<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://magmmlcontest.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ZSaber</id>
		<title>Make a Good Mega Man Level Contest - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://magmmlcontest.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ZSaber"/>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php/Special:Contributions/ZSaber"/>
		<updated>2026-04-30T17:56:01Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.29.1</generator>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=A_Mega_Man_for_All_Seasons&amp;diff=20132</id>
		<title>A Mega Man for All Seasons</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=A_Mega_Man_for_All_Seasons&amp;diff=20132"/>
				<updated>2022-02-26T00:51:07Z</updated>
		
		<summary type="html">&lt;p&gt;ZSaber: &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=A Mega Man For All Seasons&lt;br /&gt;
|rank=45th&lt;br /&gt;
|image=[[File:MaGMML2-45-AMegaManForAllSeasons.png|256px]]&lt;br /&gt;
|caption=“One of the greatest problems of our time is that many are schooled but few are educated.”&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[Z-Saber (user)|Z-Saber]]&lt;br /&gt;
|composer=[[Z-Saber (user)|Z-Saber]]&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Judge Order Reminder:&lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=2&lt;br /&gt;
|judge1=26&lt;br /&gt;
|judge2=19&lt;br /&gt;
|judge3=39&lt;br /&gt;
|judge4=30&lt;br /&gt;
|judge5=27&lt;br /&gt;
|totalscore=28.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:Nickel.png|In the season of dead leaves, hidden in the room behind More...]][[File:Nickel.png|When nature's great blanket is draped across the land, consider the catacombs More regards.]][[File:Nickel.png|In verdurous times, consider the banner above More.]][[File:Nickel.png|In the sweltering heat, the barrel contains a cool refreshment.]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Au-Au]]&lt;br /&gt;
*[[Batton]]&lt;br /&gt;
*[[Beak]]&lt;br /&gt;
*[[Bomber Pepe]]&lt;br /&gt;
*[[Brain Break]]&lt;br /&gt;
*[[Butterdroid]]&lt;br /&gt;
*[[Chibee]]&lt;br /&gt;
*[[Claw]]&lt;br /&gt;
*[[Cocco]]&lt;br /&gt;
*[[Crabbot]]&lt;br /&gt;
*[[Docron]]&lt;br /&gt;
*[[Fire Boy]]&lt;br /&gt;
*[[Fire Telly]]&lt;br /&gt;
*[[Flea]]&lt;br /&gt;
*[[Gabgyo]] (swim)&lt;br /&gt;
*[[Hopps]]&lt;br /&gt;
*[[Lightning Lord]]&lt;br /&gt;
*[[Mummira]]&lt;br /&gt;
*[[Pandeeta]]&lt;br /&gt;
*[[Peng]]&lt;br /&gt;
*[[Penpen EV]]&lt;br /&gt;
*[[Pierrobug]]&lt;br /&gt;
*[[Pipi]]&lt;br /&gt;
*[[Rackaser]]&lt;br /&gt;
*[[Screw Bomber]]&lt;br /&gt;
*[[Shrink]]&lt;br /&gt;
*[[Skull Walker]]&lt;br /&gt;
*[[Swallown]]&lt;br /&gt;
*[[Yambow]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Chill Man Block]]&lt;br /&gt;
*[[Cossack Snow]]&lt;br /&gt;
*[[Falling Platform]] (MM2)&lt;br /&gt;
*[[Hover]]&lt;br /&gt;
*[[Ice Platform]]&lt;br /&gt;
*[[Plantman Platform]]&lt;br /&gt;
*[[Press]]&lt;br /&gt;
*[[Quicksand]]&lt;br /&gt;
*[[Spring]]&lt;br /&gt;
*[[Teckyun]]&lt;br /&gt;
*[[Toad Rain]]&lt;br /&gt;
*[[Water Block]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Squidon]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Komuso Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man 2 - Bubble Man (Various arrangements by Z-Saber)&lt;br /&gt;
|location=[[Tier 5 (MaGMML2)|Tier 5]]&lt;br /&gt;
|previous=[[Quint Stage]]&lt;br /&gt;
|next=[[AD 2101]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Sir More, I presume. Hast ye any last words?|[[Komuso Man|Executioner]]|the boss of the level.}}&lt;br /&gt;
'''A Mega Man For All Seasons''' is the 45th place level in ''[[Make a Good Mega Man Level 2]]''. The level is based on the 1966 film ''[https://en.wikipedia.org/wiki/A_Man_for_All_Seasons A Man for All Seasons]'', which depicts the final years of 16th century Lord Chancellor of England, Sir Thomas More. The passage of time is a central theme of the level, with [[Mega Man]] traversing through the Tower of London four separate times, each time set in a different season during the year leading up to More's death.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{NeedsStrategy}}&lt;br /&gt;
&lt;br /&gt;
All of this level's Noble Nickels are in the lower areas that have Sir Thomas More's cell in them.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Cute little level, though I do feel it kinda decreased in quality at the end and sorta became a mess. I liked the initial room with the setups with the Mummiras, but later rooms just kinda felt like enemy spam, especially the spring (?) one with the chicken enemies. The level is pretty short, so there isn't really much to say, though in the winter and spring sections it looked really weird when there was snow and rain that didn't animate. The idea is cool, and the dialogue with Thomas More and the executioner is funny, but there's not that much level design to go with it, and what is there is just okay. There's some weird enemy placement throughout, like, there's a Lightning Lord at the start you can just snipe from the ladder and never poses an actual threat, among other things. It's a cute and good attempt, but I feel like it just needed more content in general and needed a better central focus.&lt;br /&gt;
|pyroscore = 26&lt;br /&gt;
|spdesign = 7&lt;br /&gt;
|spfun = 5&lt;br /&gt;
|spcreativity = 6&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = As time went on, this level made less and less sense, and the enemy placement felt very spammy. The 3rd part was especially weird and nonsensical, with all the random flying shrimp. The graphics were pretty messy, especially the 4th section with the random sand everywhere. Overall, the time travel thing is neat, but it kinda feels like the level just copied the same section 4 times and changed the enemies around every time, sometimes adding more hazards. The gimmick started off nicely, but the level just feels really rushed, especially towards the end. Overall, good concept, bad execution.&lt;br /&gt;
|jupiscore = 19&lt;br /&gt;
|jhdesign = 6&lt;br /&gt;
|jhfun = 3&lt;br /&gt;
|jhcreativity = 8&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|jhskip = No&lt;br /&gt;
|enjl = The plot in this level is what made it for me tbh. Throwing Mega Man into this timeline like that is pretty silly and while it is just the same few rooms over and over with a slight twist on it I found myself just smiling at the charm nonstop. I wonder how this level could've done more to mix things up. It tries its best by introducing elements like water and quicksand, though I found them to be more of a hassle than an addition to the formula, and while it did shake the environment up it went away before I was able to get accustomed to it. In a sense, I like the janky, rapidly changing environment that tries to get in the player's way over and over with different methods, I'm just thinking if there was a layout that would've allowed for more customisation between seasons... Sorry for rambling. Really fun level!&lt;br /&gt;
|enjlscore = 39&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 9&lt;br /&gt;
|encreativity = 12&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = It's a nice little stage. I liked the main concept behind it and I'm surprised that the seasons gimmick wasn't used in any other level. I also liked the boss choice and mini-plot. However, this level has many problems. Looking at the primitive stage layout as well as the bad enemy placement, I can say that I don't like the level design here. Additionally, I felt that getting through the same stage with minor variations four times was tiring. Also, the tiles are really broken and don't look good at times. Decent level overall, but it could be better.&lt;br /&gt;
|garirryscore = 30&lt;br /&gt;
|gadesign = 6&lt;br /&gt;
|gafun = 6&lt;br /&gt;
|gacreativity = 10&lt;br /&gt;
|gaaesthetics = 3&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's kinda meh. It's nothing too cheap or unfair, but it just doesn't feel like it's well built, with the stage layout and enemy placement being kinda random.&lt;br /&gt;
|gafunnote = I admit it was enjoyable. However, playing through the same design four times was kinda irritating.&lt;br /&gt;
|gacreativitynote = I really liked the concept here and I'm kinda surprised that nobody else used it. I liked the main idea behind the boss choice.&lt;br /&gt;
|gaaestheticsnote = It could be better. There are tiles that are just placed at random, and other broken tiles...&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|gaskip = No&lt;br /&gt;
|ace = This has to be the just about the oddest Mega Man stage I have ever played.&lt;br /&gt;
I mean, for all the issues, it's not without charm, and I personally found it entertaining... probably for the same reasons you chose to do such a thing, actually. I dig this area of history, and found the entire thing rather fascinating! The item hunt for the Nickels was pretty cool too, they're not hard, but they are neat 'can you spot the stray pixel clue', or 'spot this tiny hint' challenges.&lt;br /&gt;
The whole concept behind revisiting an area several times over the seasons was, great. It's almost handled well enough.. but not quite, as the further you get into the level, the less sense the obstacles make. Enemy selection was also all over the place, but not terrible, just some odd choices every so often. &lt;br /&gt;
&lt;br /&gt;
Neat idea aside, this stage does have some glaring issues: There is a complete lack of challenge, outside of maybe the Squiddon mid-boss, and far, far, far too many power ups around the place make an already easy stage even easier!&lt;br /&gt;
By far the most noticeable problem is... I am not sure what is going on with the graphics here. For every well chosen tile there is two really weird choices, and the level almost feels like you're playing a glitched stage. I get the general look of the stage and what each bit is supposed to mean, but it looks so bizarre, and does not help the stage at all.&lt;br /&gt;
&lt;br /&gt;
I also feel really sorry for Komuso Man right now. I'm not sure why he was stripped of his hit invincibility here.&lt;br /&gt;
There is also a potential soft lock in this fight, if Komuso isn't killed in time, he'll run out of the arena, and leave Mega Man stranded. Whoops, you, er, kind of needed a wall in this battle.&lt;br /&gt;
This was certainly an interesting level, I'd be interested to see what other weird ideas you could come up with next!&lt;br /&gt;
|acescore = 27&lt;br /&gt;
|asdesign = 6&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 9&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 2&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
*This level was Z-Saber's first ever attempt at level design. She is especially proud of the Dr. Light/More animation.&lt;br /&gt;
*The movie-based pun of the title came first, and then she built the level around that pun.&lt;br /&gt;
*Z-Saber is a huge fan of edutainment, and hopes players learn a bit of history while playing by reading the sign at the start of each season, and by interacting with More. &lt;br /&gt;
*All but the last line of More's dialogue is lifted directly from his secular socio-political satire, &amp;quot;Utopia.&amp;quot; These quotes were specifically selected due to their continued relevance to modern day governance. More's parting line is a tongue-in-cheek reference to what was once erroneously credited as his irl final witticism. &lt;br /&gt;
*Z-Saber took an artistic, collage approach to tiling the level by combining multiple sets to get the overall look she wanted, layering and piecing partial tiles for details, and viewing assets as what they have the potential to be rather than what they have been used for in the past. While some players have complimented elements of this design choice, such as the guillotine in the boss area, her aesthetic has also been dismissed as &amp;quot;glitchy&amp;quot; by tile set purists.&lt;br /&gt;
*Z-Saber personally remixed different versions of the level song for each season in order to better evoke the atmosphere of each time of year, thus winter is slow and plodding, while summer is upbeat and bright. &lt;br /&gt;
*The enemies used for the level were chosen because they tangentially relate to the season they appear in: fall has Halloween-esque assailants, winter has cold-dwelling fauna, spring brings umbrellas and spring chickens, and summer is all about the beach. &lt;br /&gt;
*Z-Saber has stated that the Komuso Man lacks invincibility frames to make him easier. As someone who is notoriously bad at platformers, she wanted to make a level even she could beat.&lt;br /&gt;
*A Mega Man for All Seasons was the last level to be submitted to ''MaGMML2'', having been sent in on the last possible day for submissions, getting a maximum score average penalty of -20. The highest average this level could have scored would have been a 30, but it ended up getting a 28.2 average.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 5 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>ZSaber</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=A_Mega_Man_for_All_Seasons&amp;diff=20129</id>
		<title>A Mega Man for All Seasons</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=A_Mega_Man_for_All_Seasons&amp;diff=20129"/>
				<updated>2022-02-26T00:41:40Z</updated>
		
		<summary type="html">&lt;p&gt;ZSaber: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo&lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=A Mega Man For All Seasons&lt;br /&gt;
|rank=45th&lt;br /&gt;
|image=[[File:MaGMML2-45-AMegaManForAllSeasons.png|256px]]&lt;br /&gt;
|caption=“One of the greatest problems of our time is that many are schooled but few are educated.”&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[Z-Saber (user)|Z-Saber]]&lt;br /&gt;
|composer=[[Z-Saber (user)|Z-Saber]]&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Judge Order Reminder:&lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=2&lt;br /&gt;
|judge1=26&lt;br /&gt;
|judge2=19&lt;br /&gt;
|judge3=39&lt;br /&gt;
|judge4=30&lt;br /&gt;
|judge5=27&lt;br /&gt;
|totalscore=28.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:Nickel.png|In the season of dead leaves, hidden in the room behind More...]][[File:Nickel.png|When nature's great blanket is draped across the land, consider the catacombs More regards.]][[File:Nickel.png|In verdurous times, consider the banner above More.]][[File:Nickel.png|In the sweltering heat, the barrel contains a cool refreshment.]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Au-Au]]&lt;br /&gt;
*[[Batton]]&lt;br /&gt;
*[[Beak]]&lt;br /&gt;
*[[Bomber Pepe]]&lt;br /&gt;
*[[Brain Break]]&lt;br /&gt;
*[[Butterdroid]]&lt;br /&gt;
*[[Chibee]]&lt;br /&gt;
*[[Claw]]&lt;br /&gt;
*[[Cocco]]&lt;br /&gt;
*[[Crabbot]]&lt;br /&gt;
*[[Docron]]&lt;br /&gt;
*[[Fire Boy]]&lt;br /&gt;
*[[Fire Telly]]&lt;br /&gt;
*[[Flea]]&lt;br /&gt;
*[[Gabgyo]] (swim)&lt;br /&gt;
*[[Hopps]]&lt;br /&gt;
*[[Lightning Lord]]&lt;br /&gt;
*[[Mummira]]&lt;br /&gt;
*[[Pandeeta]]&lt;br /&gt;
*[[Peng]]&lt;br /&gt;
*[[Penpen EV]]&lt;br /&gt;
*[[Pierrobug]]&lt;br /&gt;
*[[Pipi]]&lt;br /&gt;
*[[Rackaser]]&lt;br /&gt;
*[[Screw Bomber]]&lt;br /&gt;
*[[Shrink]]&lt;br /&gt;
*[[Skull Walker]]&lt;br /&gt;
*[[Swallown]]&lt;br /&gt;
*[[Yambow]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Chill Man Block]]&lt;br /&gt;
*[[Cossack Snow]]&lt;br /&gt;
*[[Falling Platform]] (MM2)&lt;br /&gt;
*[[Hover]]&lt;br /&gt;
*[[Ice Platform]]&lt;br /&gt;
*[[Plantman Platform]]&lt;br /&gt;
*[[Press]]&lt;br /&gt;
*[[Quicksand]]&lt;br /&gt;
*[[Spring]]&lt;br /&gt;
*[[Teckyun]]&lt;br /&gt;
*[[Toad Rain]]&lt;br /&gt;
*[[Water Block]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Squidon]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Komuso Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man 2 - Bubble Man (Various arrangements by Z-Saber)&lt;br /&gt;
|location=[[Tier 5 (MaGMML2)|Tier 5]]&lt;br /&gt;
|previous=[[Quint Stage]]&lt;br /&gt;
|next=[[AD 2101]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Sir More, I presume. Hast ye any last words?|[[Komuso Man|Executioner]]|the boss of the level.}}&lt;br /&gt;
'''A Mega Man For All Seasons''' is the 45th place level in ''[[Make a Good Mega Man Level 2]]''. The level is based on the play (and subsequent film) ''[https://en.wikipedia.org/wiki/A_Man_for_All_Seasons A Man for All Seasons]'', which depicts the final years of 16th century Lord Chancellor of England, Sir Thomas More. Time travel is a central theme of the level, with [[Mega Man]] traversing through the same area four times, each time set in a different season.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&amp;quot;If *I* can beat it, you can too!&amp;quot; - Z-Saber&lt;br /&gt;
&lt;br /&gt;
All of this level's Noble Nickels are in the lower areas that have Sir Thomas More's cell in them.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Cute little level, though I do feel it kinda decreased in quality at the end and sorta became a mess. I liked the initial room with the setups with the Mummiras, but later rooms just kinda felt like enemy spam, especially the spring (?) one with the chicken enemies. The level is pretty short, so there isn't really much to say, though in the winter and spring sections it looked really weird when there was snow and rain that didn't animate. The idea is cool, and the dialogue with Thomas More and the executioner is funny, but there's not that much level design to go with it, and what is there is just okay. There's some weird enemy placement throughout, like, there's a Lightning Lord at the start you can just snipe from the ladder and never poses an actual threat, among other things. It's a cute and good attempt, but I feel like it just needed more content in general and needed a better central focus.&lt;br /&gt;
|pyroscore = 26&lt;br /&gt;
|spdesign = 7&lt;br /&gt;
|spfun = 5&lt;br /&gt;
|spcreativity = 6&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = As time went on, this level made less and less sense, and the enemy placement felt very spammy. The 3rd part was especially weird and nonsensical, with all the random flying shrimp. The graphics were pretty messy, especially the 4th section with the random sand everywhere. Overall, the time travel thing is neat, but it kinda feels like the level just copied the same section 4 times and changed the enemies around every time, sometimes adding more hazards. The gimmick started off nicely, but the level just feels really rushed, especially towards the end. Overall, good concept, bad execution.&lt;br /&gt;
|jupiscore = 19&lt;br /&gt;
|jhdesign = 6&lt;br /&gt;
|jhfun = 3&lt;br /&gt;
|jhcreativity = 8&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|jhskip = No&lt;br /&gt;
|enjl = The plot in this level is what made it for me tbh. Throwing Mega Man into this timeline like that is pretty silly and while it is just the same few rooms over and over with a slight twist on it I found myself just smiling at the charm nonstop. I wonder how this level could've done more to mix things up. It tries its best by introducing elements like water and quicksand, though I found them to be more of a hassle than an addition to the formula, and while it did shake the environment up it went away before I was able to get accustomed to it. In a sense, I like the janky, rapidly changing environment that tries to get in the player's way over and over with different methods, I'm just thinking if there was a layout that would've allowed for more customisation between seasons... Sorry for rambling. Really fun level!&lt;br /&gt;
|enjlscore = 39&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 9&lt;br /&gt;
|encreativity = 12&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = It's a nice little stage. I liked the main concept behind it and I'm surprised that the seasons gimmick wasn't used in any other level. I also liked the boss choice and mini-plot. However, this level has many problems. Looking at the primitive stage layout as well as the bad enemy placement, I can say that I don't like the level design here. Additionally, I felt that getting through the same stage with minor variations four times was tiring. Also, the tiles are really broken and don't look good at times. Decent level overall, but it could be better.&lt;br /&gt;
|garirryscore = 30&lt;br /&gt;
|gadesign = 6&lt;br /&gt;
|gafun = 6&lt;br /&gt;
|gacreativity = 10&lt;br /&gt;
|gaaesthetics = 3&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's kinda meh. It's nothing too cheap or unfair, but it just doesn't feel like it's well built, with the stage layout and enemy placement being kinda random.&lt;br /&gt;
|gafunnote = I admit it was enjoyable. However, playing through the same design four times was kinda irritating.&lt;br /&gt;
|gacreativitynote = I really liked the concept here and I'm kinda surprised that nobody else used it. I liked the main idea behind the boss choice.&lt;br /&gt;
|gaaestheticsnote = It could be better. There are tiles that are just placed at random, and other broken tiles...&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|gaskip = No&lt;br /&gt;
|ace = This has to be the just about the oddest Mega Man stage I have ever played.&lt;br /&gt;
I mean, for all the issues, it's not without charm, and I personally found it entertaining... probably for the same reasons you chose to do such a thing, actually. I dig this area of history, and found the entire thing rather fascinating! The item hunt for the Nickels was pretty cool too, they're not hard, but they are neat 'can you spot the stray pixel clue', or 'spot this tiny hint' challenges.&lt;br /&gt;
The whole concept behind revisiting an area several times over the seasons was, great. It's almost handled well enough.. but not quite, as the further you get into the level, the less sense the obstacles make. Enemy selection was also all over the place, but not terrible, just some odd choices every so often. &lt;br /&gt;
&lt;br /&gt;
Neat idea aside, this stage does have some glaring issues: There is a complete lack of challenge, outside of maybe the Squiddon mid-boss, and far, far, far too many power ups around the place make an already easy stage even easier!&lt;br /&gt;
By far the most noticeable problem is... I am not sure what is going on with the graphics here. For every well chosen tile there is two really weird choices, and the level almost feels like you're playing a glitched stage. I get the general look of the stage and what each bit is supposed to mean, but it looks so bizarre, and does not help the stage at all.&lt;br /&gt;
&lt;br /&gt;
I also feel really sorry for Komuso Man right now. I'm not sure why he was stripped of his hit invincibility here.&lt;br /&gt;
There is also a potential soft lock in this fight, if Komuso isn't killed in time, he'll run out of the arena, and leave Mega Man stranded. Whoops, you, er, kind of needed a wall in this battle.&lt;br /&gt;
This was certainly an interesting level, I'd be interested to see what other weird ideas you could come up with next!&lt;br /&gt;
|acescore = 27&lt;br /&gt;
|asdesign = 6&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 9&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 2&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
*This level was Z-Saber's first ever attempt at level design. She is especially proud of the Dr. Light/More animation.&lt;br /&gt;
*The movie-based pun of the title came first, and then she built the level around that pun.&lt;br /&gt;
*Z-Saber is a huge fan of edutainment, and hopes players learn a bit of history while playing by reading the sign at the start of each season, and by interacting with More. &lt;br /&gt;
*All but the last line of More's dialogue is lifted directly from his secular socio-political satire, &amp;quot;Utopia.&amp;quot; These quotes were specifically selected due to their continued relevance to modern day governance. More's parting line is a tongue-in-cheek reference to what was once erroneously credited as his irl final witticism. &lt;br /&gt;
*Z-Saber took an artistic, collage approach to tiling the level by combining multiple sets to get the overall look she wanted, layering and piecing partial tiles for details, and viewing assets as what they have the potential to be rather than what they have been used for in the past. While some players have complimented elements of this design choice, such as the guillotine in the boss area, her aesthetic has also been dismissed as &amp;quot;glitchy&amp;quot; by tile set purists.&lt;br /&gt;
*Z-Saber personally remixed different versions of the level song for each season in order to better evoke the atmosphere of each time of year, thus winter is slow and plodding, while summer is upbeat and bright. &lt;br /&gt;
*The enemies used for the level were chosen because they tangentially relate to the season they appear in: fall has Halloween-esque assailants, winter has cold-dwelling fauna, spring brings umbrellas and spring chickens, and summer is all about the beach. &lt;br /&gt;
*Z-Saber has stated that the Komuso Man lacks invincibility frames to make him easier. As someone who is notoriously bad at platformers, she wanted to make a level even she could beat.&lt;br /&gt;
*A Mega Man for All Seasons was the last level to be submitted to ''MaGMML2'', having been sent in on the last possible day for submissions, getting a maximum score average penalty of -20. The highest average this level could have scored would have been a 30, but it ended up getting a 28.2 average.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 5 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>ZSaber</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=A_Mega_Man_for_All_Seasons&amp;diff=20128</id>
		<title>A Mega Man for All Seasons</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=A_Mega_Man_for_All_Seasons&amp;diff=20128"/>
				<updated>2022-02-26T00:41:27Z</updated>
		
		<summary type="html">&lt;p&gt;ZSaber: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo&lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=A Mega Man For All Seasons&lt;br /&gt;
|rank=45th&lt;br /&gt;
|image=[[File:MaGMML2-45-AMegaManForAllSeasons.png|256px]]&lt;br /&gt;
|caption=“One of the greatest problems of our time is that many are schooled but few are educated.”&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[Z-Saber (user)|Z-Saber]]&lt;br /&gt;
|composer=[[Z-Saber (user)|Z-Saber]]&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Judge Order Reminder:&lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=2&lt;br /&gt;
|judge1=26&lt;br /&gt;
|judge2=19&lt;br /&gt;
|judge3=39&lt;br /&gt;
|judge4=30&lt;br /&gt;
|judge5=27&lt;br /&gt;
|totalscore=28.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:Nickel.png|In the season of dead leaves, hidden in the room behind More...]][[File:Nickel.png|When nature's great blanket is draped across the land, consider the catacombs More regards.]][[File:Nickel.png|In verdurous times, consider the banner above More.]][[File:Nickel.png|In the sweltering heat, the barrel contains a cool refreshment.]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Au-Au]]&lt;br /&gt;
*[[Batton]]&lt;br /&gt;
*[[Beak]]&lt;br /&gt;
*[[Bomber Pepe]]&lt;br /&gt;
*[[Brain Break]]&lt;br /&gt;
*[[Butterdroid]]&lt;br /&gt;
*[[Chibee]]&lt;br /&gt;
*[[Claw]]&lt;br /&gt;
*[[Cocco]]&lt;br /&gt;
*[[Crabbot]]&lt;br /&gt;
*[[Docron]]&lt;br /&gt;
*[[Fire Boy]]&lt;br /&gt;
*[[Fire Telly]]&lt;br /&gt;
*[[Flea]]&lt;br /&gt;
*[[Gabgyo]] (swim)&lt;br /&gt;
*[[Hopps]]&lt;br /&gt;
*[[Lightning Lord]]&lt;br /&gt;
*[[Mummira]]&lt;br /&gt;
*[[Pandeeta]]&lt;br /&gt;
*[[Peng]]&lt;br /&gt;
*[[Penpen EV]]&lt;br /&gt;
*[[Pierrobug]]&lt;br /&gt;
*[[Pipi]]&lt;br /&gt;
*[[Rackaser]]&lt;br /&gt;
*[[Screw Bomber]]&lt;br /&gt;
*[[Shrink]]&lt;br /&gt;
*[[Skull Walker]]&lt;br /&gt;
*[[Swallown]]&lt;br /&gt;
*[[Yambow]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Chill Man Block]]&lt;br /&gt;
*[[Cossack Snow]]&lt;br /&gt;
*[[Falling Platform]] (MM2)&lt;br /&gt;
*[[Hover]]&lt;br /&gt;
*[[Ice Platform]]&lt;br /&gt;
*[[Plantman Platform]]&lt;br /&gt;
*[[Press]]&lt;br /&gt;
*[[Quicksand]]&lt;br /&gt;
*[[Spring]]&lt;br /&gt;
*[[Teckyun]]&lt;br /&gt;
*[[Toad Rain]]&lt;br /&gt;
*[[Water Block]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Squidon]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Komuso Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man 2 - Bubble Man (Various arrangements by Z-Saber)&lt;br /&gt;
|location=[[Tier 5 (MaGMML2)|Tier 5]]&lt;br /&gt;
|previous=[[Quint Stage]]&lt;br /&gt;
|next=[[AD 2101]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Sir More, I presume. Hast ye any last words?|[[Komuso Man|Executioner]]|the boss of the level.}}&lt;br /&gt;
'''A Mega Man For All Seasons''' is the 45th place level in ''[[Make a Good Mega Man Level 2]]''. The level is based on the play (and subsequent film) ''[https://en.wikipedia.org/wiki/A_Man_for_All_Seasons A Man for All Seasons]'', which depicts the final years of 16th century Lord Chancellor of England, Sir Thomas More. Time travel is a central theme of the level, with [[Mega Man]] traversing through the same area four times, each time set in a different season.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&amp;quot;If *I* can beat it, you can too!&amp;quot; - Z-Saber&lt;br /&gt;
All of this level's Noble Nickels are in the lower areas that have Sir Thomas More's cell in them.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Cute little level, though I do feel it kinda decreased in quality at the end and sorta became a mess. I liked the initial room with the setups with the Mummiras, but later rooms just kinda felt like enemy spam, especially the spring (?) one with the chicken enemies. The level is pretty short, so there isn't really much to say, though in the winter and spring sections it looked really weird when there was snow and rain that didn't animate. The idea is cool, and the dialogue with Thomas More and the executioner is funny, but there's not that much level design to go with it, and what is there is just okay. There's some weird enemy placement throughout, like, there's a Lightning Lord at the start you can just snipe from the ladder and never poses an actual threat, among other things. It's a cute and good attempt, but I feel like it just needed more content in general and needed a better central focus.&lt;br /&gt;
|pyroscore = 26&lt;br /&gt;
|spdesign = 7&lt;br /&gt;
|spfun = 5&lt;br /&gt;
|spcreativity = 6&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = As time went on, this level made less and less sense, and the enemy placement felt very spammy. The 3rd part was especially weird and nonsensical, with all the random flying shrimp. The graphics were pretty messy, especially the 4th section with the random sand everywhere. Overall, the time travel thing is neat, but it kinda feels like the level just copied the same section 4 times and changed the enemies around every time, sometimes adding more hazards. The gimmick started off nicely, but the level just feels really rushed, especially towards the end. Overall, good concept, bad execution.&lt;br /&gt;
|jupiscore = 19&lt;br /&gt;
|jhdesign = 6&lt;br /&gt;
|jhfun = 3&lt;br /&gt;
|jhcreativity = 8&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|jhskip = No&lt;br /&gt;
|enjl = The plot in this level is what made it for me tbh. Throwing Mega Man into this timeline like that is pretty silly and while it is just the same few rooms over and over with a slight twist on it I found myself just smiling at the charm nonstop. I wonder how this level could've done more to mix things up. It tries its best by introducing elements like water and quicksand, though I found them to be more of a hassle than an addition to the formula, and while it did shake the environment up it went away before I was able to get accustomed to it. In a sense, I like the janky, rapidly changing environment that tries to get in the player's way over and over with different methods, I'm just thinking if there was a layout that would've allowed for more customisation between seasons... Sorry for rambling. Really fun level!&lt;br /&gt;
|enjlscore = 39&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 9&lt;br /&gt;
|encreativity = 12&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = It's a nice little stage. I liked the main concept behind it and I'm surprised that the seasons gimmick wasn't used in any other level. I also liked the boss choice and mini-plot. However, this level has many problems. Looking at the primitive stage layout as well as the bad enemy placement, I can say that I don't like the level design here. Additionally, I felt that getting through the same stage with minor variations four times was tiring. Also, the tiles are really broken and don't look good at times. Decent level overall, but it could be better.&lt;br /&gt;
|garirryscore = 30&lt;br /&gt;
|gadesign = 6&lt;br /&gt;
|gafun = 6&lt;br /&gt;
|gacreativity = 10&lt;br /&gt;
|gaaesthetics = 3&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's kinda meh. It's nothing too cheap or unfair, but it just doesn't feel like it's well built, with the stage layout and enemy placement being kinda random.&lt;br /&gt;
|gafunnote = I admit it was enjoyable. However, playing through the same design four times was kinda irritating.&lt;br /&gt;
|gacreativitynote = I really liked the concept here and I'm kinda surprised that nobody else used it. I liked the main idea behind the boss choice.&lt;br /&gt;
|gaaestheticsnote = It could be better. There are tiles that are just placed at random, and other broken tiles...&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|gaskip = No&lt;br /&gt;
|ace = This has to be the just about the oddest Mega Man stage I have ever played.&lt;br /&gt;
I mean, for all the issues, it's not without charm, and I personally found it entertaining... probably for the same reasons you chose to do such a thing, actually. I dig this area of history, and found the entire thing rather fascinating! The item hunt for the Nickels was pretty cool too, they're not hard, but they are neat 'can you spot the stray pixel clue', or 'spot this tiny hint' challenges.&lt;br /&gt;
The whole concept behind revisiting an area several times over the seasons was, great. It's almost handled well enough.. but not quite, as the further you get into the level, the less sense the obstacles make. Enemy selection was also all over the place, but not terrible, just some odd choices every so often. &lt;br /&gt;
&lt;br /&gt;
Neat idea aside, this stage does have some glaring issues: There is a complete lack of challenge, outside of maybe the Squiddon mid-boss, and far, far, far too many power ups around the place make an already easy stage even easier!&lt;br /&gt;
By far the most noticeable problem is... I am not sure what is going on with the graphics here. For every well chosen tile there is two really weird choices, and the level almost feels like you're playing a glitched stage. I get the general look of the stage and what each bit is supposed to mean, but it looks so bizarre, and does not help the stage at all.&lt;br /&gt;
&lt;br /&gt;
I also feel really sorry for Komuso Man right now. I'm not sure why he was stripped of his hit invincibility here.&lt;br /&gt;
There is also a potential soft lock in this fight, if Komuso isn't killed in time, he'll run out of the arena, and leave Mega Man stranded. Whoops, you, er, kind of needed a wall in this battle.&lt;br /&gt;
This was certainly an interesting level, I'd be interested to see what other weird ideas you could come up with next!&lt;br /&gt;
|acescore = 27&lt;br /&gt;
|asdesign = 6&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 9&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 2&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
*This level was Z-Saber's first ever attempt at level design. She is especially proud of the Dr. Light/More animation.&lt;br /&gt;
*The movie-based pun of the title came first, and then she built the level around that pun.&lt;br /&gt;
*Z-Saber is a huge fan of edutainment, and hopes players learn a bit of history while playing by reading the sign at the start of each season, and by interacting with More. &lt;br /&gt;
*All but the last line of More's dialogue is lifted directly from his secular socio-political satire, &amp;quot;Utopia.&amp;quot; These quotes were specifically selected due to their continued relevance to modern day governance. More's parting line is a tongue-in-cheek reference to what was once erroneously credited as his irl final witticism. &lt;br /&gt;
*Z-Saber took an artistic, collage approach to tiling the level by combining multiple sets to get the overall look she wanted, layering and piecing partial tiles for details, and viewing assets as what they have the potential to be rather than what they have been used for in the past. While some players have complimented elements of this design choice, such as the guillotine in the boss area, her aesthetic has also been dismissed as &amp;quot;glitchy&amp;quot; by tile set purists.&lt;br /&gt;
*Z-Saber personally remixed different versions of the level song for each season in order to better evoke the atmosphere of each time of year, thus winter is slow and plodding, while summer is upbeat and bright. &lt;br /&gt;
*The enemies used for the level were chosen because they tangentially relate to the season they appear in: fall has Halloween-esque assailants, winter has cold-dwelling fauna, spring brings umbrellas and spring chickens, and summer is all about the beach. &lt;br /&gt;
*Z-Saber has stated that the Komuso Man lacks invincibility frames to make him easier. As someone who is notoriously bad at platformers, she wanted to make a level even she could beat.&lt;br /&gt;
*A Mega Man for All Seasons was the last level to be submitted to ''MaGMML2'', having been sent in on the last possible day for submissions, getting a maximum score average penalty of -20. The highest average this level could have scored would have been a 30, but it ended up getting a 28.2 average.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 5 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>ZSaber</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=A_Mega_Man_for_All_Seasons&amp;diff=20127</id>
		<title>A Mega Man for All Seasons</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=A_Mega_Man_for_All_Seasons&amp;diff=20127"/>
				<updated>2022-02-26T00:40:16Z</updated>
		
		<summary type="html">&lt;p&gt;ZSaber: /* 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=A Mega Man For All Seasons&lt;br /&gt;
|rank=45th&lt;br /&gt;
|image=[[File:MaGMML2-45-AMegaManForAllSeasons.png|256px]]&lt;br /&gt;
|caption=“One of the greatest problems of our time is that many are schooled but few are educated.”&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[Z-Saber (user)|Z-Saber]]&lt;br /&gt;
|composer=[[Z-Saber (user)|Z-Saber]]&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Judge Order Reminder:&lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=2&lt;br /&gt;
|judge1=26&lt;br /&gt;
|judge2=19&lt;br /&gt;
|judge3=39&lt;br /&gt;
|judge4=30&lt;br /&gt;
|judge5=27&lt;br /&gt;
|totalscore=28.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:Nickel.png|In the season of dead leaves, hidden in the room behind More...]][[File:Nickel.png|When nature's great blanket is draped across the land, consider the catacombs More regards.]][[File:Nickel.png|In verdurous times, consider the banner above More.]][[File:Nickel.png|In the sweltering heat, the barrel contains a cool refreshment.]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Au-Au]]&lt;br /&gt;
*[[Batton]]&lt;br /&gt;
*[[Beak]]&lt;br /&gt;
*[[Bomber Pepe]]&lt;br /&gt;
*[[Brain Break]]&lt;br /&gt;
*[[Butterdroid]]&lt;br /&gt;
*[[Chibee]]&lt;br /&gt;
*[[Claw]]&lt;br /&gt;
*[[Cocco]]&lt;br /&gt;
*[[Crabbot]]&lt;br /&gt;
*[[Docron]]&lt;br /&gt;
*[[Fire Boy]]&lt;br /&gt;
*[[Fire Telly]]&lt;br /&gt;
*[[Flea]]&lt;br /&gt;
*[[Gabgyo]] (swim)&lt;br /&gt;
*[[Hopps]]&lt;br /&gt;
*[[Lightning Lord]]&lt;br /&gt;
*[[Mummira]]&lt;br /&gt;
*[[Pandeeta]]&lt;br /&gt;
*[[Peng]]&lt;br /&gt;
*[[Penpen EV]]&lt;br /&gt;
*[[Pierrobug]]&lt;br /&gt;
*[[Pipi]]&lt;br /&gt;
*[[Rackaser]]&lt;br /&gt;
*[[Screw Bomber]]&lt;br /&gt;
*[[Shrink]]&lt;br /&gt;
*[[Skull Walker]]&lt;br /&gt;
*[[Swallown]]&lt;br /&gt;
*[[Yambow]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Chill Man Block]]&lt;br /&gt;
*[[Cossack Snow]]&lt;br /&gt;
*[[Falling Platform]] (MM2)&lt;br /&gt;
*[[Hover]]&lt;br /&gt;
*[[Ice Platform]]&lt;br /&gt;
*[[Plantman Platform]]&lt;br /&gt;
*[[Press]]&lt;br /&gt;
*[[Quicksand]]&lt;br /&gt;
*[[Spring]]&lt;br /&gt;
*[[Teckyun]]&lt;br /&gt;
*[[Toad Rain]]&lt;br /&gt;
*[[Water Block]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Squidon]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Komuso Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man 2 - Bubble Man (Various arrangements by Z-Saber)&lt;br /&gt;
|location=[[Tier 5 (MaGMML2)|Tier 5]]&lt;br /&gt;
|previous=[[Quint Stage]]&lt;br /&gt;
|next=[[AD 2101]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Sir More, I presume. Hast ye any last words?|[[Komuso Man|Executioner]]|the boss of the level.}}&lt;br /&gt;
'''A Mega Man For All Seasons''' is the 45th place level in ''[[Make a Good Mega Man Level 2]]''. The level is based on the play (and subsequent film) ''[https://en.wikipedia.org/wiki/A_Man_for_All_Seasons A Man for All Seasons]'', which depicts the final years of 16th century Lord Chancellor of England, Sir Thomas More. Time travel is a central theme of the level, with [[Mega Man]] traversing through the same area four times, each time set in a different season.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{NeedsStrategy}}&lt;br /&gt;
All of this level's Noble Nickels are in the lower areas that have Sir Thomas More's cell in them.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Cute little level, though I do feel it kinda decreased in quality at the end and sorta became a mess. I liked the initial room with the setups with the Mummiras, but later rooms just kinda felt like enemy spam, especially the spring (?) one with the chicken enemies. The level is pretty short, so there isn't really much to say, though in the winter and spring sections it looked really weird when there was snow and rain that didn't animate. The idea is cool, and the dialogue with Thomas More and the executioner is funny, but there's not that much level design to go with it, and what is there is just okay. There's some weird enemy placement throughout, like, there's a Lightning Lord at the start you can just snipe from the ladder and never poses an actual threat, among other things. It's a cute and good attempt, but I feel like it just needed more content in general and needed a better central focus.&lt;br /&gt;
|pyroscore = 26&lt;br /&gt;
|spdesign = 7&lt;br /&gt;
|spfun = 5&lt;br /&gt;
|spcreativity = 6&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = As time went on, this level made less and less sense, and the enemy placement felt very spammy. The 3rd part was especially weird and nonsensical, with all the random flying shrimp. The graphics were pretty messy, especially the 4th section with the random sand everywhere. Overall, the time travel thing is neat, but it kinda feels like the level just copied the same section 4 times and changed the enemies around every time, sometimes adding more hazards. The gimmick started off nicely, but the level just feels really rushed, especially towards the end. Overall, good concept, bad execution.&lt;br /&gt;
|jupiscore = 19&lt;br /&gt;
|jhdesign = 6&lt;br /&gt;
|jhfun = 3&lt;br /&gt;
|jhcreativity = 8&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|jhskip = No&lt;br /&gt;
|enjl = The plot in this level is what made it for me tbh. Throwing Mega Man into this timeline like that is pretty silly and while it is just the same few rooms over and over with a slight twist on it I found myself just smiling at the charm nonstop. I wonder how this level could've done more to mix things up. It tries its best by introducing elements like water and quicksand, though I found them to be more of a hassle than an addition to the formula, and while it did shake the environment up it went away before I was able to get accustomed to it. In a sense, I like the janky, rapidly changing environment that tries to get in the player's way over and over with different methods, I'm just thinking if there was a layout that would've allowed for more customisation between seasons... Sorry for rambling. Really fun level!&lt;br /&gt;
|enjlscore = 39&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 9&lt;br /&gt;
|encreativity = 12&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = It's a nice little stage. I liked the main concept behind it and I'm surprised that the seasons gimmick wasn't used in any other level. I also liked the boss choice and mini-plot. However, this level has many problems. Looking at the primitive stage layout as well as the bad enemy placement, I can say that I don't like the level design here. Additionally, I felt that getting through the same stage with minor variations four times was tiring. Also, the tiles are really broken and don't look good at times. Decent level overall, but it could be better.&lt;br /&gt;
|garirryscore = 30&lt;br /&gt;
|gadesign = 6&lt;br /&gt;
|gafun = 6&lt;br /&gt;
|gacreativity = 10&lt;br /&gt;
|gaaesthetics = 3&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's kinda meh. It's nothing too cheap or unfair, but it just doesn't feel like it's well built, with the stage layout and enemy placement being kinda random.&lt;br /&gt;
|gafunnote = I admit it was enjoyable. However, playing through the same design four times was kinda irritating.&lt;br /&gt;
|gacreativitynote = I really liked the concept here and I'm kinda surprised that nobody else used it. I liked the main idea behind the boss choice.&lt;br /&gt;
|gaaestheticsnote = It could be better. There are tiles that are just placed at random, and other broken tiles...&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|gaskip = No&lt;br /&gt;
|ace = This has to be the just about the oddest Mega Man stage I have ever played.&lt;br /&gt;
I mean, for all the issues, it's not without charm, and I personally found it entertaining... probably for the same reasons you chose to do such a thing, actually. I dig this area of history, and found the entire thing rather fascinating! The item hunt for the Nickels was pretty cool too, they're not hard, but they are neat 'can you spot the stray pixel clue', or 'spot this tiny hint' challenges.&lt;br /&gt;
The whole concept behind revisiting an area several times over the seasons was, great. It's almost handled well enough.. but not quite, as the further you get into the level, the less sense the obstacles make. Enemy selection was also all over the place, but not terrible, just some odd choices every so often. &lt;br /&gt;
&lt;br /&gt;
Neat idea aside, this stage does have some glaring issues: There is a complete lack of challenge, outside of maybe the Squiddon mid-boss, and far, far, far too many power ups around the place make an already easy stage even easier!&lt;br /&gt;
By far the most noticeable problem is... I am not sure what is going on with the graphics here. For every well chosen tile there is two really weird choices, and the level almost feels like you're playing a glitched stage. I get the general look of the stage and what each bit is supposed to mean, but it looks so bizarre, and does not help the stage at all.&lt;br /&gt;
&lt;br /&gt;
I also feel really sorry for Komuso Man right now. I'm not sure why he was stripped of his hit invincibility here.&lt;br /&gt;
There is also a potential soft lock in this fight, if Komuso isn't killed in time, he'll run out of the arena, and leave Mega Man stranded. Whoops, you, er, kind of needed a wall in this battle.&lt;br /&gt;
This was certainly an interesting level, I'd be interested to see what other weird ideas you could come up with next!&lt;br /&gt;
|acescore = 27&lt;br /&gt;
|asdesign = 6&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 9&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 2&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
*This level was Z-Saber's first ever attempt at level design. She is especially proud of the Dr. Light/More animation.&lt;br /&gt;
*The movie-based pun of the title came first, and then she built the level around that pun.&lt;br /&gt;
*Z-Saber is a huge fan of edutainment, and hopes players learn a bit of history while playing by reading the sign at the start of each season, and by interacting with More. &lt;br /&gt;
*All but the last line of More's dialogue is lifted directly from his secular socio-political satire, &amp;quot;Utopia.&amp;quot; These quotes were specifically selected due to their continued relevance to modern day governance. More's parting line is a tongue-in-cheek reference to what was once erroneously credited as his irl final witticism. &lt;br /&gt;
*Z-Saber took an artistic, collage approach to tiling the level by combining multiple sets to get the overall look she wanted, layering and piecing partial tiles for details, and viewing assets as what they have the potential to be rather than what they have been used for in the past. While some players have complimented elements of this design choice, such as the guillotine in the boss area, her aesthetic has also been dismissed as &amp;quot;glitchy&amp;quot; by tile set purists.&lt;br /&gt;
*Z-Saber personally remixed different versions of the level song for each season in order to better evoke the atmosphere of each time of year, thus winter is slow and plodding, while summer is upbeat and bright. &lt;br /&gt;
*The enemies used for the level were chosen because they tangentially relate to the season they appear in: fall has Halloween-esque assailants, winter has cold-dwelling fauna, spring brings umbrellas and spring chickens, and summer is all about the beach. &lt;br /&gt;
*Z-Saber has stated that the Komuso Man lacks invincibility frames to make him easier. As someone who is notoriously bad at platformers, she wanted to make a level even she could beat.&lt;br /&gt;
*A Mega Man for All Seasons was the last level to be submitted to ''MaGMML2'', having been sent in on the last possible day for submissions, getting a maximum score average penalty of -20. The highest average this level could have scored would have been a 30, but it ended up getting a 28.2 average.&lt;br /&gt;
&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 5 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>ZSaber</name></author>	</entry>

	</feed>