemies there that are used like literally once (the Subeils, Nobitas, etc). Once the Guts Lifts come in, though, I feel like the level plays a lot better, especially because it combines the lifts with stuff like fire pillars and killer bullets. I'm not sure if I like the killer bullet stretch tho, because it feels like the bullets can screw you over too often. Most of the level still plays really well, though. There's not much beyond that, really. It just plays well, it sticks to a few gimmicks, it's just plain good.&lt;br /&gt;
|pyroscore = 30&lt;br /&gt;
|spdesign = 9&lt;br /&gt;
|spfun = 6&lt;br /&gt;
|spcreativity = 6&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This level wasn't bad design-wise, but it was a mess aesthetically. There are features from like 6 different tilesets, which is fine if you do it right, but in this level it was clashy and didn't look good. The first half of the level was really fun, but the second half was a bit extreme with the Guts Lift + Fire Bar section.&lt;br /&gt;
|jupiscore = 28&lt;br /&gt;
|jhdesign = 7&lt;br /&gt;
|jhfun = 7&lt;br /&gt;
|jhcreativity = 10&lt;br /&gt;
|jhaesthetics = 2&lt;br /&gt;
|jhfunction = 2&lt;br /&gt;
|enjl = I always find it rather sad when one particular section of a level overshadows everything else that goes on in the level. In this case, it's the guts lifts that are introduced halfway through since it's very easy to die there. The level as a whole is pretty nice and has a good flow to it. It, sadly, introduces elements it later forgets about, but is still fair and enjoyable. The guts lift sections, while not bad, can be very difficult to traverse because the platforms don't always line up well. In the first section it can be especially difficult to make one's way across these platforms because of the missiles constantly getting in the way. Aside from that, fun stage! I also got out of bounds once :3&lt;br /&gt;
|enjlscore = 28&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 5&lt;br /&gt;
|encreativity = 8&lt;br /&gt;
|enaesthetics = 3&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = There's... not a lot to talk about here. I don't think this is a bad level, but it's certainly nothing awesome. The level design is flawed, with quite a bit of bugs present, not to mention the sections with multiple instances of Lifts, which are desynced. Other than that... there's just nothing. It's an okay stage but there's just nothing interesting here.&lt;br /&gt;
|garirryscore = 25&lt;br /&gt;
|gadesign = 7&lt;br /&gt;
|gafun = 6&lt;br /&gt;
|gacreativity = 4&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|gadesignnote = It's okay. It's nothing particularly bad or frustrating, but some sections are either unnecessary, and the guts lift is often poorly placed.&lt;br /&gt;
|gafunnote = Eh. It was okay I guess.&lt;br /&gt;
|gacreativitynote = Hmm. I think it's alright, but nothing interesting here honestly.&lt;br /&gt;
|gaaestheticsnote = Could be better.&lt;br /&gt;
|gafunctionnote = Has a few bugs.&lt;br /&gt;
|ace = I can't call this bad... but it's not good. It's perfectly playable for the most part but you do drop the ball significantly in several spots and that seriously impacted your score. The least of your issues is the art - this stage is beyond ugly. Misused tiles, wonky animation, and tiles that are completely at odds at each other. Some segments even look unfinished!! &lt;br /&gt;
There were some good ideas here and there - you're combinations of firebar types were neat, as were two of the latter Noble Nickels, but your Guts Platform segment was seriously awkward at times, mostly thanks to desync, and really stupidly difficult for its own good elsewhere. &lt;br /&gt;
Why would you combine sinewave enemies, that explode, respawn, alongside tiny platforms AND jumping to other tiny platforms? I mean, yikes. I suspect you played this level once or twice, convinced it was possible to do it, and then didn't bother seeing what other players of other skill levels thought. If you do not do that segment exactly right, you are waiting ages on a platform with high risk of death. &lt;br /&gt;
That being said, the last Gutsman Platform segment did what any good Mega Man stage should do, and combine gimmicks with other gimmicks, so, that is good, and that one feels a lot closer to real proper difficulty than the nutball Killer Bullet segment. &lt;br /&gt;
It's a shame you just have badly implemented elements all over the place, as if these worked better, and.. probably as intended, you'd have the makings of a fun, if pretty average stage. (What was the point of that Big Eye &amp;quot;&amp;quot;mini boss&amp;quot;&amp;quot; that you can just skip?!) Oh.. and.. I fell out of bounds once when playing as a result of a misplaced screen scroller. Whoops. Thankfully I fell into another level segment, but still.. awkward. &lt;br /&gt;
Oh. Your use of a boss corridor without a climax... please don't.&lt;br /&gt;
|acescore = 24&lt;br /&gt;
|asdesign = 8&lt;br /&gt;
|asfun = 6&lt;br /&gt;
|ascreativity = 6&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
A more through documentation of Game Trooper's thoughts on the design process can be found [[User:Game_Trooper|here]].&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*This is the only level in the contest to use Foot Holders unaltered. The only other level use Foot Holders in any sense is [[The Stage Nobody Asked For]].&lt;br /&gt;
*There is often confusion over the sign's message around the halfway point in the stage. It states- &amp;quot;Company Reminder: Magma Refinery- Right  Welding Center- Left (Currently Closed)&amp;quot;. This was intended to be a hint to the third Noble Nickel.&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 5 (MaGMML2)]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Candy_Panic&amp;diff=3751</id>
		<title>Candy Panic</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Candy_Panic&amp;diff=3751"/>
				<updated>2018-03-31T17:53:18Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: &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= Candy Panic&lt;br /&gt;
|rank = 58nd&lt;br /&gt;
|image= &lt;br /&gt;
|caption= &lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[adrian09_01]]&lt;br /&gt;
|composer= Koji Kondo&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 = 22&lt;br /&gt;
|judge2 = 36&lt;br /&gt;
|judge3 = 15&lt;br /&gt;
|judge4 = 26&lt;br /&gt;
|judge5 = 18&lt;br /&gt;
|totalscore = 23.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|enemies = &lt;br /&gt;
* Beak&lt;br /&gt;
* Flea&lt;br /&gt;
* Top Fiend&lt;br /&gt;
* Big Eye&lt;br /&gt;
* Tele&lt;br /&gt;
* Suzy&lt;br /&gt;
* Peng&lt;br /&gt;
* Lanturn Fish&lt;br /&gt;
* Shrink&lt;br /&gt;
* Spring Head&lt;br /&gt;
* Spine&lt;br /&gt;
* Crazy Cannon&lt;br /&gt;
&lt;br /&gt;
|bosses = * [[Metal Man]]&lt;br /&gt;
|music = Yoshi's Island Flower Garden &amp;amp; Underground&lt;br /&gt;
|location = [[Tier 3 (MaGMML2)|Tier 3]]&lt;br /&gt;
|previous = [[Taco Man (stage)]]&lt;br /&gt;
|next = [[Forgotten Fortress]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|...this level was really fun! It felt very casual, a nice stroll through a land of candy.|JupiHornet|The judge who liked the level}}&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Candy Panic''' is the 58nd level in '''Make a Good Mega Man Level 2.''' The level aped for a Mega Man 1 styled level, occasionally using guts lifts.&lt;br /&gt;
==Strategy==&lt;br /&gt;
There isn't much of a strategy as it is just move forward through the mostly harmless challenges the level presents. The only things to note are the fact that you must slide through the frosting near the beginning, make a choice of whether to go up or down at the split path, and to avoid the occasional pit or spike. &lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Versions==&lt;br /&gt;
In an older version of the level, Candy Man actually was a boss that fought you at the end of the level. Due to unknown circumstances, the custom boss was replaced by Metal Man.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 3}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 3 Stages]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Candy_Panic&amp;diff=3750</id>
		<title>Candy Panic</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Candy_Panic&amp;diff=3750"/>
				<updated>2018-03-31T17:49:48Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: Created page with &amp;quot;{{Levelinfo  |align= right &amp;lt;!-- ===========Info============== --&amp;gt; |title= Candy Panic |rank = 58nd |image=  |caption=  |game=Make a Good Mega Man Level 2 |creator= adria...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Candy Panic&lt;br /&gt;
|rank = 58nd&lt;br /&gt;
|image= &lt;br /&gt;
|caption= &lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[adrian09_01]]&lt;br /&gt;
|composer= Koji Kondo&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 = 22&lt;br /&gt;
|judge2 = 36&lt;br /&gt;
|judge3 = 15&lt;br /&gt;
|judge4 = 26&lt;br /&gt;
|judge5 = 18&lt;br /&gt;
|totalscore = 23.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|enemies = &lt;br /&gt;
* Beak&lt;br /&gt;
* Flea&lt;br /&gt;
* Top Fiend&lt;br /&gt;
* Big Eye&lt;br /&gt;
* Tele&lt;br /&gt;
* Suzy&lt;br /&gt;
* Peng&lt;br /&gt;
* Lanturn Fish&lt;br /&gt;
* Shrink&lt;br /&gt;
* Spring Head&lt;br /&gt;
* Spine&lt;br /&gt;
* Crazy Cannon&lt;br /&gt;
&lt;br /&gt;
|bosses = * [[Metal Man]]&lt;br /&gt;
|music = Yoshi's Island Flower Garden &amp;amp; Underground&lt;br /&gt;
|location = [[Tier 3 (MaGMML2)|Tier 3]]&lt;br /&gt;
|previous = [[Taco Man (stage)]]&lt;br /&gt;
|next = [[Forgotten Fortress]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|...this level was really fun! It felt very casual, a nice stroll through a land of candy.|JupiHornet|The judge who liked the level}}&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Candy Panic''' is the 58nd level in '''Make a Good Mega Man Level 2.''' The level aped for a Mega Man 1 styled level, occasionally using guts lifts.&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Versions==&lt;br /&gt;
In an older version of the level, Candy Man actually was a boss that fought you at the end of the level. Due to unknown circumstances, the custom boss was replaced by Metal Man.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 3}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 3 Stages]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Tier_3_(MaGMML2)&amp;diff=3749</id>
		<title>Tier 3 (MaGMML2)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Tier_3_(MaGMML2)&amp;diff=3749"/>
				<updated>2018-03-31T17:25:32Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Forest&lt;br /&gt;
|image= [[File:MaGMML2Tier3.png|256px]]&lt;br /&gt;
|caption= &amp;quot;And in this corner we see two species getting along for the greater good of each other, what a wonderful sight...&amp;quot;&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2|MaGMML2]]''&lt;br /&gt;
|creator= ACESpark&lt;br /&gt;
|composer= CosmicGem&lt;br /&gt;
|artist= ACESpark&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 9&lt;br /&gt;
|collectables = 19&lt;br /&gt;
|bosses = [[Door Man]]&lt;br /&gt;
|previous = [[Tier 2 (MaGMML2)|Tier 2]]&lt;br /&gt;
|next = [[Tier 4 (MaGMML2)|Tier 4]]&lt;br /&gt;
}}&lt;br /&gt;
The Forest is the third tier in ''[[Make A Good Mega Man Level 2]]''. This tier holds the levels ranked 66th to 59th, with the boss being [[Door Man]] from ''Mega Man Rocks''.&lt;br /&gt;
== Levels ==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Score&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Noble Nickels&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Skippable?&lt;br /&gt;
|-&lt;br /&gt;
|[[Chomp Man]]&lt;br /&gt;
|[[mabskmk]]&lt;br /&gt;
|20.4&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SMB3]]&lt;br /&gt;
|[[lizardcommando]]&lt;br /&gt;
|21.4&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[MegaLondo]]&lt;br /&gt;
|[[Lamda]]&lt;br /&gt;
|22.4&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
||[[Combust Man]]&lt;br /&gt;
|[[Peterdun]]&lt;br /&gt;
|22.6&lt;br /&gt;
|[[File:Element.png]] &lt;br /&gt;
|[[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Dampening]]&lt;br /&gt;
|[[liquafool]]&lt;br /&gt;
|22.8&lt;br /&gt;
|[[File:Element.png]] &lt;br /&gt;
|[[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Taco Man (stage)| Taco Man]]&lt;br /&gt;
|[[SchuSlime64]]&lt;br /&gt;
|23&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Candy Panic]]&lt;br /&gt;
|[[adrian09_01]]&lt;br /&gt;
|23.4&lt;br /&gt;
|[[File:Element.png]] &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgotten Fortress]]&lt;br /&gt;
|[[BBLIR]]&lt;br /&gt;
|23.6&lt;br /&gt;
|[[File:Element.png]] &lt;br /&gt;
|[[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* Turbo Man&lt;br /&gt;
* Search Man&lt;br /&gt;
* Buster Rod G&lt;br /&gt;
* Drill Man&lt;br /&gt;
* Jewel Man&lt;br /&gt;
* Stone Man&lt;br /&gt;
* Komuso Man&lt;br /&gt;
* Hornet Man&lt;br /&gt;
* Pirate Man&lt;br /&gt;
* Time Man&lt;br /&gt;
* Molier&lt;br /&gt;
&lt;br /&gt;
==Secrets ==&lt;br /&gt;
* To the left of MegaLondo and Drill Man is a room with Jewel Man and a jewel in it. Shooting the jewel over and over gives the player screws, and hitting it twenty times in a row completes the ''Greed Mode'' achievement. The more times the Jewel is hit subsequently, the more bolts it drops on every hit.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Time Man's dialogue refers to lag issues that were present in [[Forgotten Fortress]] at the time the level was judged. They were largely fixed in the final game.&lt;br /&gt;
* This Tier holds the most skippable levels of any Tier in MaGMML2, with 4 of 8 levels being skippable, mostly for unfair difficulty reasons.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 3}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]] [[Category:Tiers]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Tier_3_(MaGMML2)&amp;diff=3748</id>
		<title>Tier 3 (MaGMML2)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Tier_3_(MaGMML2)&amp;diff=3748"/>
				<updated>2018-03-31T17:24:26Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelInfoAlt &lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Forest&lt;br /&gt;
|image= [[File:MaGMML2Tier3.png|256px]]&lt;br /&gt;
|caption= &amp;quot;And in this corner we see two species getting along for the greater good of each other, what a wonderful sight...&amp;quot;&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2|MaGMML2]]''&lt;br /&gt;
|creator= ACESpark&lt;br /&gt;
|composer= CosmicGem&lt;br /&gt;
|artist= ACESpark&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 9&lt;br /&gt;
|collectables = 19&lt;br /&gt;
|bosses = [[Door Man]]&lt;br /&gt;
|previous = [[Tier 2 (MaGMML2)|Tier 2]]&lt;br /&gt;
|next = [[Tier 4 (MaGMML2)|Tier 4]]&lt;br /&gt;
}}&lt;br /&gt;
The Forest is the third tier in ''[[Make A Good Mega Man Level 2]]''. This tier holds the levels ranked 66th to 59th, with the boss being [[Door Man]] from ''Mega Man Rocks''.&lt;br /&gt;
== Levels ==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Creator&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Score&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Elements&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Noble Nickels&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Skippable?&lt;br /&gt;
|-&lt;br /&gt;
|[[Chomp Man]]&lt;br /&gt;
|[[mabskmk]]&lt;br /&gt;
|20.4&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|[[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SMB3]]&lt;br /&gt;
|[[lizardcommando]]&lt;br /&gt;
|21.4&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[MegaLondo]]&lt;br /&gt;
|[[Lamda]]&lt;br /&gt;
|22.4&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|-&lt;br /&gt;
||[[Combust Man]]&lt;br /&gt;
|[[Peterdun]]&lt;br /&gt;
|22.6&lt;br /&gt;
|[[File:Element.png]] &lt;br /&gt;
|[[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Dampening]]&lt;br /&gt;
|[[liquafool]]&lt;br /&gt;
|22.8&lt;br /&gt;
|[[File:Element.png]] &lt;br /&gt;
|[[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Taco Man (stage)]]&lt;br /&gt;
|[[SchuSlime64]]&lt;br /&gt;
|23&lt;br /&gt;
|[[File:Element.png]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Candy Panic]]&lt;br /&gt;
|[[adrian09_01]]&lt;br /&gt;
|23.4&lt;br /&gt;
|[[File:Element.png]] &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgotten Fortress]]&lt;br /&gt;
|[[BBLIR]]&lt;br /&gt;
|23.6&lt;br /&gt;
|[[File:Element.png]] &lt;br /&gt;
|[[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]] [[File:Nickel.png]]&lt;br /&gt;
|[[File:Skip.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* Turbo Man&lt;br /&gt;
* Search Man&lt;br /&gt;
* Buster Rod G&lt;br /&gt;
* Drill Man&lt;br /&gt;
* Jewel Man&lt;br /&gt;
* Stone Man&lt;br /&gt;
* Komuso Man&lt;br /&gt;
* Hornet Man&lt;br /&gt;
* Pirate Man&lt;br /&gt;
* Time Man&lt;br /&gt;
* Molier&lt;br /&gt;
&lt;br /&gt;
==Secrets ==&lt;br /&gt;
* To the left of MegaLondo and Drill Man is a room with Jewel Man and a jewel in it. Shooting the jewel over and over gives the player screws, and hitting it twenty times in a row completes the ''Greed Mode'' achievement. The more times the Jewel is hit subsequently, the more bolts it drops on every hit.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Time Man's dialogue refers to lag issues that were present in [[Forgotten Fortress]] at the time the level was judged. They were largely fixed in the final game.&lt;br /&gt;
* This Tier holds the most skippable levels of any Tier in MaGMML2, with 4 of 8 levels being skippable, mostly for unfair difficulty reasons.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 3}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]] [[Category:Tiers]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Combust_Man_(stage)&amp;diff=3747</id>
		<title>Combust Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Combust_Man_(stage)&amp;diff=3747"/>
				<updated>2018-03-31T16:51:39Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
:''For article on the boss, see [[Combust Man (Boss)]].''&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Combust Man&lt;br /&gt;
|rank = 63rd&lt;br /&gt;
|image= &lt;br /&gt;
|caption= ...&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[PeterDun]]&lt;br /&gt;
|composer= Unknown&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 = &lt;br /&gt;
|judge2 = &lt;br /&gt;
|judge3 = &lt;br /&gt;
|judge4 = &lt;br /&gt;
|judge5 = &lt;br /&gt;
|totalscore = &lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5&lt;br /&gt;
|enemies = &lt;br /&gt;
* New Shotman&lt;br /&gt;
* Cannon&lt;br /&gt;
* Pop Cannon&lt;br /&gt;
* Mecha Kero&lt;br /&gt;
* Met Cannon&lt;br /&gt;
|bosses = * [[Combust Man (Boss)]]&lt;br /&gt;
|music = Unknown&lt;br /&gt;
|location = [[Tier 3 (MaGMML2)|Tier 3]]&lt;br /&gt;
|previous = [[MegaLondo]]&lt;br /&gt;
|next = [[The Dampening]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{quote|I did laugh at the boss, though, that was pretty funny.|Pyro|part of the judge comment.}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Combust Man''' is the 63th place entry in [[Make a Good Mega Man Level 2]], created by Peterdun. The level is has relatively easy compared to the stages that came before it.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The level is rather straight-forward in terms of design, with the occasional stray path to lead to a noble nickel. These are recognized by the distinct change in background colors. Also the [[Combust Man (Boss)|boss]] dies in a single hit with any weapon of choice.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Honestly, it's pretty forgettable. For a level called &amp;quot;Combust Man&amp;quot; there is a strange, complete and utter lack of anything remotely related to fire, and the whole level is just some basic setups with Mets, New Shotmen, and Bounders. I was glad to see that Bounders were there because I was expecting a bunch of 5 and 6 enemies to not get used, but they weren't used like super interestingly or anything. There's a noticeable amount of challenges that seem laughably skippable, namely the New Shotman right at the start, and anything involving the Met Cannons. And this is probably one of the few levels where I'd just outright call the level ugly - the music is great, but the tiles in the background don't loop very well and when they get bright orange it's really eye searing. I did laugh at the boss, though, that was pretty funny. Overall, it's pretty average. There's clearly effort put into it, it's just that it doesn't really turn out too well.&lt;br /&gt;
|pyroscore = 23&lt;br /&gt;
|spdesign = 6&lt;br /&gt;
|spfun = 6&lt;br /&gt;
|spcreativity = 4&lt;br /&gt;
|spaesthetics = 2&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = It really didn't feel like a lot of thought was put into this stage's layout. You could literally avoid a lot of the enemies without any consequence. The graphics were really hard to look at, especially in the boss room. Speaking of the boss, I shot it once with the Mega Buster and it died (the boss seemed unfinished, but maybe it was intentional because it's called COMBUST Man???)&lt;br /&gt;
|jupiscore = 13&lt;br /&gt;
|jhdesign = 2&lt;br /&gt;
|jhfun = 4&lt;br /&gt;
|jhcreativity = 3&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = A fun little stage, though it could have done more with what it offers. The challenge in this level is fairly simple and it doesn't ramp up much, with the falling section at the end being mainly difficult due to its unpredictability. The Nickel sections, while providing a nice bonus challenge, are held back by their background palette which often obscures enemies that are placed in these rooms. I like the way Combust Man combusts when you shoot him, though. Pretty funny ending.&lt;br /&gt;
|enjlscore = 29&lt;br /&gt;
|endesign = 7&lt;br /&gt;
|enfun = 8&lt;br /&gt;
|encreativity = 8&lt;br /&gt;
|enaesthetics = 1&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Ehhhh… there's honestly little appeal in this stage. It's way too easy, the level just feels empty and boring most of the time. The graphics are eyestraining and nothing too impressive anyway. And while I always have to give some points for having a boss, in this case it's just a still sprite that does nothing and dies in one hit. I pretty much sum up this stage in one word: boring.&lt;br /&gt;
|garirryscore = 25&lt;br /&gt;
|gadesign = 6&lt;br /&gt;
|gafun = 6&lt;br /&gt;
|gacreativity = 5&lt;br /&gt;
|gaaesthetics = 3&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = The problem is that this stage is too damn easy. The level design is boring and uninteresting. At least it's not bullshit though. Also Noble Nickels are all over the place&lt;br /&gt;
|gafunnote = It was boring. Not tedious or annoying, just boring. But I guess I did have a few moments of fun.&lt;br /&gt;
|gacreativitynote = Well I gotta give bonus points for creativity at least. Having a boss is extra points at least, but it doesn't do anything and dies in one hit. Other than that the stage does nothing interesting.&lt;br /&gt;
|gaaestheticsnote = Eyestraining, good music though.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = Hm. This.. exists? Nice of you to make a custom tileset, it doesn't exactly look remotely in style, but that's forgivable. Less forgivable is assets that clearly should be animated, aren't. Pretty sure that was covered by the tutorials. &lt;br /&gt;
&lt;br /&gt;
Your main issue is the lack of anything in this stage related to the Robot Master. This stage does nothing interesting. Props for using a minor gimmick at least, but you haven't really done much with them, and Count Bombs by themselves are so generic, levels usually have to use other gimmicks around them since they're so boring. (Look at any Mega Man stage that uses Count Bombs, such as Blizzard Man and Burst Man, they are never the only thing in the stage!)&lt;br /&gt;
There's also a few areas where you can find yourself stuck either using weapons to get out or kill yourself, but these are limited to the Noble Nickels, so that's not too bad.&lt;br /&gt;
As for the Nickels themselves, these are, quite frankly, the easiest collectables I have ever encountered. Much like the rest of the stage, no thought was put into them.&lt;br /&gt;
&lt;br /&gt;
As I saw the boss corridor, I was not expecting anything to be waiting for me, and was ready for no climax to the stage what-so-ever. But...I have to praise you for that part. That was great! &lt;br /&gt;
&lt;br /&gt;
Shame about the rest of the level.&lt;br /&gt;
|acescore = 23&lt;br /&gt;
|asdesign = 6&lt;br /&gt;
|asfun = 5&lt;br /&gt;
|ascreativity = 5&lt;br /&gt;
|asaesthetics = 2&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 3}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 3 Stages]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Dragon_Lab_Lair&amp;diff=3293</id>
		<title>Dragon Lab Lair</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Dragon_Lab_Lair&amp;diff=3293"/>
				<updated>2018-03-17T15:20:53Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: Created page with &amp;quot;{{Levelinfo  |align= right &amp;lt;!-- ===========Info============== --&amp;gt; |title= Dragon Lab Lair |rank = 69th |image=  |caption= Durgans beware. |game=[[Make a Good Mega Man Level 2]...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Dragon Lab Lair&lt;br /&gt;
|rank = 69th&lt;br /&gt;
|image= &lt;br /&gt;
|caption= Durgans beware.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[NatnatGaming101]]&lt;br /&gt;
|composer= IntiCreates&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 = 19&lt;br /&gt;
|judge2 = 18&lt;br /&gt;
|judge3 = 17&lt;br /&gt;
|judge4 = 25&lt;br /&gt;
|judge5 = 14&lt;br /&gt;
|totalscore = 18.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|enemies = &lt;br /&gt;
* Spring Head&lt;br /&gt;
* Met&lt;br /&gt;
* Top Fiend &lt;br /&gt;
* Pakatto 24&lt;br /&gt;
* Mecha Kero&lt;br /&gt;
* Returning Sniper Joe&lt;br /&gt;
* Cannon&lt;br /&gt;
* Big Fish&lt;br /&gt;
* New Shot Man&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = [[Mecha Dragon]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Galaxy Theme&lt;br /&gt;
|location = Tier 2&lt;br /&gt;
|previous = [[Gigavolt Man]]&lt;br /&gt;
|next = [[Colorful Hall]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|There's no real coherent theme, it's just... rooms. Of stuff.|SnoruntPyro|Judge comment.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Dragon Lab Lair''' is the 69th place entry in Make a Good Mega Man Level 2. It is a tier 2 level that reuses the Elec Man blocks, and uses the Wily 4 tile set from Mega Man 2. &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
While a simple stage to complete, most of its difficulty comes from the obstacles that are used, sometimes resulting in forced damage. The fight with the Mecha Dragon at the end is notable for being easier than its original appearance, by completely removing the pit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 2 Stages]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Gigavolt_Man&amp;diff=3292</id>
		<title>Gigavolt Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Gigavolt_Man&amp;diff=3292"/>
				<updated>2018-03-17T15:00:58Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: &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= Gigavolt Man&lt;br /&gt;
|rank = 70th&lt;br /&gt;
|image= [[File:MaGMML2 - Gigavolt Man.png|256px]]&lt;br /&gt;
|caption= Gigavolt Man himself, with Volt Man, in all of his glory.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[ThatOneEnder]]&lt;br /&gt;
|composer= Rushjet1/TheLegendOfRenegade&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 = 19&lt;br /&gt;
|judge2 = 11&lt;br /&gt;
|judge3 = 18&lt;br /&gt;
|judge4 = 24&lt;br /&gt;
|judge5 = 14&lt;br /&gt;
|totalscore = 17.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3&lt;br /&gt;
|enemies = &lt;br /&gt;
* Crazy Cannon&lt;br /&gt;
* Spine&lt;br /&gt;
* Shield Attacker &lt;br /&gt;
* Pakatto 24&lt;br /&gt;
* Bombomb&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Docron&lt;br /&gt;
|subbosses = Big Snakey&lt;br /&gt;
|bosses = [[Volt Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Elec Man/Mega Man 1 Boss Theme&lt;br /&gt;
|location = Tier 2&lt;br /&gt;
|previous = [[Rush City]]&lt;br /&gt;
|next = [[Dragon Lab Lair]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I dunno man, this level just feels so...broken.|JupiHornent|Judge comment.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Gigavolt Man''' is the 70th place entry in Make a Good Mega Man Level 2. It is a tier 2 level that reuses a lot of Elec Man assets, as well as a bit of Sheep Man blocks. At its core, it is a very straightforward stage, with most of its difficulty coming from bugs that are found in the stage. One example being the the mini-boss (Big Snakey) is able to snipe you from the previous screen, should you die at a later part of the stage, at a checkpoint. Another bug being that in a previous build of the game, the crusher could cause the game to crash.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = This level is designed extremely bizarrely. It goes ALL over the place with what it actually wants to use in the level; the only things that seem to stay consistent are the Sheep Man and Elec Man blocks. I don't think there is more than two of any enemy in the whole level (spawners dont count you dip). Some of the enemy placement honestly baffles me - there's a Crazy Cannon near the beginning that you can just snipe from afar with no danger, there are literally shield attackers that just are out of your reach and just hit a wall you'll never get to and turn around and despawn, the list goes on. Really the only threatening enemy challenge was the one with the Sniper Joe and Docrons and that just felt more unfair and dumb than actually challenging. There's some okay challenges with the Sheep Man platforms, but the setups are far from interesting. It's just a really confusing and weird level overall. It also reeks of lack of testing, because there's a MM10 crusher that crashes the game somehow right after you encounter it and I had to move it myself to make the level beatable.&lt;br /&gt;
|pyroscore = 19&lt;br /&gt;
|spdesign = 4&lt;br /&gt;
|spfun = 5&lt;br /&gt;
|spcreativity = 4&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 3&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = I dunno man, this level is just so...broken. The biggest example is the checkpoint in the Snakey room. The Snakey will still be on the screen when you respawn and it will be able to shoot the player, making it harder to get to the ladder. The whole level really felt like it was tested with the weapons, as a lot of rooms were hard to get through without using Super Arrow or Wire Adaptor to get to certain areas.&lt;br /&gt;
|jupiscore = 11&lt;br /&gt;
|jhdesign = 3&lt;br /&gt;
|jhfun = 4&lt;br /&gt;
|jhcreativity = 1&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 2&lt;br /&gt;
|enjl = This stage confuses me the longer I stay in it, to be honest. The theme of using the disappearing blocks is hinted at, but they often take a back seat to random enemy encounters, often with an amount of enemies too large to be healthy in any capacity. There's a part at the start of the level where it looks like going left is the way to go, but it only leads to a wall, rendering all enemies in that room useless. The final corridor is completely empty, leading me to believe it was left unfinished. There's a broken ladder near the end of the stage and the boss room expects the player to read the message before Volt Man is defeated, but any sane player will take care of the boss first. This level is all over the place and I didn't find it to be all that enjoyable, sorry.&lt;br /&gt;
|enjlscore = 18&lt;br /&gt;
|endesign = 3&lt;br /&gt;
|enfun = 2&lt;br /&gt;
|encreativity = 6&lt;br /&gt;
|enaesthetics = 3&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I just don't see anything that could potentially be interesting about this stage. The concept in general is pretty flawed as it's just a generic level painted in Elec Man's stage. The biggest issue in my opinion is the level design, which, depending on the section, is either filled with poorly-placed obstacles, empty and absolutely boring, or happens to be that one area where there are so many spawning enemies and obstacles that it's practically impossible to avoid them without taking damage. At least the music choice was fine, but I can't think of anything else that's positive&lt;br /&gt;
|garirryscore = 24&lt;br /&gt;
|gadesign = 5&lt;br /&gt;
|gafun = 6&lt;br /&gt;
|gacreativity = 4&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's pretty bad. Most of the sections suffer from awful obstacle placement or one room in particular is literally impossible to avoid without taking damage.&lt;br /&gt;
|gafunnote = It's pretty meh. Nothing too special here.&lt;br /&gt;
|gacreativitynote = I'm not seeing anything interesting here... seems like a generic stage with Elec Man painted over it.&lt;br /&gt;
|gaaestheticsnote = I actually liked the music used here. So at least there's that. Graphics are... meh.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = &amp;quot;This is, at it's heart, an incredibly average stage. You could've scored very average here, because nothing about the ideas and layout here is necessarily bad in any way. Some things are used ok, weird enemy selection (... the Snake, why the Snake?), every so often a there's a good idea, most of it is very forgettable. This is let down, by its horrifically lazy execution. So, you're taking an already average stage... and making it worse. &lt;br /&gt;
&lt;br /&gt;
I'm going to ask this: Was there any playtesting? I came across a load of errors that even a first playthrough of the stage would catch. There's misplaced and missing collision blocks, (one of which got me killed, in spite of the auto-tiler, you somehow made a ladder non-functional), you've got overlapping Sheep Man blocks, so two colours at once get deleted... I'm not entire sure the one Nobel Nickel is even possible without Rush/Super Arrow, despite the fact it clearly LOOKS like it should be doable with a bit of skill. There is a screen where an invisible block stops you from proceeding, unless you slide underneath said invisible block.. and hell, one of the jumps would be borderline impossible without the fact there is in fact a glitchy layout that makes it so!&lt;br /&gt;
Your checkpoint placement is bizarre (... the player spawns NEXT to a mini boss. The hell?!), there aren't any walls to block off where you should and shouldn't travel, you managed to forget to place stoppers so enemies go off screen, gimmicks show up once and are never used again, and for some weird reason you stuck the barriers from Frost Man's level in the most inappropriate place you could put them. You even put down a text box without any text in!?&lt;br /&gt;
The ball is also dropped with the aesthetics, seeing how there are missing tiles, misplaced tiles, and, bizarrely, Knight Man tiles show up within what is clearly Elec Man's stage, and they clash. Even the MUSIC is lazy. 8bit song followed by a 16bit song? From the same game?! Wha? &lt;br /&gt;
Final point: Hello Dev Kit boss! That has got to be the worst possible way you could implement a fan Robot Master. And the laziest. I know you don't have to know how to code to enter this, but surely it's possible to at least replace Volt Man's graphics? Or anything?&lt;br /&gt;
If you wanted a cameo that badly, just put Gigavolt in as an NPC and lampshade the fact you're fighting Volt Man instead. Anything more creative than what you did.&lt;br /&gt;
This isn't the worst level ever, but it might very well be the laziest. It's a contest, put some effort in!&amp;quot;&lt;br /&gt;
|acescore = 14&lt;br /&gt;
|asdesign = 5&lt;br /&gt;
|asfun = 3&lt;br /&gt;
|ascreativity = 4&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 1&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 2 Stages]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Rush_City&amp;diff=3291</id>
		<title>Rush City</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Rush_City&amp;diff=3291"/>
				<updated>2018-03-17T14:51:39Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Rush City&lt;br /&gt;
|rank = 71st&lt;br /&gt;
|image= [[File:screenshot135.png]]&lt;br /&gt;
|caption= Huah!&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[qazcake]]&lt;br /&gt;
|composer= Tommy Tallarico&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 = 21&lt;br /&gt;
|judge2 = 9&lt;br /&gt;
|judge3 = 13&lt;br /&gt;
|judge4 = 21&lt;br /&gt;
|judge5 = 15&lt;br /&gt;
|totalscore = 15.8&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 2&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* Crazy Cannon&lt;br /&gt;
* Killer Bullet&lt;br /&gt;
* Crystal Joe&lt;br /&gt;
* Apache Joe&lt;br /&gt;
* Beak&lt;br /&gt;
* Metall&lt;br /&gt;
* Rider Joe&lt;br /&gt;
* Blader&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Dachone&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
|music = Earthworm Jim - Snot a Problem&lt;br /&gt;
|location = Tier 2&lt;br /&gt;
|previous = [[Yggdrasil]]&lt;br /&gt;
|next = [[Gigavolt Man]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{quote|Drako and I were just saying, it takes a special kind of talent to make a stage that's both boring AND frustrating.|HatredElemental|during the Wave Bike segment}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Rush City is the 71st place entry in ''[[Make a Good Mega Man Level 2]]''. It's a rather short stage mostly built of monotonous red bricks from a Duke Nukem tileset.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = The level just feels very...empty. Like, there's some ideas here, but there's just not much going on in general. The only real difficult part is the part with Bladers, and that's really only because Bladers are hell to deal with. The wave bike section is sometimes unfair because Rider Joes can surprise you out of nowhere and knock you into pits. Other than that, there's...not much happening. I guess there's a tiny bit of a difficulty curve but the level seems so sparse that I feel like I'm just grasping at straws. I wish there was just more in general here!&lt;br /&gt;
|pyroscore = 21&lt;br /&gt;
|spdesign = 5&lt;br /&gt;
|spfun = 4&lt;br /&gt;
|spcreativity = 3&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This level didn't feel like much effort was put into it. I basically flew over an empty section with Rush Jet (you're actually meant to jump down but it looks like a pit so I flew over it, it was mostly flat with some Crystal Joes) fell down two screens, fought some enemies and that was it. In the optional Wave Bike section, there's no indication whatsoever that those gray blocks actually kill you.&lt;br /&gt;
|jupiscore = 9&lt;br /&gt;
|jhdesign = 1&lt;br /&gt;
|jhfun = 2&lt;br /&gt;
|jhcreativity = 3&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 2&lt;br /&gt;
|enjl = This level was kinda over before it started, and sadly it didn't really have any clear direction. The challenges presented are janky and seem unfinished, and the &amp;quot;optional&amp;quot; bonus section that ends in a not-so-optional exit is something that could've been easily made the main gimmick of the level. This level needed both more focus and more testing to be substantial in any way, unfortunately.&lt;br /&gt;
|enjlscore = 13&lt;br /&gt;
|endesign = 2&lt;br /&gt;
|enfun = 2&lt;br /&gt;
|encreativity = 3&lt;br /&gt;
|enaesthetics = 1&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = It could have been better... the level design is pretty bad with all the enemies being extermely unpredictable, one jump being overly precise, and the Wave Bike section being highly unfair with ridiculous enemy placement. Also, the visuals are pretty bad. Other than that... there's just nothing interesting to say here? It's a pretty bland level.&lt;br /&gt;
|garirryscore = 21&lt;br /&gt;
|gadesign = 5&lt;br /&gt;
|gafun = 4&lt;br /&gt;
|gacreativity = 4&lt;br /&gt;
|gaaesthetics = 3&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's honestly pretty bad. Nothing too shocking but most sections have enemies come out of nowhere to attack you, I remember one very specific jump, and the bike section is unfair. &lt;br /&gt;
|gafunnote = It was okay I guess. Nothing spectacular here, and it was boring.&lt;br /&gt;
|gacreativitynote = I don't see anything interesting here. I think there's some ideas here, but that's a stretch&lt;br /&gt;
|gaaestheticsnote = Eyestraining, visuals aren't even that good to begin with.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = It comes to something when the bare minimum is applied to enemy layouts. This is done here.&lt;br /&gt;
&lt;br /&gt;
For a generic level... that might just be the worst tileset selection I have ever seen. As in, it looks like a placeholder. I'm sure not even the game this is taken from looked this boring. (Duke Nukem right?)&lt;br /&gt;
Nothing really happens in this stage. There is a wave bike section at the end.Which was alright, and a decent enough challenge, just enough to wake the player up, it's the sole reason you are getting any &amp;quot;&amp;quot;fun&amp;quot;&amp;quot; score whatsoever, Even this is bungled a bit. Specifically - why place spikes without actually using a spike tile? Why? I don't get it, why make the block graphically indistinguishable from a regular block?! Especially one you've already encountered! This is just.. confusing.&lt;br /&gt;
&lt;br /&gt;
That is also the most laughably poor attempt at a boss fight I have ever seen, period. Worst enemy to select for your endgame. There were actual bosses in the dev-kit. And even much better mid-bosses.&lt;br /&gt;
I really think you should've just made the wave-bike segment the actual endgame, and not tried to make it optional. Because now players will have to go through your stage twice, just to pick up both elements, with nothing changing in-between.&lt;br /&gt;
&lt;br /&gt;
Yeah, no, this was fairly poor. And dull mostly. Very dull.&lt;br /&gt;
|acescore = 15&lt;br /&gt;
|asdesign = 5&lt;br /&gt;
|asfun = 4&lt;br /&gt;
|ascreativity = 2&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This Level originally tied with [[Yggdrasil]] and had to have its score adjusted. Four of the five Judges voted in favor of Rush City to win the tie, the only Judge to vote for [[Yggdrasil]] was [[JupiHornet]] as &amp;quot;While Yggdrasil was a level with awesome and unique concepts, but unbelievably terrible execution, this level doesn't seem like much effort was put into it at all&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 2 Stages]][[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Yggdrasil&amp;diff=2944</id>
		<title>Yggdrasil</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Yggdrasil&amp;diff=2944"/>
				<updated>2018-03-03T17:02:30Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin-left: auto; margin-right: 0px; float:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Yggdrasil&lt;br /&gt;
|rank = 72nd&lt;br /&gt;
|image= [[File:ygg2.png]]&lt;br /&gt;
|caption= An Eldritch Location.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Zatsupachi&lt;br /&gt;
|composer= Motoi Sakuraba(Stage theme), Michiru Yamane, Yasuhiro Ichihashi(Boss themes)&lt;br /&gt;
|artist= Zatsupachi&lt;br /&gt;
|programmer = Zatsupachi&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 25&lt;br /&gt;
|judge2 = 24&lt;br /&gt;
|judge3 = 5&lt;br /&gt;
|judge4 = 18&lt;br /&gt;
|judge5 = 4&lt;br /&gt;
|totalscore = 15.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 3&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* Bombomb&lt;br /&gt;
* Rabbit&lt;br /&gt;
* Sear&lt;br /&gt;
* Super Joe&lt;br /&gt;
* Wild Gunner&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
* [[Crator]]&lt;br /&gt;
* [[Cream]]&lt;br /&gt;
* [[Kichona]]&lt;br /&gt;
|other = &lt;br /&gt;
* Skippable&lt;br /&gt;
* ACE_Spark's Least Favourite&lt;br /&gt;
* Enjl's Least Favourite&lt;br /&gt;
|music = Mission to Deep Space(Valkyrie Profile version), Sorrow's Distortion(Crator), Dissonant Courage(Cream), Prediction of Insanity(Kichona)&lt;br /&gt;
|location = Tier 2&lt;br /&gt;
|previous = [[Airflow Hubble]] &lt;br /&gt;
|next = [[Rush City]]&lt;br /&gt;
}}&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{quote|Yggdrasil, the world tree! As a robot with woodland heritage, I really appreciate this level, even if the judges didn't!|Wood Man|commenting on Yggdrasil}}&lt;br /&gt;
'''Yggdrasil''' is the 72nd place entry of ''[[Make a Good Mega Man Level 2]]''. The level was poorly received (a score of 15.2/50) and got a least favorite from [[Enjl|2 ]][[ACESpark|judges]], mainly because of its poorly-introduced and inconsistent &amp;quot;non-Euclid&amp;quot; screen-warping gimmick. It was also infamous for its unforgiving difficulty, overpowered enemies and, the super bosses in the end. It is one of the larger levels in the contest running at 92(?) screens.&lt;br /&gt;
&lt;br /&gt;
A location-based Norse Cosmology that connects the nine worlds, it is also called the Tree of Life in some interpretations. Being an Eldritch locale, there is only a vague interpretation what is up there. The three characters encountered in this level are from Zatsupachi's 'Cutezome Mythos' works, [[Crator]], [[Cream]], and [[Kichona]], visit this area (and it is made apparent that it's not their first time) to study it. Kichona's intentions were to make stable transdimensional travel in space-time to ease their travels. Once confirmed stable, she will open this project up with her superiors to make traveling to different parts the universe easier for their race. According to her research, this stability is achieved if a constant frequency matrix can be transmitted in this border world of sorts. The nature of Yggdrasil, as with the myth, is that it provides a sort-of shortcut to different parts of the universe (and time), similar to a wormhole. The property noted with this location was that it was safer to travel across (despite its potentially hostile inhabitants).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
'''BLUE'''&lt;br /&gt;
&lt;br /&gt;
Section 0: Lasers are harmless as they are blocked by a wall. Unless you go over it, they are not the Insta-kill variety though. There is an E-tank in this screen.&lt;br /&gt;
&lt;br /&gt;
Section 1: Climb up quickly, shoot the Super Joe (3 hp) with a charge shot or three normal shots. Keep pressing on to the left.&lt;br /&gt;
&lt;br /&gt;
Section 2: Jump down the hole. It will wrap you to the top. Proceed left.&lt;br /&gt;
&lt;br /&gt;
Section 3: If you're quick enough you can dodge the laser. But if you're not, can loop from the left and pop-out to the right.&lt;br /&gt;
&lt;br /&gt;
Section 4: Climb up quickly, slide to the left, climb up, jump to the right, climb up.&lt;br /&gt;
&lt;br /&gt;
Section 5: Checkpoint.&lt;br /&gt;
&lt;br /&gt;
Section 6: Climb up the middle ladder, walk left, jump down, slide to the left, fall, slide to the right, jump over the pit.&lt;br /&gt;
&lt;br /&gt;
Section 7: Take one engagement at a time, kill the Sear if you can. You will come across 2 Wild Gunners.&lt;br /&gt;
Wait for their patterns to synchronize and take out the lower one by taking the ladder up quickly.&lt;br /&gt;
Take out the second Sear.&lt;br /&gt;
&lt;br /&gt;
Section 8: You can take the pink path from here, but if you haven't defeated Crator and Cream then don't. Shoot the Super Joe, and proceed upwards.&lt;br /&gt;
&lt;br /&gt;
Section 9: Quickly leap from the platforms then climb up to the ladder once you can reach it.&lt;br /&gt;
&lt;br /&gt;
Section 10: Checkpoint.&lt;br /&gt;
&lt;br /&gt;
Section 11: Run left, Fall, Run right, Fall, Run Left, Jump over the pit.&lt;br /&gt;
&lt;br /&gt;
Section 12: Either slide under the block the Super Joe is in for a secret, or drop down and jump towards(but not into) the spike pit.&lt;br /&gt;
Get Past the Super Joe, and climb the ladder.&lt;br /&gt;
&lt;br /&gt;
Section 12(secret 1): There is a Yashichi guarded by respawning Bombombs. Otherwise, proceed top left.&lt;br /&gt;
&lt;br /&gt;
Section 12(secret 2): Go up.&lt;br /&gt;
&lt;br /&gt;
Section 12(secret 3): Go right.&lt;br /&gt;
&lt;br /&gt;
Section 13: Jump down to the left, take out the Wild Gunner, jump onto where the Wild Gunner was, jump high towards the wall to the right, then press up. You will wrap unto the ladder below. Continue heading upwards.&lt;br /&gt;
&lt;br /&gt;
Section 14: Slide into the hole to the left. Jump down(but not into the laser), Jump to the left side of the screen carefully.(There is an unfortunate glitch here that kills you as you get clipped into the floor.). As you are wrapped to the other side, go right.&lt;br /&gt;
&lt;br /&gt;
Section 15: Don't stop moving. Keep moving right, and jumping from island to island.&lt;br /&gt;
You will soon encounter 2 Rabbits, either skip or kill them(13 hp) at your own leisure.&lt;br /&gt;
Here is a split path, go up to instantly go to the bottom of the level(green) or go down to go to pink. Otherwise, keep moving right.&lt;br /&gt;
&lt;br /&gt;
Section 16: Boss corridor.&lt;br /&gt;
&lt;br /&gt;
'''GREEN'''&lt;br /&gt;
&lt;br /&gt;
Section 0: Drop, avoid the spikes.&lt;br /&gt;
&lt;br /&gt;
Section 1: Jump on the first block, Jump in the second, then just leap to the ladder. Move left.&lt;br /&gt;
&lt;br /&gt;
Section 2: Jump on the first block, Jump in the second, then jump to align yourself with the platform above.&lt;br /&gt;
Jump on the third, jump left.&lt;br /&gt;
&lt;br /&gt;
Section 3: Jump on the first block, wait, Jump on the third block, wait, Quickly leap across the next 2 blocks.&lt;br /&gt;
Jump towards the spike wall(it seems the collision isn't working.) Or jump to align yourself with a ladder below then press up.&lt;br /&gt;
Proceed downwards, but not on the ladder.&lt;br /&gt;
&lt;br /&gt;
Section 4: Jump across the platforms, and jump through the gap in-between the spikes.&lt;br /&gt;
&lt;br /&gt;
Section 5: Checkpoint.&lt;br /&gt;
&lt;br /&gt;
Section 6: Jump over the Yoku column, wrap to the top, stay on the right side until the blocks will lead out to the left.&lt;br /&gt;
&lt;br /&gt;
Section 7: Climb the ladder, jump over the spikes, you can take the pink path here too. Otherwise, go down.&lt;br /&gt;
&lt;br /&gt;
Section 8: Just wait for the blocks to appear and slide to the left, get wrapped to the right, wait till the next set, then slide to the left, then fall.&lt;br /&gt;
&lt;br /&gt;
Section 9: Use the Yokus to jump onto the middle platform.&lt;br /&gt;
&lt;br /&gt;
Section 10: Follow the maze, be sure to stick to the upper path, the middle has a large column of Yokus you can try and clip yourself to the top of the maze. Proceed left.&lt;br /&gt;
&lt;br /&gt;
Section 11: Just quickly jump to the left, do not stop, drop down to the pit.&lt;br /&gt;
&lt;br /&gt;
Section 12: Checkpoint. Drop from left for safety and easier access to the secret. Drop from the middle to be caught by a Yoku. Drop the rightmost(with super arrow) if you want to take the top route of the Yoku section.&lt;br /&gt;
&lt;br /&gt;
Section 13: Go to the left for a secret, Go right to proceed on with the last stretch.&lt;br /&gt;
&lt;br /&gt;
Section 13(secret 1): Time yourself with the enemies and climb the ladder.&lt;br /&gt;
&lt;br /&gt;
Section 13(secret 2): There is a Yashichi guarded by spikes and enemies. Go right to exit, loop back to Screen 11.&lt;br /&gt;
&lt;br /&gt;
Section 14: The top route is mostly straight-forward, the only concern is the low ceiling from time to time, there is an E-tank here.&lt;br /&gt;
The bottom route though follows this rule: do not take a Yoku spawning to the left. You can use the rhythm of Yoku blocks spawning to know the timing to when the next block appears.&lt;br /&gt;
You eventually finish this section but will have to deal with 2 Rabbits. Again deal with them at your leisure.&lt;br /&gt;
Here is a split path, go down to get to the top of the level(Blue), up if you want to go pink. Sadly though, the author forgot to put ladder collisions on the first segment of this alt-path to pink, so it's only possible with very strictly timed super arrows.&lt;br /&gt;
Otherwise, go right.&lt;br /&gt;
&lt;br /&gt;
Section 15: Boss corridor. Be Careful of spikes.&lt;br /&gt;
&lt;br /&gt;
'''PINK'''&lt;br /&gt;
&lt;br /&gt;
TOP PATH&lt;br /&gt;
&lt;br /&gt;
Section 0: Wrap to the left, jump down.&lt;br /&gt;
&lt;br /&gt;
Section 1: Jump across the platforms, try Slash Claw-ing/Triple Blade some of the enemies.&lt;br /&gt;
There is a ladder on the third spike for a secret.&lt;br /&gt;
&lt;br /&gt;
TOP PATH (LATE, BLUE)&lt;br /&gt;
&lt;br /&gt;
Section 0: Drop, stir left, slide right.&lt;br /&gt;
&lt;br /&gt;
Section 1: Drop, navigate the layers of platforms quickly before the beams fill the screen.\&lt;br /&gt;
&lt;br /&gt;
BOTTOM PATH&lt;br /&gt;
&lt;br /&gt;
Section 0: Wrap to the right, climb up.&lt;br /&gt;
&lt;br /&gt;
Section 1: Jump across the platforms, try Jewel Satellite to deflect projectiles.&lt;br /&gt;
There is a transparent ladder in the sky if you want to take the secret.&lt;br /&gt;
&lt;br /&gt;
BOTTOM PATH (LATE, GREEN, IF IT WAS FIXED)&lt;br /&gt;
&lt;br /&gt;
Section 0: Time yourself into clipping inside the Yoku blocks. You will end up at the top of the Yoku column.&lt;br /&gt;
Repeat this for 3? times. Then grab on the ladder once you're high enough(sadly this ladder doesn't have a collision so this section is impossible without some skillful super arrow-ing.)&lt;br /&gt;
&lt;br /&gt;
Section 1: Navigate the vertical shaft with the Yoku snake. Where to jump is in the rule of whether if the Yoku is progressing up.&lt;br /&gt;
&lt;br /&gt;
PINK SECRET&lt;br /&gt;
&lt;br /&gt;
Section 0: In either entrance, it takes a couple of super arrows to get past the spikes. Once you get to the middle,&lt;br /&gt;
do not head right unless you want to move forward with the level. Go left for an M-Tank.&lt;br /&gt;
&lt;br /&gt;
Section 1: Do not go into the portal if you don't want to re-do a section. The reason why this exists is because the paths to get here are meant to be one-way. If you ended up here without defeating both Cream and Crator, then take this portal. If else, you can try and brave the vertical shaft leading to the Green path by doing the Yoku snake in reverse. There are 4 mystery cans here.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = WHY&lt;br /&gt;
|pyroscore = 25&lt;br /&gt;
|jupi = I'm gonna be honest, what did I just play? No one is gonna be able to beat this without dying several times unless they've already memorized the stage. The Force Beam sections were cheap and there was nothing showing were the lasers would come from. Some of the Yoku block sections were cool, but there was a jump in one of them that REQUIRED Rush Jet or Super Arrow to get across. The enemies flood the screen with projectiles and you're almost guaranteed to get hit by them unless you know where they all are. In some sections, there are instant warps and pits next to each other with no distinction between the two. This is all very unfortunate, because the stage is creative and looks really cool! You have to design your levels with other players in mind!&lt;br /&gt;
|jupiscore = 24&lt;br /&gt;
|enjl = Usually in my reviews, if a level fails at something I try to isolate this point of failure and give feedback and ideas on how to iron it out to make the level better. In this review, I will omit the latter part, because if all of the level's issues were ironed out, the level would be a completely different level. This level's issues basically boil down to fundamental principles of game design and it manages to fail in terms of clarity, fairness, difficulty curve, guidance, boss design and consistency alike. This level basically asks the player to fully understand how the level is laid out, where every trap lies, how to deal with the incredibly powerful and spammy enemies, and how to fight each of the 3 bosses and in which order to fight them before they even start playing. I'm trying hard to find a redeemable aspect of this level, and I'm sorry, but I can't find one.&lt;br /&gt;
|enjlscore = 5&lt;br /&gt;
|garirry = Okay, there's just so much wrong with this level. Let's start with the basics, the boss sprites are bad, and their designs remind me of very bad OCs. Also, their dialogue is hard to read and scrolls way too fast. Then, the level itself isn't even that good, in fact, far from it. The Yoku Blocks and Quick Lasers are often unpredictable and hard to get through. The placement of overpowered enemies is absolutely awful. Not to mention the boss fights are cheap and random. Then comes the main problem: this level is extremely buggy. I'm often not even sure where the collisions are, the whole warp to the other side of the screen thing is hardly working, and there are plenty of graphical bugs. I honestly can't say anything else. I liked the music choices but it's just so bad!&lt;br /&gt;
|garirryscore = 18&lt;br /&gt;
|ace = That was the least enjoyable Mega Man experience I have ever had. Worse than the constant cancellations, worse than half the nonsense zero effort rom hacks of Rock Man 2, more unplayable than those garbage mobile phone ports, more annoying than the Upon a Star OVA, and yes, worse than X7 and its stupid face. I will gladly fight Flame Hyenard again and again, with full sound, rather than play this stage again. Hell I'd happily go through X7 with all the sound replaced with Flame Hyenard vocal cues. My friends, any Let's Players - if you are going to skip any level in this contest - make it this one. I cannot understate how un-fun this stage was. I was stuck in this level for over an hour on my first passes, and I hated every minute of it.&lt;br /&gt;
&lt;br /&gt;
This level does not start off well. We get walls of text (I know, sorry, I'm doing it here), from 3 random characters, that speed by so quickly the player does not have a chance to even read them. Thankfully I do not have to sit through it every time I die, although it is still really annoying, because for some reason there is not a checkpoint past this screen, and I have to wait through an overly long pause as the game figures out what it's doing with the cutscene it is supposed to skip. And the average player will be seeing this. A lot.&lt;br /&gt;
&lt;br /&gt;
Anyway, let's get to the meat of the matter. Are ya'll ready kids? Settle in, this is the long one.&lt;br /&gt;
&lt;br /&gt;
I started off going up. The blue segment. We have Quick Man Lasers. Ok... so this will be a quick paced segment, not too bad. The fact they're introduced safely seems like a positive. I then wait a few seconds on the room above - and suddenly lasers. With no indication at all that this room is going to be dangerous, especially since there is a newly introduced enemy in this room which takes time to get used to. And somehow it gets worse from there.&lt;br /&gt;
&lt;br /&gt;
Home to this stage is a very original, warping gimmick - and at first the rules seem obvious - go off the edge of the screen and you'll warp to the other side. This is a lovely idea and so much good could come out of this gimmick.&lt;br /&gt;
Except... it turns out there are no rules to this gimmick. At all. The rules to this thing change between rooms. Sometimes you can walk into somewhere complete innocuous and you'll warp elsewhere. Sometimes logical spots for warps don't have them. Outside of trial and error, there is no way to tell where you'll end up with this gimmick, and whether or not you'll be led to a pit.&lt;br /&gt;
&lt;br /&gt;
It is also impossible to tell what is and isn't a pit without falling headlong into them. Which is required in several segments of the level, so get used to it.&lt;br /&gt;
This route is.. mostly doable without weapons. Except when it suddenly, without warning, requires you to pause the lasers using Flash Stopper. What!? You can even get STUCK in this area, being forced to throw yourself at the lasers to reset.&lt;br /&gt;
&lt;br /&gt;
I eventually reached the first of the three bosses. All three of which have very ugly sprites, but that is minor compared to their actual problem - their attack patterns. Wow. Bullet spam much? There does not seem to be any rhyme or reason behind this boss, it was rather dreadful, and this point one of the worst submitted boss fights in the contest.&lt;br /&gt;
&lt;br /&gt;
I haven't even mentioned the enemy set yet. They're bad. They're so bad. We are not playing Touhou, Mega Man actually has a HUGE hitbox, and more to the point  bullet hell shoot em up games actually have PATTERNS and THOUGHT to the masses of projectiles... not just total RNG like this.&lt;br /&gt;
&lt;br /&gt;
That was one route. Of three. Oh no.&lt;br /&gt;
&lt;br /&gt;
The green route, uses Yoku blocks. They're also trash. The main issue with this route is the sheer number of traps and &amp;quot;&amp;quot;gotcha&amp;quot;&amp;quot; moments placed along the screens, usually on long horizontal corridors. Outside of trial and error, it is impossible to gauge where you are supposed to jump to next, since the platform you are on vanishes just as the one you are supposed to jump to appears. Once, would've been annoying. But the amount of times you pulled it off, was just abysmal. Also, this route introduces you to the screen wrapping gimmick in a manner that is completely at odds with sensible gimmick introduction. As in, you are in the middle of crossing a Yoku blocks, and have to just hope something saves you from falling into a pit or spikes.&lt;br /&gt;
&lt;br /&gt;
This might be a good to state this: It is so nearly impossible to tell what is and isn't a spike in this level. And as nifty as the level looks at first - most of the tiling is lazy, and it is incredibly hard to tell what isn't solid.&lt;br /&gt;
&lt;br /&gt;
So, green route. Also complete garbage. And then we reach the boss with the sword. Somehow this boss manages to be worse than the previous one. Its damage output is nuts, it can and will pull off attacks when it feels like it with little to no warning, and is completely invincible whilst making these attacks. It's bad.&lt;br /&gt;
&lt;br /&gt;
Finally there is the pink route. Which might as well not exist - it has no gimmick other than awful enemy placement and bullets flying everywhere. The boss to this section is the only tolerable one - but only just. She has two health bars, and is invincible for far too much of the battle. And heals herself. But she's doable and at least the player is giving some warning before her attacks, even if it isn't much.&lt;br /&gt;
&lt;br /&gt;
So your stage is going to be memorable.&lt;br /&gt;
For the wrong reasons, but hey, at least people can say &amp;quot;&amp;quot;Oh yes, MaGMML2, that had that Yggdrasil stage? Man, I never want to see that level again.&amp;quot;&amp;quot;&lt;br /&gt;
|acescore = 4&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* As of a video later in 2017, ACESpark remarked that this was no longer his least favorite level, but didn't mention which one took its place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 2 Stages]][[Category:Skippable Levels]] [[Category:Least Favorites]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Yggdrasil&amp;diff=2943</id>
		<title>Yggdrasil</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Yggdrasil&amp;diff=2943"/>
				<updated>2018-03-03T17:01:10Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: &lt;/p&gt;
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&lt;div&gt;{| style=&amp;quot;margin-left: auto; margin-right: 0px; float:right&amp;quot;&lt;br /&gt;
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{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Yggdrasil&lt;br /&gt;
|rank = 72nd&lt;br /&gt;
|image= [[File:ygg2.png]]&lt;br /&gt;
|caption= An Eldritch Location.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Zatsupachi&lt;br /&gt;
|composer= Motoi Sakuraba(Stage theme), Michiru Yamane, Yasuhiro Ichihashi(Boss themes)&lt;br /&gt;
|artist= Zatsupachi&lt;br /&gt;
|programmer = Zatsupachi&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 25&lt;br /&gt;
|judge2 = 24&lt;br /&gt;
|judge3 = 5&lt;br /&gt;
|judge4 = 18&lt;br /&gt;
|judge5 = 4&lt;br /&gt;
|totalscore = 15.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 3&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* Bombomb&lt;br /&gt;
* Rabbit&lt;br /&gt;
* Sear&lt;br /&gt;
* Super Joe&lt;br /&gt;
* Wild Gunner&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
* [[Crator]]&lt;br /&gt;
* [[Cream]]&lt;br /&gt;
* [[Kichona]]&lt;br /&gt;
|other = &lt;br /&gt;
* Skippable&lt;br /&gt;
* ACE_Spark's Least Favourite&lt;br /&gt;
* Enjl's Least Favourite&lt;br /&gt;
|music = Mission to Deep Space(Valkyrie Profile version), Sorrow's Distortion(Crator), Dissonant Courage(Cream), Prediction of Insanity(Kichona)&lt;br /&gt;
|location = Tier 2&lt;br /&gt;
|previous = [[Airflow Hubble]] &lt;br /&gt;
|next = [[Rush City]]&lt;br /&gt;
}}&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{quote|Yggdrasil, the world tree! As a robot with woodland heritage, I really appreciate this level, even if the judges didn't!|Wood Man|commenting on Yggdrasil}}&lt;br /&gt;
'''Yggdrasil''' is the 72nd place entry of ''[[Make a Good Mega Man Level 2]]''. The level was poorly received (a score of 15.2/50) and got a least favorite from [[Enjl|2 ]][[ACESpark|judges]], mainly because of its poorly-introduced and inconsistent &amp;quot;non-Euclid&amp;quot; screen-warping gimmick. It was also infamous for its unforgiving difficulty, overpowered enemies and, the super bosses in the end. It is one of the larger levels in the contest running at 92(?) screens.&lt;br /&gt;
&lt;br /&gt;
A location-based Norse Cosmology that connects the nine worlds, it is also called the Tree of Life in some interpretations. Being an Eldritch locale, there is only a vague interpretation what is up there. The three characters encountered in this level are from Zatsupachi's 'Cutezome Mythos' works, [[Crator]], [[Cream]], and [[Kichona]], visit this area (and it is made apparent that it's not their first time) to study it. Kichona's intentions were to make stable transdimensional travel in space-time to ease their travels. Once confirmed stable, she will open this project up with her superiors to make traveling to different parts the universe easier for their race. According to her research, this stability is achieved if a constant frequency matrix can be transmitted in this border world of sorts. The nature of Yggdrasil, as with the myth, is that it provides a sort-of shortcut to different parts of the universe (and time), similar to a wormhole. The property noted with this location was that it was safer to travel across (despite its potentially hostile inhabitants).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
'''BLUE'''&lt;br /&gt;
&lt;br /&gt;
Section 0: Lasers are harmless as they are blocked by a wall. Unless you go over it, they are not the Insta-kill variety though. There is an E-tank in this screen.&lt;br /&gt;
&lt;br /&gt;
Section 1: Climb up quickly, shoot the Super Joe (3 hp) with a charge shot or three normal shots. Keep pressing on to the left.&lt;br /&gt;
&lt;br /&gt;
Section 2: Jump down the hole. It will wrap you to the top. Proceed left.&lt;br /&gt;
&lt;br /&gt;
Section 3: If you're quick enough you can dodge the laser. But if you're not, can loop from the left and pop-out to the right.&lt;br /&gt;
&lt;br /&gt;
Section 4: Climb up quickly, slide to the left, climb up, jump to the right, climb up.&lt;br /&gt;
&lt;br /&gt;
Section 5: Checkpoint.&lt;br /&gt;
&lt;br /&gt;
Section 6: Climb up the middle ladder, walk left, jump down, slide to the left, fall, slide to the right, jump over the pit.&lt;br /&gt;
&lt;br /&gt;
Section 7: Take one engagement at a time, kill the Sear if you can. You will come across 2 Wild Gunners.&lt;br /&gt;
Wait for their patterns to synchronize and take out the lower one by taking the ladder up quickly.&lt;br /&gt;
Take out the second Sear.&lt;br /&gt;
&lt;br /&gt;
Section 8: You can take the pink path from here, but if you haven't defeated Crator and Cream then don't. Shoot the Super Joe, and proceed upwards.&lt;br /&gt;
&lt;br /&gt;
Section 9: Quickly leap from the platforms then climb up to the ladder once you can reach it.&lt;br /&gt;
&lt;br /&gt;
Section 10: Checkpoint.&lt;br /&gt;
&lt;br /&gt;
Section 11: Run left, Fall, Run right, Fall, Run Left, Jump over the pit.&lt;br /&gt;
&lt;br /&gt;
Section 12: Either slide under the block the Super Joe is in for a secret, or drop down and jump towards(but not into) the spike pit.&lt;br /&gt;
Get Past the Super Joe, and climb the ladder.&lt;br /&gt;
&lt;br /&gt;
Section 12(secret 1): There is a Yashichi guarded by respawning Bombombs. Otherwise, proceed top left.&lt;br /&gt;
&lt;br /&gt;
Section 12(secret 2): Go up.&lt;br /&gt;
&lt;br /&gt;
Section 12(secret 3): Go right.&lt;br /&gt;
&lt;br /&gt;
Section 13: Jump down to the left, take out the Wild Gunner, jump onto where the Wild Gunner was, jump high towards the wall to the right, then press up. You will wrap unto the ladder below. Continue heading upwards.&lt;br /&gt;
&lt;br /&gt;
Section 14: Slide into the hole to the left. Jump down(but not into the laser), Jump to the left side of the screen carefully.(There is an unfortunate glitch here that kills you as you get clipped into the floor.). As you are wrapped to the other side, go right.&lt;br /&gt;
&lt;br /&gt;
Section 15: Don't stop moving. Keep moving right, and jumping from island to island.&lt;br /&gt;
You will soon encounter 2 Rabbits, either skip or kill them(13 hp) at your own leisure.&lt;br /&gt;
Here is a split path, go up to instantly go to the bottom of the level(green) or go down to go to pink. Otherwise, keep moving right.&lt;br /&gt;
&lt;br /&gt;
Section 16: Boss corridor.&lt;br /&gt;
&lt;br /&gt;
'''GREEN'''&lt;br /&gt;
&lt;br /&gt;
Section 0: Drop, avoid the spikes.&lt;br /&gt;
&lt;br /&gt;
Section 1: Jump on the first block, Jump in the second, then just leap to the ladder. Move left.&lt;br /&gt;
&lt;br /&gt;
Section 2: Jump on the first block, Jump in the second, then jump to align yourself with the platform above.&lt;br /&gt;
Jump on the third, jump left.&lt;br /&gt;
&lt;br /&gt;
Section 3: Jump on the first block, wait, Jump on the third block, wait, Quickly leap across the next 2 blocks.&lt;br /&gt;
Jump towards the spike wall(it seems the collision isn't working.) Or jump to align yourself with a ladder below then press up.&lt;br /&gt;
Proceed downwards, but not on the ladder.&lt;br /&gt;
&lt;br /&gt;
Section 4: Jump across the platforms, and jump through the gap in-between the spikes.&lt;br /&gt;
&lt;br /&gt;
Section 5: Checkpoint.&lt;br /&gt;
&lt;br /&gt;
Section 6: Jump over the Yoku column, wrap to the top, stay on the right side until the blocks will lead out to the left.&lt;br /&gt;
&lt;br /&gt;
Section 7: Climb the ladder, jump over the spikes, you can take the pink path here too. Otherwise, go down.&lt;br /&gt;
&lt;br /&gt;
Section 8: Just wait for the blocks to appear and slide to the left, get wrapped to the right, wait till the next set, then slide to the left, then fall.&lt;br /&gt;
&lt;br /&gt;
Section 9: Use the Yokus to jump onto the middle platform.&lt;br /&gt;
&lt;br /&gt;
Section 10: Follow the maze, be sure to stick to the upper path, the middle has a large column of Yokus you can try and clip yourself to the top of the maze. Proceed left.&lt;br /&gt;
&lt;br /&gt;
Section 11: Just quickly jump to the left, do not stop, drop down to the pit.&lt;br /&gt;
&lt;br /&gt;
Section 12: Checkpoint. Drop from left for safety and easier access to the secret. Drop from the middle to be caught by a Yoku. Drop the rightmost(with super arrow) if you want to take the top route of the Yoku section.&lt;br /&gt;
&lt;br /&gt;
Section 13: Go to the left for a secret, Go right to proceed on with the last stretch.&lt;br /&gt;
&lt;br /&gt;
Section 13(secret 1): Time yourself with the enemies and climb the ladder.&lt;br /&gt;
&lt;br /&gt;
Section 13(secret 2): There is a Yashichi guarded by spikes and enemies. Go right to exit, loop back to Screen 11.&lt;br /&gt;
&lt;br /&gt;
Section 14: The top route is mostly straight-forward, the only concern is the low ceiling from time to time, there is an E-tank here.&lt;br /&gt;
The bottom route though follows this rule: do not take a Yoku spawning to the left. You can use the rhythm of Yoku blocks spawning to know the timing to when the next block appears.&lt;br /&gt;
You eventually finish this section but will have to deal with 2 Rabbits. Again deal with them at your leisure.&lt;br /&gt;
Here is a split path, go down to get to the top of the level(Blue), up if you want to go pink. Sadly though, the author forgot to put ladder collisions on the first segment of this alt-path to pink, so it's only possible with very strictly timed super arrows.&lt;br /&gt;
Otherwise, go right.&lt;br /&gt;
&lt;br /&gt;
Section 15: Boss corridor. Be Careful of spikes.&lt;br /&gt;
&lt;br /&gt;
'''PINK'''&lt;br /&gt;
&lt;br /&gt;
TOP PATH&lt;br /&gt;
&lt;br /&gt;
Section 0: Wrap to the left, jump down.&lt;br /&gt;
&lt;br /&gt;
Section 1: Jump across the platforms, try Slash Claw-ing/Triple Blade some of the enemies.&lt;br /&gt;
There is a ladder on the third spike for a secret.&lt;br /&gt;
&lt;br /&gt;
TOP PATH (LATE, BLUE)&lt;br /&gt;
&lt;br /&gt;
Section 0: Drop, stir left, slide right.&lt;br /&gt;
&lt;br /&gt;
Section 1: Drop, navigate the layers of platforms quickly before the beams fill the screen.\&lt;br /&gt;
&lt;br /&gt;
BOTTOM PATH&lt;br /&gt;
&lt;br /&gt;
Section 0: Wrap to the right, climb up.&lt;br /&gt;
&lt;br /&gt;
Section 1: Jump across the platforms, try Jewel Satellite to deflect projectiles.&lt;br /&gt;
There is a transparent ladder in the sky if you want to take the secret.&lt;br /&gt;
&lt;br /&gt;
BOTTOM PATH (LATE, GREEN, IF IT WAS FIXED)&lt;br /&gt;
&lt;br /&gt;
Section 0: Time yourself into clipping inside the Yoku blocks. You will end up at the top of the Yoku column.&lt;br /&gt;
Repeat this for 3? times. Then grab on the ladder once you're high enough(sadly this ladder doesn't have a collision so this section is impossible without some skillful super arrow-ing.)&lt;br /&gt;
&lt;br /&gt;
Section 1: Navigate the vertical shaft with the Yoku snake. Where to jump is in the rule of whether if the Yoku is progressing up.&lt;br /&gt;
&lt;br /&gt;
PINK SECRET&lt;br /&gt;
&lt;br /&gt;
Section 0: In either entrance, it takes a couple of super arrows to get past the spikes. Once you get to the middle,&lt;br /&gt;
do not head right unless you want to move forward with the level. Go left for an M-Tank.&lt;br /&gt;
&lt;br /&gt;
Section 1: Do not go into the portal if you don't want to re-do a section. The reason why this exists is because the paths to get here are meant to be one-way. If you ended up here without defeating both Cream and Crator, then take this portal. If else, you can try and brave the vertical shaft leading to the Green path by doing the Yoku snake in reverse. There are 4 mystery cans here.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = WHY&lt;br /&gt;
|pyroscore = 25&lt;br /&gt;
|jupi = I'm gonna be honest, what did I just play? No one is gonna be able to beat this without dying several times unless they've already memorized the stage. The Force Beam sections were cheap and there was nothing showing were the lasers would come from. Some of the Yoku block sections were cool, but there was a jump in one of them that REQUIRED Rush Jet or Super Arrow to get across. The enemies flood the screen with projectiles and you're almost guaranteed to get hit by them unless you know where they all are. In some sections, there are instant warps and pits next to each other with no distinction between the two. This is all very unfortunate, because the stage is creative and looks really cool! You have to design your levels with other players in mind!&lt;br /&gt;
|jupiscore = 24&lt;br /&gt;
|enjl = Usually in my reviews, if a level fails at something I try to isolate this point of failure and give feedback and ideas on how to iron it out to make the level better. In this review, I will omit the latter part, because if all of the level's issues were ironed out, the level would be a completely different level. This level's issues basically boil down to fundamental principles of game design and it manages to fail in terms of clarity, fairness, difficulty curve, guidance, boss design and consistency alike. This level basically asks the player to fully understand how the level is laid out, where every trap lies, how to deal with the incredibly powerful and spammy enemies, and how to fight each of the 3 bosses and in which order to fight them before they even start playing. I'm trying hard to find a redeemable aspect of this level, and I'm sorry, but I can't find one.&lt;br /&gt;
|enjlscore = 5&lt;br /&gt;
|garirry = Okay, there's just so much wrong with this level. Let's start with the basics, the boss sprites are bad, and their designs remind me of very bad OCs. Also, their dialogue is hard to read and scrolls way too fast. Then, the level itself isn't even that good, in fact, far from it. The Yoku Blocks and Quick Lasers are often unpredictable and hard to get through. The placement of overpowered enemies is absolutely awful. Not to mention the boss fights are cheap and random. Then comes the main problem: this level is extremely buggy. I'm often not even sure where the collisions are, the whole warp to the other side of the screen thing is hardly working, and there are plenty of graphical bugs. I honestly can't say anything else. I liked the music choices but it's just so bad!&lt;br /&gt;
|garirryscore = 18&lt;br /&gt;
|ace = That was the least enjoyable Mega Man experience I have ever had. Worse than the constant cancellations, worse than half the nonsense zero effort rom hacks of Rock Man 2, more unplayable than those garbage mobile phone ports, more annoying than the Upon a Star OVA, and yes, worse than X7 and its stupid face. I will gladly fight Flame Hyenard again and again, with full sound, rather than play this stage again. Hell I'd happily go through X7 with all the sound replaced with Flame Hyenard vocal cues. My friends, any Let's Players - if you are going to skip any level in this contest - make it this one. I cannot understate how un-fun this stage was. I was stuck in this level for over an hour on my first passes, and I hated every minute of it.&lt;br /&gt;
&lt;br /&gt;
This level does not start off well. We get walls of text (I know, sorry, I'm doing it here), from 3 random characters, that speed by so quickly the player does not have a chance to even read them. Thankfully I do not have to sit through it every time I die, although it is still really annoying, because for some reason there is not a checkpoint past this screen, and I have to wait through an overly long pause as the game figures out what it's doing with the cutscene it is supposed to skip. And the average player will be seeing this. A lot.&lt;br /&gt;
&lt;br /&gt;
Anyway, let's get to the meat of the matter. Are ya'll ready kids? Settle in, this is the long one.&lt;br /&gt;
&lt;br /&gt;
I started off going up. The blue segment. We have Quick Man Lasers. Ok... so this will be a quick paced segment, not too bad. The fact they're introduced safely seems like a positive. I then wait a few seconds on the room above - and suddenly lasers. With no indication at all that this room is going to be dangerous, especially since there is a newly introduced enemy in this room which takes time to get used to. And somehow it gets worse from there.&lt;br /&gt;
&lt;br /&gt;
Home to this stage is a very original, warping gimmick - and at first the rules seem obvious - go off the edge of the screen and you'll warp to the other side. This is a lovely idea and so much good could come out of this gimmick.&lt;br /&gt;
Except... it turns out there are no rules to this gimmick. At all. The rules to this thing change between rooms. Sometimes you can walk into somewhere complete innocuous and you'll warp elsewhere. Sometimes logical spots for warps don't have them. Outside of trial and error, there is no way to tell where you'll end up with this gimmick, and whether or not you'll be led to a pit.&lt;br /&gt;
&lt;br /&gt;
It is also impossible to tell what is and isn't a pit without falling headlong into them. Which is required in several segments of the level, so get used to it.&lt;br /&gt;
This route is.. mostly doable without weapons. Except when it suddenly, without warning, requires you to pause the lasers using Flash Stopper. What!? You can even get STUCK in this area, being forced to throw yourself at the lasers to reset.&lt;br /&gt;
&lt;br /&gt;
I eventually reached the first of the three bosses. All three of which have very ugly sprites, but that is minor compared to their actual problem - their attack patterns. Wow. Bullet spam much? There does not seem to be any rhyme or reason behind this boss, it was rather dreadful, and this point one of the worst submitted boss fights in the contest.&lt;br /&gt;
&lt;br /&gt;
I haven't even mentioned the enemy set yet. They're bad. They're so bad. We are not playing Touhou, Mega Man actually has a HUGE hitbox, and more to the point  bullet hell shoot em up games actually have PATTERNS and THOUGHT to the masses of projectiles... not just total RNG like this.&lt;br /&gt;
&lt;br /&gt;
That was one route. Of three. Oh no.&lt;br /&gt;
&lt;br /&gt;
The green route, uses Yoku blocks. They're also trash. The main issue with this route is the sheer number of traps and &amp;quot;&amp;quot;gotcha&amp;quot;&amp;quot; moments placed along the screens, usually on long horizontal corridors. Outside of trial and error, it is impossible to gauge where you are supposed to jump to next, since the platform you are on vanishes just as the one you are supposed to jump to appears. Once, would've been annoying. But the amount of times you pulled it off, was just abysmal. Also, this route introduces you to the screen wrapping gimmick in a manner that is completely at odds with sensible gimmick introduction. As in, you are in the middle of crossing a Yoku blocks, and have to just hope something saves you from falling into a pit or spikes.&lt;br /&gt;
&lt;br /&gt;
This might be a good to state this: It is so nearly impossible to tell what is and isn't a spike in this level. And as nifty as the level looks at first - most of the tiling is lazy, and it is incredibly hard to tell what isn't solid.&lt;br /&gt;
&lt;br /&gt;
So, green route. Also complete garbage. And then we reach the boss with the sword. Somehow this boss manages to be worse than the previous one. Its damage output is nuts, it can and will pull off attacks when it feels like it with little to no warning, and is completely invincible whilst making these attacks. It's bad.&lt;br /&gt;
&lt;br /&gt;
Finally there is the pink route. Which might as well not exist - it has no gimmick other than awful enemy placement and bullets flying everywhere. The boss to this section is the only tolerable one - but only just. She has two health bars, and is invincible for far too much of the battle. And heals herself. But she's doable and at least the player is giving some warning before her attacks, even if it isn't much.&lt;br /&gt;
&lt;br /&gt;
So your stage is going to be memorable.&lt;br /&gt;
For the wrong reasons, but hey, at least people can say &amp;quot;&amp;quot;Oh yes, MaGMML2, that had that Yggdrasil stage? Man, I never want to see that level again.&amp;quot;&amp;quot;&lt;br /&gt;
|acescore = 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* As of a video later in 2017, ACESpark remarked that this was no longer his least favorite level, but didn't mention which one took its place.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 2 Stages]][[Category:Skippable Levels]] [[Category:Least Favorites]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=No_Lynch&amp;diff=2942</id>
		<title>No Lynch</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=No_Lynch&amp;diff=2942"/>
				<updated>2018-03-03T16:54:37Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''No Lynch''' is the creator of [[Objective: Vain Space]]. Not much else is known about them, except that they made &amp;quot;Have Some Goomba&amp;quot; (131st place) in the MaGLX2 and &amp;quot;The 'Angelic' Arbiter&amp;quot; (16th place) in MaFAB.&lt;br /&gt;
{{People}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[Category:Contest Participants]][[Category:Tier 1 (MaGMML)]][[Category:Make a Good Mega Man Level]][[Category:No Lynch]][[Category:Make a Good Mega Man Level Participants]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Volcanic_Furnace&amp;diff=2826</id>
		<title>Volcanic Furnace</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Volcanic_Furnace&amp;diff=2826"/>
				<updated>2018-02-27T02:35:48Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Volcanic Furnace&lt;br /&gt;
|rank = 48th&lt;br /&gt;
|image= [[File:mylvl.png|250px]]&lt;br /&gt;
|caption= It's getting hot in here...&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[User:Game_Trooper|Game Trooper]]&lt;br /&gt;
|composer= ASAGEN&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 30&lt;br /&gt;
|judge2 = 28&lt;br /&gt;
|judge3 = 28&lt;br /&gt;
|judge4 = 25&lt;br /&gt;
|judge5 = 24&lt;br /&gt;
|totalscore = 27&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3&lt;br /&gt;
|enemies = &lt;br /&gt;
* Big Eye&lt;br /&gt;
* Sonic Bill&lt;br /&gt;
* Killer Bullet&lt;br /&gt;
* Tackle Fire&lt;br /&gt;
* Hologran&lt;br /&gt;
* Big Telly&lt;br /&gt;
* Hot Head&lt;br /&gt;
* Cyber Gabyoall&lt;br /&gt;
* Gabyoall&lt;br /&gt;
* Pop Cannon&lt;br /&gt;
* Bomb Flyers&lt;br /&gt;
* Nobita&lt;br /&gt;
* Pirapire Joe&lt;br /&gt;
* Picket Man&lt;br /&gt;
* Rembakun&lt;br /&gt;
* Screw Bomber&lt;br /&gt;
* Subeil&lt;br /&gt;
|subbosses = Big Eye&lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
|music = Rokko Chan - Volcano Man Theme&lt;br /&gt;
|location = Tier 5&lt;br /&gt;
|previous = [[City War]]&lt;br /&gt;
|next = [[Elec Dam]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I can't call this bad, but it's not really good.|AceSpark|Comment post judging.}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Volcanic Furnace is the 48th place entry in Make a Good Mega Man Level 2, created by [[User:Game_Trooper|GameTrooper]]. Its core features included a mix of Fire Man traps in the first half of the stage, while using Guts Man lifts mostly throughout the second half. One of it's major issues happened to be a poor mix-matching of tilesets from various games in the series, with most of it's positives being mostly solid gameplay and mostly good level design.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The level is rather straight-forward in terms of design, as most of it's Noble Nickels could be acquired with mostly no effort. The only exception being the 3rd, having a Hologran hiding pits and few other enemies to slow progress.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
A more through documentation of Game Trooper's thoughts on the design process can be found [[User:Game_Trooper|here]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* This is the only other level in the contest to use Foot Holders unaltered. The only other level use Foot Holders in any sense is [[The Stage Nobody Asked For]].&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Combust_Man_(stage)&amp;diff=2825</id>
		<title>Combust Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Combust_Man_(stage)&amp;diff=2825"/>
				<updated>2018-02-27T02:24:08Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: Created page with &amp;quot;:''For article on the boss, see Combust Man (Boss).''  {{quote|I did laugh at the boss, though, that was pretty funny.|Pyro|Comment post judging.}}  == Overview == '''Comb...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For article on the boss, see [[Combust Man (Boss)]].''&lt;br /&gt;
&lt;br /&gt;
{{quote|I did laugh at the boss, though, that was pretty funny.|Pyro|Comment post judging.}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Combust Man''' is the 63th place entry in [[Make a Good Mega Man Level 2]], created by Peterdun. The level is has relatively easy compared to the stages that came before it.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The level is rather straight-forward in terms of design, with the occasional stray path to lead to a noble nickel. These are recognized by the distinct change in background colors. Also the [[Combust Man (Boss)|boss]] dies in a single hit with any weapon of choice.&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Joe_Man_(stage)&amp;diff=2823</id>
		<title>Joe Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Joe_Man_(stage)&amp;diff=2823"/>
				<updated>2018-02-27T02:06:09Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For article on the boss, see [[Joe Man (boss)]].''&lt;br /&gt;
&lt;br /&gt;
{{quote|It feels like this was made by a machine.|Pyro|Comment post judging.}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Joe Man''' is the 40th place entry in [[Make a Good Mega Man Level 2]], created by Zeildak. The level is has mostly solid level design, and mostly consisted of shielded enemies.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The level is rather straight-forward in terms of design, as most of it's Noble Nickels could be acquired with no problem. However, the last 2 are arguably the hardest to get; one being hidden behind a tough jump, and the other obtained by defeating [[Joe Man R]].&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Joe_Man_(stage)&amp;diff=2822</id>
		<title>Joe Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Joe_Man_(stage)&amp;diff=2822"/>
				<updated>2018-02-27T02:04:41Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For article on the boss, see [[Joe Man (boss)]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Joe Man''' is the 40th place entry in [[Make a Good Mega Man Level 2]], created by Zeildak. The level is has mostly solid level design, and mostly consisted of shielded enemies.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The level is rather straight-forward in terms of design, as most of it's Noble Nickels could be acquired with no problem. However, the last 2 are arguably the hardest to get; one being hidden behind a tough jump, and the other obtained by defeating [[Joe Man R]].&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Cheez8&amp;diff=2816</id>
		<title>Cheez8</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Cheez8&amp;diff=2816"/>
				<updated>2018-02-27T01:44:09Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cheez8 is one of the five judges of the original [[Make a Good Mega Man Level]] Contest.&lt;br /&gt;
&lt;br /&gt;
=== Trivia ===&lt;br /&gt;
*While he didn't enter the following contest, he has played through it on his personal Youtube channel.&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Cheez8&amp;diff=2815</id>
		<title>Cheez8</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Cheez8&amp;diff=2815"/>
				<updated>2018-02-27T01:43:35Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: Created page with &amp;quot;Cheez8 is one of the five judges of the original Make a Good Mega Man Level Contest.  === Trivia === *While he didn't enter the following contest, he has played through it...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cheez8 is one of the five judges of the original [[Make a Good Mega Man Level Contest]].&lt;br /&gt;
&lt;br /&gt;
=== Trivia ===&lt;br /&gt;
*While he didn't enter the following contest, he has played through it on his personal Youtube channel.&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Identity_Crisis&amp;diff=2457</id>
		<title>Identity Crisis</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Identity_Crisis&amp;diff=2457"/>
				<updated>2018-02-20T19:04:11Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: Created page with &amp;quot;{{Levelinfo  |align= right &amp;lt;!-- ===========Info============== --&amp;gt; |title= Identity Crisis |rank = 1st |image=  |caption= &amp;quot;WHO?! WHAT!? WHEN?! WHERE?! HOW!?! WWHHHYYY!?&amp;quot; |game=...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Identity Crisis&lt;br /&gt;
|rank = 1st&lt;br /&gt;
|image= &lt;br /&gt;
|caption= &amp;quot;WHO?! WHAT!? WHEN?! WHERE?! HOW!?! WWHHHYYY!?&amp;quot;&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Shinryu]]&lt;br /&gt;
|composer= Capcom, Rushjet1&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 47&lt;br /&gt;
|judge2 = 49&lt;br /&gt;
|judge3 = 39&lt;br /&gt;
|judge4 = 49&lt;br /&gt;
|judge5 = 50&lt;br /&gt;
|totalscore = 46.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5&lt;br /&gt;
|enemies = &lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Colton&lt;br /&gt;
* Mets&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Walking Bombs&lt;br /&gt;
* Potton&lt;br /&gt;
* Ben K&lt;br /&gt;
* Octopus Battery&lt;br /&gt;
* Jumbig&lt;br /&gt;
*&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = [[Alter Man]]&lt;br /&gt;
|other = &lt;br /&gt;
* Jupi's Favorite&lt;br /&gt;
* Garriry's Favorite&lt;br /&gt;
|music = Hornet Man, Jewel Man, Nitro Man, Bright Man&lt;br /&gt;
|location = Tier 10&lt;br /&gt;
|previous = [[The Stage Nobody Asked For]]&lt;br /&gt;
|next = &lt;br /&gt;
}}&lt;br /&gt;
{{quote|Congratulations to our winner! He may of won the level design contest, but I think it goes without saying that I'd win the best Robot Master contest, right?|Volt Man|&amp;quot;Judge Comment&amp;quot;}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Identity Crisis is the winner entry in '''Make a Good Mega Man Level 2.''' It's a level entirely revolving around the idea of forced weapon usage. However, it goes above and beyond by also giving the player a skin of the robot master based on half of the weapons for the contest. These include, in order of appearance: Hornet Man, Jewel Man, Nitro Man, and Bright Man. The level also goes out of its way to create various challenges that test the player on how well they use the weapons they're allowed, including hiding a noble nickel in each of the robot master review sections. In addition, in typical Mega Man fashion, there is a final section that combines all the presented challenges and mutating them for some very clever setups. This ends the stage on an optional, but mostly fun fight with Alter Man, a Mega Man look-alike with the remaining 4 weapons to use to fight against the player.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* As suggested by the skins for each of the robot masters, the level had inspiration from the Day in the Limelight series of games.&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=The_Stage_Nobody_Asked_For&amp;diff=2441</id>
		<title>The Stage Nobody Asked For</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=The_Stage_Nobody_Asked_For&amp;diff=2441"/>
				<updated>2018-02-20T18:30:18Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= The Stage Nobody Asked For&lt;br /&gt;
|rank = 2nd&lt;br /&gt;
|image= [[File:The_Stage_Nobody_Asked_For_Spiked_Wall_Man_Intro.png|256px]]&lt;br /&gt;
|caption= &amp;quot;Wait, what was the name of this boss?!&amp;quot;&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Entity1037]]&lt;br /&gt;
|composer= Capcom, 8BitDanooct1, Deadteam&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 50&lt;br /&gt;
|judge2 = 39&lt;br /&gt;
|judge3 = 49&lt;br /&gt;
|judge4 = 46&lt;br /&gt;
|judge5 = 47&lt;br /&gt;
|totalscore = 46.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 2&lt;br /&gt;
|collectables = 2&lt;br /&gt;
|enemies = &lt;br /&gt;
* Telly&lt;br /&gt;
* Up N' Down&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Bolton &amp;amp; Nutton&lt;br /&gt;
* Cannon Joe&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Returning Sniper Joe&lt;br /&gt;
* Guided Foot Holder&lt;br /&gt;
* Giree&lt;br /&gt;
* Flea&lt;br /&gt;
* Big Eye&lt;br /&gt;
* Apache Joe&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
* SnoruntPyro's Favorite&lt;br /&gt;
* Enjl's Favorite&lt;br /&gt;
|music = Against The Pressure VRC6 Remix, The Strongest 8Bit Remix In The Galaxy, Metal Showdown&lt;br /&gt;
|location = Tier 10&lt;br /&gt;
|previous = [[Haunt Man]]&lt;br /&gt;
|next = [[Identity Crisis]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|You are the worst and I hate you. This is the worst stage ever made in the history of life and I absolutely love it.|SnoruntPyro|Judge Comment}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Stage Nobody Asked For is the second place entry in '''Make a Good Mega Man Level 2.''' It's a level entirely revolving around the most hated gimmicks and enemies throughout all of Classic Mega Man (and some more general things like enemy spam and incorrect collision) in an attempt to use them well, and prove they are not inherently bad. It goes out of its way to try to be as ridiculous as possible while still trying to also be well designed and fair. The level is on the longer side, and is fairly difficult. It has two Energy Elements and two Noble Nickels, with a custom programmed boss guarding both exits.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Upon entering the level, head to the left. You will get a warm greeting and an E-tank. There's a Nobel Nickel after the first pit, activate Jewel Satellite before jumping over it to avoid the Up n' Down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WIP will finish later &amp;lt;br&amp;gt;&lt;br /&gt;
-Entity1037&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = You are the worst and I hate you. This is the worst stage ever made in the history of life and I absolutely love it. The stage goes out of its way to pick the absolute worst of the worst gimmicks that everyone hates in Mega Man games and does absolutely ridiculous and insane things with them. Like...honestly, this level speaks for itself. The absolute insanity that goes on in this level, what with the enemy spam, yoku blocks, quick lasers, giant stretches of footholders, suicidial superbosses, etc just makes the level overflow with charm and be extremely fun to play due to the excellent design gone into each and every gimmick. And there's probably one of the best, most dynamic and clever bosses I've ever seen in a videogame period to top it all off. I'm trying to find a flaw in this stage and I just can't. This stage literally has an Up n' Down ambush and a forced death and it's amazing because they're actually used cleverly to introduce gimmicks and basically troll the player. It's a hilarious and smart stage and I just really, really love it. The only extremely small issue I have is that it's a bit too similar to Entity's Mega Man Endless stages, but I'm not going to judge it based on what other levels did.&lt;br /&gt;
|pyroscore = 50&lt;br /&gt;
|jupi = This was easily the most creative level in the entire contest. It was crazy! However...I honestly didn't really enjoy a lot of parts. The Yoku block puzzles were annoying and tedious, and the second one forced me through the wall a lot until I figured out what to do. It even killed me once. The part with the red, white, and blue tilesets was clever, but aesthetically it was probably the most disorienting thing I've ever seen. The Foot Holder segment was pretty clever, but it took me a few deaths to get used to it. The boss was CRAZY, though. Normally I would complain about the boss having 3 health bars, but I can see why you put so many this time because of the sheer amount of attacks it has. Overall, I think it's pretty clear that you put a ton of effort into this level, but...I personally didn't enjoy a lot of it.&lt;br /&gt;
|jupiscore = 39&lt;br /&gt;
|enjl = This level plays with the player's expectations in such a beautiful, calculated and unpredictable way that I can't help but love it. The only issue I've had with it is that it was sometimes hard to look at, but aside from that, this stage is excellent. Even when going back to it I caught myself laughing at its surprised and smiling throughout my playthrough, even when fucking up in a section or two. This is easily my favourite level from this contest just due to its sheer unpredictability and how little it takes itself seriously while still being really well-designed.&lt;br /&gt;
|enjlscore = 49&lt;br /&gt;
|garirry = I really liked this level! I admit that the very precise jumps in some areas, the tedious Foot Holder section, and the confusing visuals at some places add up to the annoyances I had with this level, but otherwise it's very creative, fun to play through, and well designed, and all of these especially apply for the boss. Ultimately, it was an enjoyable experience.&lt;br /&gt;
|garirryscore = 46&lt;br /&gt;
|ace = Yoku Blocks, Quick Man Lasers, Foot Holders, Big Eyes, Tellies, Spikes or Instant Death everywhere, and a couple of bosses that are basically memes.&lt;br /&gt;
&lt;br /&gt;
This level is amazing. I'll say right now, the single reason why this stage is as good as it is: Checkpoints. You basically take a stage where Mega Man's health bar is almost entirely irrelevant and make the cost of dying barely a blip on the radar, a speed bump rather than a road block. Yes!&lt;br /&gt;
&lt;br /&gt;
The result is a seriously unique stage, every challenge, be they dev-kit asset, or something cooked up, is new, deadly, but.. fair.&lt;br /&gt;
It is also the only stage where I can go 'An unavoidable death? In my Mega Man!?'... and frankly, that was the only way to introduce your stage's new gimmick. This moment is greeted by a 'Huh. Cool!' instead of a 'WHAT, WHY?!'.&lt;br /&gt;
&lt;br /&gt;
The biggest drag on the stage is somewhat drawn out, vertical Yoku Block segment. There were several 'gotcha' moments when you reached the top which grated by the third time you encountered one. And frankly, the rest of the stage makes up for it big time, and by the time you reach the Foot Holders, you will have forgotten this segment had even existed.&lt;br /&gt;
&lt;br /&gt;
Can we talk footholders? Outside of the signature Robot Master, thinking back, this is downright my favourite segment of the level. It's clever, it's dangerous, it makes sense. And you made them assholes.&lt;br /&gt;
&lt;br /&gt;
The final thing to note about this stage is the boss fights. Memelords they may be, they're pretty great, although I am not sold on memelord the second having death spikes in the battle.. but it also makes perfect sense given a few aspects of the fight, so I'll let you off.&lt;br /&gt;
&lt;br /&gt;
Your signature Robot Master is one of the most unique boss fights I have encountered in a Mega Man game. He justifies his multiple health bars with several phases, and is nearly always open to damage. Smart.&lt;br /&gt;
Your other memelord... he's good too, if a bit too healthy. The ends in the best way ever though!&lt;br /&gt;
|acescore = 47&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Stage Nobody Asked For is impossible to perfect run on either of its exits. The first exit requires you to die to progress, invalidating no-damage and no-hit runs, and the second exit requires use of a special weapon.&lt;br /&gt;
* Along with [[Volcanic Furnace]], it's the only level with Foot Holders featured in the contest.&lt;br /&gt;
* Along with [[Identity Crisis]], this is the only level to get a Perfect Score from one of the judges.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 10 Stages]][[Category:Favorites]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=The_Stage_Nobody_Asked_For&amp;diff=2440</id>
		<title>The Stage Nobody Asked For</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=The_Stage_Nobody_Asked_For&amp;diff=2440"/>
				<updated>2018-02-20T18:28:15Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= The Stage Nobody Asked For&lt;br /&gt;
|rank = 2nd&lt;br /&gt;
|image= [[File:The_Stage_Nobody_Asked_For_Spiked_Wall_Man_Intro.png|256px]]&lt;br /&gt;
|caption= &amp;quot;Wait, what was the name of this boss?!&amp;quot;&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Entity1037]]&lt;br /&gt;
|composer= Capcom, 8BitDanooct1, Deadteam&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 50&lt;br /&gt;
|judge2 = 39&lt;br /&gt;
|judge3 = 49&lt;br /&gt;
|judge4 = 46&lt;br /&gt;
|judge5 = 47&lt;br /&gt;
|totalscore = 46.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 2&lt;br /&gt;
|collectables = 2&lt;br /&gt;
|enemies = &lt;br /&gt;
* Telly&lt;br /&gt;
* Up N' Down&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Bolton &amp;amp; Nutton&lt;br /&gt;
* Cannon Joe&lt;br /&gt;
* Sniper Joe&lt;br /&gt;
* Returning Sniper Joe&lt;br /&gt;
* Guided Foot Holder&lt;br /&gt;
* Giree&lt;br /&gt;
* Flea&lt;br /&gt;
* Big Eye&lt;br /&gt;
* Apache Joe&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
* SnoruntPyro's Favorite&lt;br /&gt;
* Enjl's Favorite&lt;br /&gt;
|music = Against The Pressure VRC6 Remix, The Strongest 8Bit Remix In The Galaxy, Metal Showdown&lt;br /&gt;
|location = Tier 10&lt;br /&gt;
|previous = [[Haunt Man]]&lt;br /&gt;
|next = [[Identity Crisis]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|You are the worst and I hate you. This is the worst stage ever made in the history of life and I absolutely love it.|SnoruntPyro|Judge Comment}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Stage Nobody Asked For is the second place entry in '''Make a Good Mega Man Level 2.''' It's a level entirely revolving around the most hated gimmicks and enemies throughout all of Classic Mega Man (and some more general things like enemy spam and incorrect collision) in an attempt to use them well, and prove they are not inherently bad. It goes out of its way to try to be as ridiculous as possible while still trying to also be well designed and fair. The level is on the longer side, and is fairly difficult. It has two Energy Elements and two Noble Nickels, with a custom programmed boss guarding both exits.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Upon entering the level, head to the left. You will get a warm greeting and an E-tank. There's a Nobel Nickel after the first pit, activate Jewel Satellite before jumping over it to avoid the Up n' Down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WIP will finish later &amp;lt;br&amp;gt;&lt;br /&gt;
-Entity1037&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = You are the worst and I hate you. This is the worst stage ever made in the history of life and I absolutely love it. The stage goes out of its way to pick the absolute worst of the worst gimmicks that everyone hates in Mega Man games and does absolutely ridiculous and insane things with them. Like...honestly, this level speaks for itself. The absolute insanity that goes on in this level, what with the enemy spam, yoku blocks, quick lasers, giant stretches of footholders, suicidial superbosses, etc just makes the level overflow with charm and be extremely fun to play due to the excellent design gone into each and every gimmick. And there's probably one of the best, most dynamic and clever bosses I've ever seen in a videogame period to top it all off. I'm trying to find a flaw in this stage and I just can't. This stage literally has an Up n' Down ambush and a forced death and it's amazing because they're actually used cleverly to introduce gimmicks and basically troll the player. It's a hilarious and smart stage and I just really, really love it. The only extremely small issue I have is that it's a bit too similar to Entity's Mega Man Endless stages, but I'm not going to judge it based on what other levels did.&lt;br /&gt;
|pyroscore = 50&lt;br /&gt;
|jupi = This was easily the most creative level in the entire contest. It was crazy! However...I honestly didn't really enjoy a lot of parts. The Yoku block puzzles were annoying and tedious, and the second one forced me through the wall a lot until I figured out what to do. It even killed me once. The part with the red, white, and blue tilesets was clever, but aesthetically it was probably the most disorienting thing I've ever seen. The Foot Holder segment was pretty clever, but it took me a few deaths to get used to it. The boss was CRAZY, though. Normally I would complain about the boss having 3 health bars, but I can see why you put so many this time because of the sheer amount of attacks it has. Overall, I think it's pretty clear that you put a ton of effort into this level, but...I personally didn't enjoy a lot of it.&lt;br /&gt;
|jupiscore = 39&lt;br /&gt;
|enjl = This level plays with the player's expectations in such a beautiful, calculated and unpredictable way that I can't help but love it. The only issue I've had with it is that it was sometimes hard to look at, but aside from that, this stage is excellent. Even when going back to it I caught myself laughing at its surprised and smiling throughout my playthrough, even when fucking up in a section or two. This is easily my favourite level from this contest just due to its sheer unpredictability and how little it takes itself seriously while still being really well-designed.&lt;br /&gt;
|enjlscore = 49&lt;br /&gt;
|garirry = I really liked this level! I admit that the very precise jumps in some areas, the tedious Foot Holder section, and the confusing visuals at some places add up to the annoyances I had with this level, but otherwise it's very creative, fun to play through, and well designed, and all of these especially apply for the boss. Ultimately, it was an enjoyable experience.&lt;br /&gt;
|garirryscore = 46&lt;br /&gt;
|ace = Yoku Blocks, Quick Man Lasers, Foot Holders, Big Eyes, Tellies, Spikes or Instant Death everywhere, and a couple of bosses that are basically memes.&lt;br /&gt;
&lt;br /&gt;
This level is amazing. I'll say right now, the single reason why this stage is as good as it is: Checkpoints. You basically take a stage where Mega Man's health bar is almost entirely irrelevant and make the cost of dying barely a blip on the radar, a speed bump rather than a road block. Yes!&lt;br /&gt;
&lt;br /&gt;
The result is a seriously unique stage, every challenge, be they dev-kit asset, or something cooked up, is new, deadly, but.. fair.&lt;br /&gt;
It is also the only stage where I can go 'An unavoidable death? In my Mega Man!?'... and frankly, that was the only way to introduce your stage's new gimmick. This moment is greeted by a 'Huh. Cool!' instead of a 'WHAT, WHY?!'.&lt;br /&gt;
&lt;br /&gt;
The biggest drag on the stage is somewhat drawn out, vertical Yoku Block segment. There were several 'gotcha' moments when you reached the top which grated by the third time you encountered one. And frankly, the rest of the stage makes up for it big time, and by the time you reach the Foot Holders, you will have forgotten this segment had even existed.&lt;br /&gt;
&lt;br /&gt;
Can we talk footholders? Outside of the signature Robot Master, thinking back, this is downright my favourite segment of the level. It's clever, it's dangerous, it makes sense. And you made them assholes.&lt;br /&gt;
&lt;br /&gt;
The final thing to note about this stage is the boss fights. Memelords they may be, they're pretty great, although I am not sold on memelord the second having death spikes in the battle.. but it also makes perfect sense given a few aspects of the fight, so I'll let you off.&lt;br /&gt;
&lt;br /&gt;
Your signature Robot Master is one of the most unique boss fights I have encountered in a Mega Man game. He justifies his multiple health bars with several phases, and is nearly always open to damage. Smart.&lt;br /&gt;
Your other memelord... he's good too, if a bit too healthy. The ends in the best way ever though!&lt;br /&gt;
|acescore = 47&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Stage Nobody Asked For is impossible to perfect run on either of its exits. The first exit requires you to die to progress, invalidating no-damage and no-hit runs, and the second exit requires use of a special weapon.&lt;br /&gt;
* Along with [[Volcanic Furnace]], it's the only level with Foot Holders featured in the contest.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 10 Stages]][[Category:Favorites]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Motion_Sickness_Man&amp;diff=2434</id>
		<title>Motion Sickness Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Motion_Sickness_Man&amp;diff=2434"/>
				<updated>2018-02-20T18:19:24Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: Fixed Broken link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Motion Sickness Man is a Robot Master from the Gallery of Poorly Conceived Robot Masters, seen in the Short Circuits section in [http://megaman.wikia.com/wiki/Mega_Man_Issue_49_(Archie_Comics) issue #49 of the Mega Man Archie comic].&lt;br /&gt;
&lt;br /&gt;
== Make a Good Mega Man Level 2 ==&lt;br /&gt;
&lt;br /&gt;
Motion Sickness Man is an NPC in two tier hubs, [[Tier 4 (MaGMML2)|Tier 4]] and [[Tier 8 (MaGMML2)|Tier 8]]. He is easily noticed due to his giant, all-caps &amp;quot;READ ME&amp;quot; sign. Talking to him causes him to inform the player about the effects of the level he is standing next to, and then warn how these effects can cause motion sickness. In both cases, he also tells the player how to circumvent the issue, either by a green teleporter or a switch to turn off the effects.  &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
[[File:MotionSicknessCap.PNG]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Robot Master]]&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Sheriff_Man_(stage)&amp;diff=2432</id>
		<title>Sheriff Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Sheriff_Man_(stage)&amp;diff=2432"/>
				<updated>2018-02-20T18:14:02Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: &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=Sheriff Man&lt;br /&gt;
|rank = 11th&lt;br /&gt;
|image= [[File:Sheriff_Feelings.png]]&lt;br /&gt;
|caption= Circling Vultures and Saloons, yeehaw!&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Cruise Elroy&lt;br /&gt;
|composer= Spriter Gors, Xavier Dang&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 = 45&lt;br /&gt;
|judge2 = 47&lt;br /&gt;
|judge3 = 40&lt;br /&gt;
|judge4 = 39&lt;br /&gt;
|judge5 = 32&lt;br /&gt;
|totalscore = 40.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3 Nickels&lt;br /&gt;
|enemies = &lt;br /&gt;
* Caricarry&lt;br /&gt;
* Colton&lt;br /&gt;
* Docron&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Metall K1000&lt;br /&gt;
* Rock Thrown&lt;br /&gt;
* Shieldattacker&lt;br /&gt;
* Vultive&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = &lt;br /&gt;
* Sheriff Man&lt;br /&gt;
|music = Western Wilderness of Calamity Jane&lt;br /&gt;
|location = Tier 9&lt;br /&gt;
|previous = [[Guts Man's Asteroid]]&lt;br /&gt;
|next = [[Boil Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|What Tomahawk Man's stage should have been tbh.|SnoruntPyro|Judge Comment}}&lt;br /&gt;
&lt;br /&gt;
'''Sheriff Man''' is the 11th place entry in [[Make a Good Mega Man Level 2]] and features a &amp;quot;Wild West&amp;quot; theme. It was submitted by Cruise Elroy.&lt;br /&gt;
==Overview== &lt;br /&gt;
The level, while lacking any gimmicks, made up for it in a very polished and professional look. Among them being new custom vulture enemies, various custom  foreground, background, and animated sprites, a Proto Man cameo, and a custom boss at the end.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
There isn't much in terms of strategy. The level is very linear, with the occasional spike or bottomless pit. The only difficulty from the stage comes from the boss. While the boss is fair to fight against, he possesses a shield weapon to protect himself, which can be hard to work around at times.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = What Tomahawk Man's stage should have been tbh. &amp;lt;br&amp;gt;&lt;br /&gt;
There's a lot of inspiration drawn from the stage, really, with the Coltons and the wavy sun and Proto Man showing up. The whole level just gives me serious MM6 vibes, it might just be the enemy choices. &amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of enemies, those vultures are amazing and I want to see them used more, lol. The level itself is really great and fun to play, and I reeealy love the tiny little details present, like how you had the saloons in the background and the Wanted posters of Mega Man and Proto Man. The whole western vide in the level is just really awesome. And the boss fight with Sheriff Man is very fun and fast paced too, which is surprising because the boss is a shield user :V. &amp;lt;br&amp;gt; &lt;br /&gt;
The whole level is really just pure fun, and I love it. It's a great level overall - it looks and plays fantastically and it feels very professional.&lt;br /&gt;
|pyroscore = 45&lt;br /&gt;
|jupi = THAT. WAS. AWESOME. &amp;lt;br&amp;gt; Seriously, I won't be surprised if this level makes the Top 10. It really felt like something straight out of a Mega Man game. The backgrounds were awesome, especially the sunset with that heat wave effect. The gameplay was fun, and the enemies were fitting to the stage's theme (those birds got annoying, though). I really liked the secret Proto Man encounter, you were the only person in the contest to do that. &amp;lt;br&amp;gt; And of course, the boss! Sheriff Man was a lot of fun to fight, it was a battle with fast-paced attacks that kept you on your toes without being too hard to learn. &amp;lt;br&amp;gt;&lt;br /&gt;
Fantastic job!&lt;br /&gt;
|jupiscore = 47&lt;br /&gt;
|enjl = Man, I absolutely love the frequent changes in the environment and how the level changes accordingly. I feel like the design, while cleverly built around the aesthetic still somewhat suffers from it, though. The level re-uses a similar progression of hopping over pits and shooting different enemies throughout, which can get rather boring after a while. Some enemies near the end were placed in tricky positions which made them hard to predict if the player doesn't know they're there, but aside from that the level is fair and fun to play, and the boss is also a lot of fun to fight.&lt;br /&gt;
|enjlscore = 40&lt;br /&gt;
|garirry = I really liked this one. The Western theme was awesome and the level was well built. I think there's a few moments that are slightly annoying or boring, but it's still very fun. Also, I really liked the graphics and music in this stage. Nothing else to say here.&lt;br /&gt;
|garirryscore = 39&lt;br /&gt;
|ace = Man. So much effort put into what is ultimately, quite the forgettable stage as far as design goes. &amp;lt;br&amp;gt;&lt;br /&gt;
There is so much right though, and to not praise you for what you did do right would be a sin: The boss was awesome, (if far too easy - even with about half my hitpoints left, I creamed him the first time I fought him.), and your sole other new asset, the Buzzard, was brilliant. The tileset, music, and graphical flair of the stae...wow. STUNNING. This was reaaaallly pretty, and your two new assets hit the Mega Man style completely. But..then there is the, er, rest. &amp;lt;br&amp;gt;&lt;br /&gt;
To put it simply: This is one long stage of nothing but enemies. Mega Man is more than that, and requires actual platforming challenges to maintain your interest. You need gimmicks! And then you need to combine those gimmicks! &amp;lt;br&amp;gt;&lt;br /&gt;
Aw. This was a shame, and had you paid more attention to some of the other aspects of this level, we'd have a contender for one of the best stages in the game. I did have fun, and the level is solid, don't get me wrong, but objectively from a design standpoint, this was average, if a bit below average. I'll look forward to seeing the boss in the arena!&lt;br /&gt;
|acescore = 32&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This stage is generally said to be one of the best entry stages the second contest has to offer, often leaving people to wonder why it was not placed in Tier 10. &amp;lt;br&amp;gt;&lt;br /&gt;
* ACESpark, having given this stage the lowest score, replied to these questions stating that &amp;quot;It wasn't particularly interesting because of its lack of gimmicks&amp;quot;, often referring to it as a &amp;quot;Spruced-up Wood Man&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Template:MaGMML2 Tier 9}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 9 Stages]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Komuso_Temple&amp;diff=2431</id>
		<title>Komuso Temple</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Komuso_Temple&amp;diff=2431"/>
				<updated>2018-02-20T18:04:10Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: &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= Komuso Temple&lt;br /&gt;
|rank = 9th&lt;br /&gt;
|image= [[File:KomusoTemple.gif|250px]]&lt;br /&gt;
|caption= Like Cave Story, but without the story. Or the Cave.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[Savordez]]&lt;br /&gt;
|composer= Yuko Takehara&lt;br /&gt;
|artist= [[Savordez]]&lt;br /&gt;
|programmer = [[Savordez]]&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 = 45&lt;br /&gt;
|judge2 = 41&lt;br /&gt;
|judge3 = 46&lt;br /&gt;
|judge4 = 34&lt;br /&gt;
|judge5 = 40&lt;br /&gt;
|totalscore = 41.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 3&lt;br /&gt;
|enemies = &lt;br /&gt;
* Ben K&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Lady Blader&lt;br /&gt;
* Mummira&lt;br /&gt;
&lt;br /&gt;
|subbosses = Dachone&lt;br /&gt;
|bosses = [[Komuso Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Mega Man 6 - Knight Man&lt;br /&gt;
|location = Tier 10&lt;br /&gt;
|previous = [[Boil Man (stage)]]&lt;br /&gt;
|next = [[Launch Man &amp;amp; Shuttle Man (stage)]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|For a stage that's almost solely dev-kit, there's some really good stuff here.|[[ACESpark]]|judge comment}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Komuso Temple is a foreboding structure hovering in the night sky, in which [[Komuso Man]] lies in wait for his chance for vengeance. Standing between you and him is a bunch of Tomahawk Man platforms, being often regarded as one of the highlights of the stage. &lt;br /&gt;
&lt;br /&gt;
Notably, with the exception of some minor aesthetic effects, this level uses no custom assets whatsoever, making it comparable to [[Citadel Basement]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro =  6/5 aesthetics tho?? OMG this level is amazing. It picks like 4 enemies and a single gimmick and makes a really great and creative level around them. The difficulty curve is excellent and makes sense, and the usage of the Tomahawk Man platforms is really great. The Noble Nickel rooms are hard but fair, and I really like the final stretch with the bajillion platforms, it's a reeally neat usage of them. Also this is gonna be like the one level I fangirl over the aesthetics because seriously this level looks amazing? It sets up a great atmosphere and having the moon and the parallax clouds and mountains during the boss fight is such a great touch. Seriously tho this level is awesome, it plays great, it's designed really well and it's overall just really nice. And all of it without any major custom assets! &lt;br /&gt;
''(Editors Note: Komuso Temple did not receive 6/5 Aesthetics)''&lt;br /&gt;
|pyroscore = 45&lt;br /&gt;
|jupi =That was a fun level! I really liked the Cave Story background and recolored Pharaoh Man tileset you used, it gave the level a sort of mystic feel to it. The boss room looked especially good! The Noble Nickels were fairly easy to find, but INCREDIBLY hard to actually get. The last room with all the platforms was a bit extreme compared to the rest of the level. It really could have done without the laser shooting enemy.&lt;br /&gt;
|jupiscore = 41&lt;br /&gt;
|enjl = &lt;br /&gt;
I looove this level! It's really scary, but ultimately not too bad to traverse, making the end of each room all the more rewarding. It also limits itself to a small toolkit which works with the theme and supports it. I find it kinda sad how most of this level's challenges, especially later on, can be pretty much trivialised with Sakugarne, but that's kinda missing out on the point. This stage, in my opinion, also works beautifully for Komuso Man himself. Dunno, to me he just seems like the kinda guy who'd put traps everywhere in his house. I feel like the level could've done a tiny bit more in terms of small optional areas for pickups or more with its platforming challenges, but regardless it feels super great to play and I like it a lot.&lt;br /&gt;
|enjlscore = 46&lt;br /&gt;
|garirry = &lt;br /&gt;
For a level filled with plenty of deadly traps that can only be avoided with precise movement, it's surprisingly not as bad as you'd expect. It doesn't give the level a pass though, as you would still end up constantly dying to the mediocre level design, especially when trying to get the Noble Nickels.  Despite that, the stage looks beautiful and inspired, the boss fight is quite decent, and I still found myself enjoying parts of this level.&lt;br /&gt;
|garirryscore = 34&lt;br /&gt;
|ace =&lt;br /&gt;
&amp;quot;This is instant death done right folks. Also: How to take a single gimmick, and SQUEEZE it for all its worth. &lt;br /&gt;
For a stage that's almost solely dev-kit, there's some really good stuff here: Absolutely perfect checkpoint placement, nice and challenging Noble Nickels, surprisingly varied platforming challenges considering the gimmick, a few really clever almost comical moments (the walker at the end there made me laugh due to sheer bizarreness.)&lt;br /&gt;
Design wise, I cannot fault this stage very much. Your biggest hurdle is theming. Not enough was done to make this stage fit Komuso Man, the tileset, (Look up, say, a tileset for a dojo?) the enemy set and music did nothing to help, as they are all just very generic and not really thematic. This feeling of being generic applies to the stage also, as you could've put any robot master at the end. Still, you see the scores. This is almost a minor issue.&lt;br /&gt;
&lt;br /&gt;
And, obviously, going by the name.. hello dev-kit boss!&lt;br /&gt;
If this is how you pull off instant death, I'd love to see future stuff by you!&amp;quot;&lt;br /&gt;
|acescore = 40&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 10 Stages]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Aurora_Man&amp;diff=2430</id>
		<title>Aurora Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Aurora_Man&amp;diff=2430"/>
				<updated>2018-02-20T18:01:14Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: /* Obligatory 'Steamed Hams' reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Aurora Man&lt;br /&gt;
|rank = 22nd&lt;br /&gt;
|image=[[File:screenshot119.png]]&lt;br /&gt;
|caption= No doctor, it's just the northern lights.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[SpoonyBardOL]]&lt;br /&gt;
|composer= RushJet1&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 39&lt;br /&gt;
|judge2 = 33&lt;br /&gt;
|judge3 = 35&lt;br /&gt;
|judge4 = 40&lt;br /&gt;
|judge5 = 23&lt;br /&gt;
|totalscore = 34&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 1 &lt;br /&gt;
|enemies =&lt;br /&gt;
* Twin Roader&lt;br /&gt;
* Twin Cannon&lt;br /&gt;
* Pukapelly&lt;br /&gt;
* Crystal Joe&lt;br /&gt;
* Neo Metall&lt;br /&gt;
* Wall Blaster II&lt;br /&gt;
* Bounder&lt;br /&gt;
* New Shield Attacker&lt;br /&gt;
* Metall Cannon&lt;br /&gt;
* Yudon&lt;br /&gt;
* Power Muscler&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
|music= Mega Man 9.5- Aurora Man&lt;br /&gt;
|location = Tier 8&lt;br /&gt;
|previous = [[Bouncy Castle]]&lt;br /&gt;
|next = [[City Under Siege]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Aurora Man is the 22nd place level in Make A Good Mega Man Level 2. The level consists mostly of Shadow Man Platforms and clever enemy placement. One of its strongest points was its custom tileset, while its lack of gimmicks brought down its score with certain judges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Obligatory 'Steamed Hams' reference ==&lt;br /&gt;
'''ACESpark''': Good lord, what is happening in there!?!?&amp;lt;br&amp;gt;&lt;br /&gt;
'''SpoonyBardOL''': Aurora Man??&amp;lt;br&amp;gt;&lt;br /&gt;
'''ACESpark''': ...?&amp;lt;br&amp;gt;&lt;br /&gt;
'''ACESpark''': Aurora Man? In 22nd place, with 34 points, in this part of Tier 8, localized entirely between [[Bouncy Castle]] and [[City Under Siege]] !?!?!??&amp;lt;br&amp;gt;&lt;br /&gt;
'''SpoonyBardOL''': Yes!?&amp;lt;br&amp;gt;&lt;br /&gt;
'''ACESpark''': ...?&amp;lt;br&amp;gt;&lt;br /&gt;
'''ACESpark''': May I fight him??&amp;lt;br&amp;gt;&lt;br /&gt;
'''SpoonyBardOL''': ...No.?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:MaGMML2 Tier 8}}&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Aurora_Man&amp;diff=2429</id>
		<title>Aurora Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Aurora_Man&amp;diff=2429"/>
				<updated>2018-02-20T17:59:47Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: Tidied up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Aurora Man&lt;br /&gt;
|rank = 22nd&lt;br /&gt;
|image=[[File:screenshot119.png]]&lt;br /&gt;
|caption= No doctor, it's just the northern lights.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[SpoonyBardOL]]&lt;br /&gt;
|composer= RushJet1&lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 39&lt;br /&gt;
|judge2 = 33&lt;br /&gt;
|judge3 = 35&lt;br /&gt;
|judge4 = 40&lt;br /&gt;
|judge5 = 23&lt;br /&gt;
|totalscore = 34&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 1 &lt;br /&gt;
|enemies =&lt;br /&gt;
* Twin Roader&lt;br /&gt;
* Twin Cannon&lt;br /&gt;
* Pukapelly&lt;br /&gt;
* Crystal Joe&lt;br /&gt;
* Neo Metall&lt;br /&gt;
* Wall Blaster II&lt;br /&gt;
* Bounder&lt;br /&gt;
* New Shield Attacker&lt;br /&gt;
* Metall Cannon&lt;br /&gt;
* Yudon&lt;br /&gt;
* Power Muscler&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
|other = &lt;br /&gt;
|music= Mega Man 9.5- Aurora Man&lt;br /&gt;
|location = Tier 8&lt;br /&gt;
|previous = [[Bouncy Castle]]&lt;br /&gt;
|next = [[City Under Siege]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Aurora Man is the 22nd place level in Make A Good Mega Man Level 2. The level consists mostly of Shadow Man Platforms and clever enemy placement. One of its strongest points was its custom tileset, while its lack of gimmicks brought down its score with certain judges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Obligatory 'Steamed Hams' reference ==&lt;br /&gt;
ACESpark: Good lord, what is happening in there!?!?&lt;br /&gt;
SpoonyBardOL: Aurora Man?&lt;br /&gt;
ACESpark: ...&lt;br /&gt;
ACESpark: Aurora Man? In 22nd place, with 34 points, in this part of Tier 8, localized entirely between [[Bouncy Castle]] and [[City Under Siege]] !?!?!?&lt;br /&gt;
SpoonyBardOL: Yes!&lt;br /&gt;
ACESpark: ...&lt;br /&gt;
ACESpark: May I fight him?&lt;br /&gt;
SpoonyBardOL: ...No.&lt;br /&gt;
&lt;br /&gt;
{{Template:MaGMML2 Tier 8}}&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Elec_Dam&amp;diff=2427</id>
		<title>Elec Dam</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Elec_Dam&amp;diff=2427"/>
				<updated>2018-02-20T17:53:20Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Elec Dam&lt;br /&gt;
|rank = 47th&lt;br /&gt;
|image= [[File:ElecDam (2).PNG|250px]]&lt;br /&gt;
|caption= Shocking, isn't it?&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= m9m&lt;br /&gt;
|composer= &lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 27&lt;br /&gt;
|judge2 = 29&lt;br /&gt;
|judge3 = 28&lt;br /&gt;
|judge4 = 26&lt;br /&gt;
|judge5 = 27&lt;br /&gt;
|totalscore = 27.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 0&lt;br /&gt;
|enemies = *Elec'n&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Komasaburo&lt;br /&gt;
* Metall Swim&lt;br /&gt;
* Spine&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = &lt;br /&gt;
|other = &lt;br /&gt;
|music = Stage 12 (Free Song)&lt;br /&gt;
|location = Tier 5&lt;br /&gt;
|previous = [[Volcanic Furnace]]&lt;br /&gt;
|next = [[Quint Stage]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Elec Dam is the 47th place level in ''Make A Good Mega Man Level 2''. Borrowing from Shock Man's stage in the fan game ''Mega Man Rock Force'' or Volteel Biblio's stage from ''Mega Man Zero 3'', the main gimmick of this stage is the water which is periodically electrified, damaging Mega Man if he happens to be standing in it. &lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This stage is often regarded as the 'most average stage' in the contest by the judges, suggesting that it is the unofficial midpoint in the entries.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tier 5 Stages]] [[Category:Make a Good Mega Man Level 2 Stages]][[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Unobtainium_Mine&amp;diff=2332</id>
		<title>Unobtainium Mine</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Unobtainium_Mine&amp;diff=2332"/>
				<updated>2018-02-19T20:04:32Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Unobtainium Mine&lt;br /&gt;
|image= &lt;br /&gt;
|caption= Warning! Boss Incoming! 7 FORCE!&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [[ACESpark]]&lt;br /&gt;
|composer= &lt;br /&gt;
|artist= ACESpark&lt;br /&gt;
|programmer = ACESpark&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = &lt;br /&gt;
|judge2 = &lt;br /&gt;
|judge3 = &lt;br /&gt;
|judge4 = &lt;br /&gt;
|judge5 = &lt;br /&gt;
|totalscore = &lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5&lt;br /&gt;
|enemies = &lt;br /&gt;
* Picket Man&lt;br /&gt;
* Teles&lt;br /&gt;
* Fat Mets&lt;br /&gt;
* Jumbig&lt;br /&gt;
* Tekus&lt;br /&gt;
&lt;br /&gt;
|subbosses = Custom Dochane&lt;br /&gt;
|bosses = Seven Force&lt;br /&gt;
|other = &lt;br /&gt;
|music = Last Party on the Moon&lt;br /&gt;
|location = Wily Star II&lt;br /&gt;
|previous = [[Inner Sanctum]]&lt;br /&gt;
|next = [[Reality Core]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|It's Called 7 Force, and it's persistent as its name suggests.|Dr. Light|Special Message.}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Unobtainium Mine is the 5th Wily Stage in Make a Good Mega Man Level 2. It was created by ACESpark.&lt;br /&gt;
The level's main feature lies with its usage of shields, as well as magnets that will push or pull Mega Man, depending on their color. &lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The level is also rather linear, with the occasional Noble Nickel off the beaten path, or hidden beyond a challenge in plain sight.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The level name is most likely a reference to the fictional element featured in the movie Avatar, where it was being harvested on an alien planet.&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Unobtainium_Mine&amp;diff=2331</id>
		<title>Unobtainium Mine</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Unobtainium_Mine&amp;diff=2331"/>
				<updated>2018-02-19T19:59:49Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: Created page with &amp;quot;{{Levelinfo  |align= right &amp;lt;!-- ===========Info============== --&amp;gt; |title= Unobtainium Mine |rank =  |image=  |caption= Warning! Boss Incoming! 7 FORCE! |game=Make a Good Meg...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Unobtainium Mine&lt;br /&gt;
|rank = &lt;br /&gt;
|image= &lt;br /&gt;
|caption= Warning! Boss Incoming! 7 FORCE!&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= [AceSpark]&lt;br /&gt;
|composer= &lt;br /&gt;
|artist= AceSpark&lt;br /&gt;
|programmer = AceSpark&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = &lt;br /&gt;
|judge2 = &lt;br /&gt;
|judge3 = &lt;br /&gt;
|judge4 = &lt;br /&gt;
|judge5 = &lt;br /&gt;
|totalscore = &lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 5&lt;br /&gt;
|enemies = &lt;br /&gt;
* Picket Man&lt;br /&gt;
* Teles&lt;br /&gt;
* Fat Mets&lt;br /&gt;
* Jumbig&lt;br /&gt;
* Tekus&lt;br /&gt;
&lt;br /&gt;
|subbosses = Custom Dochane&lt;br /&gt;
|bosses = Seven Force&lt;br /&gt;
|other = &lt;br /&gt;
|music = Last Party on the Moon&lt;br /&gt;
|location = Wily Star II&lt;br /&gt;
|previous = [[Inner Sanctum]]&lt;br /&gt;
|next = [[Elec Dam]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|It's Called 7 Force, and it's persistent as its name suggests.|Dr. Light|Special Message.}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Unobtainium Mine is the 5th Wily Stage in Make a Good Mega Man Level 2. It was created by AceSpark.&lt;br /&gt;
The level's main feature lies with its usage of shields, as well as magnets that will push or pull Mega Man, depending on their color. &lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The level is also rather linear, with the occasional Noble Nickel off the beaten path, or hidden beyond a challenge in plain sight.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The level name is most likely a reference to the fictional element featured in the movie Avatar, where it was being harvested on an alien planet.&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_Mega_Man_Level_2&amp;diff=2330</id>
		<title>Make a Good Mega Man Level 2</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Make_a_Good_Mega_Man_Level_2&amp;diff=2330"/>
				<updated>2018-02-19T19:39:14Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfo &lt;br /&gt;
|title= Make a Good Mega Man Level&lt;br /&gt;
|image= [[File:MaGMML2Title.png|Make a Good Mega Man Level|256px]]&lt;br /&gt;
|caption= Make a Good Mega Man Level 2 Logo&lt;br /&gt;
|developer= [[SnoruntPyro]]&lt;br /&gt;
|publisher= &lt;br /&gt;
|director= [[SnoruntPyro]]&lt;br /&gt;
|producer= &lt;br /&gt;
|designer= Sprites Inc.&lt;br /&gt;
|programmer= [[WreckingPrograms]] / [[SnoruntPyro]] / [[Renhoek]] / [[The Stove Guy]]] / [[ACESpark]] / [[Entity1037]] / [[NaOH]] / [[Zieldak]]&lt;br /&gt;
|artist= [[ACESpark]] / [[Enjl]] / [[The Stove Guy]] / [[m9m]] / [[MiniMacro]] / [[NaOH]] / [[M-Jacq]] / E-Clare / [[CreshMan]] / [[Renhoek]]&lt;br /&gt;
|writer= &lt;br /&gt;
|composer= [[CosmicGem]] / [[MiniMacro]] / [[m9m]]&lt;br /&gt;
|series= Mega Man Classic&lt;br /&gt;
|platforms= PC&lt;br /&gt;
|releasedate= &lt;br /&gt;
|rerelease= &lt;br /&gt;
|version= &lt;br /&gt;
|genre = Action / Platform &lt;br /&gt;
|modes= &lt;br /&gt;
|media = Digital download&lt;br /&gt;
|input = &lt;br /&gt;
|music = &lt;br /&gt;
}}&lt;br /&gt;
{{quote|They started out as Mario contests, in both SMW and SMBX. One day I was drunk enough to be all like 'hahaha let's do that but with mega man!!' and the rest is history.|SnoruntPyro, on the contest|}}&lt;br /&gt;
&lt;br /&gt;
'''Make a Good Mega Man Level Contest 2''', or MaGMML2 for short, is the much more ambitious sequel event to ''[[Make a Good Mega Man Level]]'', once again ran by [[SnoruntPyro]]. Like its predecessor, the premise of the contest was to build a Mega Man-style stage in Game Maker in an engine filled with premade assets. Unlike last time, [[WreckingProgram]]'s ''Mega Engine'', used with Game Maker 8.1 rather than 8.0, was used, and a team of programmers including [[The Stove Guy]], [[Renhoek]], [[ACESpark]], [[Entity1037]], and [[SnoruntPyro]] was assembled to build the devkit, allowing for a vastly expanded array of assets and a far more stable engine in general. The engine was made public unlike last time and boasted nearly every asset from the classic first six Mega Man games and then some.&lt;br /&gt;
&lt;br /&gt;
The contest was judged by [[SnoruntPyro]] (the host of the contest), [[JupiHornet]] (a moderator of the SMBX forums and co-owner of the Geometry Dash Forums), [[Enjl]] (an active member of the SMBX forums and friend of Pyro), [[Garirry]] (active member of Sprites Inc. and participant in ''Mega Man Endless''), and [[ACESpark]] (owner of Sprites Inc., confirmed furry and possibly British). When the contest's submission period came to a close, the final total was 81 levels, just over four times the amount of entries from the original contest.&lt;br /&gt;
&lt;br /&gt;
The submission period closed on February 19th, 2017, with an extra nine days where users could submit levels late for a penalty to their averaged score (however, none ended up affecting anyone's score). The game was compiled and put together in a good enough state for Mega Man player [[Flashman85]] to stream the results once again on May 20th and 21st, 2017. The game boasts a much larger hub than the previous one, featuring an actual festival with carnival-y tents and numerous skyscrapers and buildings by Dr. Light's Lab.&lt;br /&gt;
&lt;br /&gt;
The game was finally released on October 1st, 2017, after some delays. While the contest itself was ran in Game Maker 8.1, the final game was released in Game Maker Studio, as porting became necessary as the game became too big for 8.1 itself to even handle it.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
The game begins with exposition from Dr. Light about the nature of the festival and how much bigger it is than [[Make a Good Mega Man Level|the first festival]]. The contest nature of the game is made clear by Dr. Light as he explains the various submissions as 'simulations' submitted as tributes to Mega Man in a celebration of the 30th anniversary since his first victory against Dr. Wily. Dr. Light and Mega Man expect that Dr. Wily will intervene, but there is currently no sign of him. After some more chat, Dr. Light lets Mega Man explore the festival on his own and gather more Energy Elements.&lt;br /&gt;
 &lt;br /&gt;
After a short period of time, Mega Man finds a note on the ground in the hub, telling him to go to  [[Chateau Chevaleresque]] for some info. Once there, he meets a [[Zero|mysterious cloaked figure]], who begins to ponder about the power of the simulations and warning Mega Man that something can go wrong, before leaving. Dr. Light also discovers an increase in space debris, and sends Rush to tell Mega Man this.&lt;br /&gt;
 &lt;br /&gt;
After two more encounters with the cloaked figure, each increasingly frustrating Mega Man due to the cloaked man being &amp;quot;extra&amp;quot; as the kids nowadays would say, things climax. Once 65 Energy Elements are collected, [[Dr. Wily]] reveals himself and unveils his newest fortress, the [[Wily Star II]]. He claims that the new fortress has the power to destroy reality, and he once again dares Mega Man to even get up to the fortress. Dr. Light discovers that the forcefield prevents [[Rush|Rush Space]] from getting through, but the cloaked figure intervenes. He explains that in the presence of each other, the Energy Elements will cause violent reactions, and are somewhat sentient in following the wishes of the holder. He and Mega Man use this to create a superpowered space ship to fly to the Wily Star, and Mega Man soon chases after Wily.&lt;br /&gt;
 &lt;br /&gt;
After fighting through five stages, Mega Man corners Wily, but Wily reveals the [[Reality Core]], his device that can scramble reality. Mega Man attempts to sabotage it, but it is protected, and Wily decides to activate it, scrambling the world. Mega Man finds himself in a void, but Dr. Light is able to contact him and explain the situation. Mega Man then sets out to find several energy hotspots, which turn out to be areas based on the simulations. Soon, Mega Man is able to make it back to the fortress through the scrambled reality, and confront Wily. Wily battles Mega Man in the [[Wily Machine SWORD]], before being defeated and deciding to take drastic measures. He activates the Reality Core once again, and warps the both of them to a mysterious place, where he tries to use the core's power to summon an evil version of Mega Man, but accidentally summons [[megaman sprite game|the Mega Man seen in ''Megaman Sprite Game'']] instead. ''Sprite Game'' Mega Man, confused and insulted, blasts off Wily after he tries to order him around, but winds up battling Mega Man anyway. Once defeated, he gets sucked back to his home dimension, and the dimension Mega Man is in begins to collapse. Mega Man tries to teleport away, but finds out that teleportation is disabled.&lt;br /&gt;
 &lt;br /&gt;
Mega Man is taken out by the dimension collapsing, and Dr. Light loses his signal, getting very concerned. However, the Energy Elements react, and revive Mega Man and create an even more powerful spaceship, and they all chase after Wily once again. Once defeating Wily in his [[Wily Core|escape pod]], the Reality Core fails to function, and begins to melt down. Dr. Wily slams his machine into Mega Man in a last ditch move, but the Reality Core explodes and unscrambles reality, taking Wily with it. He somehow survives. Mega Man is teleported back to the Wily Star II, where he escapes on the space bike just before the Wily Star is wiped from existence with the Reality Core's meltdown.&lt;br /&gt;
 &lt;br /&gt;
Once Mega Man returns to Earth, Dr. Light congratulates him, and says that now that that is over, the festival is in full swing. Mega Man is then challenged by the cloaked figure to obtain every Energy Element. If this is done, then Mega Man starts shaking as all of the Energy Elements fly to [[Tier 10 (MaGMML2)|Tier 10]]. Mega Man chases after them, and meets up with [[Launch Man]]. The two observe every Energy Element converging in the sky, before spiraling and opening a mysterious portal to [[Tier X (MaGMML2)|Tier X]]. Mega Man hops on Launch Man's back and they both warp through the portal. Mega Man then collects every Element in the unknown maze, unsealing the door to the final challenge, [[Null and Void]].&lt;br /&gt;
 &lt;br /&gt;
Once Mega Man fights through Null and Void, he meets up with the cloaked figure for the last time, with Mega Man expressing clear exasperation and confusion as to how the cloaked figure got up here. The cloaked figure reveals his true intentions - he wanted to have a proper battle with Mega Man after their last duel was cut short, and he has created a [[Absolute ZERO|gigantic robot]] for Mega Man to fight in the &amp;quot;ultimate battle&amp;quot;. As the robot is slowly taken out and defeated, the cloaked figure reveals himself to be [[Zero]] from MaGMML1, who survived the castle's explosion. He reveals that he wanted to have a proper duel with Mega Man after the decoy fight from the last festival, but he decided to take action against Dr. Wily first once he knew he was going to do something. He also reveals that he discovered Tier X and created Null and Void with the power of the Energy Elements. Satisfied with himself, Zero claims that he has seen everything in life, and he ascends to the heavens, leaving the final Energy Element as he warps away. Mega Man returns from the portal back to home.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Gameplay is obviously like a typical Mega Man Classic game, with quality of life additions like quick weapon switching, a slide button, a charging up progress bar, and input display. Like MaGMML1, eight weapons were voted in to be Mega Man's default arsenal, along with four utility weapons. The main goal of each stage is to get the Energy Element (or multiple of them) at the end of each entry, and getting enough Energy Elements will, like MaGMML1, unlock Wily's Castle and a slew of other bonus features. There is also a new collectible similar to Dragon Coins from ''Super Mario World'', the [[Noble Nickel]]s. There can be up to five at any stage, and collecting certain numbers of them and taking them to [[Knight Man]] will grant numerous rewards. Also returning from MaGMML1 are purchasable upgrades and costumes, but now they are much larger in number.&lt;br /&gt;
&lt;br /&gt;
Like its predecessor, each level is placed in a tier based on how high of a score it got and a hub world is used to connect them all. The hub world is much bigger than in MaGMML1 thanks to the larger number of entries. Some new unlockables also enrich the experience - the game introduces the [[Contest Weapon Data]] to the series, a set of unlockable weapons based off of the Robot Masters from submissions. It is also the first to have a large postgame, with [[Tier X (MaGMML2)|Tier X]] being unlocked once all Energy Elements outside of it are collected, and with many more bonus bosses to fight.&lt;br /&gt;
&lt;br /&gt;
===Default Weapons===&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Weapon&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Original Robot Master&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Original Game&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona5.gif]]&lt;br /&gt;
|[[Flash Stopper]]&lt;br /&gt;
|[[Bright Man]]&lt;br /&gt;
|''Mega Man 4''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona6.gif]]&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|Slash Man&lt;br /&gt;
|''Mega Man 7''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona2.gif]]&lt;br /&gt;
|[[Jewel Satellite]]&lt;br /&gt;
|Jewel Man&lt;br /&gt;
|''Mega Man 9''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona1.gif]]&lt;br /&gt;
|[[Hornet Chaser]]&lt;br /&gt;
|Hornet Man&lt;br /&gt;
|''Mega Man 9''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona4.gif]]&lt;br /&gt;
|[[Triple Blade]]&lt;br /&gt;
|Blade Man&lt;br /&gt;
|''Mega Man 10''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona7.gif]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|[[Nitro Man]]&lt;br /&gt;
|''Mega Man 10''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona3.gif]]&lt;br /&gt;
|[[Grab Buster]]&lt;br /&gt;
|Mercury&lt;br /&gt;
|''Mega Man V''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona8.png]]&lt;br /&gt;
|[[Sakugarne]]&lt;br /&gt;
|[[Quint]]&lt;br /&gt;
|''Mega Man II''&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RushCoilIcon.png]]&lt;br /&gt;
|[[Rush#Rush_Coil|Rush Coil]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''Mega Man 3''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RushJetIcon.png]]&lt;br /&gt;
|[[Rush#Rush_Jet|Rush Jet]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''Mega Man 4 (Variant)''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona9.png]]&lt;br /&gt;
|[[Wire Adapter]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''Mega Man 4''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2icona10.png]]&lt;br /&gt;
|[[Super Arrow]]&lt;br /&gt;
|N/A&lt;br /&gt;
|''Mega Man 5''&lt;br /&gt;
|}&lt;br /&gt;
===Contest Weapons===&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Weapon&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Original Robot Master&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb5.png]]&lt;br /&gt;
|[[Cyber Distorter]]&lt;br /&gt;
|[[Cyber Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb6.png]]&lt;br /&gt;
|[[Force Beam]]&lt;br /&gt;
|[[Force Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb2.png]]&lt;br /&gt;
|[[Badge Barrier]]&lt;br /&gt;
|[[Sheriff Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb1.png]]&lt;br /&gt;
|[[Haunt Pumpkin]]&lt;br /&gt;
|[[Haunt Man (Boss)|Haunt Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb4.png]]&lt;br /&gt;
|[[Truffle Cluster]]&lt;br /&gt;
|[[Truffle Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb7.png]]&lt;br /&gt;
|[[Hazard Trapper]]&lt;br /&gt;
|[[Quarantine Woman]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb3.png]]&lt;br /&gt;
|[[Neapolitan Bomb]]&lt;br /&gt;
|[[Neapolitan Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb8.png]]&lt;br /&gt;
|[[Match Blast]]&lt;br /&gt;
|[[Match Man]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RushCoilIcon.png]]&lt;br /&gt;
|[[Rush#Rush_Coil|Rush Coil]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RushJetIcon.png]]&lt;br /&gt;
|[[Rush#Rush_Jet|Rush Jet]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb9.png]]&lt;br /&gt;
|[[Chomp Claw]]&lt;br /&gt;
|[[Chomp Man]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2Iconb10.png]]&lt;br /&gt;
|[[Transport_items#Carry|Carry]]&lt;br /&gt;
|N/A (from ''Mega Man: Dr. Wily's Revenge'')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Entries ==&lt;br /&gt;
[[File:Sheriff Feelings.png|thumb|right|Sheriff Man, the 11th place entry.]]&lt;br /&gt;
[[81|Eighty one]] levels were entered to the second contest, a little over quadruple the amount of the first contest.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*[[A Mega Man for All Seasons]]&lt;br /&gt;
*[[AD 2101]]&lt;br /&gt;
*[[Airflow Hubble]]&lt;br /&gt;
*[[Alien Temple]]&lt;br /&gt;
*[[Ancient Tomb]]&lt;br /&gt;
*[[Aurora Man]]&lt;br /&gt;
*[[Beneath Sand and Rock]]&lt;br /&gt;
*[[Biplane Bay]]&lt;br /&gt;
*[[Blaze Man]]&lt;br /&gt;
*[[Boil Man]]&lt;br /&gt;
*[[Bond Man]]&lt;br /&gt;
*[[Bouncy Castle]]&lt;br /&gt;
*[[But it Lacked the Depth to Convince Me That This Was Really Hell]]&lt;br /&gt;
*[[Candy Panic]]&lt;br /&gt;
*[[Cardinal Man]]&lt;br /&gt;
*[[Changeable Caverns]]&lt;br /&gt;
*[[Chomp Man]]&lt;br /&gt;
*[[City Under Siege]]&lt;br /&gt;
*[[Colorful Hall]]&lt;br /&gt;
*[[Combust Man]]&lt;br /&gt;
*[[Conveyor Mayhem]]&lt;br /&gt;
*[[Cossack's Other Citadel]]&lt;br /&gt;
*[[Crystal Lab]]&lt;br /&gt;
*[[Cursor Curse]]&lt;br /&gt;
*[[Cyber Man]]&lt;br /&gt;
*[[Donut Observation Center]]&lt;br /&gt;
*[[Dragon Lab Lair]]&lt;br /&gt;
*[[Duwang]]&lt;br /&gt;
*[[Elec Dam]]&lt;br /&gt;
*[[Enhanced Mobility]]&lt;br /&gt;
*[[Escape Sequence]]&lt;br /&gt;
*[[Force Man]]&lt;br /&gt;
*[[Forgotten Fortress]]&lt;br /&gt;
*[[Fortified Lab]]&lt;br /&gt;
|&lt;br /&gt;
*[[Gigavolt Man]]&lt;br /&gt;
*[[Gunpowder Cellar]]&lt;br /&gt;
*[[Guts Man's Asteroid]]&lt;br /&gt;
*[[Haunt Man]]&lt;br /&gt;
*[[Holy Crap, Mega Man Can Airslide?]]&lt;br /&gt;
*[[Identity Crisis]]&lt;br /&gt;
*[[Joe Destruction Co.]]&lt;br /&gt;
*[[Joe Man]]&lt;br /&gt;
*[[Jungle Base]]&lt;br /&gt;
*[[Just an Ice Level]]&lt;br /&gt;
*[[Komuso Temple]]&lt;br /&gt;
*[[Launch Man &amp;amp; Shuttle Man]]&lt;br /&gt;
*[[Lava Factory]]&lt;br /&gt;
*[[Maze of Significantly Less Death]]&lt;br /&gt;
*[[MegaLondo]]&lt;br /&gt;
*[[Misty Lake]]&lt;br /&gt;
*[[Mix &amp;amp; Match]]&lt;br /&gt;
*[[Mount Sabre]]&lt;br /&gt;
*[[Neapolitan Man]]&lt;br /&gt;
*[[Neon Man]]&lt;br /&gt;
*[[Nitrogen Man]]&lt;br /&gt;
*[[Orbital Station]]&lt;br /&gt;
*[[Poorly Named Level]]&lt;br /&gt;
*[[Quarantine Woman]]&lt;br /&gt;
*[[Quint Stage]]&lt;br /&gt;
*[[Quirky Unconsistent Incomprehensible Nonsensical Track]]&lt;br /&gt;
*[[Rad Gravity]]&lt;br /&gt;
*[[Ruined Lab]]&lt;br /&gt;
*[[Rush City]]&lt;br /&gt;
*[[Sector Upsilon 6]]&lt;br /&gt;
*[[Sheriff Man]]&lt;br /&gt;
*[[Shovel Knight]]&lt;br /&gt;
|&lt;br /&gt;
*[[SMB3]]&lt;br /&gt;
*[[Smed's Big Annoying Mess of a Level]]&lt;br /&gt;
*[[Snow Man]]&lt;br /&gt;
*[[Something Original]]&lt;br /&gt;
*[[Spiky Situation]]&lt;br /&gt;
*[[Starman Recreation]]&lt;br /&gt;
*[[Taco Man]]&lt;br /&gt;
*[[The Dampening]]&lt;br /&gt;
*[[The Fall]]&lt;br /&gt;
*[[The Stage Nobody Asked For]]&lt;br /&gt;
*[[Truffle Man]]&lt;br /&gt;
*[[Volcanic Furnace]]&lt;br /&gt;
*[[Wily Coaster]]&lt;br /&gt;
*[[Wily Tower]]&lt;br /&gt;
*[[Yggdrasil]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hub ==	&lt;br /&gt;
[[File:MaGMML2Hub.png|thumb|right|250px||Part of the city, near Tier 7.]]	&lt;br /&gt;
The hub in the second game is much larger than the first game's. Instead of being confined to Dr. Light's Lab, it includes the lab and much of its surroundings, including an outdoor festival grounds and a part of Mega City. Light's Lab from the first game is accessible, and [[Eddie's Shop]] is still open, but most of the lab, including the attic, has been blocked off, and there are many boxes laying around. Outside of the lab, the whole hub is one straight line that has plenty of landmarks, including the ten Tiers, all placed around. The tier order is shuffled compared to the first game, for geographical and exploration reasons.&lt;br /&gt;
&lt;br /&gt;
Like MaGMML1, NPCs gradually show up as more Energy Elements are obtained. They appear all around the main hub and at [[Chataeu Chevalresque]], the game's equivalent to Dr. Light's attic. The bar is run by [[Knight Man]], and as expected, many NPCs such as defeated tier bosses show up. The player can also exchange [[Noble Nickel]]s here for rewards, as well as get tips for the remaining nickels via [[Crystal Man]]. Another landmark is the [[Dojo]], which houses all of the Arenas, plus revisits to the Wily Stages once they are clear.&lt;br /&gt;
&lt;br /&gt;
=== Areas ===&lt;br /&gt;
* [[Tier 1 (MaGMML2)|Tier 1: Broken Simulation]]&lt;br /&gt;
* [[Tier 2 (MaGMML2)|Tier 2: Sewers]]&lt;br /&gt;
* [[Tier 3 (MaGMML2)|Tier 3: Forest]]&lt;br /&gt;
* [[Tier 4 (MaGMML2)|Tier 4: Train Station]]&lt;br /&gt;
* [[Tier 5 (MaGMML2)|Tier 5: Arcade]]&lt;br /&gt;
* [[Tier 6 (MaGMML2)|Tier 6: Battle Network]]&lt;br /&gt;
* [[Tier 7 (MaGMML2)|Tier 7: McWily's]]&lt;br /&gt;
* [[Tier 8 (MaGMML2)|Tier 8: Grand Tower]]&lt;br /&gt;
* [[Tier 9 (MaGMML2)|Tier 9: Festival Grounds]]&lt;br /&gt;
* [[Tier 10 (MaGMML2)|Tier 10: Rainbow Road]]&lt;br /&gt;
* [[Wily Star II|Dr. Wily Stages - Wily Star II]]&lt;br /&gt;
* [[Tier X (MaGMML2)|Tier X]]&lt;br /&gt;
* [[Dr. Light's Lab]]&lt;br /&gt;
** [[Eddie's Shop]]&lt;br /&gt;
* [[Costume Shop]]&lt;br /&gt;
* [[Chateau Chevaleresque]]&lt;br /&gt;
* [[Dojo]]&lt;br /&gt;
* [[Challenge Tent]]&lt;br /&gt;
* [[The Pit of Pits]]&lt;br /&gt;
&lt;br /&gt;
== Tier Bosses ==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Tier&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Weakness&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Original Game&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2-Milk-Sprite.png|32px|center]][[File:MaGMML2-S-Milk-Sprite.png|32px|center]]&lt;br /&gt;
|[[Milk]]&lt;br /&gt;
|Tier 1&lt;br /&gt;
|[[Grab Buster]]&lt;br /&gt;
|''Mega Man Square Root of Negative One''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2 OmbudsMan.png|center]]&lt;br /&gt;
|[[Ombuds Man]]&lt;br /&gt;
|Tier 2&lt;br /&gt;
|[[Triple Blade]]&lt;br /&gt;
|''Mega Man 42''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2TDoorManSprite.png|center]]&lt;br /&gt;
|[[Door Man]]&lt;br /&gt;
|Tier 3&lt;br /&gt;
|[[Jewel Satellite]]&lt;br /&gt;
|''Mega Man Rocks!''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2TScorchZookSprite.png|center]][[File:MaGMML2TScorchSunriseSprite.png|center]]&lt;br /&gt;
|Scorch Men&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(''[[Scorch Man (Sunrise)|Sunrise]]'' / ''[[Scorch Man(Zook Hero Z)|Zook Hero Z]]'')&amp;lt;/small&amp;gt;&lt;br /&gt;
|Tier 4&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|''Mega Man Sunrise'' &amp;amp; ''Zook Hero Z''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2TLordElewoofroSprite.png|center]]&lt;br /&gt;
|[[Lord Elewoofro]]&lt;br /&gt;
|Tier 5&lt;br /&gt;
|[[Sakugarne]]&lt;br /&gt;
|''Dr. Wily's Final Attack''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2TCheatManSprite.png|center]]&lt;br /&gt;
|[[Cheat Man]]&lt;br /&gt;
|Tier 6&lt;br /&gt;
|[[Flash Stopper]]&lt;br /&gt;
|''Mega Man CX''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2TFutureSprite.png|center]]&lt;br /&gt;
|[[Future|Ghost of Christmas Future]]&lt;br /&gt;
|Tier 7&lt;br /&gt;
|[[Hornet Chaser]]&lt;br /&gt;
|''Megaman's Christmas Carol''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2TJetManSprite.png|center]]&lt;br /&gt;
|[[Jet Man]]&lt;br /&gt;
|Tier 8&lt;br /&gt;
|[[Transport_items#Super_Arrow|Super Arrow]]&amp;lt;br&amp;gt;[[Transport_items#Wire|Wire Adapter]]&lt;br /&gt;
|''Rokko Chan''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2_ButterNezumi.png|center]]&lt;br /&gt;
|[[Butter Nezumi]]&lt;br /&gt;
|Tier 9&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|''Nezumi Man''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Robot Masters ==&lt;br /&gt;
The growth of the contest for the second goaround brought a significantly larger cast of Robot Masters. Only Robot Masters with actual boss fights are listed here, so Robot Masters such as [[Gigavolt Man]] and implied ones such as [[Aurora Man]] are not listed.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Stage&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Weakness&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Special Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2 AlterMan.png|center]]&lt;br /&gt;
|[[Alter Man]]&lt;br /&gt;
|[[Identity Crisis]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RBoilManSprite.png|center]]&lt;br /&gt;
|[[Boil Man (Boss)|Boil Man]]&lt;br /&gt;
|[[Boil Man]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RBondManSprite.png|center]]&lt;br /&gt;
|[[Bond Man (Boss)|Bond Man]]&lt;br /&gt;
|[[Bond Man]]&lt;br /&gt;
|[[Triple Blade]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
||[[File:MaGMML2RChompManSprite.png|center]]&lt;br /&gt;
|[[Chomp Man (Boss)|Chomp Man]]&lt;br /&gt;
|[[Chomp Man]]&lt;br /&gt;
|[[Jewel Satellite]]&lt;br /&gt;
|[[Chomp Claw]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2 ColorMan.png|center]]&lt;br /&gt;
|[[Color Man]]&lt;br /&gt;
|[[Something Original]]&lt;br /&gt;
|[[Sakugarne]] / [[Flash Stopper]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2 CombustMan.png|center]]&lt;br /&gt;
|[[Combust Man (Boss)|Combust Man]]&lt;br /&gt;
|[[Combust Man (stage)|Combust Man]]&lt;br /&gt;
|[[Hornet Chaser]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RCyberManSprite.png|center]]&lt;br /&gt;
|[[Cyber Man (Boss)|Cyber Man]]&lt;br /&gt;
|[[Cyber Man]]&lt;br /&gt;
|[[Hornet Chaser]]&lt;br /&gt;
|[[Cyber Distorter]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RForceManSprite.png|center]]&lt;br /&gt;
|[[Force Man (Boss)|Force Man]]&lt;br /&gt;
|[[Force Man]]&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|[[Force Beam]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HauntMan.png|center]]&lt;br /&gt;
|[[Haunt Man (Boss)|Haunt Man]]&lt;br /&gt;
|[[Haunt Man (stage)| Haunt Man]]&lt;br /&gt;
|[[Slash Claw]] &amp;gt; [[Triple Blade]] &amp;gt; [[Hornet Chaser]]&lt;br /&gt;
|[[Haunt Pumpkin]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RJoeManSprite.png|center]]&lt;br /&gt;
|[[Joe Man (boss)|Joe Man]]&lt;br /&gt;
|[[Joe Man (stage)|Joe Man]]&lt;br /&gt;
|[[Slash Claw]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RLaunchManSprite.png|center]]&lt;br /&gt;
|[[Launch Man and Shuttle Man (Boss)|Launch Man]]&lt;br /&gt;
|[[Launch Man &amp;amp; Shuttle Man]]&lt;br /&gt;
|[[Jewel Satellite]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MatchMan.png|center]]&lt;br /&gt;
|[[Match Man]]&lt;br /&gt;
|[[Gunpowder Cellar]]&lt;br /&gt;
|[[Grab Buster]]&lt;br /&gt;
|[[Match Blast]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RNeapolitanManSprite.png|center]]&lt;br /&gt;
|[[Neapolitan Man (Boss)|Neapolitan Man]]&lt;br /&gt;
|[[Neapolitan Man]]&lt;br /&gt;
|[[Grab Buster]] / [[Flash Stopper]]&lt;br /&gt;
|[[Neapolitan Bomb]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RNeonManSprite.png|center]]&lt;br /&gt;
|[[Neon Man (Boss)|Neon Man]]&lt;br /&gt;
|[[Neon Man]]&lt;br /&gt;
|[[Wheel Cutter]] / [[Transport_items#Wire|Wire Adaptor]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Quarantine Preview.png|center]]&lt;br /&gt;
|[[Quarantine Woman (Boss)|Quarantine Woman]]&lt;br /&gt;
|[[Quarantine Woman]]&lt;br /&gt;
|[[Grab Buster]] / [[Slash Claw]] / [[Flash Stopper]]&lt;br /&gt;
|[[Hazard Trapper]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RSheriffManSprite.png|center]]&lt;br /&gt;
|[[Sheriff Man (Boss)|Sheriff Man]]&lt;br /&gt;
|[[Sheriff Man]]&lt;br /&gt;
|[[Super Arrow]] / [[Slash Claw]] / [[Grab Buster]]&lt;br /&gt;
|[[Badge Barrier]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RShuttleManSprite.png|center]]&lt;br /&gt;
|[[Launch Man and Shuttle Man (Boss)|Shuttle Man]]&lt;br /&gt;
|[[Launch Man &amp;amp; Shuttle Man]]&lt;br /&gt;
|[[Super Arrow]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RSpikedWallManSprite.png|center]]&lt;br /&gt;
|[[Spiked-Wall Man]]&lt;br /&gt;
|[[The Stage Nobody Asked For]]&lt;br /&gt;
|[[Sakugarne]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2 TacoMan sprite.png|center]]&lt;br /&gt;
|[[Taco Man (Boss)|Taco Man]]&lt;br /&gt;
|[[Taco Man]]&lt;br /&gt;
|[[Triple Blade]] / [[Flash Stopper]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaGMML2RTruffleManSprite.png|center]]&lt;br /&gt;
|[[Truffle Man (Boss)|Truffle Man]]&lt;br /&gt;
|[[Truffle Man]]&lt;br /&gt;
|[[Wheel Cutter]]&lt;br /&gt;
|[[Truffle Cluster]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The famous wizard and only girl on the internet [[NaOH]] accurately predicted that this contest would have eighty one entries.&lt;br /&gt;
* The contest has 2 levels devoted to replicating aspects VVVVVV; this includes its gimmicks, aesthetics, and music.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]][[Category:Make a Good Mega Man Level 2]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Elec_Dam&amp;diff=2329</id>
		<title>Elec Dam</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Elec_Dam&amp;diff=2329"/>
				<updated>2018-02-19T19:35:13Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Elec Dam&lt;br /&gt;
|rank = 47th&lt;br /&gt;
|image= [[File:ElecDam (2).PNG|250px]]&lt;br /&gt;
|caption= Shocking, isn't it?&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= m9m&lt;br /&gt;
|composer= &lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 27&lt;br /&gt;
|judge2 = 29&lt;br /&gt;
|judge3 = 28&lt;br /&gt;
|judge4 = 26&lt;br /&gt;
|judge5 = 27&lt;br /&gt;
|totalscore = 27.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = 0&lt;br /&gt;
|enemies = *Elec'n&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Hammer Joe&lt;br /&gt;
* Komasaburo&lt;br /&gt;
* Metall Swim&lt;br /&gt;
* Spine&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses = &lt;br /&gt;
|other = &lt;br /&gt;
|music = Stage 12 (Free Song)&lt;br /&gt;
|location = Tier 5&lt;br /&gt;
|previous = [[Volcanic Furnace]]&lt;br /&gt;
|next = [[Quint Stage]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Elec Dam is the 47th place level in ''Make A Good Mega Man Level 2''. Borrowing from Shock Man's stage in the fan game ''Mega Man Rock Force'' or Volteel Biblio's stage from ''Mega Man Zero 3'', the main gimmick of this stage is the water which is periodically electrified, damaging Mega Man if he happens to be standing in it. &lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This stage is often regarded as the 'most average stage' in the contest by the judgese, suggesting that it is the unofficial midpoint in the entries.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tier 5 Stages]] [[Category:Make a Good Mega Man Level 2 Stages]][[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Cardinal_Man&amp;diff=2328</id>
		<title>Cardinal Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Cardinal_Man&amp;diff=2328"/>
				<updated>2018-02-19T19:28:06Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Cardinal Man&lt;br /&gt;
|rank = 79th&lt;br /&gt;
|image= [[File:MaGMML2-79-Cardinalman.png]]&lt;br /&gt;
|caption= Admiring the opening screen from a safe location&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Rbade&lt;br /&gt;
|composer= &lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 12&lt;br /&gt;
|judge2 = 5&lt;br /&gt;
|judge3 = 4&lt;br /&gt;
|judge4 = 1&lt;br /&gt;
|judge5 = 4&lt;br /&gt;
|totalscore = 5.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 3&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* Acid Drops&lt;br /&gt;
* Air Tiki&lt;br /&gt;
* Au-Au&lt;br /&gt;
* Big Eye&lt;br /&gt;
* Big Fish&lt;br /&gt;
* Big Telly&lt;br /&gt;
* Blader&lt;br /&gt;
* Boulder&lt;br /&gt;
* Caricarry&lt;br /&gt;
* Croaker&lt;br /&gt;
* Curlinger&lt;br /&gt;
* Dada&lt;br /&gt;
* Drillun&lt;br /&gt;
* Fan Fiend&lt;br /&gt;
* Fatool&lt;br /&gt;
* Gremlin&lt;br /&gt;
* Haehaey&lt;br /&gt;
* Hover&lt;br /&gt;
* Jumbig&lt;br /&gt;
* Komasaburo&lt;br /&gt;
* Mag Fly&lt;br /&gt;
* New Shield Attacker&lt;br /&gt;
* Nitron&lt;br /&gt;
* Parasyu&lt;br /&gt;
* Peng&lt;br /&gt;
* Picket Man&lt;br /&gt;
* Pierrobug&lt;br /&gt;
* Scworm&lt;br /&gt;
* Sea Mine (Only during the Chill Man fight)&lt;br /&gt;
* Sniper Armor&lt;br /&gt;
* Sonic Bill&lt;br /&gt;
* Spine&lt;br /&gt;
* Tackle Fire&lt;br /&gt;
* Telly&lt;br /&gt;
* Twin Cannon&lt;br /&gt;
* Wanaan&lt;br /&gt;
* Wander Bell&lt;br /&gt;
|subbosses = &lt;br /&gt;
|bosses =&lt;br /&gt;
* Chill Man&lt;br /&gt;
|other = &lt;br /&gt;
* Skippable&lt;br /&gt;
|music = Mega Mari 8-bit Remix - Cirno's Stage (Stage)&lt;br /&gt;
Rockman 4 Minus Infinity - Wily Capsule (Boss)&lt;br /&gt;
|location = Tier 1&lt;br /&gt;
|previous = [[Snow Man]]&lt;br /&gt;
|next = [[Quirky Unconsistent Incomprehensible Nonsensical Track]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|This is fine|ACESpark|summing up the level design philosophy.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Cardinal Man is the second-last place entry in '''Make a Good Mega Man Level 2.''' It appears to be a random jumble of enemies and layout.&lt;br /&gt;
==Strategy==&lt;br /&gt;
When you spawn, you will be standing on top of Ice Man ice cubes. Break the block next to the Wanaan to get an E-Tank and an M-Tank. Break the block to the right to leave the starting area. From there, you can either enter the skip teleporter or continue to play the rest of the stage. &lt;br /&gt;
&lt;br /&gt;
If you choose the latter, continue to the left where you encounter a Wander Bell and a harmless Boulder. Eventually, you will reach a Hover. Said Hover will move really fast to the left, towards a ladder that leads upward, so avoiding it with Rush Jet or Super Arrow is a good option. Do not touch the red blocks or you will die. When you go upward, you will reach an area with a Caricarry, two Tellies, and an immobile Petit Goblin. Head to the right. You can climb the crystal-looking column to reach a place with several Tellies and the first energy element of the level.&lt;br /&gt;
&lt;br /&gt;
For the second Energy Element, continue to the right where you previously climbed the column for the first element. You will find an Au-Au, along with some enemies enclosed underground. There are some glass-looking blocks, but most of them are part of the background. Climb the next column to continue forward and find a Fan Fiend (standing on air) and a Croaker. After dispatching the Croaker (preferably by staying on the column) and the Fan Fiend, which can most easily be accomplished by using Flash Stopper, use the Rush Jet to fly up to an icy white platform with Eddie on it. Fly past that to get to two lines of red blocks,  followed by a Big Fish and some scribbled-in red blocks. Most of them can simply be avoided by moving Rush partway above the screen, skipping most of the &amp;quot;parcour&amp;quot; below. At the end of that section you will reach another column to climb down. Upon CLIMBING (Note: Do not jump down, or you will die) down and going to the right you will encounter Nitron, Fatool, Blader, and Spine, followed by a conveyor belt section with a Big Telly. There are also a few spike jumps that cannot be made without a utility or using invincibility frames from all the enemies around you. If you prevail, you will make it to a section with Pengs and some large enemies. If you use the Water Pump to jump to where Komasaburo is, you will find the second energy element.&lt;br /&gt;
&lt;br /&gt;
From here on, you will need to head right for the third energy element. This will lead you to an Air Tiki, where you should use Rush Jet to participate in a small shoot-'em-up section. After that, you will reach a hill with some enemies, followed by a bridge that utilizes slopes and a couple of big enemies. For an easier way to reach the end of this path, you can use the Super Arrow back in the screen with the Big Telly and head right from the ladder until you run out of weapon energy, then you should approximately have cleared the bridge. Finally, enter the glitchy boss door and you will reach a sign accompanied by a Wander Bell that says, &amp;quot;Cardinal Man will not be joining us due to technical difficulties. Sorry. He got Chill Man and Big Eye to fill in for him. Chill Man refuses to touch the Energy Element&amp;quot;. You will then fight Chill Man, along with Big Eye. As the sign states, Chill Man does not drop the energy element; it is actually at the upper right corner of the screen. Trigger the Sea Mines and break the blocks, then use Sakugarne or Super Arrow to reach the energy element.&lt;br /&gt;
==Skip Status==&lt;br /&gt;
This level was deemed skippable by the judges, largely in part to the nonsensical and obtuse nature of the stage.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = The level speaks for itself, really. It's a mess.&lt;br /&gt;
It also completely baffles me that even with the autotiler there still manages to be a level with random fake tiles :V.&lt;br /&gt;
|pyroscore = 12&lt;br /&gt;
|spdesign = 3&lt;br /&gt;
|spfun = 4&lt;br /&gt;
|spcreativity = 2&lt;br /&gt;
|spaesthetics = 2&lt;br /&gt;
|spfunction = 1&lt;br /&gt;
|spskip = Yes&lt;br /&gt;
|jupi = It's called Cardinal Man, but where are the cardinals? :thinking:&lt;br /&gt;
|jupiscore = 5&lt;br /&gt;
|jhdesign = 1&lt;br /&gt;
|jhfun = 2&lt;br /&gt;
|jhcreativity = 2&lt;br /&gt;
|jhaesthetics = 0&lt;br /&gt;
|jhfunction = 0&lt;br /&gt;
|enjl = This was fun until I figured out you can actually reach any of the exits.&lt;br /&gt;
|enjlscore = 4&lt;br /&gt;
|endesign = 1&lt;br /&gt;
|enfun = 1&lt;br /&gt;
|encreativity = 1&lt;br /&gt;
|enaesthetics = 0&lt;br /&gt;
|enfunction = 1&lt;br /&gt;
|enskip = Yes&lt;br /&gt;
|garirry = No.&lt;br /&gt;
|garirryscore = 1&lt;br /&gt;
|gadesign = 0&lt;br /&gt;
|gafun = 0&lt;br /&gt;
|gacreativity = 1&lt;br /&gt;
|gaaesthetics = 0&lt;br /&gt;
|gafunction = 0&lt;br /&gt;
|gadesignnote = No.&lt;br /&gt;
|gafunnote = It's both uninteresting and frustrating. It's genuinely not fun. You just want it to end.&lt;br /&gt;
|gacreativitynote = Nothing particularly impressive here. At all.&lt;br /&gt;
|gaaestheticsnote = No.&lt;br /&gt;
|gafunctionnote = No.&lt;br /&gt;
|ace = [[File:MaGMML2-CardinalComic.png]]&lt;br /&gt;
|acescore = 3&lt;br /&gt;
|asdesign = 1&lt;br /&gt;
|asfun = 1&lt;br /&gt;
|ascreativity = 2&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;
* This was originally Garirry's least favorite level, but he changed it to [[Airflow Hubble]] for unknown reasons.&lt;br /&gt;
* There is evidence that suggests the level is based on another [https://www.youtube.com/watch?v=-1aNr2M43aU franchise] entirely, but there is not enough information to support this. &lt;br /&gt;
{{MaGMML2 Tier 1}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 1 Stages]][[Category:Skippable Levels]][[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Airflow_Hubble&amp;diff=2326</id>
		<title>Airflow Hubble</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Airflow_Hubble&amp;diff=2326"/>
				<updated>2018-02-19T19:03:33Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Airflow Hubble&lt;br /&gt;
|rank = 73rd&lt;br /&gt;
|image= [[File:Hubble.png|250px]]&lt;br /&gt;
|caption= The sole checkpoint&lt;br /&gt;
|game=[[Make a Good Mega Man Level 2]]&lt;br /&gt;
|creator= Concord_butterfly&lt;br /&gt;
|composer= &lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 24&lt;br /&gt;
|judge2 = 18&lt;br /&gt;
|judge3 = 12&lt;br /&gt;
|judge4 = 14&lt;br /&gt;
|judge5 = 1&lt;br /&gt;
|totalscore = 13.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 1&lt;br /&gt;
|collectables = &lt;br /&gt;
|enemies = &lt;br /&gt;
* Apache Joe&lt;br /&gt;
* Bounder&lt;br /&gt;
* Crystal Joe&lt;br /&gt;
* Lyric&lt;br /&gt;
* Metall Mommy&lt;br /&gt;
* Pukapelly&lt;br /&gt;
* Power Muscler&lt;br /&gt;
* RingRing&lt;br /&gt;
* Subeil&lt;br /&gt;
* Tellie&lt;br /&gt;
* Wall Cannon&lt;br /&gt;
&lt;br /&gt;
|subbosses = &lt;br /&gt;
* Dachone&lt;br /&gt;
*Gorilla Tank&lt;br /&gt;
*Metall Potton&lt;br /&gt;
|bosses = [[Quint]]&lt;br /&gt;
|other = * Garriry's least favorite&lt;br /&gt;
* Skippable&lt;br /&gt;
|music = Unopened- Sonata Arctica (8bit)&lt;br /&gt;
|location = Tier 2&lt;br /&gt;
|previous = [[Wily Tower]]&lt;br /&gt;
|next = [[Yggdrasil]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Contains no message|Sign at the start| Showing this levels quality}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Airflow Hubble is the 73rd place level in Make A Good Mega Man Level 2. It contains guts lifts, numerous spikes, and only a single checkpoint (not even in the boss hallway). It is notorious for its usage of respawning enemies (mostly Apache Joes), Guts Lifts that attempt to hide their holes for dropping th player, and either very punishing situations or very questionable enemy placement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The stage is 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 having an unmodified fight with Quint at the end. &lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = A very, very meh level. A lot of the enemies placed here can be easily avoided, and there's large chunks of level where every challenge is just laughably skippable. There's this long vertical drop with a bunch of enemies that you can just find a hole in near the top and fall down the entire shaft and never get hit. There's a room with like 3 crystal joes that you can just get out of before they can fire. There's a Metall gumball machine miniboss that you can just snipe from a ladder with no danger whatsoever. The only real parts of the level that are threatening are the parts that are really obnoxious - the beginning part with Apache Joes and the part with the guts lifts. Apache Joe part speaks for itself, and the Guts Lift part just has annoying jumps due to Lyrics and weirdly placed drop lines. The fan part at the end is okay. Then there's a Quint fight and then the level's over. Uhh...yeah.&lt;br /&gt;
|pyroscore = 24&lt;br /&gt;
|jupi = This level was badly designed all the way through. At the beginning, you put like 3 Copter Joes, one of those missile guys, a line of Mets, and 2 of those laser-shooting space walkers...it's all too much and basically requires weapons, which isn't good. During the indoor portion, it's too hard to see the split in the Guts Man platform lines (it's not very visible, there are blue squares instead of black ones) when you're focusing on avoiding enemy attacks. Most of the fans weren't attached to any other blocks and looked out of place. The screen scrolls in the Quint boss fight because the StopScroll objects weren't placed correctly. Honestly, I don't think this level was designed with other players in mind. My advice to you would be to have other people test your level before you submit it!&lt;br /&gt;
&lt;br /&gt;
|jupiscore = 16&lt;br /&gt;
|enjl = I'm having serious issues taking this level seriously in any regard. It's so... random, inconsistent and messy. In some sections it doesn't even work properly with, for instance, the Met Dispenser despawning when you leave and re-enter the screen. Every element in this level looks to be placed with so little thought to gameplay that I have to wonder whether it was even tested at all. Enemies repeatedly respawn in places where you have to take a moment and concentrate, many obstacles are unfairly placed, others are completely useless. There's no flow, no coherency and overall I just didn't have fun playing through this stage.&lt;br /&gt;
&lt;br /&gt;
|enjlscore = 12&lt;br /&gt;
|garirry = Is this level even finished? I'm asking this because,  the level design is AWFUL. The amount of enemies there is is ridiculous and they happen to be perfectly placed in order to make the experience as uncomfortable as possible. Other than that, most of the level is extremely empty with overly long passages and dead ends, not to mention the forced weapon usage, as well as cases where weapon usage is optional but will let you skip over painful sections. Also, there is a severe lack of checkpoints. [] Why did this level need to happen? Even the most basic stuff like graphics seemed to go downhill after a few screens, not to mention the level is a bit buggy. This is an infuriating level to play through and it could have been much, MUCH better.&lt;br /&gt;
&lt;br /&gt;
|garirryscore = 14&lt;br /&gt;
|ace =&lt;br /&gt;
[[File:MaGMML2-AirflowHubble.png|450px]]&lt;br /&gt;
&lt;br /&gt;
|acescore = 1&lt;br /&gt;
}}&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 2 Stages]][[Category:Stages without Collectables]] [[Category:Skippable Levels]]  [[Category:Least Favorites]]&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:Game_Trooper&amp;diff=2325</id>
		<title>User:Game Trooper</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:Game_Trooper&amp;diff=2325"/>
				<updated>2018-02-19T18:42:21Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: /* Dev Commentary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About me==&lt;br /&gt;
Greetings one and all, I'm '''Game Trooper'''!!&lt;br /&gt;
Entrant of MAGMML2's [[Volcanic Furnace]], and long time Mega Man fan.&lt;br /&gt;
I'm seasoned in editing various wikis (which will be listed below) as&lt;br /&gt;
early as high school, so I feel that I can be a big help to one I feel&lt;br /&gt;
very passionate about. I have also helped build one of them up from its&lt;br /&gt;
infancy, and have even been an admin for one of them. I absolutely enjoy&lt;br /&gt;
helping out wikis like this one grow, and educate newcomers on what the&lt;br /&gt;
wiki's all about. If you need any help, please don't hesitate to post&lt;br /&gt;
it on my talk page!! I'll get back to you as soon as possible.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
GT Steam 2.png|In case you wanted to know what I'd look like...&lt;br /&gt;
Game Trooper Neo.png|One of my Wiki portraits I created.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Wikis ==&lt;br /&gt;
I can be found on many other wikis.&lt;br /&gt;
&lt;br /&gt;
They include:&lt;br /&gt;
&lt;br /&gt;
* Mega Man Wiki&lt;br /&gt;
* Ratchet and Clank Wiki&lt;br /&gt;
* Scaler Wiki&lt;br /&gt;
&lt;br /&gt;
and&lt;br /&gt;
&lt;br /&gt;
* Overlord Wiki&lt;br /&gt;
&lt;br /&gt;
== Dev Commentary ==&lt;br /&gt;
HELLO! This is my unofficial commentary of how I created my level, [[Volcanic Furnace]]. I'll try to keep this brief, but I imagine that some people will be curious as to what I was thinking of when designing this level (I assume that a particular Durgon will 'eventually' get to this, so hi!).&lt;br /&gt;
&lt;br /&gt;
'''(It will go without saying that if anyone else edits this, this will NOT be reliable until I personally fix it.)'''&lt;br /&gt;
&lt;br /&gt;
=== The Concept ===&lt;br /&gt;
As any fan would understand why I entered, I have always wanted to create my own game, and after 'insert-Gaben-9-years-dev-joke-here', I finally got to throw my hat into the ring. The idea for a fire level was actually one of the things I stayed with from the get go. I had FEVERISHLY watched AceSpark's&lt;br /&gt;
level design video series and reviewed MAGMML1's winner, Glass Man, for direction. I concluded that for reference, keep the stage about 28 frames long, introduce each gimmick one section at a time then combine them near the end, and place checkpoints around areas of difficulty. The idea of a fire stage stemmed from an early Robot Master of mine named '''Scorch Man''' (kinda silly seeing Bootleg Zook and Sunrise actually showed up, and originally so did Eternal's). Ultimately, despite being a programmer by trade, he was cut due to time restraints and lack of game maker experience. The stage was mostly winged and I plopped down what I thought might make for a fun or challenging setup. One of the ideas I KNEW I wanted to have in some form was some sort of mine cart segment (akin to the final moments of Indiana Jones: Temple of Doom(YOU KNOW WHAT PART IT IS)). However, due to poor spriting skills and again, lack of game maker experience, I used Guts Lifts as a substitute. Some things I know people might wonder is the Foot Holder showing up and why not a Guts Lift. The short answer was that I thought it'd be kinda fun and challenging; simple as that. I had understood that I had to combo the two elements that I implemented near the tail end of the stage. The idea of guts lifts over some of these traps not only fit classic Mega Man level design, but actually looked fun and challenging. In retrospect, it may have been a little too tough still, despite putting safe platforms in as a breather. Another part people might be wondering about is the skippable mini boss. I had not realized this until I decided to try it. When I found it out, I felt it a funny little way to speed run, so I left it in. A similar quirk can be found if you grab the 'hidden' E-Tank, where if you die before reaching the actual route you needed to take, it would spawn you at the next checkpoint. Again, this was left in as to compensate for some difficult level design portions. In terms of the Killer Bullet segment, I was thinking that a simple Guts Lift segment would have been too easy without any enemies. In hindsight, 'explosive sinewave enemies on tiny moving platforms while jumping over to other tiny platforms' was a bit excessive, and Tackle Fires or more Guts Lifts could have solved such a problematic area. As for the '''interesting''' choice of tilesets, I wanted to explore my artistic prowess in level design. This looked okay at the time, but in hindsight I can safely say that it is pretty bad (I can assure you that I am actually a better artist than that). Lastly, because I am certain people will wonder this, while multiple test playthroughs of the level were done, they were all done by me. I had no other means at the time to be able to get others to playtest. Had I known how and who I could playtest the level, I am sure many of the issues would have been able to be solved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Reception ===&lt;br /&gt;
Of course when an announcement for a MAGMML2 contest placement went public, I had to be watching where possible. And I was thrilled to find out that (In terms of tier placement) I had done rather well; it was actually where I expected to place in the competition. All criticism was taken into deep consideration, from both the judges and the streamer (FlashMan85, who is now also a judge in MAGMML3, so I made a good call). In addition, I had went to look at other youtubers who played the game for more feedback; some were harsh, others more encouraging. One thing that I did as soon as I could collect my thoughts, was to go back and update the level to be more polished. I chose more consistent enemies that fit the stage, used more appropriate graphics (as well as fewer tilesets), and apply every judge suggestion. I also had made a few other changes, but are not worth mention at this time. I can safely say that the level has been improved over its submitted version, and I have learned that with a little more effort and polish, I do have what it takes to for a competent level designer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Future ===&lt;br /&gt;
With MAGMML3 to release a devkit in the future, and a chance to show off what I learned, I feel that my best works are yet to come. In the meantime, I hope this was helpful to getting to know a little more about me and my entry. Enjoy the wiki, and I will see you in MAGMML3!&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:Game_Trooper&amp;diff=2321</id>
		<title>User:Game Trooper</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:Game_Trooper&amp;diff=2321"/>
				<updated>2018-02-19T17:51:13Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: /* Dev Commentary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About me==&lt;br /&gt;
Greetings one and all, I'm '''Game Trooper'''!!&lt;br /&gt;
Entrant of MAGMML2's [[Volcanic Furnace]], and long time Mega Man fan.&lt;br /&gt;
I'm seasoned in editing various wikis (which will be listed below) as&lt;br /&gt;
early as high school, so I feel that I can be a big help to one I feel&lt;br /&gt;
very passionate about. I have also helped build one of them up from its&lt;br /&gt;
infancy, and have even been an admin for one of them. I absolutely enjoy&lt;br /&gt;
helping out wikis like this one grow, and educate newcomers on what the&lt;br /&gt;
wiki's all about. If you need any help, please don't hesitate to post&lt;br /&gt;
it on my talk page!! I'll get back to you as soon as possible.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
GT Steam 2.png|In case you wanted to know what I'd look like...&lt;br /&gt;
Game Trooper Neo.png|One of my Wiki portraits I created.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Wikis ==&lt;br /&gt;
I can be found on many other wikis.&lt;br /&gt;
&lt;br /&gt;
They include:&lt;br /&gt;
&lt;br /&gt;
* Mega Man Wiki&lt;br /&gt;
* Ratchet and Clank Wiki&lt;br /&gt;
* Scaler Wiki&lt;br /&gt;
&lt;br /&gt;
and&lt;br /&gt;
&lt;br /&gt;
* Overlord Wiki&lt;br /&gt;
&lt;br /&gt;
== Dev Commentary ==&lt;br /&gt;
HELLO! This is my unofficial commentary of how I created my level, [[Volcanic Furnace]]. I'll try to keep this brief, but I imagine that some people will be curious as to what I was thinking of when designing this level (I assume that a particular Durgon will 'eventually' get to this, so hi!).&lt;br /&gt;
'''(It will go without saying that if anyone else edits this, this will NOT be reliable until I personally fix it.)'''&lt;br /&gt;
&lt;br /&gt;
=== The Concept ===&lt;br /&gt;
As any fan would understand why I entered, I have always wanted to create my own game, and after 'insert-Gaben-9-years-dev-joke-here', I finally got to throw my hat into the ring. The idea for a fire level was actually one of the things I stayed with from the get go. I had FEVERISHLY watched AceSpark's&lt;br /&gt;
level design video series and reviewed MAGMML1's winner, Glass Man, for direction. I concluded that for reference, keep the stage about 28 frames long, introduce each gimmick one section at a time then combine them near the end, and place checkpoints around areas of difficulty. The idea of a fire stage stemmed from an early Robot Master of mine named '''Scorch Man''' (kinda silly seeing Bootleg Zook and Sunrise actually showed up, and originally so did Eternal's). Ultimately, despite being a programmer by trade, he was cut due to time restraints and lack of game maker experience. The stage was mostly winged and I plopped down what I thought might make for a fun or challenging setup. One of the ideas I KNOW I wanted to have in some form was some sort of mine cart segment (akin to the final moments of Indiana Jones: Temple of Doom(YOU KNOW WHAT PART IT IS)). However, due to poor spriting skills and again, lack of game maker experience, I used Guts Lifts as a substitute. Some things I know people might wonder is the Foot Holder showing up and why not a Guts Lift. The short answer was that I thought it'd be kinda fun and challenging; simple as that. I had understood that I had to combo the two elements that I implemented. The idea of guts lifts over some of these traps not only fit classic Mega Man level design, but actually looked fun and challenging. In retrospect, it may have been a little too tough still, despite putting safe platforms in as a breather. Another part people might be wondering about is the skippable mini boss. I had not realized this until I decided to try it. When I found it out, I felt it a funny little way to speed run, so I left it in. A similar quirk can be found if you grab the 'hidden' E-Tank, where if you die before reaching the actual route you needed to take, it would spawn you at the next checkpoint. Again, this was left in as to compensate for some difficult level design portions. As for the '''interesting''' choice of tilesets, I wanted to explore my artistic prowess in level design. This looked okay at the time, but in hindsight I can safely say that it is pretty bad. Lastly, because I am certain people will wonder this, while multiple test playthroughs of the level were done, they were all done by me. I had no other means at the time to be able to get others to playtest. Had I known how and who I could playtest the level, I am sure many of the issues would have been able to be solved.&lt;br /&gt;
&lt;br /&gt;
IN PROGRESS...&lt;br /&gt;
&lt;br /&gt;
=== The Reception ===&lt;br /&gt;
Of course when an announcement for a MAGMML2 contest placement went public, I had to be watching where possible. And I was thrilled to find out that (In terms of tier placement) I had done rather well. All criticism was taken into consideration, from both the judges and the streamer (FlashMan85, who is now also a judge in MAGMML3, so I made a good call.). In addition, I had went to look at other youtubers who played the game for more feedback; some were harsh, others more encouraging. One thing that I did as soon as I could collect my thoughts, was to go back and update the level to be more polished. I chose more consistent enemies that fit the stage, used more appropriate graphics (as well as fewer tilesets), and apply every judge suggestion. I can safely say that the level has been improved over its submitted version.&lt;br /&gt;
&lt;br /&gt;
IN PROGRESS...&lt;br /&gt;
&lt;br /&gt;
=== The Future ===&lt;br /&gt;
With MAGMML3 to release a devkit in the future, and a chance to show off what I learned, I feel that my best works are yet to come. In the meantime, I hope this was helpful to getting to know a little more about me and my entry. Enjoy the wiki, and I will see you in MAGMML3!&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:Game_Trooper&amp;diff=2320</id>
		<title>User:Game Trooper</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:Game_Trooper&amp;diff=2320"/>
				<updated>2018-02-19T17:32:56Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: /* Dev Commentary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About me==&lt;br /&gt;
Greetings one and all, I'm '''Game Trooper'''!!&lt;br /&gt;
Entrant of MAGMML2's [[Volcanic Furnace]], and long time Mega Man fan.&lt;br /&gt;
I'm seasoned in editing various wikis (which will be listed below) as&lt;br /&gt;
early as high school, so I feel that I can be a big help to one I feel&lt;br /&gt;
very passionate about. I have also helped build one of them up from its&lt;br /&gt;
infancy, and have even been an admin for one of them. I absolutely enjoy&lt;br /&gt;
helping out wikis like this one grow, and educate newcomers on what the&lt;br /&gt;
wiki's all about. If you need any help, please don't hesitate to post&lt;br /&gt;
it on my talk page!! I'll get back to you as soon as possible.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
GT Steam 2.png|In case you wanted to know what I'd look like...&lt;br /&gt;
Game Trooper Neo.png|One of my Wiki portraits I created.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Wikis ==&lt;br /&gt;
I can be found on many other wikis.&lt;br /&gt;
&lt;br /&gt;
They include:&lt;br /&gt;
&lt;br /&gt;
* Mega Man Wiki&lt;br /&gt;
* Ratchet and Clank Wiki&lt;br /&gt;
* Scaler Wiki&lt;br /&gt;
&lt;br /&gt;
and&lt;br /&gt;
&lt;br /&gt;
* Overlord Wiki&lt;br /&gt;
&lt;br /&gt;
== Dev Commentary ==&lt;br /&gt;
HELLO! This is my unofficial commentary of how I created my level, [[Volcanic Furnace]]. I'll try to keep this brief, but I imagine that some people will be curious as to what I was thinking of when designing this level (I assume that a particular Durgon will 'eventually' get to this, so hi!).&lt;br /&gt;
&lt;br /&gt;
=== The Concept ===&lt;br /&gt;
As any fan would understand why I entered, I have always wanted to create my own game, and after 'insert-Gaben-9-years-dev-joke-here', I finally got to throw my hat into the ring. The idea for a fire level was actually one of the things I stayed with from the get go. I had FEVERISHLY watched AceSpark's&lt;br /&gt;
level design video series and reviewed MAGMML1's winner, Glass Man, for direction. I concluded that for reference, keep the stage about 28 frames long, introduce each gimmick one section at a time then combine them near the end, and place checkpoints around areas of difficulty. The idea of a fire stage stemmed from an early Robot Master of mine named '''Scorch Man''' (kinda silly seeing Bootleg Zook and Sunrise actually showed up, and originally so did Eternal's). Ultimately, despite being a programmer by trade, he was cut due to time restraints and lack of game maker experience. The stage was mostly winged and I plopped down what I thought might make for a fun or challenging setup. One of the ideas I KNOW I wanted to have in some form was some sort of mine cart segment (akin to the final moments of Indiana Jones: Temple of Doom(YOU KNOW WHAT PART IT IS)). However, due to poor spriting skills and again, lack of game maker experience, I used Guts Lifts as a substitute. Some things I know people might wonder is the Foot Holder showing up and why not a Guts Lift. The short answer was that I thought it'd be kinda fun and challenging; simple as that. I had understood that I had to combo the two elements that I implemented. The idea of guts lifts over some of these traps not only fit classic Mega Man level design, but actually looked fun and challenging. In retrospect, it may have been a little too tough still, despite putting safe platforms in as a breather. Another part people might be wondering about is the skippable mini boss. I had not realized this until I decided to try it. When I found it out, I felt it a funny little way to speed run, so I left it in. A similar quirk can be found if you grab the 'hidden' E-Tank, where if you die before reaching the actual route you needed to take, it would spawn you at the next checkpoint. Again, this was left in as to compensate for some difficult level design portions. As for the '''interesting''' choice of tilesets, I wanted to explore my artistic prowess in level design. This looked okay at the time, but in hindsight I can safely say that it is pretty bad.&lt;br /&gt;
IN PROGRESS...&lt;br /&gt;
&lt;br /&gt;
=== The Reception ===&lt;br /&gt;
IN PROGRESS...&lt;br /&gt;
&lt;br /&gt;
=== The Revision ===&lt;br /&gt;
IN PROGRESS...&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=User:Game_Trooper&amp;diff=2317</id>
		<title>User:Game Trooper</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=User:Game_Trooper&amp;diff=2317"/>
				<updated>2018-02-19T17:16:14Z</updated>
		
		<summary type="html">&lt;p&gt;Game Trooper: Dev Commentary added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About me==&lt;br /&gt;
Greetings one and all, I'm '''Game Trooper'''!!&lt;br /&gt;
Entrant of MAGMML2's [[Volcanic Furnace]], and long time Mega Man fan.&lt;br /&gt;
I'm seasoned in editing various wikis (which will be listed below) as&lt;br /&gt;
early as high school, so I feel that I can be a big help to one I feel&lt;br /&gt;
very passionate about. I have also helped build one of them up from its&lt;br /&gt;
infancy, and have even been an admin for one of them. I absolutely enjoy&lt;br /&gt;
helping out wikis like this one grow, and educate newcomers on what the&lt;br /&gt;
wiki's all about. If you need any help, please don't hesitate to post&lt;br /&gt;
it on my talk page!! I'll get back to you as soon as possible.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
GT Steam 2.png|In case you wanted to know what I'd look like...&lt;br /&gt;
Game Trooper Neo.png|One of my Wiki portraits I created.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Wikis ==&lt;br /&gt;
I can be found on many other wikis.&lt;br /&gt;
&lt;br /&gt;
They include:&lt;br /&gt;
&lt;br /&gt;
* Mega Man Wiki&lt;br /&gt;
* Ratchet and Clank Wiki&lt;br /&gt;
* Scaler Wiki&lt;br /&gt;
&lt;br /&gt;
and&lt;br /&gt;
&lt;br /&gt;
* Overlord Wiki&lt;br /&gt;
&lt;br /&gt;
== Dev Commentary ==&lt;br /&gt;
HELLO! This is my unofficial commentary of how I created my level, [[Volcanic Furnace]]. I'll try to keep this brief, but I imagine that some people will be curious as to what I was thinking of when designing this level (I assume that a particular Durgon will 'eventually' get to this, so hi!).&lt;br /&gt;
&lt;br /&gt;
=== The Concept ===&lt;br /&gt;
As any fan would understand why I entered, I have always wanted to create my own game, and after 'insert-Gaben-9-years-dev-joke-here', I finally got to throw my hat into the ring. The idea for a fire level was actually one of the things I stayed with from the get go. I had FEVERISHLY watched AceSpark's&lt;br /&gt;
level design video series and reviewed MAGMML1's winner, Glass Man, for direction. I concluded that for reference, keep the stage about 28 frames long, introduce each gimmick one section at a time then combine them near the end, and place checkpoints around areas of difficulty. The idea of a fire stage stemmed from an early Robot Master of mine named Scorch Man (kinda silly seeing Bootleg Zook and Sunrise actually showed up, and originally so did Eternal's). Ultimately, despite being a programmer by trade, he was cut due to time restraints and lack of game maker experience. The stage was mostly winged and I plopped down what I thought might make for a fun or challenging setup. One of the ideas I KNOW I wanted to have in some form was some sort of mine cart segment (akin to the final moments of Indiana Jones: Temple of Doom(YOU KNOW WHAT IT IS)). However, due to poor spriting skills and again, lack of&lt;br /&gt;
game maker experience, I used Guts Lifts as a substitute.&lt;/div&gt;</summary>
		<author><name>Game Trooper</name></author>	</entry>

	</feed>