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1''Make a Good Mega Man Level'' and its sequels have its own interpretation of the ''Franchise/MegaMan'' canon... and incorporates non-''Mega Man'' games into its canon at the same time! As a result, characters in the games are a little crazy.
2
3----
4[[foldercontrol]]
5[[folder:Canon ''Mega Man'' Characters]]
6See Characters/MegaManClassic for the official interpretations of these characters. Only tropes that apply to these games should be used here.
7
8!!Mega Man (Rockman)
9[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/01_-_mega_man_5248.jpg]]
10Mega Man, known as Rock in his original form, is the main protagonist of the series. Built by Dr. Light to be a lab assistant, Rock volunteered himself to be upgraded into a Super Fighting Robot to stop the evil plans of Dr. Wily. The games themselves act as celebrations of his many victories over Dr. Wily. He is the only character to be playable in every ''Make a Good Mega Man Level'' game.
11----
12* AdaptationalWimp: Downplayed. While Mega's still quite powerful, he no longer has his PowerCopying abilities, instead using a pre-loaded set of weapons.
13* CutsceneBoss: He's this in the intro stage of ''Episode Zero''. After you reach him, the game cuts to a time card saying "Five minutes later" followed by the base's self-destruction.
14* WeirdnessMagnet: Over the course of the games, he gets attacked by sentient pictures of milk, badly drawn clones of himself, characters and enemies from other series, and title screens that spit out enemies. His adventures here are a ''little'' bizarre.
15
16!!Eddie
17[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/eddiecw_912.jpg]]
18A support robot created by Dr. Light who, ever since he was introduced, has appeared throughout stages to give Mega Man a random item drop. This makes his effectiveness vary, as sometimes he can give you something extraordinary (like an E-Tank), but other times he can give you something rather minor (like weapon energy). Some suspect that Eddie is secretly evil, though there is currently little evidence to support this.
19----
20* SecretShop: Runs a shop unbeknown to Dr. Light in the basement.
21* VideoGameCrueltyPotential: It is possible to kill off Eddie in ''Make a Good Mega Man Level 2'' through using Slash Claw against him. Doing so prevents him from showing up in stages. He still runs the shop, [[spoiler: and still appears in the [[VideoGame/GunstarHeroes Seven Force]] fight to assist you]].
22* YoureInsane: Eddie's reaction to the player showing up with the bolt counter maxed out.
23
24!!Dr. Wily
25[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/wilycw_3931.jpg]]
26A stereotypical mad scientist, he schemes to take over the world, creating several robots to help him. Though Wily's schemes were stopped time and time again, this did not stop him from being recorded in history as a legendary mad scientist, his legacy continuing even into the next century. He, for some reason, likes wiggling his eyebrows before going in his capsule (on some games).
27----
28* BigBad: Naturally, it's ''Dr. Wily'' after all. Averted, however, for ''Episode Zero'' where [=SRARA=] serve as the main antagonists.
29* CreatingLifeIsUnforeseen: Accidentally creates a dodgy decoy robot that becomes self-aware.
30* DidntThinkThisThrough: One of his last ditch attempts to destroy Mega Man in ''2'' involves [[spoiler: him ramming his craft into Mega Man's spaceship. Said craft is also [[TooDumbToLive his escape pod]].]]
31* NotSoHarmlessVillain: In ''Make a Good Mega Man Level 2'', he manages to create [[spoiler: a cannon capable of distorting reality itself.]]
32* SanitySlippage: Shown as undergoing this during ''Episode Zero'' as he works on [[spoiler:the Reality Core]].
33
34!!Knight Man
35A combat robot who entered into the First Annual Robot Tournament, where he was reprogrammed by Dr. Wily under the guise of Mr. X. In ''Make a Good Mega Man Level 2'', he runs the Chateau Chevaleresque, and will give rewards for collecting certain amounts of [[MacGuffin Noble Nickels]].
36----
37* BloodKnight: His reason for the player giving him Noble Nickels. [[spoiler:Once they are all collected, he reveals his true intention to defeat Mega Man, wanting to prove himself in combat once more.]]
38* RetiredBadass: Once a powerful combat robot, Knight Man now spends his days tending to his bar. [[spoiler:Once Mega Man collects all the Noble Nickels, however, he shows that he's ''far'' from out of the game.]]
39* ShoutOut: [[spoiler:His boss fight and the cutscene leading up to it include several references to works outside the official ''Mega Man'' series:]]
40** [[spoiler:When he obtains all the Noble Nickels, he states "I will have it in me". This is a reference to the ending of ''VideoGame/MegaManRockForce'', where Plant Man says "You know, I didn't think Knight Man had it in him" during part of the WhereAreTheyNowEpilogue.]]
41** [[spoiler:Phase 2 and 3 of the fight reference ''VideoGame/KirbysAdventure'', with the second phase being a battle in space with free movement and the third phase being a battle on the moon's surface, complete with the moon exploding into the same crescent shape.]]
42** [[spoiler:His SuperMode in the third phase sports golden hair, an obvious nod to [[Franchise/DragonBall Super Saiyans]].]]
43** [[spoiler:One of his attacks in Phase 3 involves [[Manga/JojosBizarreAdventureStardustCrusaders stopping time, throwing a flurry of blades, then letting time flow again.]]]]
44** [[spoiler:Another attack in Phase 3 of his fight is directly lifted from [[Videogame/KirbysReturnToDreamLand Magolor Soul]].]]
45* SuperMode: [[spoiler:Gains one during his Super Boss fight.]]
46
47!!Volt Man
48[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/capture_2746.PNG]]
49-> Artwork by [[https://tsuki-no-michi.deviantart.com/ Tsuki-no-michi]]
50A boss from ''[[VideoGame/MegaManDOS Mega Man]]'' on DOS, Volt Man has the dubious honour of being one of the most overused devkit bosses in ''Make a Good Mega Man Level 2''.
51----
52* AllYourPowersCombined: [[spoiler:Can combine with other copies of himself, and form the EldritchAbomination called Volt Man the the Assimilator]].
53* ArmoredButFrail: His Force Field weapon can block almost any attack, but he can't take much punishment without it.
54* TheAssimilator: [[spoiler:The Volt Men's ultimate goal is to assimilate until there is nothing but Volt Men.]]
55* BarrierWarrior: His Special Weapon is the Force Field, which he uses for both offense and defense like most shield-bearing Robot Masters.
56* {{Cephalothorax}}: Like several other Robot Masters, he doesn't really have a head.
57* GlassCannon: Takes heavy damage from the Mega Buster, but makes up for it by having absolutely painful attacks himself.
58* HiveMind: [[spoiler:When together, all the Volt Men speak in union.]]
59* PaperThinDisguise: [[spoiler:One of the Volt Men takes Eddie's place in the shop. The disguise is a clearly crude drawing on a cardboard box.]]
60* RecurringBoss: Appears the most of any boss in the game.
61* WolfpackBoss: Turns out the reason he shows up so often? [[spoiler:There's a lot of him.]]
62
63!!Agent Roslyn Krantz
64
65!!Toad Man
66An agricultural robot who appeared in ''Mega Man 4''. He tends to be viewed as weak.
67* ButtMonkey: Toad Man doesn't get a lot of respect. ''Especially'' in ''Episode Zero'', where Yamato Man openly mocks him, and one late-game level features him as a joke boss who dies in one hit from any weapon!
68* RecurringBoss: Not to the extent of Volt Man above, but he's fought several times over the course of ''2'' and ''Episode Zero''.
69* UnexplainedRecovery: Knives' conversation at Lily Airfield indicates that he somehow survived being sliced in half by Scooby Doc at the end of ''Scooby Doc 4''.
70
71!!Galaxy Man
72A space research robot who appeared in ''Mega Man 9''. He runs the Pit of Pits.
73* {{Superboss}}: [[spoiler:In the second game, he can be fought at the end of the Pit of Pits]].
74* UnexpectedShmupLevel: [[spoiler:Galaxy Man's battle disables Mega Man's normal gravity.]]
75
76!!Yamato Man
77A combat robot who appeared in ''Mega Man 6''. He manages the dojo seen in ''Make a Good Mega Man Level 2'' and ''Episode Zero''.
78* BadBoss: Subverted. He seems to be this in ''Episode Zero'' based on what you hear from his construction workers, but if anything it's a result of ''their'' shoddy craftsmanship and his frustration towards them.
79* DefeatMeansFriendship: You get his phone number after you defeat him in ''Episode Zero'', after which he can give you tips during boss fights.
80* OptionalBoss: He's the boss of the optional level "Mojo Dojo" in ''Episode Zero''.
81
82!!Pirate Man
83A combat robot who appeared in ''Mega Man & Bass''. He runs a radio show that Zero can tune into in ''Episode Zero''.
84* {{Superboss}}: [[spoiler:After beating ''48 Hour'', you can get his location from a Kaizock aboard the SS Elroy to find and battle him.]]
85* TheCuckoolanderWasRight: While his radio show is mostly inane ramblings, he ''does'' offer good tips on occasion, like which levels serve as good currency grinding locations.
86* IncrediblyLamePun: Of course ''Pirate'' Man runs a ''pirate'' radio show.
87
88!!Duo
89An alien robot out to fight for justice and destroy Evil Energy. He appears in Episode Zero to assist Zero in the game's climax.
90* AssistCharacter: Aids Zero during the final boss fight, primarily by shielding him from the boss's BulletHell attacks and charging up a powerful attack of his own to weaken him and allow Zero to finish him off.
91* LetsYouAndHimFight: He attacks Zero by mistake at first.
92
93!!Quint
94Mega Man from a peaceful future that was modified by Dr. Wily to fight against Mega Man in the present.
95* AdaptationalBadass: Unlike in canon, he has more than just one easily avoidable attack. In fact, he jumps around and attacks more aggressively and can launch rocks farther than in canon.
96
97[[/folder]]
98
99[[folder:Original Characters]]
100!!Zero
101[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/zeroart_5.png]]
102[[caption-width-right:350:Zero in ''Episode Zero''[[labelnote:Click to view [=MaGMML2=] artwork]][[quoteright:120:https://static.tvtropes.org/pmwiki/pub/images/zeroart.png]][[/labelnote]]]]
103
104Originally a hastily-built decoy robot, built only to slow Mega Man's escape from Wily Castle, he somehow gained sentience and became angry at Dr. Wily for using and discarding him. He rebelled against Wily, and is a [[spoiler: supporting character and the TrueFinalBoss]] of the second game. He serves as the protagonist and PlayerCharacter of ''Episode Zero''.
105----
106* AdaptationalBadass: He's a ''lot'' stronger and faster in ''Episode Zero'' than in the rest of the series.
107* AdaptationalWimp: In stark contrast to his ''X'' series self, Zero in the ''[=MaGMML=]'' series is incredibly weak. His primary trait is his [[StoneWall ridiculously effective armor]], but he has no innate abilities beyond that; he can't even deal a single point of damage to Mega Man by himself. Even in ''Episode Zero'', where [[LightningBruiser he's at his strongest]], his abilities like his weapons and elemental chips are given to him by others instead of being earned or naturally acquired.
108* ADayInTheLimelight: Is the main character of ''Episode Zero''.
109* AscendToAHigherPlaneOfExistence: [[spoiler:After his creation, Absolute ZERO, is defeated in ''2'', he ascends into the sky, his purpose in life fulfilled.]]
110* BattleBoomerang: Using the Cutter Chip, he shoots this. He can shoot out [[VideoGame/{{Kirby}} four of these around him]] using the Blank Drive.
111* BodyHorror: His mouth is where his lungs would be if he were a person, and despite being a robot, he is fairly organic-looking.
112* BossSubtitles: [[spoiler:Zero Soul gets the subtitle "Soul of Souls" in ''[=MaGMML=] Remastered''.]]
113* CanonWelding: [=MaGMML=]'s Zero is [[spoiler:partially made from the remains of the prototype Zero from ''VideoGame/MegaManUnlimited'']], explaining his apparent sentience and free will.
114* {{Cephalothorax}}: His face is on his chest.
115* CloudCuckoolander: Clearly not all there in the head, given his ramblings and musings to himself. This is mostly in ''[=MaGMML2=]'', as Zero is substantially more sane in ''Episode Zero''.
116* TheCuckoolanderWasRight: [[spoiler:In spite of his mad ramblings, it turns out he is exactly correct in regards to the dangers of the festival.]]
117* {{Fanboy}}: ''Episode Zero'' has a few scenes where he expresses a desire to be like Mega Man and ultimately prove himself as a WorthyOpponent to Rock. He also expresses full confidence that Mega Man can stop Wily's Reality Core scheme.
118* ForWantOfANail: WordOfGod states that the events of the ''VideoGame/MegaManX'' series onward are no longer possible in the [=MaGMML=] continuity due to [[spoiler:the original Zero prototype breaking down]].
119* GadgeteerGenius: Capable of creating giant robots in his visage, and they're fairly threatening. [[spoiler:Although they tend to break down spectacularly after enough battle damage.]]
120* {{Gonk}}: He's not a very appealing robot; not only looking like a warped and monstrous version of the original Zero, but also looking disturbingly organic.
121* GracefulLoser: [[spoiler:He's quite proud of Mega Man when he manages to beat Absolute Zero. Zero's defeat animation even makes it look like he's ''bowing'' to Mega Man out of respect]].
122* {{Leitmotif}}: [[spoiler:In ''2'', he uses [[VideoGame/PokemonRubyAndSapphire Zinnia's theme]], which plays whenever he shows up as the MysteriousStranger (and after Absolute ZERO's defeat).]]
123* LightningBruiser: His ''Episode Zero'' incarnation has a dash functionality and powerful weapons in the Z-Saber and Z-Burst, and only gets more Lightning and Bruiser with the Zap Chip equipped.
124* MysteriousStranger: [[spoiler:He hides his identity in the second game by covering himself in a cloak.]]
125* OneWingedAngel: [[spoiler:Zero Soul, the final boss of The Arena in the first game.]]
126* PromotedToPlayable: ''Episode Zero'' revolves around Zero and his own unique moveset.
127* SesquipedalianLoquaciousness: Speaks in very long-winded dialogue in the second game and ''Episode Zero''.
128* ShoutOut: [[spoiler:His Zero Soul form is a reference to the recurring "Soul" bosses in the Franchise/{{Kirby}} series. ''Remastered'' takes this a step further by giving him the BattleBoomerang and raining paint attacks used by most Soul bosses.]]
129* StylisticSuck: His spritework is intentionally crude and choppy. In ''Episode Zero'', he has more fluid sprites, though this can be disabled.
130* TakeThat: His concept mocks the idea of fangames having the real Zero as the final boss.
131* WalkingSpoiler: Knowing about him ruins the joke of his appearance in ''Make a Good Mega Man Level''. His involvement in the sequel's plot also gives away quite a bit.
132* WorthyOpponent: He sees Mega Man as one, and wants Mega Man to see him in the same light.
133* ZeroEffortBoss: Except for his Zero Soul form, his battles have a tendency to be this; with his battle in the first game, [[spoiler:Absolute ZERO's last phase, and Zero Heart]] being unable to do much more than knock Mega Man back without hurting him. And the latter can't even do that much!
134
135!!Simulation Recon and Regulation Administration
136The main antagonists of ''Episode Zero'', this group -- consisting of blue variants of the Up n' Down, Shield Attacker, Sniper Joe, and Met enemies -- have been suspiciously attempting to inspect the simulations featured in ''Make a Good Mega Man Level 2'' for reasons unknown.
137----
138* AIIsACrapshoot: The reason they're so crazy is [[spoiler:they have the same AI chips as Justice Man.]]
139* BewareTheSillyOnes: They may be clumsy and moronic, but they can still put up a good fight. [[spoiler:They also accidentally resurrect [[VideoGame/MegaMan8 Trio]] thanks to corrupting the Energy Elements.]]
140* BigBad: Collectively the group is this, but SRARA Met is the only one with any actual plans.
141* BossRush: [[spoiler:You face off against all of them at once in their final fight in Null and Void.]]
142* EyepatchOfPower: SRARA Met has a metal one bolted over their right eye.
143* InSeriesNickname: SRARA Up n' Down and SRARA Shield Attacker call each other Uppity and Shieldy, respectively.
144* InTheirOwnImage: [[spoiler:Their actual plan is to use Energy Elements and Tier X to create their own perfect world]].
145* {{Leitmotif}}: They use [[VideoGame/PokemonSunAndMoon the Ultra Recon Squad's]] theme when talking to Zero and their battle theme when fighting him.
146* MisterBig: SRARA Met is about the same size as Up n' Down (if not slightly shorter), but serves as the team's leader.
147* SomethingAboutARose: SRARA Joe's favorite thing in the world is roses.
148* QuirkyMiniBossSquad: A band of recurring {{King Mook}}s that serve as the game's antagonists.
149* SayingTooMuch: A running gag has either SRARA Up n' Down or SRARA Shield Attacker almost spill the beans on their plans before the other one stops them from saying too much.
150* SinisterShades: SRARA Met, Shield Attacker, and Up n' Down have them as part of their "festival inspector" disguises (though Met keeps theirs perched on top of their helmet), and even the group's logo is a silhouette wearing a pair of sunglasses.
151* VillainousFriendship: Within the group, SRARA Up n' Down and SRARA Shield Attacker have a close relationship and are almost always encountered alongside one another. Though, they're always bickering and it's more of a case of VitriolicBestBuds.
152* WakeUpCallBoss: SRARA Up n' Down is fought shortly after the Giant Spear Man and does not use simple attack patterns.
153
154!!Knives
155A young woman with a knife in her hair bun and a crush on Zero.
156----
157* AbhorrentAdmirer: As her postgame sidequest progresses, Zero grows increasingly sick of her.
158* ConspiracyTheorist: And how. Just to name a few, she believes that Wario and the Giant Spear Man are both agents of the Illuminati, that the alien creatures in Contra Base are a front for performing heart surgery on a really big person, that Horizon Zero is a distraction from "real issues like the giant rubber duck", and she believes the Double Helix Earth theory.
159* ImprobableHairstyle: So much so that she had to glue her hair knife in place.
160* ImYourBiggestFan: How she greets Zero.
161* MadeOfIron: Apparently she was hit by three cars over the course of her life.
162* NoodleIncident: Absorbed multiple liters of Bone Power, had a bad falling-out with clay as a kid,
163* ParentalAbandonment: Neither Zero nor Knives wants to know what her parents were like.
164* ShoutOut: Her sidequest is heavily based on the Yancy/Curtis sidequest from ''VideoGame/PokemonBlack2AndWhite2''
165* StalkerWithACrush: She reveals that she's been watching Zero over the course of the game.
166* VagueAge: All that's confirmed about her age is that she is in fact an adult.
167* WalkingSpoiler: She only appears after defeating the final boss of the game.
168
169!!The Box Cartel
170The main antagonists of the ''48 Hour'' contest. A crime syndicate consisting of robots eager for recognition from Dr. Wily, they hijack the cruise ship that Mega Man and his family are vacationing aboard.
171----
172* BigBad: Don Atetemino is the Box Cartel's leader, and thus the antagonist of the game as a whole.
173* ChestMonster: Kamikamin, just like in [[VideoGame/MegaManAndBass his source material]].
174* CriminalFoundFamily: [[spoiler:By the end of the game, the five of them become this.]]
175* DoppelgangerSpin: Dockalocker is fought in a giant locker room, where he can attack Mega Man with copies of himself from other lockers. (The real one is always the one with the hat.)
176* ILied: [[spoiler:Don Atetemino conned the others into joining him, having [[DefectorFromDecadence already defected from Dr. Wily]] prior to creating the Box Cartel and being unable to fulfill his promise of getting them in Dr. Wily's good graces.]]
177* LastVillainStand: [[spoiler:Even when Don Atetemino knows he can't defeat Mega Man when they meet face-to-face, he stays behind in the Cartel Hideout to fight anyway so that the rest of the Box Cartel can escape. While he isn't actually ''killed'', he's ready to serve his sentence when he's defeated.]]
178* QuirkyMinibossSquad: Like SRARA above, they're {{King Mook}}s that serve as the game's antagonists.
179* TestosteronePoisoning: Blocky is obsessed with his manly image and admires Dr. Wily's own manliness.
180
181[[/folder]]
182
183[[folder:Outside Context Characters]]
184!The Judges
185
186* From ''Make a Good Mega Man Level'':
187** [=SnoruntPyro=]: Represented by a pink cat in the first two and [[{{Music/Vocaloid}} Rin Kagamine]] in ''1 Remastered'', and the host of the first and second contests.
188** [=Cheez8=]: Represented by a wedge of cheese.
189** [=Duvi0=]: Represented by a blue monster.
190** Mick Galbani: Represented by a [[EldritchAbomination sentient eldritch pineapple]].
191** [=MrKyurem=]: In spite of the [[Franchise/{{Pokemon}} name]], represented by [[VideoGame/CaveStory Ballos]]. [[MakesJustAsMuchSenseInContext With toothpaste on his head.]]
192
193* From ''Make a Good Mega Man Level 2'':
194** [=SnoruntPyro=]: Returning from the first game.
195** [=JupiHornet=]: Noteworthy ''Geometry Dash'' player and moderator. Represented by [[VideoGame/MegaMan9 Hornet Man]].
196** Enjl: Represented by a generic anime girl.
197** Garirry: [[ShapedLikeItself Represented by himself]].
198** [=ACESpark=]: Noted as the host of Sprites INC and creator of several [[VideoGame/MegaMansChristmasCarol fangames]]. Represented by his [[UsefulNotes/FurryFandom fursona, Davwin]].
199
200* From ''Make a Good Mega Man Level 3'':
201** [=Mick Galbani=]: Returning from the first game, one of the co-hosts.
202** [=ACESpark=]: Returning from the second game, one of the co-hosts.
203** [[LetsPlay/GeminiLaser Flashman85]]: Noteworthy ''Mega Man'' streamer. Represented by Flash Man.
204** Neo Shinryu: Noteworthy ''Mega Man'' let's player and winner of the previous contest. Represented by the name sake ''VideoGame/FinalFantasy'' dragon.
205** Pachy: By virtue of their naming gimmick, “Just a judge”. Represented by [[Franchise/TouhouProject Patchouli Knowledge]].
206
207* From ''Make a Good 24-Hour Mega Man Level'':
208** [=ParmaJon=]: The host of both ''Make A Good 24 Hour Mega Man Level'' and ''Make A Good 48 Hour Mega Man Level''. Represented by himself.
209** [=MiniMacro=]: A graphic artist and musician, and an entrant in ''[=MaGMML2=]''. Represented by Scrooge [=McDuck=].
210** Cresh: A sprite artist, and an entrant in ''[=MaGMML2=]''. Represented by Neon Man, his original Robot Master.
211
212* From ''Make a Good 48 Hour Mega Man Level'':
213** [=ParmaJon=]: Returning from the previous contest.
214** [=PKWeegee=]: A beta tester for ''[=MaGMML2=]''. Represented by herself.
215** M-Jacq: A sprite artist for ''[=MaGMML2=]'', which she also entered. Represented by [[VideoGame/{{VVVVVV}} Dr. Violet]].
216** Freems/Freeman: The project lead for ''VideoGame/MegaMan8BitDeathmatch'' version 6, and an entrant in ''[=MaGMML2=]''. Represented by a green person wearing a hat.
217
218!!!Tropes applying to the judges as a whole:
219* AuthorAvatar: Starting from ''[=MaGMML2=]'' onward, judges are represented by their avatars, and judges from the first game have their avatars represented on the Wiki. [[spoiler:[=ACESpark=] and [=JupiHornet=] have their avatars as playable skins.]]
220* CausticCritic: [=ACESpark=], the British judge, was one of the more highly critical judges in ''[=MaGMML2=]'', although he also gave positive feedback if he felt a level did something right.
221* CrypticallyUnhelpfulAnswer: [=Duvi0=]'s judge comments, ostensibly a result of [=Duvi0=] having thought the other four judges of the first contest said everything that needed to be said critically, can come across as this, as they are less comments on the levels and are given in the form of jokes.
222* OnceDoneNeverForgotten: [=JupiHornet=] has mentioned that he still hasn't gotten over predicting that Cruise Elroy's "Sheriff Man" would make it to the Top 10 in his official review of the level, [[FailedFutureForecast only for it to place]] ''[[FailedFutureForecast 11th]]''. [[spoiler:There's also an entire question in "[[PopQuiz Deep Thoughts]]" devoted to poking fun at him for using Rush Jet to cross two-tile gaps in his judging livestream. Poor guy gets it hard.]]
223* ThemeNaming: All of Pachy's levels are named "Just A [noun] Level" ("Ice" in ''2'', "Space" in ''48H'', and "Judge" for the level they created to apply for ''[=MaGMML3=]'' judge).
224* UnexpectedCharacter: The representations of Mick Galbani & [=ACESpark=] appear in the "Judge Application Stage" mini game that was released, as [=NPCs=]. This mini-game and the stages within are non-canon. This is the only in-game appearance of any of the Judges outside of judge comments.
225* UpThroughTheRanks: Mick Galbani & [=ACESpark=] are returning to host the third game, having both previously been judges.
226
227!!Davwin Armanios
228[[quoteleft:209:https://static.tvtropes.org/pmwiki/pub/images/image4_9.png]]
229
230The only Judge representative to actually appear in the game with a speaking role, in the form of Judge comment comics. They are also unlockable as a playable skin. There is talk of these Judge comment comics being continued via the twitter, furthering their role in the series, but they're otherwise not considered part of the story line.
231
232* ButtMonkey: The gags in the lower-ranked stage reviews often leave poor Davwin in some less than stellar circumstances.
233* FurryReminder: The result of the Airflow Hubble gag has a human doctor asking whether they require a Doctor or a Vet.
234* GoMadFromTheRevelation: Happens to them as the result of judging Airflow Hubble.
235* NonHumanNonBinary: The wiki lists Davwin's gender as "gender-fluid", and uses non-binary pronouns.
236* SelfImposedChallenge: Their unlock condition requires you to defeat all of [[VideoGame/GunstarHeroes Seven Force]]'s forms using only the Mega Buster.
237* StunnedSilence: After judging the level Snow Man, this is Davwin's only reaction to the excited level creator detailing his creation.
238* WordOfGay: ACE has confirmed the character's sexuality and gender indentity on the wiki and in chatrooms, but this is not present in [=MaGMML2=] for obvious reasons.
239
240!!Other Staff
241The rest of the major people who work on this series.
242* Cruise Elroy: Represented by [[VideoGame/PacMan Blinky]].
243* The Stove Guy: Represented by [[VideoGame/RockmanAndForteMiraiKaraNoChosensha Konro Man]] wearing a [[CreatorInJoke wizard's hat]].
244* Zatsupachi: Represented by a blue anime-styled cat.
245* [=Entity1037=]: Represented by VideoGame/{{Shantae}}.
246[[/folder]]
247
248!!Entry Bosses
249[[folder:''Make a Good Mega Man Level'']]
250!!Wily Archives
251
252A set of capsules similar to the Weapons Archive from ''VideoGame/MegaMan10'', using the data of fortress bosses instead of regular Robot Masters. They serve as the midbosses and main boss of Research Facility.
253----
254* CallBack: Aside from the obvious one to ''Mega Man 10'', the bosses featured in the Wily Archives include [[VideoGame/MegaMan1 the Yellow Devil]], [[VideoGame/MegaMan2 Mecha Dragon]], [[VideoGame/MegaMan3 Kamegoro Maker]], [[VideoGame/MegaMan4 Cossack Catcher]], [[VideoGame/MegaMan5 Dark Man 3]], and [[VideoGame/MegaMan6 Mechazaurus]].
255* CompositeCharacter: The Wily Capsule Archive node uses attack patterns from multiple Wily Capsules, including the infamous ''VideoGame/MegaMan7'' Capsule.
256* SequentialBoss: Like the Weapons Archive before it, the Wily Archives are split into three groups throughout the level, with each group (aside from the last one) featuring three bosses, ordered by game.
257
258!!The Moon
259[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/capture_836.PNG]]
260A small moon from ''VideoGame/{{Cocoron}}'' that serves as the midboss of NEON GRAVITY. [[spoiler:It reappears in ''Make a Good Mega Man Level 2'' as one of the three secret bosses found in Tier 10.]]
261----
262* GravityScrew: It has its own gravitational pull.
263* OptionalBoss: [[spoiler:In the second game.]]
264* PlayingWithFire: Its one attack has it spit fireballs at Mega Man. [[spoiler:The second game plays this up even more by adding several different fire attacks to its arsenal.]]
265* {{Telefrag}}: [[spoiler:One of its new attacks in ''2'' is teleporting to Mega Man's current location.]]
266* TookALevelInBadass: [[spoiler:Goes from being a simple midboss in the first contest to a full-fledged boss in the second game.]]
267
268!!Gravity Machine
269
270[[VideoGame/MegaMan5 Gravity Man]] piloting a large floating mech, serving as the boss of NEON GRAVITY.
271----
272* CallBack: The machine's design is directly based on the [[VideoGame/MegaMan4 Cossack Catcher]].
273* FlunkyBoss: Summons Ring Rings each time it stops to attack.
274* GravityScrew: Not by itself, but it takes full advantage of the Ring Ring's own gravitational pull to make its attacks more difficult to dodge.
275* OutOfFocus: [[spoiler:Ends up as the only boss from the first contest's top three entries not to appear in the second game, with The Moon taking its place as a secret boss. Even Ronrez makes an appearance in Tier X.]]
276
277!!Ronrez
278
279A group of robots based on Reznor from VideoGame/SuperMarioWorld. They serve as the midboss of Mega Man World. [[spoiler:They also reappear in the second game as the boss of the Tier X level Swiss Hotel.]]
280----
281* BreathWeapon: They spit fireballs straight forward. [[spoiler:In the second game, they instead spit their fireballs directly at Mega Man.]]
282* TookALevelInBadass: Subverted. [[spoiler:While they are promoted to boss battle status in the second game and now aim their fireballs at Mega Man, they still lack invincibility frames, and they actually have less health than in the first contest.]]
283* WolfpackBoss: Fought in a group of four, like their inspiration.
284
285!!Birdo
286
287A robotic version of the ''Franchise/SuperMarioBros'' character, and the boss of Mega Man World. [[spoiler:It reappears in the second game as one of the three secret bosses found in Tier 10.]]
288----
289* BreathWeapon: Simply spits small bullets straight forward. [[spoiler:Its arsenal gets significantly upgraded in the second game, and now includes fireballs, large bouncing projectiles, and eggs.]]
290* OptionalBoss: [[spoiler:In the second game.]]
291* TookALevelInBadass: [[spoiler:Gets a full health bar and a new set of attacks for its reappearance in the second game.]]
292
293!!Glass Man
294[[quoteright:232:https://static.tvtropes.org/pmwiki/pub/images/capture_6157.PNG]]
295-> Artwork by Phusion
296A Robot Master with the ability to create glass, and the boss of the stage of the same name. [[spoiler:He reappears in the second game as one of the three secret bosses found in Tier 10.]]
297----
298* BarrierWarrior: His main attack is a glass wall that can push Mega Man and deflect projectiles.
299* GlassWeapon: Glass walls and glass balls, to be specific. [[spoiler:The second game adds glass spikes and spiked glass balls into the mix.]]
300* OptionalBoss: [[spoiler:In the second game.]]
301* OrbitingParticleShield: [[spoiler:Can use his glass walls as this in the second game.]]
302* SphereFactor: At low health, he will sometimes encase himself in a giant glass ball and bounce around the room.
303* TookALevelInBadass: [[spoiler:Not as much as the other examples above, but in the second game, he gets a second health bar and a few brand-new attacks.]]
304[[/folder]]
305
306[[folder:''Make a Good Mega Man Level 2'']]
307
308!!Crator, Cream, and Kichona
309
310A trio of characters fought at the three ends of Tier 2's Yggdrasil, hailing from Zatsupachi's ''Cutezome Mythos''.
311----
312* AntiFrustrationFeatures:
313** The three lack CollisionDamage unlike most ''Mega Man'' bosses, which is a blessing given their erratic patterns and high damage values.
314** None of the three are fought in the Mega Arena, owing to their unreasonably high difficulty.
315* CombatMedic: Kichona sports a nurse's hat, and uses a giant syringe as her weapon of choice.
316* ImprobableWeaponUser: Kichona uses, of all things, a giant syringe to both guard and attack, healing herself if it hits Mega Man.
317* KillEnemiesToOpen: Kichona's door won't open until both Crator and Cream have been defeated (in other words, playing through Yggdrasil at least two times).
318* NonStandardCharacterDesign: The three resemble chibified humans (or, as Garirry far less-charitably put it, "bad [[OriginalCharacter OCs]]") more than anything in the ''Mega Man'' artstyle. Even their sprites lack the black outline ''Mega Man'' sprites often have.
319* NoSell: Outside of the Mega Buster, if any of them are hit with a Special Weapon that's not their weakness, then they deflect it entirely.
320* OneHitKill: Cream's hammer does 28 points of damage if it hits Mega Man. For reference, that's the total number of hit points he has.
321
322!!Color Man
323
324A palette-swapped Guts Man fought at the end of Tier 2's Something Original. Instead of boulders, he throws Color Blocks.
325----
326* PaletteSwap: The only distinguishing aspect of him is that he looks like Guts Man, but with a mismatched paint-job (likely referencing his level being a hybrid of existing ''Mega Man'' levels). Even his "official art" is simply Photoshopped Guts Man art.
327
328!!Chomp Man
329
330A Robot Master with a Wanaan for a head, apparantly built by Dr. Cossack. He is fought at the end of his eponymous stage in Tier 3.
331----
332* FusionDance: [[spoiler:Together with Combust Man, he's battled as Chimerabot 2 in the sixth Wily Star II stage.]]
333* GreenThumb: The Chomp Claw (a weapon he himself never uses) lets Mega Man fire a miniature Wanaan into the air, which creates a vine that he can climb up.
334* HeadSwap: His in-game sprites resemble Gravity Man's, albeit colored green and grey and with a Wanaan for a head.
335* JungleJapes: His level is a high-tech base in the middle of the jungle.
336* KingMook: He resembles a Wanaan, a ground-based mook from ''VideoGame/MegaMan3'', with a humanoid body.
337* ManBitesMan: His main method of attack is biting Mega Man with his head.
338* RecurringBoss: In addition to being [[spoiler:one half of Chimerabot 2]], Chomp Man appears in the [[spoiler:Tier X]] level, Deep Thoughts.
339
340!!Bowser
341
342The iconic ''Franchise/SuperMarioBros'' villain, fought at the end of Tier 3's [=SMB3=].
343----
344* {{Fireballs}}: As you'd expect Bowser to, he fires three of these in quick succession in his boss fight.
345* MovesetClone: His AI is an edited version of Guts Man (who was included in the devkit as a boss), though his boulder-tossing attack is replaced with a volley of three fireballs.
346* MythologyGag: His weakness is the Super Arrow; a weapon that attaches to walls via a suction cup at the tip, making it look like a plumber's plunger. According to the MaGMML wiki, it's more specifically a reference to the ''WesternAnimation/TheSuperMarioBrosSuperShow'' episode "Robo-Koopa" (in which King Koopa and Mario fought in mech suits, with the latter's having plungers for hands).
347
348!!Combust Man
349
350A Robot Master fought at the end of his eponymous stage in Tier 3. He has all sorts of powers relating to combustion... most prominently, ''self''-combustion.
351----
352* FusionDance: [[spoiler:He's combined with Chomp Man to form Chimerabot 2 in the Reality Core.]]
353* MadeOfExplodium: One hit is all it takes to blow him up.
354* PlayingWithFire: Presumably, he has fire-related abilities, but the only one we see him display is self-combustion. [[spoiler:Chimerabot 2, however, makes much greater use of them.]]
355* PunnyName: Combust Man dies... or rather, ''combusts'' from one hit by anything.
356* ZeroEffortBoss: All he does is stand in place and wait to be shot at. The only thing that ''doesn[='=]t'' destroy him in one shot is Mario when playing as him via Cheat Mode.
357
358!!Taco Man
359
360A Robot Master whose head is a giant taco, fought at the end of his eponymous stage in Tier 3.
361----
362* AntagonistTitle: His level is named after him.
363* HeadSwap: His body is a recolored Elec Man sprite, with a giant taco sporting a face replacing the head.
364* HellIsThatNoise: [[https://www.youtube.com/watch?v=JFBoQK-eATw His stage music]] is considered this by the Judges. The SoundTest (which names it "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA") even attributes its composition to {{Satan}}.
365* ImprobableWeaponUser: Small tacos, big tacos, he fittingly uses tacos as his main weapon.
366* TheUnintelligible: According to his profile in ''Episode Zero'', he has a defective voice synthesizer that renders him unable to speak properly.
367
368!!Alien
369
370A multicolored alien that, though resembling [[VideoGame/MegaMan2 Wily's holographic alien]], is very much real. It is the boss (and only real threat) of Tier 4's Alien Temple.
371----
372* AliensAreBastards: Before the fight, it states its intention to capture Mega Man alive or dead just for stepping into the titular temple.
373* AliensSpeakingEnglish: One of a few entry bosses to have pre-fight dialogue, and it has no problem with the English language.
374* BlindedByTheLight: The Flash Stopper is able to freeze it in place.
375* BossOnlyLevel: Alien Temple is primarily a boss fight with it, with only two screens featuring no enemies or hazards preceding it.
376
377!!Neon Man
378
379A Robot Master armed with lasers and holographic capabilities. He is encountered at the end of his namesake stage in Tier 4.
380----
381* EnergyWeapon: Neon Man's main weapon of choice is a SpreadShot of four lasers.
382* FlunkyBoss: One of his attacks has an Apache Joe fly in and drop a red ball that bounces around the arena while following Mega Man.
383* MasterOfIllusion: During his boss fight, he replaces the background of his arena with that of a scrolling city. This motif is present throughout his stage as well, with Holograns manipulating the graphics to scroll to the left, obscuring what's solid and what isn't.
384
385!!CATS
386
387The [[MemeticMutation memetically infamous]] main antagonist of ''VideoGame/ZeroWing'', fought as the boss of Tier 5's AD 2101.
388----
389* BlindedByTheLight: The Flash Stopper can freeze him in place; probably not too surprising, given his blatant copying of Pharaoh Man's attack pattern.
390* EasterEgg: Using the Flash Stopper and the Slash Claw (both of which are effective on him) causes him to yell "FLASH!" and "SLASH!" respectively.
391* MovesetClone: His boss pattern is virtually identical to that of Pharaoh Man, who was included as a devkit boss. Rolling Cutter attacks are also added.
392
393!!Joe Man
394
395A Robot Master resembling a common Sniper Joe, located at the end of his namesake stage in Tier 6. In that same level is an upgraded (but physically identical) version known as Joe Man R, with higher health and damage output.
396----
397* AntiFrustrationFeatures: Joe Man R's high difficulty led to him being one of the few bosses excluded from the Mega Arena.
398* BaitAndSwitchBoss: In what is almost certainly a jab at Joe Man R's infamous difficulty, Joe Man reappears in the [[spoiler:Tier X]] stage Metallic Ocean, where he promptly fills up ''ten'' healthbars... [[spoiler:and promptly explodes, leaving his Energy Element free for the taking. Incidentally, Metallic Ocean was created by the same person who created Joe Man, making this a case of SelfDeprecation]].
399* FusionDance: [[spoiler:He forms one half of Chimerabot 1 with Bond Man in Reality Core.]]
400* KingMook: He's effectively a Sniper Joe elevated to the level of a Robot Master.
401* LogicalWeakness: The Slash Claw can pierce shields and cut apart Joe enemies very easily, and the same holds true for Joe Man.
402* LuckilyMyShieldWillProtectMe: He carries a shield with him, as you'd expect a Sniper Joe would. Just like them, it prevents Mega Man from damaging him while he has it out in front of him.
403* OptionalBoss: Joe Man R, a much harder version of Joe Man who can be fought after defeating his normal counterpart. Defeating him earns the player a Nobel Nickel.
404* ThrowDownTheBomblet: In addition to the standard Sniper Joe gun, he attacks with grenades and landmines. Joe Man R takes it up a notch by running around his room while leaving a trail of landmines behind him.
405
406!!Match Man
407
408A Robot Master resembling a giant matchstick with a face, found at the end of Tier 7's Gunpowder Cellar.
409----
410* BlownAcrossTheRoom: In the hands of the player, the Match Blast propels them in the opposite of the direction it's aimed in (if it isn't aimed, it propels them upwards slightly).
411* BossArenaIdiocy: Averted; despite being a literal match in a cellar of gunpowder (with barrels of the stuff in the background of his arena), his location does nothing to affect him.
412* FusionDance: [[spoiler:He's combined with Force Man into Chimerabot 4 in the Wily stage Reality Core.]]
413* NonStandardCharacterDesign: Match Man looks nothing like a robot (let alone a Robot Master), instead looking like a literal giant matchstick with a face. He doesn't even have any limbs or stylized details akin to Heat Man (another Robot Master themed after an inanimate object).
414* PlayingWithFire: Like Heat Man, he protects himself by lighting himself on fire (naturally, he does this by striking himself on the ground), and using the Match Blast to send waves of fire out towards Mega Man.
415
416!!Cursor
417
418A sentient mouse cursor who causes trouble for Mega Man in the Tier 7 level Cursor Curse. It returns in ''Episode Zero'' in Cursor Corruption to mess with Zero.
419----
420* TheFourthWallWillNotProtectYou: At the start of the level, it tries to delete Mega Man by right-clicking, as a real mouse cursor would. It even drags around and creates objects to impede him.
421** Taken even further during Cursor Corruption, when it cuts Zero and pastes him into the second half of the stage.
422* FlunkyBoss: During its fight, it summons all manner of mooks to attack Mega Man for it, and even before then it aids Volt Man in a fight midway through the stage. It repeats this strategy when fighting Zero, but adds a few new moves.
423* HelpfulMook: In Cursor Corruption, it's sometimes of the Accidentally Assisting variety, because the explosions from its Delete attack are needed to destroy certain types of blocks.
424* KingMook: It uses the sprites of the Pointan enemy from ''VideoGame/MegaMan10'', though Pointans themselves ironically aren't present in the game.
425* OneHitKill: Fittingly, its "delete" attack at the start of the stage is this. It isn’t this in Cursor Corruption.
426* ProactiveBoss: Before the fight against it at the end, it annoys the player by trying to delete them, placing down objects that impede their progress, and even dragging away the Energy Element.
427
428!!The Kid
429
430The main protagonist of ''VideoGame/IWannaBeTheGuy'' and the boss of Tier 7's Spiky Situation.
431----
432* AdaptationalBadass: For starters, he's not nearly as [[OneHitPointWonder squishy]] as he was in his source game. Additionally, he's as big as The Guy was, and he uses Delicious Fruit for his attacks.
433* AntiFrustrationFeatures: When fought in the Mega Arena, the player teleports out before his LastDitchMove can hit them.
434* ColourCodedForYourConvenience: The pattern his attacks take is telegraphed by the colour of the Delicious Fruit above his head (which varies from red, green, blue, and yellow).
435* GreenThumb: Delicious Fruit, once the bane of The Kid's existence, is used against Mega Man in a variety of ways.
436* LastDitchMove: Upon his defeat, the Delicious Fruit above his head will explode into a larger spread of smaller fruit that can harm Mega Man.
437
438!!Avoidance Cherry
439An extra boss that can be challenged after beating The Kid in Spiky Situation. All Mega Man can do is survive its attacks.
440----
441* AnimateInanimateObject: It's a giant Delicious Fruit.
442* AntiFrustrationFeatures: Owing to the inability to use E Tanks and copious amount of RNG in its attack patterns, the Avoidance Cherry isn't fought in the Mega Arena.
443* HoldTheLine: The boss cannot be defeated directly; the player can only win by surviving its numerous barrages.
444* ObviousRulePatch: In addition to disabling Mega Man's ability to fire, the player cannot pause the game to use an E Tank and tank damage until they win. Notably, it's the ''only'' boss in the game to do this.
445* OptionalBoss: After defeating The Kid, the Avoidance Cherry can be "fought" to obtain a Noble Nickel.
446* PuzzleBoss: Mega Man cannot fire when fighting the Avoidance Cherry; the only way to defeat it is to avoid its attacks as its health gradually dwindles.
447
448!!Doc Robot
449One of a series of powerful robots that can use the programming and abilities of other robots, Doc Robot is battled at the end of Tier 7's Ruined Lab, where it uses the attacks of various devkit bosses.
450----
451* AdaptationalBadass: Doc Robots were no slouches in ''VideoGame/MegaMan3'' by any stretch, but this one has three health bars and uses several Robot Master weapons at once.
452* AntiFrustrationFeatures: In the Mega Arena, Doc Robot's health is lowered from three bars to one.
453* BattleBoomerang: Cut Man's Rolling Cutter is among its large arsenal.
454* DeadlyDisc: The Metal Blade is one of its many attacks.
455* EnergyWeapon: Both the Gemini Laser and the Laser Trident are at Doc Robot's disposal.
456* GreenThumb: Occasionally, it uses the Plant Barrier, but it is unable to harm Mega Man directly.
457* MovesetClone: Doc Robot's two movement patterns are taken from Crash Man (walk back and forth, jump high in the air and attack when Mega Man fires) and Gemini Man (walk back and forth, jump up a short distance whenever Mega Man fires).
458* SpreadShot: Instead of the Centaur Flash, Doc Robot instead copies Centaur Man's spread shot move.
459* ThrowDownTheBomblet: One of its many attacks includes Crash Man's Crash Bomber.
460
461!!Force Man
462A Robot Master motifed around Quick Man and his deadly OneHitKill lasers (referred to by some fans as "Force Beams" from a ''Magazine/NintendoPower'' issue, hence the name). He appears in his eponymous stage in Tier 8.
463----
464* ArmCannon: Like a few canon Robot Masters, Force Man has two in place of hands.
465* DeathOfAThousandCuts: His Force Beam is present as an Alter Weapon, where it has this effect; for every frame it touches an enemy, it deals damage (ignoring shields and invincibility frames). However, it drains energy for every second the fire button is held.
466* DynamicEntry: Rather than falling into his room as most Robot Masters do, Force Man warps in with a teleport effect styled after (what else?) a Force Beam.
467* EnergyWeapon: His Force Beam, natch. His stage uses them quite prominently as well, with some even growing at an ''incredibly'' slow rate.
468* {{Expy}}: His design draws a ''lot'' of inspiration from Quick Man; both have V-shaped head crests, a red, yellow, and black colour scheme, an intro where the head crest shines, and a tendency to run around a lot.
469* FusionDance: [[spoiler:In Reality Core, he's combined with Match Man to form Chimerabot 4.]]
470* OneHitKill: Of course a robot who uses Quick Man's lasers would have this. Unlike the Force Beam he usually fires, however, the ones that kill with one hit are telegraphed via skulls that show up in the spot they're due to come down from.
471
472!!Crusher Joe
473The prototype of a Robot Master named "Crusher Man", as depicted via a Sniper Joe with treads and a front-mounted Press. It's one of the main bosses of Tier 8's Conveyor Mayhem.
474----
475* AnArmAndALeg: Using the Slash Claw, Force Beam, Haunt Pumpkin, or Truffle Cluster on Crusher Joe's treads will destroy them, preventing it from doing anything except using its crusher attack.
476* TheGhost: Crusher Joe's pre-fight dialogue states it is a prototype of a future Robot Master named Crusher Man. However, no other reference to this robot exists.
477* KingMook: Like Joe Man, it's a Sniper Joe elevated to the level of a boss.
478* LuckilyMyShieldWillProtectMe: Its front-mounted Press doubles as a shield for Crusher Joe's body.
479* SpikesOfDoom: The Press in front of it retains the spikes at its base like all Presses do. Thankfully, like all Presses, these spikes aren't instantly lethal as most ''Mega Man'' spikes are.
480* TankGoodness: It has tank-like treads, though instead of a turret, it has a side-mounted Press.
481* ThrowDownTheBomblet: It uses different coloured Jet Bombs from ''VideoGame/MegaMan5'' as projectile attacks.
482* TurnsRed: After losing enough health, it moves faster and fires six Jet Bombs at a time instead of four.
483
484!!Bond Man
485The infamous phantom Robot Master, planned for the original ''VideoGame/MegaMan1'' before being scrapped when the boss number was lowered to six. He appears in his eponymous stage in Tier 8.
486----
487* FusionDance: [[spoiler:Becomes part of Chimerabot 1 with Joe Man in the Wily stage Reality Core.]]
488* MovesetClone: Though his projectiles are different, his A.I. is edited from a devkit boss; namely, Crash Man.
489* NostalgiaLevel: Thematically, his level is intended to evoke the feel of the original ''Mega Man'', with every non-custom enemy hailing from that game.
490-->'''[=ACESpark=]:''' You aped the style of ''Mega Man 1'' stages without resorting to the worst aspects of that game, and put some honest to goodness creativity into repurposed dev-kit assets.
491* StickySituation: Bond Man attacks with globs of glue that freeze Mega Man if they hit him. The arena is also covered with glue that slows down Mega Man's movement; this glue is also present throughout his stage, alongside glue Devils and Glue Tellies.
492
493!!Cirno
494An ice fairy from the ''Franchise/TouhouProject'' series, who appears as the boss of Tier 9's Misty Lake.
495----
496* BulletHell: This being a ''Mega Man'' game, it's less pronounced, but still her primary method of attacking the player.
497* CollisionDamage: Averted; she deals no damage if Mega Man touches her (not that it's a good idea to be close to her, anyway).
498* AnIcePerson: One of her attacks is three circles of ice shards that spread out in different formations.
499* ScarfOfAsskicking: Her sprite depicts her with a red scarf over her mouth, in a reference to ''VideoGame/TouhouMother''.
500
501!!Donut X
502A giant robot based on the Nightmare Snake miniboss from ''VideoGame/MegaManX6'', and the boss of Tier 9's Donut Observation Center.
503----
504* AttackItsWeakPoint: The four green cores on each side of its body are the only vulnerable parts of the boss.
505* {{Ouroboros}}: Like the original Nightmare Snake, this is what it is. However, due to its shape, it's been humorously re-envisioned as a large donut.
506
507!!Groovity Man
508A Robot Master that's Gravity Man, but blue. His attacks, however, couldn't be more different. He's fought as the boss of Tier 9's Rad Gravity.
509----
510* PaletteSwap: Physically, he looks identical to Gravity Man, but with his colours swapped around.
511* ShoutOut: His boss fight is a big one to the Raphael the Raven from ''VideoGame/SuperMarioWorld2YoshisIsland'', with the fight taking place on a small moon and Groovity Man using many of Raphael's attacks. Kamek even appears in the pre-fight cutscene, riding Dr. Wily's UFO instead of his broomstick.
512
513!!Captain Viridian
514The hero of ''VideoGame/{{VVVVVV}}'' and main boss of Tier 9's Sector Upsilon 6. In lieu of fighting Mega Man personally, [[AmbiguousGender they]] use a giant mech similar in appearance to an Octoper OA.
515----
516* AdaptationalBadass: Here, Captain Viridian has an Octoper-style mech to battle Mega Man with. Justified as ''VVVVVV'' has no enemies to fight, hence Viridian's lack of offensive capabilities in the source game.
517* AttackItsWeakPoint: The mech is vulnerable only in the cockpit, where Captain Viridian is piloting it.
518* GravityMaster: Captain Viridian doesn't use it themself, but the fight involves a set of gravity flippers across the top and bottom of the screen... and no solid ground to stop on.
519* HumongousMecha: They pilot a large, energy-projectile spewing robot for the boss fight.
520* TurnsRed: After losing the first health bar, Viridian goes offscreen while firing a barrage of projectiles that must be dodged while the player constantly flips gravity. Eventually, they come back and resume the same attack pattern from before.
521
522!!Mush King
523A giant mushroom robot who appears as the miniboss of Tier 9's Truffle Man.
524----
525* HavingABlast: One of its attacks is shooting a long stream of explosions straight towards Mega Man.
526* HoppingMachine: With no arms or legs, Mush King's one and only means of moving around its arena is by jumping.
527* MushroomMan: It's a robot styled after a large mushroom, though it has typical ''Mega Man'' googly eyes and can move around by jumping with its "stalk".
528
529!!Truffle Man
530A Robot Master built to resemble a humanoid mushroom, who appears as the boss of his self-named stage in Tier 9.
531----
532* MushroomMan: His head has a large spotted cap akin to a mushroom, and the rest of his body is coloured like a mushroom's stalk. Despite this, however, his actual attacks have nothing to do with mushrooms.
533* SpreadShot: He never uses it himself, but the Truffle Cluster (an Alter Weapon based on him) fires a spread of four explosive spores, whose angle changes between firing in the air and on the ground.
534* ThrowDownTheBomblet: In lieu of any actual mushroom-themed weapon, Truffle Man instead drops mines that create large columns of explosions. The Truffle Cluster based on him is similarly explosive, only instead of mines the projectiles are spores.
535
536!!Kelbesque
537One of Draygon's [[EliteFour Finest Four]] from the NES game ''VideoGame/{{Crystalis}}''. He appears as the boss of Tier 9's Mount Sabre.
538----
539* DishingOutDirt: One of his attacks involves summoning a cluster of rocks that flies towards Mega Man.
540* PopCulturalOsmosisFailure: Of the five judges, ''not a single one'' knew what he or his stage were referencing.
541* VillainExitStageLeft: As in his source game, Kelbesque runs off the top of the screen after his defeat (though he still emits the classic Robot Master explosion).
542
543!!Guts Man Duo
544A duo of mass-produced Guts Man copies found at the end of Tier 9's Guts Man's Asteroid. Though they act identically to the original, they attack the player simultaneously.
545----
546* DishingOutDirt: They toss boulders, as Guts Man does, but sometimes they'll throw a Caricarry from ''VideoGame/MegaMan9'' at Mega Man.
547* DualBoss: Although the two are battled at the same time, they share the same health bar and take equal damage, no matter which Guts Man is shot.
548* EasterEgg: A hidden gap in the floor of their arena lets the player talk to the other Guts Man copies below; all of them have unique dialogue.
549* MythologyGag: The final Wily stage of the original ''VideoGame/MegaMan1'' had a corridor with several gold-coloured copies of Guts Man in the ceiling.[[labelnote:*]]What's not immediately clear is that Wily's first base, rather than being a Wily Castle as in later games, was a robot factory (leading to many assuming the copies are merely statues).[[/labelnote]] Not only are the two based on this concept, but their room has several other copies, some of which can be talked to.
550
551!!Sheriff Man
552A gunslinging Robot Master with a sheriff motif, armed with the Badge Barrier. He appears as the boss of his namesake stage in Tier 9.
553----
554* ArmCannon: He has a buster styled after a revolver, even shooting metal bullets as opposed to the usual solar bullets.
555* BreakOutTheMuseumPiece: Sheriff Man uses fairly old bullets despite being an advanced robot in an era where energy weapons are commonplace.
556* FusionDance: [[spoiler:Together with Cyber Man, he forms Chimerabot 5 in the final Wily stage.]]
557* OrbitingParticleShield: Like most shield weapons in ''Mega Man'', the Badge Barrier is made up of four large star badges, which he sends out one by one akin to Jewel Man. Appropriately enough, the Badge Barrier takes the place of the Jewel Satellite when Alter Weapons are used.
558* RecurringBoss: A refight with him occurs in the [[spoiler:Tier X]] level Deep Thoughts.
559* ScarfOfAsskicking: He has a red neckerchief, in keeping with his sheriff motif.
560* TheSheriff: Whether he holds any real authority or not is unclear, however.
561
562!!Boil Man
563A Robot Master resembling a giant boiler, found at the end of his eponymous stage in Tier 10.
564----
565* BubbleGun: He can pump water into the floor and make bubbles appear under Mega Man. Normally not a problem, were there not spikes lining the ceiling of his arena.
566* DoubleJump: By firing a blast of steam from his ArmCannon, he can jump twice or even three times in the air before landing.
567* HighPressureEmotion: His intro animation depicts him literally boiling up, complete with red glow and steam cloud.
568* PlayingWithFire: His main projectile attack is lobbing fireballs at Mega Man, which create flame pillars on impact with the ground. These same pillars are made when he lands from a jump.
569
570!!Turbo Roost
571A giant bird robot miniboss found in Tier 10's Launch Man & Shuttle Man.
572----
573* FeatheredFiend: It's styled after a bird, even flying using wings it flaps with.
574
575!!Dennis
576A Metall who has achieved numerous transformations in an attempt to be noticed by Dr. Wily. He appears as an optional miniboss in Tier 10's Launch Man & Shuttle Man.
577----
578* MorphicResonance: All of Dennis's transformations are little more than every version of the Metall enemy included in the game's devkit.
579* OneHitPointWonder: Since Dennis's transformations are just Met variants, most of them go down with one hit (and Special Weapons and Charge Shots can blow through several in one hit).
580* SmallNameBigEgo: Dennis thinks highly of himself and his power, yet remains unnoticed by Wily and is fairly easy to take down.
581* WellDoneSonGuy: A log entry in his room reveals he wants nothing more than Dr. Wily's admiration, down to achieving the ability to transform just to destroy his master's enemies.
582
583!!Air Devil
584A robot that resembles a fusion between the Yellow Devil and Air Man. It appears in Tier 10's Launch Man and Shuttle Man, just before the titular Robot Masters.
585----
586* BlowYouAway: When splitting apart, it becomes several small tornadoes resembling Air Man's Air Shooter.
587* CyberCyclops: As a Yellow Devil copy, it has a single red eye that doubles as its weak point.
588* DetachmentCombat: Like all of the other Devils, its main method of attack is splitting apart and reassembling on the other side of the screen.
589
590!!Launch Man & Shuttle Man
591A pair of Robot Masters based on a space shuttle and the fuel tank/boosters used to send it into space. They both fight Mega Man at the end of their namesake stage in Tier 10.
592----
593* AscendedExtra: Launch Man is the only contest stage Robot Master to appear as an NPC, where he acts as a means of transport to and from [[spoiler:Tier X]].
594* CombatMedic: Shuttle Man can heal Launch Man by 3 HP if he's still alive before the latter performs his diving attack.
595* CoolAirship: The two are fought on an airship owned by Dr. Wily (the level is spent going from the ground up towards it).
596* DualBoss: The two have separate health bars and attack simultaneously, but Launch Man is considered the primary Robot Master of the two; he takes less damage from attacks than Shuttle Man, he'll keep fighting if Shuttle Man is destroyed first, and Shuttle Man will [[ScrewThisImOuttaHere run away from the battle]] if Launch Man is destroyed.
597* HoverBoard: The Shuttle Jet Alter Weapon is effectively an upgraded Item-2; while riding it, Mega Man can speed it up or brake it entirely.
598* PlayingWithFire: One of Shuttle Man's attacks is creating a large fireball and throwing it down at Mega Man.
599* ProactiveBoss: Downplayed, but the duo swipe the Energy Element from the Air Devil once Mega Man is only a screen away from their door.
600* {{Roboteching}}: The Launch Rocket does this once it's near Mega Man. However, rather than swerving down, it swerves ''up''... while dropping two bombs below it.
601* ScrewThisImOuttaHere: Defeating Launch Man while Shuttle Man is still alive will cause the latter to panic, then fly away.
602* ThrowDownTheBomblet: Launch Man's Launch Rocket, which is a guided missile that drops two bombs when it flies upwards.
603
604!!Cyber Man
605A Robot Master from the fangame ''Mega Man Final 3: The Legacy Lives On'', now with a drastically altered design. He appears as the boss of his eponymous stage in Tier 10.
606----
607* DenialOfDiagonalAttack: Averted with his Alter Weapon, the Cyber Distorter. Once enemies are frozen, Mega Man can fire in seven directions, including diagonally.
608* FloatingLimbs: Cyber Man's arms and legs float separately from his torso and head.
609* FusionDance: [[spoiler:He's combined with Sheriff Man to form Chimerabot 5 in the final Wily stage.]]
610* MatrixRainingCode: His stage is filled with several flashing 0s and 1s, and the Cyber Distorter causes the same effect on frozen enemies.
611* TimeStandsStill: To a lesser effect, his Cyber Distorter (at least in the player's hands); when using it, enemies are frozen with a binary overlay.
612* TurnsRed: After reaching 11 points of health, a conveyor in his arena activates, moving Mega Man to the right constantly.
613* VillainTeleportation: He frequently teleports around his arena during his boss fight.
614* YouDontLookLikeYou: Originally, Cyber Man was little more than a PaletteSwap of Junk Man, but his appearance in this game gives him a more distinct appearance.
615
616!!8 Centipeder Tower
617A giant centipede robot found at the end of Tier 10's Beneath Sand and Rock.
618----
619* BigCreepyCrawlies: Though significantly anthropomorphised, it is clearly modeled on a centipede.
620* DishingOutDirt: One of its attacks has it drop boulders onto Mega Man after ramming into a wall.
621* PunnyName: Its name sounds like "eight centimeter tower", while being a large centipede.
622
623!!Hall Master
624A miniboss battled before facing Quarantine Woman. It is the giant hand of a larger creature.
625----
626* AlwaysABiggerFish: Another hand is seen upon entering Quarantine Woman's room, before she subsequently destroys it.
627* JumpScare: Just as you're walking up to the boss door, it bursts in without warning.
628* NonStandardCharacterDesign: In stark contrast to the robots of the ''Mega Man'' series, the Hall Master is very much an organic creature, one that wouldn't look too out of place in ''Franchise/ResidentEvil''.
629* TheUnfought: Notably, it's one of the few original bosses to be excluded from the Mega Arena, despite not being overly difficult like other excluded bosses (such as the Yggdrasil trio or Joe Man R).
630* TheUnreveal: All we see of the creature are its hands.
631
632!!Quarantine Woman
633A Robot Master with a gas mask and a gun loaded with a toxic substance. She appears as the boss of her own stage in Tier 10.
634----
635* BadPowersBadPeople: The ''[=MaGMML=]'' wiki describes her Hazard Trapper as using a toxic substance, and the Dr. W sign outside her door suggests she may be one of Dr. Wily's creations.
636* BossInMookClothing: A rather literal example; in her intro, she first appears dressed like one of the many Hazmat Joes running across her stage. That is, until she strips the suit off to reveal her true form as the fight begins.
637* ChargedAttack: She never uses it herself, but the Hazard Trapper Alter Weapon can be charged up to rapidly fire eight blobs.
638* TheFaceless: She wears a gas mask that completely obscures all facial features. It's difficult to tell if there's a face underneath it, or if it ''is'' her face.
639* FusionDance: [[spoiler:Together with Neapolitan Man, she forms Chimerabot 3 in the last Wily stage, Reality Core.]]
640* GiantWallOfWateryDoom: One of her attacks has her summon a large tidal wave of a toxic substance and ride it towards Mega Man.
641* LongHairIsFeminine: The only thing to suggest she's even a woman under the gas mask is her long hair.
642* NonIndicativeName: Her name would suggest she works to contain hazardous materials and creatures, yet her main weapon involves toxic substances. Plus, the Dr. W sign outside her door doesn't speak highly of her moral alignment...
643* PoisonousPerson: She uses a toxic substance as her main weapon; both as the Hazard Trapper in blob form, and as a giant wave that she rides.
644* RedEyesTakeWarning: Her mask has an unsettling red visor that blocks any possible eyes hiding underneath (assuming the visor isn't her actual eyes).
645* TheSmurfettePrinciple: While not the only female boss in the contest stages (Cream, Kichona, Cirno, and Captain Viridian [[[AmbiguousGender possibly]]] are also present, as is Splash Woman as a devkit boss), she ''is'' the only original Robot Master to be female.
646* SpamAttack: She fires her Hazard Trapper several times in one shot, creating several blobs to avoid. As an Alter Weapon, it functions similarly for Mega Man, and even has a low ammo consumption rate to encourage its use as this.
647* WolverineClaws: Her right hand has a long set of claws that she uses to slash Mega Man if she gets close to him.
648
649!!Mixerlydia
650A giant ice-cream mixer miniboss fought several times in Tier 10's Neapolitan Man.
651----
652* AbnormalAmmo: Somehow manages to top Neapolitan Man himself by using ''literal drops of ice cream'' for offense.
653* AnIcePerson: It attacks by mixing a large pool of ice cream, scattering drops of it across the arena.
654* RecurringBoss: One of the few custom minibosses to appear more than once in their stage, as well as appearing in [[spoiler:Tier X]]'s Deep Thoughts.
655
656!!Neapolitan Man
657A Robot Master themed after neapolitan-flavoured ice cream. He acts as the boss of his same-named level in Tier 10.
658----
659* AbnormalAmmo: His Neapolitan Bomb, which is motifed around ice cream (if it isn't literally ice cream).
660* ColourCodedForYourConvenience: The colour/flavour of Neapolitan Bomb he shoots telegraphs its effect; vanilla/white splits into four diagonal directions, chocolate/brown splits into four cardinal directions, and strawberry/pink splits into eight projectiles with a much smaller range.
661* FusionDance: [[spoiler:He is combined with Quarantine Woman to form Chimerabot 3 in Reality Core.]]
662* AnIcePerson: Well, An Ice Cream Person; the bulk of his attacks are motifed around ice cream.
663* SpreadShot: In addition to his Neapolitan Bomb's debris, he can fire clumps of ice cream in a three-way spread shot.
664* TurnsRed: After losing his first health bar, a pit in his arena opens up, which spells death for Mega Man if he falls into it.
665
666!!Haunt Man
667A spectral Robot Master with the power to "possess" statues and use unique skills based on them. He appears in his eponymous stage in Tier 10, the third-highest-ranked stage in the game.
668----
669* DemonicPossession: His main method of attack is to haunt inanimate statues and use them as proxy bodies to attack Mega Man. When both statues are destroyed, he merely flies around in an apparent attempt to haunt Mega Man himself.
670* EvilLaugh: He uses Black Knight's laugh from ''VideoGame/ShovelKnight'' prior to taking on a new form.
671* FighterMageThief: His forms each take on attributes associated with the three classes; the Knight is slow but durable, the mage uses a variety of spells, and his true form is incredibly fast but frail.
672* FragileSpeedster: His true form, faced after both statues are destroyed, darts around his arena at high speeds. He also ends up being so weak that an uncharged Mega Buster shot cuts through 1/4 of his healthbar.
673* WeaksauceWeakness: The Hornet Chaser, a small robot bee, is enough to OneHitKill his final form. Thanks to the Alter Weapons sharing damage values from the main weapons, he ends up suffering the same amount of damage from the weapon based on him, the Haunt Pumpkin.
674
675!!Spiked-Wall Man
676A Robot Master in the shape of a giant spike-covered room, from the Flash animation [[https://www.youtube.com/watch?v=NcHR3HizRTA Mega Man - Dr. Wily Fails at Life]]. He serves as the main boss of The Stage Nobody Asked For, the second-highest-ranked stage in the game.
677----
678* AdaptationalWimp: The original Spiked-Wall Man was made of instant-death spikes, and could kill Mega Man without giving him the chance to do anything. This Spiked-Wall Man has no instant-kill attacks aside from crushing Mega Man between solid spikes, and can actually be defeated. Of course, that doesn't mean he isn't a force to be reckoned with.
679* ColourCodedForYourConvenience: His spikes have different properties based on their color. White spikes pass through Mega Man, blue spikes are solid, and red spikes damage him.
680* GeniusLoci: A room filled with spike dispensers, and also sentient if the "Man" in his name is anything to go by.
681* SequentialBoss: He changes his attack pattern for each third of his health depleted.
682
683!!Alter Man
684A Robot Master resembling a one-eyed copy of Mega Man. He can be fought for a Noble Nickel at the end of the first-place level Identity Crisis.
685----
686* DashAttack: How he uses Slash Claw.
687* EvilKnockoff: Essentially a Sniper Joe mixed with Mega Man.
688* OptionalBoss: He's not required to be fought, but guards a Noble Nickel.
689* PowerCopying: Can use Special Weapons like Mega Man. During the battle, he uses the four special weapons not used in the level itself.
690* RecurringBoss: Is fought a second time in the [[spoiler:Tier X]] level Deep Thoughts.
691* WallJump: Briefly clings to the wall when he uses Triple Blade.
692[[/folder]]
693
694[[folder:''Make a Good Mega Man Level: Episode Zero'']]
695!!Dangerous Duck
696
697!!Giant Spear Man
698A boss in ''VideoGame/WarioLandII'' who just doesn't give up. Shows up in the level Defeat The Giant Spear Man! and serves as the main boss.
699----
700* AdaptationalBadass: Unlike in his source game, he doesn't flinch when attacked and has more attacks than just walking back and forth.
701* AntagonistTitle: The level is named after him.
702* FlunkyBoss: His final form is accompanied by an owl who drops enemies in.
703* KingMook: Like in his source material, he's a giant Pirate Goom.
704* RecurringBoss: Zero fights against the Giant Spear Man thrice in his level, getting more dangerous with every defeat. He's also a frequent element of [[BossRush The Ultimate Choice]]'s earlier variants.
705* WarmUpBoss: He's the first proper boss Zero fights and also very easy.
706
707!!Phiranabiran
708
709!!Thwomp Man
710* KingMook: He's a boss Thwomp with Concrete Man's body.
711
712!!Gomeramos King
713
714!!Dethgerbis
715
716!!Doc Robot Overloaded
717A ultimate version of Doc Robot that Wily was working on but had to abandon. He served as the boss of Abandoned Lab.
718----
719* AllYourPowersCombined: Much like a typical Doc Robot, his abilities are based on that of other Robot Masters, specifically those of the Devkit Robot Masters from [=MaGMML2=].
720* ClimaxBoss: Chapter 1's, as he's fought in an abandoned Wily lair near the end and is easily the toughest boss in the chapter.
721* DidntNeedThoseAnyway: He loses [[AnArmAndALeg his arms]] with his first life bar, then [[LosingYourHead his head]] with his second life bar.
722* HoldTheLine: His third phase is him jumping erratically around the room like Quick Man. He's immune to damage, but his HP will steadily drain until he self-destructs.
723* SequentialBoss: Has three distinct phases to his boss battle.
724
725!!Boomer Kuwanger
726A holographic variant of Boomer Kuwanger. It serves as a miniboss in Vertical Hunger.
727----
728* BattleBoomerang: Like the real Boomer Kuwanger, it can throw the horns on its head like a boomerang to attack.
729* CallForward: It's a hologram of a character from VideoGame/MegaManX.
730
731!!Giga Kuwangata
732A merger of many holographic Boomer Kuwangers. It serves as the boss of Vertical Hunger, and the FinalBoss of chapter 1 as a whole.
733----
734* HoistByHisOwnPetard: It's weak to the Psycho chip (though the player doesn't have access to it in Chapter 1), and as such is ''very'' susceptible to having its cutters fired back at it with the Z-Saber's AttackReflector.
735* HumongousMecha: It towers over Zero and most other bosses in the game.
736
737!!Elemental Aces
738
739!!Fighting Fefnir
740* CallForward: He's from VideoGame/MegaManZero.
741
742!!Fire Boy GH
743* KingMook: He's a boss Fire Boy.
744
745!!Blade Man DOS
746A Robot Master from the DOS games. He serves as the boss of Dispute Over Sawblades.
747----
748* IShallTauntYou: If Zero is killed, Blade Man will laugh at his death.
749
750!!Sparky
751
752!!Stomp'n
753
754!!Stomp'n Violet
755
756!!Hindjoe
757
758!!Wafer Wagon
759Neapolitan Man's personal ice cream truck, which serves as the boss of Metropolitan Neapolitan.
760----
761* BarrierChangeBoss: Each phase is weak to a different elemental chip.
762* SequentialBoss: The truck has three phases to it, appropriately given vanilla, strawberry, and chocolate-colored life bars.
763
764!!Force Guard
765
766!!Advertising/{{Pepsiman}}
767The mascot of Pepsi, and a sworn enemy of Coca-Cola. He appears as a boss in Pepsi Zero and Null and Void.
768----
769* AscendedExtra: Went from the bait of a BaitAndSwitchBoss in ''[=MaGMML2=]'' to a proper boss in this game.
770* FightingClown: His run cycle really emphasizes this aspect of Pepsi Man.
771* WrongAssumption: He fights Zero because he thinks that Zero is working for Coca-Cola. Interestingly, he’ll also comment on the costume he’s wearing.
772
773!!Volt Man the Real
774The original model of Volt Man. He serves as the boss of Volt Man Factory.
775----
776* NonStandardCharacterDesign: He uses his sprites from [[VideoGame/MegaManDOS the original DOS game]], which makes him stick out like a sore thumb.
777
778!!Alastor
779
780!!Totem Polen Plus
781
782!!Totem Polen EX
783
784!!Bone Dragon
785
786!!Spider Potton
787
788!!Recluse Woman
789A robot master modeled after the brown recluse spider, who manages a server farm. She is the boss of String Theory.
790----
791* {{Pun}}: She's themed after spiders because her servers connect to the ''web''.
792* SquashedFlat: When she starts climbing up the walls of the belltower, it's possible to cut down the bell's clapper and have it land on her for a OneHitKill.
793
794!!Internet Destroyer
795A flying robot modeled after Internet Explorer. It serves as the miniboss of Cursor Corruption.
796----
797* FlunkyBoss: In addition to firing shots at Zero, it spawns Internet Pursuers, smaller versions of itself, to chase him down.
798* OptionalBoss: Nobody's forcing you to fight it, but it guards a CD in its level.
799* TakeThat: Its Z-Phone conversation with Yamato Man and CD entry are both drawn-out jabs at how bad of a browser Internet Explorer is.
800* UniqueEnemy: While the Internet Destroyer itself isn't an example due to being a miniboss, the Internet Pursuers it spawns are only seen in its fight.
801
802!!Sakuya Izayoi
803A time-manipulating, knife-throwing ninja maid (who is also an {{Expy}} of [[Manga/JoJosBizarreAdventure DIO]]) from the Franchise/TouhouProject series. She appears as the boss of Temporal Pillar.
804----
805* FlechetteStorm: As per in her home canon, this is how Sakuya attacks- throwing lots of knives and making use of it in conjunction her TimeMaster abilities.
806* NinjaMaid: Sakuya is this to a T.
807* TimeMaster: Sakuya's abilities, as per Touhou canon. She doesn't just [[TimeStandsStill stop time]] in the fight, but also uses a mechanic from ''VideoGame/TouhouLunaNights'', occasionally throwing green knives that ONLY move when time is stopped.
808
809!!Haiker G
810
811!!CWU-41B
812A [[VideoGame/MegaMan1 suspiciously familiar]] water filtration unit armed with various weapons and tactics, and the boss of Wicked Waterworks.
813----
814* DamageSpongeBoss: The CWU-41B's bubble has 28 HP on its own, so the boss has effectively seven full health bars' worth of damage capacity. Fortunately, its bubble has no MercyInvincibility.
815* NoOSHACompliance: Discussed and averted in Yamato Man's phone conversation. Apparently in the ''[=MaGMML=]'' universe, OSHA requires all water filtration robots must have 5% of their budget allocated to weapons systems.
816* SequentialBoss: Every time its bubble gets popped, the CWU-41B changes shot and movement patterns.
817
818!!Intest Tinhead
819
820!!Baskette Ball
821
822!!Hyper Picketman
823
824!!Chesder
825
826!!Red Arremer Man
827
828!!Amoeba Droid
829
830!!Psionic Man
831
832!!Giga Count 2.0
833
834!!Cloud Devil 2.0
835
836!!Illumina Alpha
837
838!!Big Chungus
839He's big. He appears in Null and Void.
840----
841* AscendedMeme: To a scene in the WesternAnimation/LooneyTunes short "Wabbit Twouble", where Bugs Bunny becomes very fat to mock the portly Elmer Fudd.
842* KingMook: To the Robo-Rabbits.
843* ScrewThisImOuttaHere: Trying to call Yamato Man during your fight with Big Chungus will cause him to say, “I’m hanging up” and not offer any tips. Granted, Big Chungus isn’t that hard to fight...
844
845!!Hatter Joe
846
847!!Magmatron
848
849!!Elec Spine
850Elec Man being manipulated by a parasitic Spine on his head. He appears in Null and Void.
851----
852* FastballSpecial: He mainly attacks by throwing Spines.
853* TurnsRed: At low HP, he summons Gabylasters instead of Spines, increasing the amount of projectiles there are to dodge.
854
855!!Alter Archive
856[[/folder]]
857----
858!!Tier Bosses
859
860[[folder:''Make a Good Mega Man Level'']]
861!!Jolt Man
862An electrical Robot Master from ''Mega Man Eternal''. The boss of Tier 1.
863
864!!Dagger Man
865A Robot Master who loves cyberspace and knives from ''VideoGame/MegaManSuperFightingRobot''. The boss of Tier 2 in the original, and Tier 3 in the remake.
866
867!!Yoku Man
868A Robot Master who knows how to use illusions from ''VideoGame/MegaManUnlimited''. The boss of Tier 3 in the original, and Tier 2 in the remake.
869
870!!Justice Man
871A deceased Robot Master from ''VideoGame/MegaManRockForce''. The boss of Tier 4.
872[[/folder]]
873
874[[folder:''Make a Good Mega Man Level: Remastered'']]
875!!Him
876A weird Fortress Guardian with the body of a Lyric and the head of a Doc Robot from ''Mega Man ARM 2''. The new boss of Tier 1.
877[[/folder]]
878
879[[folder:''Make a Good Mega Man Level 2'']]
880!!Milk
881A living picture of milk from ''Mega Man: Square Root of -1.'' The boss of Tier 1.
882----
883* NonSequitur: Its pre-battle dialogue is "[[WebVideo/HistoryOfTheEntireWorldIGuess GNEURSHK!]]".
884* OneWingedAngel: If fought after Butter Nezumi, it turns into a picture of ''strawberry' milk and becomes much tougher overall.
885
886!!Ombuds Man
887A Robot Master who looks like a business man from ''Mega Man 42''. The boss of Tier 2.
888
889!!Door Man
890An ill-tempered Robot Master from ''VideoGame/MegaManRocks''. The boss of Tier 3.
891----
892* ShoutOut: Before fighting, he claims he'll send the player to [[Series/RedDwarf Silicon Hell]].
893
894!!The Scorching Duo
895Two Robot Masters, both named Scorch Man. One is from the bootleg ''Zook Hero Z'', and the other is from ''VideoGame/MegaManSunrise''. The bosses of Tier 4.
896
897!!Lord Elewoofro
898A vengeful hybrid deity from ''VideoGame/MegaManDrWilysFinalAttack''. The boss of Tier 5.
899
900!!Cheat Man
901A Robot Master who doesn’t play by the rules from ''VideoGame/RockmanCX''. The boss of Tier 6.
902----
903* AdaptationalWimp: [[DownplayedTrope Downplayed]]. While still a threat, he is much easi''er'' here than in ''CX''.
904* HPToOne: He's got an attack that does this in the form of a reality-distorting WaveMotionGun, and he'll deliberately try to psych the player out before using it.
905
906!!Future
907A macabre Robot Master now relegated to a fast food job from ''VideoGame/MegaMansChristmasCarol''. The boss of Tier 7.
908----
909* LastDitchMove: When his health is depleted, he'll rain fire down on the stage for a little while before finally exploding.
910
911!!Jet Man
912A flying robot from ''VideoGame/RokkoChan''. The boss of Tier 8.
913----
914* FlatCharacter: Owing to his lack of dialogue and making no appearances in the hub, Jet Man doesn’t have much of a personality.
915
916!!Butter Nezumi
917A milk making mouse from ''VideoGame/NezumiMan''. The boss of Tier 9.
918----
919* AdaptationalBadass: Has more attacks than he did in his source game.
920[[/folder]]
921----
922!!Fortress Bosses
923'''WARNING:''' All the remaining folders contain unmarked spoilers for endgame content.
924
925[[folder:''Make a Good Mega Man Level'']]
926!!Ghost of Mega Man 3
927
928A spectral being representing ''VideoGame/MegaMan3''. Serves as the boss of Cannon Deck, the first Wily stage.
929----
930* FlunkyBoss: Will occasionally summon an enemy from ''Mega Man 3''.
931* OurGhostsAreDifferent: It's the ghost of a ''video game''.
932* VoluntaryShapeshifting: Takes the shape of a ''Mega Man 3'' Robot Master when using the attack based on the corresponding character. It takes the form of Doc Robot by default.
933
934!!Changkey Master
935
936A giant Tackle Fire, and the boss of Dr. Wily's Incinerator Chute, the second Wily stage.
937----
938* ArtEvolution: Its design is simply a 2x-resolution sprite of a Tackle Fire in the original, but it gets a unique design in ''Remastered'' somewhat resembling [[VideoGame/SuperMarioBros2 Fryguy]].
939* KingMook: Of the Tackle Fire enemies.
940* PlayingWithFire: Comes with being a living fireball.
941* ReverseShrapnel: Can release flames in a spiral formation.
942* TurnsRed: Heals itself and gains new attacks after its health gets low enough in ''Remastered''.
943
944!!Shadow Morpher
945
946An invincible opponent that can transform into various devkit enemies. Is fought at the end of Be the Bigger Person, the third Wily stage.
947----
948* NoSell: Mega Man's weapons deal no damage to it.
949* SheatheYourSword: Defeating it requires dodging its attacks while its health depletes.
950* VoluntaryShapeshifting: Can transform into one of eight devkit enemies.
951
952!!Neon Glass Birdo on a Guts Lift
953
954[[ExactlyWhatItSaysOnTheTin A neon glass Birdo riding a Guts Lift]] that serves as the boss of Hall of Fame, the fourth Wily stage.
955----
956* AllYourPowersCombined: Its appearance and attacks are a fusion of the contest's top four entries.
957* ArtEvolution: ''Remastered'' plays up the "Glass" part of its name more, making it transparent save for the outline and bow.
958* GravityScrew: Has its own gravitational pull.
959* ThrowDownTheBomblet: Two of its attacks involve this, with one being an egg that explodes on contact, and the other being a mechanical Spiny egg that explodes into eight smaller projectiles.
960
961!!Air Capsule
962
963Air Man piloting a flying saucer, serving as the boss of Everything's Blowing Up, the fifth Wily Stage. Returns in the ''Make a Good Mega Man Level 2'' entry Boil Man as the Air Capsule II.
964----
965* ArtEvolution: The Air Capsule in the original [=MaGMML=] was little more than Air Man piloting one of Wily's flying saucer mechs, but it gets some extra jets and a cloud-themed top in ''Remastered''. The Air Capsule II, meanwhile, uses a whole new sprite for the capsule, and even new sprites for Air Man himself.
966* BlowYouAway: Air Man makes use of several tornado attacks even when in the capsule.
967* BrickJoke: In the hub of the first game, Air Man says he isn't going to make an "I Can't Defeat Air Man" joke. He starts the Air Capsule battle by saying he lied, with an 8-bit rendition of the song playing during the battle.
968-->'''Air Man:''' I LIED
969* DeadlyRotaryFan: Can use a variant of Gyro Man's Gyro Attack in the first game.
970* LegacyBossBattle: The Air Capsule II.
971* {{Leitmotif}}: As stated above, a NES rendition of "I Can't Defeat Air Man" is the Air Capsule's theme.
972* PoseOfSupplication: Does this when the Air Capsule II is destroyed, not unlike Dr. Wily.
973* RecurringBoss: Fought once as a fortress boss in the first game, then twice in the second game, first as a secret boss, then as one of the bosses in the [[spoiler:Tier X]] stage Deep Thoughts.
974* {{Roboteching}}: His propeller attack can do this in the first game, and he fires energy balls both horizontally and vertically that can do this in the sequel.
975* ShockAndAwe: Both Air Capsules have an attack that makes use of electric balls. Additionally, Thunder Wool serves as the Air Capsule's weakness in ''[=MaGMML=] Remastered''.
976[[/folder]]
977
978[[folder:''Make a Good Mega Man Level Remastered'']]
979!!Scuttle Cannon
980
981A giant cannon with legs. Replaces Ghost of Mega Man 3 as the boss of Cannon Deck, the first Wily stage.
982----
983* KingMook: Based on the Super Ball Machine Jr. enemy from ''VideoGame/MegaMan4''.
984
985!!Shadow Gacha
986
987A walking gachapon machine designed after [[Franchise/SonicTheHedgehog Shadow The Hedgehog]]. Replaces Shadow Morpher as the boss of Be the Bigger Person, the third Wily stage.
988----
989* AttackItsWeakPoint: The glass full of capsules on its back is its weak point.
990* BullfightBoss: After deploying an enemy to harass you, it will charge or hop across the screen before ramming into the opposite wall, temporarily stunning it and exposing it's capsule tank.
991* DeathCryEcho: '''''MARIAAAAAAAA!'''''
992* FlunkyBoss: Its main offense is to deploy capsules that produce invincible enemies that attack Mega Man.
993* ShoutOut: Inexplicably designed after [[Franchise/SonicTheHedgehog Shadow The Hedgehog]], and even borrows (mechanically distorted) voice lines from him.
994[[/folder]]
995
996[[folder:''Make a Good Mega Man Level 2'']]
997!!Vanguard
998
999A large spacecraft serving as the boss of Wily Stage 0, Outer Space.
1000----
1001* BossWarningSiren: Heralds its appearance.
1002* HoistByHisOwnPetard: Is destroyed by its own laser attack.
1003* KaizoTrap: Just because its health bar has been depleted after taking a hit from a laser doesn't mean the battle is quite over; Mega Man must continue dodging lasers until Vanguard explodes.
1004* SequentialBoss: After its health bar is depleted, it summons two sets of spikes from off-screen and gets a second health bar.
1005* WakeUpCallBoss: Its second phase provides a taste of what's to come in the Wily stages. This is supplemented by its boss music; it uses the normal boss theme for its first phase, only to switch to the fortress boss theme for its second phase.
1006* WaveMotionGun: Makes use of several giant lasers after its second health bar is depleted...one of which flies straight into it, emptying its third health bar in under a second.
1007
1008!!Mecha Bubble Man
1009
1010Bubble Man with a blue color scheme, piloting a [[VideoGame/MegaManX Ride Armor]]. He serves as the boss of Wily Stage 1, the Water Ducts.
1011----
1012* BaitAndSwitchBoss: He makes his appearance by destroying CWU-01P, the third fortress boss from the first Mega Man game.
1013* FlunkyBoss: He mostly attacks by summoning aquatic enemies.
1014* ShoutOut: One of his attacks involves summoning [[VideoGame/SuperMarioBros3 Jelectros]].
1015* ThrowDownTheBomblet: Summons a homing explosive inside a bubble for one attack.
1016
1017!!Btd'nhan
1018
1019A giant glowing blob fought at the end of Wily Stage 2, Classic Castle.
1020----
1021* FunWithAcronyms: Its name is short for '''Boss That Doesn't Have A Name'''.
1022* ShoutOut: Based on the boss of a fan level made for ''VideoGame/GeometryDash''.
1023* ThrowDownTheBomblet: One of its attacks involves firing a barrage of bombs that burst into flames upon hitting the ground.
1024* WeaponizedOffspring: One of its attacks involves creating several smaller versions of itself that home in on Mega Man.
1025
1026!!Riplings
1027
1028A trio of diamond-shaped robots fought at the end of Wily Stage 3, Lever Oriental Enchanted.
1029----
1030* DualBoss: The second and third Riplings are fought simultaneously.
1031* KillerRabbit: They may have cute faces, but they're fortress bosses for a good reason.
1032* SequentialBoss: The battle starts with just one Ripling attacking, with both of the remaining Riplings attacking after the first is defeated.
1033
1034!!Autobounce
1035
1036A flying robot with the power to use Special Weapons. It serves as the boss of Wily Stage 4, Inner Sanctum.
1037----
1038* AntiFrustrationFeatures:
1039** Mega Man has infinite weapon energy while fighting Autobounce, preventing him from running out and making the battle {{Unwinnable}}.
1040** Because of the nature of this battle (as well as the battle against [[spoiler:the Wily Machine SWORD]]), clearing the Masochism challenge only requires clearing the True Arena without spending weapon energy instead of without using Special Weapons at all ([[ExactWords since infinite weapon energy is given to the player at points when either battle forces use of a Special Weapon, you technically don't spend any weapon energy when fighting them]]).
1041* BarrierChangeBoss: It can only be damaged by whatever weapon it's currently copying.
1042* PowerCopying: Can use powers based on each of Mega Man's Special Weapons (with Flash Stopper, the Rush utilities, and Wire Adaptor being the exceptions).
1043
1044!!Seven Force
1045
1046The transforming machine from ''VideoGame/GunstarHeroes'', and the boss of Wily Stage 5, the Unobtainium Mine.
1047----
1048* AllYourPowersCombined: Subverted. While Seven Force absorbs power from copies of seven devkit bosses, its forms aren't actually based on them.
1049* AntiFrustrationFeatures: If Mega Man dies during a phase after Barbarian Force, he will have the option to skip to whatever phase he was on when he died. Winning the fight without doing this rewards Mega Man with a Noble Nickel.
1050* AwesomeButImpractical: ''Zero'''s CD entry on the boss shows its weakness is its high energy requirements, a weakness Dr. Wily finds out the hard way when his robots keep getting drained by it.
1051* BossArenaRecovery: Eddie will toss Mega Man a large health pill inbetween phases of the Seven Force fight.
1052* BossSubtitles: Each phase of the fight is accompanied by the name of the form being fought.
1053* {{Expy}}: Several of its forms are ones to forms of the original Seven Force. Barbarian Force is based on Soldier Force, Solar Force is based on Urchin Force, Falcon Force is based on Eagle Force, and Lobster Force is based on Crab Force.
1054* HighAltitudeBattle: Falcon Force is fought in mid-air, with Mega Man riding a flying platform.
1055* SelfImposedChallenge: Beating all seven forms of Seven Force in one go nets you a Noble Nickel. Doing this buster-only nets you [[spoiler:a costume based off [=ACESpark=]'s avatar, Davwin]].
1056* SequentialBoss: True to its name and origins, it has seven different forms.
1057
1058!!Holo Dragon
1059
1060A holographic copy of the Mecha Dragon, and the first boss fought in Wily Stage 6, the Reality Core.
1061----
1062* CrosshairAware: One of its attacks involves aiming a crosshair at Mega Man, then spitting a barrage of fireballs where the crosshair lands.
1063* GiantSpaceFleaFromNowhere: Its presence has little to no foreshadowing, and its only real purpose is to segue from the opening segments of the Reality Core into the primary "maze" section of the stage.
1064
1065!!The Chimerabots
1066
1067Five robots fused from two Robot Masters each. They serve as bosses in Wily Stage 6, the Reality Core.
1068----
1069* AbnormalAmmo: Chimerabot 3 uses Quarantine Woman's attack pattern, but replaces her toxic blobs with Neapolitan Man's ice cream balls.
1070* ActionBomb: Chimerabot 2 incorporates Combust Man's death explosion as an attack, except the energy balls are flaming, deal damage, and the attack doesn't actually cause the Chimerabot to die.
1071* AmbiguousGender: Chimerabot 3, being a fusion between a female Robot Master (Quarantine Woman) and a male Robot Master (Neapolitan Man).
1072* EnergyWeapon: Chimerabot 4 inherits these from Force Man.
1073* {{Fireballs}}: Chimerabot 2 spits these while using his chomp attack.
1074* FusionDance: Each Chimerabot is a fusion of two Robot Masters from the contest entries.
1075* MoreDakka: Chimerabot 5 can fire a barrage of bullets directly at Mega Man.
1076* PaletteSwap: With the exception of Chimerabot 4, who sports Match Man's body and Force Man's helmet, each Chimerabot has the color scheme of one robot combined with the sprites of another. [[DownplayedTrope Downplayed]] with Chimerabot 5, who mostly has Cyber Man's shape with Sheriff Man's color scheme, but also has more subtle design elements borrowed from Sheriff Man (such as his hat and arm cannon).
1077* PlayingWithFire: Chimerabot 2 inherits this ability from Combust Man (and puts it to much greater use), while Chimerabot 4 inherits it from Match Man.
1078* StickySituation: Chimerabot 1 inherits Bond Man's glue attacks, which it encases in Joe Man's grenades and mines.
1079* ThrowDownTheBomblet: Chimerabot 1 uses bombs that leave behind puddles of glue, and mines that explode into glue blobs.
1080[[/folder]]
1081
1082[[folder:''Make a Good 24 Hour Mega Man Level'']]
1083!!Giga Count
1084
1085A gigantic Count Bomb robot, and the boss of Wily 1, Abyss Balcony.
1086----
1087* FlunkyBoss: Summons moving Count Bombs for several of its attacks.
1088* KingMook: An interesting variant; it's a King Mook of a ''gimmick'', namely the Count Bombs from ''VideoGame/MegaMan6''.
1089* ShockwaveStomp: Can slam into the ground and create an explosive shockwave.
1090
1091!!Cloud Devil
1092
1093A one-eyed cloud robot that serves as the boss of Wily 2, Up 'n' Duck.
1094----
1095* {{Cumulonemesis}}: A ''mechanical'' cloud enemy, but a cloud enemy nonetheless.
1096* NonIndicativeName: Its attack pattern doesn't match the recurring Devil bosses of the ''Mega Man'' series. If anything, it looks and acts more like [[Franchise/{{Kirby}} Kracko]].
1097* ShockAndAwe: Its main attack is a lightning bolt that explodes into a cluster of smaller sparks when it hits the ground.
1098* WeaponizedOffspring: Will periodically create smaller cloud robots that slowly home in on Mega Man.
1099[[/folder]]
1100
1101[[folder:''Make a Good 48 Hour Mega Man Level'']]
1102!!Sea King: The Aftermath
1103
1104!!Shinsopod What! and Shinkhangel Where!
1105[[/folder]]
1106
1107----
1108!!Final Bosses
1109[[folder: ''Make a Good Mega Man Level'']]
1110!!Wily Machine TROPHY
1111A Wily Machine stylized like a trophy. It serves as the first phase of the final boss fight.
1112----
1113* SequentialBoss: This Wily Machine sports two phases with the actual machine and a third phase with Wily's UFO.
1114
1115!!Zero
1116Dr. Wily's ultimate robotic creation, and the second phase of the final boss fight. See "Original Characters" for more information.
1117[[/folder]]
1118
1119[[folder: ''Make a Good Mega Man Level 2'']]
1120!!Wily Machine SWORD
1121A Wily Machine with a pair of swords and a bevy of attack systems. It serves as the first phase of the final boss fight.
1122----
1123* AttackReflector: The swords on the Wily Machine can parry projectiles.
1124* VanityLicensePlate: Has a "[=B4D B0YS=]" license plate that gets [[AmbidextrousSprite inexplicably mirrored sometimes]].
1125
1126!![[Webcomic/MegamanSpriteComic megaman sprite game]]
1127
1128A ''very'' bizarre version of Mega Man summoned by Dr. Wily using the Reality Core. He serves as the second phase of the final boss fight.
1129----
1130* AbnormalAmmo: ''[[ExaggeratedTrope Where do we begin]]?'' Every attack is from his comic or game, such as basketballs, crows, and even ghosts.
1131* AllLowercaseLetters: His dialogue is rendered this way.
1132* {{Foil}}: To Zero from the first game. Both are fights against crudely drawn versions of Mega Man characters in a space bound platform, using music from the newest ''Shovel Knight'' expansion at the time of release. This one puts up more of a fight, however.
1133* GrievousHarmWithABody: One of his attacks is to throw Doctor Dad.
1134* {{Irony}}: Calls Mega Man a fake and ripping him off, but ''he's'' the rip-off.
1135* {{Jerkass}}: Doesn't take orders from Wily, but accuses Mega Man of ripping him off and attacks him anyways.
1136* LethalJokeCharacter: He may look like a crude ripoff, but he's still a tough fight.
1137
1138!!Wily Core
1139Wily's escape pod, which holds the Reality Core in its mechanical hand. It serves as the final phase of the final boss fight.
1140----
1141* UnexpectedShmupLevel: Mega Man fights the Wily Core using an Energy Element-powered spaceship.
1142[[/folder]]
1143
1144[[folder: ''Make a Good 24 Hour Mega Man Level'']]
1145!!Wily Machine Arc
1146* FinalExamBoss: It has four forms, each of which can only be damaged by a different weapon.
1147
1148[[/folder]]
1149
1150[[folder: ''Make a Good Mega Man Level: Episode Zero'']]
1151!!Unununium
1152A giant crudely-drawn Energy Element created by the corrupted Elements fusing, and the first part of the final battle after dispatching SRARA.
1153----
1154* FlunkyBoss: It can summon four different pairs of two bosses to help fight.
1155* GiantSpaceFleaFromNowhere: It comes completely out of nowhere at the climax of the game.
1156* GigglingVillain: All of its attacks tend to be accompanied by it giggling.
1157* MesACrowd: Can divide itself into two.
1158* PurpleIsPowerful: It's purple. [[spoiler:The same color as Evil Energy, of course]].
1159* RealityWarper: Its CD entry states that it's extremely potent at this, being able to open [[VideoGame/SkullmanInScoobyDoc4TheDestroyerFeaturingAtsushiOnita Wargates]] with ease, which it does to summon help when it's low on health.
1160* ShoutOut: All of its voice sound effects are taken from [[VideoGame/MarioAndLuigiBowsersInsideStory Fawful]].
1161* StylisticSuck: Its boss sprite is about as crude as Zero's, being a hastily drawn Energy Element with a face.
1162
1163!!Trio
1164The Evil Energy-infused robot Duo fights in the intro to ''VideoGame/MegaMan8''. He serves as the final part of the final battle.
1165----
1166* BackFromTheDead: Duo killed him in the intro of ''Mega Man 8'', but he reconstituted himself in ''Episode Zero'' using the corrupted Energy Elements.
1167* CompositeCharacter: Combines aspects of his ''Mega Man 8'' and [[ComicBook/MegaManArchieComics Archie Comics series]] selves.
1168* GiantSpaceFleaFromNowhere: Trio even comments on this in his dialogue, stating that [=SRARA=] only resurrected him by pure accident.
1169* MadeOfEvil: He's capable of reconstituting himself using just Energy Elements tainted with Evil Energy, which he implies has also become an extension of his soul, suggesting he's this.
1170* NamedByTheAdaptation: He borrows his name of "Trio" from the Archie comic.
1171* OutsideContextProblem: [=SRARA=] wasn't even trying to resurrect him, but them screwing with the Energy Elements brought him back anyway.
1172* TakeOverTheWorld: Wants to [[ExaggeratedTrope rule the universe]] using the energy of Tier X.
1173* UnexpectedShmupLevel: His fight disables Zero's normal gravity.
1174[[/folder]]
1175----
1176!!Postgame Bosses
1177
1178[[folder:''Make a Good Mega Man Level'']]
1179!!Bright Man
1180* ShoutOut:
1181** After getting rid of his first health bar, he'll start attacking the player with the special weapons from ''Mega Man: Square Root of Negative One''.
1182** In the remaster, he's also able to use Spark Manbow from ''VideoGame/Rockman4MinusInfinity'' in a similar manner to how Mega Man uses said weapon.
1183[[/folder]]
1184
1185[[folder:''Make a Good Mega Man Level 2'']]
1186!!Skullder
1187
1188!!Excaliber Man
1189
1190!!Volt Man Mark 2
1191
1192!!Gigabygo
1193
1194!!Unbeatable Air Man
1195
1196!!Holo Wily
1197A hologram of Dr. Wily riding in a miniature [[VideoGame/SuperMarioWorld Koopa Clown Car]]. He appears as a boss in the Tier X stage Mario Land.
1198----
1199* ActuallyADoombot: As the name implies, he is actually a Mega Man 2-esque hologram controlled by [[spoiler:Bowser.]]
1200* ThrowDowntheBomblet: One of his main attacks is to throw skull-faced bombs down onto his boss arena.
1201
1202!!Coyote Man
1203A [[WesternAnimation/WileECoyoteAndTheRoadRunner certain coyote]] piloting his own version of the Wily Capsule. Is the boss of Tier X's "Coyote Man" stage.
1204----
1205* {{Expy}}: Of Wile E. Coyote.
1206* RammingAlwaysWorks: Coyote Man will eventually try to ram the Capsule against the player. Whether it works or not, this will give the player a chance to counterattack while Coyote Man regains his bearings.
1207* SelfDamagingAttackBackfire: Like his predeccessor, several of his attacks--one involving shaped explosives, and the other trying to ram the player character at high speed--don't quite work as intended, giving the player a few easy shots.
1208
1209!!Twin Cannons
1210
1211!!Stone Butterfly
1212
1213!!Copy Hologram
1214
1215!!Literally Just A Bee
1216A Chibee that appears as a boss in Null and Void.
1217----
1218* MookPromotion: PlayedForLaughs. Asides from having the health bar of a regular boss, it is identical to any other Chibee.
1219* OneHitKill: It can be one-shot with Hornet Chaser.
1220
1221!!Die Sign
1222A sentient sign that really wants Mega Man to ''[[VideoGame/TheLegendOfZeldaCDiGames die]]''. It shows up as a boss during Null and Void.
1223----
1224* ShoutOut: Its voice clip is taken from Ganon's appearance in [[VideoGame/TheLegendOfZeldaCDiGames Faces of Evil]].
1225
1226!!Absolute Zero
1227A giant robot with the appearance of (the canon) Zero fought at the end of [[BrutalBonusLevel Null and Void]].
1228----
1229* HumongousMecha: A giant Zero-shaped robot.
1230* SequentialBoss: Absolute Zero has ''four'' phases to its fight. [[spoiler:The last two, however, are jokes. The True Arena replaces the final phase with different form dubbed Zero Heart, but despite its flashy BulletHell attacks, it does no damage whatsoever to Mega Man.]]
1231* TrueFinalBoss: Guards the game's last collectible Energy Element and can only be challenged after whomping Wily.
1232* ZeroEffortBoss: Double subverted. Absolute Zero, unlike [[spoiler:its creator]], puts up a challenging fight in phases one and two... [[spoiler:but falls apart during the third phase, and is completely unable to harm Mega Man in the final phase]].
1233[[/folder]]
1234
1235[[folder:''Make a Good Mega Man Level: Episode Zero'']]
1236!!The Golems
1237Five mysterious giant robots themed after Zero's elemental chips.
1238----
1239* DramaticEntrance: All of them have cool entrances.
1240* GiantSpaceFleaFromNowhere: They have no in-story relevance and come out of nowhere. The only hint that they exist is a line from Heat Man in Mega City, but by the time they start showing up, you might not remember that.
1241* HoistByHisOwnPetard: Once you land the final blow, they suffer an interesting death based on their element.
1242* MultiArmedAndDangerous: The Zap Golem has four arms.
1243* OptionalBoss: Nobody's forcing you to fight them, but beating them grants you double efficiency on your chips, and [[spoiler:defeating all five is necessary to unlock [[InfinityPlusOneSword the Giga Crush]].]]
1244[[/folder]]
1245----
1246!!Arena Bosses
1247[[folder: ''Make a Good Mega Man Level'']]
1248!!Zero Soul
1249A stronger form of Zero, and the true final boss of the first game.
1250----
1251* BossSubtitles: Zero Soul gets the subtitle "Soul of Souls" in ''[=MaGMML=] Remastered''.
1252* OneWingedAngel: The final boss of The Arena in the first game.
1253* ShoutOut: His Zero Soul form is a reference to the recurring "Soul" bosses in the Franchise/{{Kirby}} series. ''Remastered'' takes this a step further by giving him the BattleBoomerang and raining paint attacks used by most Soul bosses.
1254* ZeroEffortBoss: '''[[AvertedTrope Averted]]'''. Unlike the other fights against Zero, Zero Soul is as hard as a TrueFinalBoss should be.
1255[[/folder]]
1256
1257[[folder: ''Make a Good Mega Man Level: Remastered'']]
1258
1259!!The Impaler
1260A one eyed drilling robot who can only be fought in the Arena.
1261----
1262* HoistByHisOwnPetard: A way to finish it off is to get it to break the floor beneath it, causing it to drill into the lava and destroy itself.
1263* OptionalBoss: It’s only fightable in the Arena as the fourth-to-last opponent before the Trophy Machine and the two fights with Zero.
1264* SequentialBoss: First it fires a barrage of weapons at you while you attack it, then it destroys the floor and starts trying to, well, impale you.
1265[[/folder]]
1266
1267[[folder: ''Make a Good Mega Man Level 2'']]
1268!!Gamma
1269----
1270* AdaptationalBadass: Here, he has three life bars, no weapon one-shots him, and he has harder attacks to avoid.
1271* AttackItsWeakPoint: His weak point is the exposed computer core on his forehead.
1272* OneHitKill: Averted. Unlike in ''VideoGame/MegaMan3'', his punch does not cause instant death.
1273* OptionalBoss: He's only fought at the end of the Arena.
1274
1275!!Volt Man the Assimilator
1276[[/folder]]
1277
1278[[folder: ''Make a Good Mega Man Level: Episode Zero'']]
1279!![=GameStop=] Duck
1280The final opponent in Soul Eraser mode in the Arena, first seen wearing Terra's armor, before being revealed to be the infamous [=GameStop=] Duck, seeking someone to do battle with.
1281----
1282* BaitAndSwitch: As noted above, it's seems that the fight is against the Lingering Will from Kingdom Hearts, but it's instead against a duck. [[MemeticBadass Still won't stop him from kicking your ass.]]
1283* GracefulLoser: Rejoices after losing that it was a fine battle and hopes to face you again.
1284* HPToOne: He has an attack that can do this. His CD file calls it the "Blinding-Flash Death-God Swing".
1285* KillerRabbit: He might look like a duck, swim like a duck, and quack like a duck, but he’s very, very dangerous.
1286* MorphWeapon: Wields a keyblade, and can pull the same tricks the Lingering Will does, such as an ax, a ship, and a bazooka.

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