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Make a Good Mega Man Level and its sequels have its own interpretation of the Mega Man 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.


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    Canon Mega Man Characters 
See Mega Man (Classic) for the official interpretations of these characters. Only tropes that apply to these games should be used here.

Mega Man (Rockman)

https://static.tvtropes.org/pmwiki/pub/images/01_-_mega_man_5248.jpg
Mega 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.
  • Adaptational Wimp: Downplayed. While Mega's still quite powerful, he no longer has his Power Copying abilities, instead using a pre-loaded set of weapons.
  • Cutscene Boss: 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.
  • Weirdness Magnet: 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.

Eddie

https://static.tvtropes.org/pmwiki/pub/images/eddiecw_912.jpg
A 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.
  • Secret Shop: Runs a shop unbeknown to Dr. Light in the basement.
  • Video Game Cruelty Potential: 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, and still appears in the Seven Force fight to assist you.
  • You're Insane!: Eddie's reaction to the player showing up with the bolt counter maxed out.

Dr. Wily

https://static.tvtropes.org/pmwiki/pub/images/wilycw_3931.jpg
A 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).
  • Big Bad: Naturally, it's Dr. Wily after all. Averted, however, for Episode Zero where SRARA serve as the main antagonists.
  • Creating Life Is Unforeseen: Accidentally creates a dodgy decoy robot that becomes self-aware.
  • Didn't Think This Through: One of his last ditch attempts to destroy Mega Man in 2 involves him ramming his craft into Mega Man's spaceship. Said craft is also his escape pod.
  • Not-So-Harmless Villain: In Make a Good Mega Man Level 2, he manages to create a cannon capable of distorting reality itself.
  • Sanity Slippage: Shown as undergoing this during Episode Zero as he works on the Reality Core.

Knight Man

A 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 Noble Nickels.
  • Blood Knight: His reason for the player giving him Noble Nickels. Once they are all collected, he reveals his true intention to defeat Mega Man, wanting to prove himself in combat once more.
  • Retired Badass: Once a powerful combat robot, Knight Man now spends his days tending to his bar. Once Mega Man collects all the Noble Nickels, however, he shows that he's far from out of the game.
  • Shout-Out: His boss fight and the cutscene leading up to it include several references to works outside the official Mega Man series:
  • Super Mode: Gains one during his Super Boss fight.

Volt Man

https://static.tvtropes.org/pmwiki/pub/images/capture_2746.PNG
Artwork by Tsuki-no-michi
A boss from 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.
  • All Your Powers Combined: Can combine with other copies of himself, and form the Eldritch Abomination called Volt Man the the Assimilator.
  • Armored But Frail: His Force Field weapon can block almost any attack, but he can't take much punishment without it.
  • The Assimilator: The Volt Men's ultimate goal is to assimilate until there is nothing but Volt Men.
  • Barrier Warrior: His Special Weapon is the Force Field, which he uses for both offense and defense like most shield-bearing Robot Masters.
  • Cephalothorax: Like several other Robot Masters, he doesn't really have a head.
  • Glass Cannon: Takes heavy damage from the Mega Buster, but makes up for it by having absolutely painful attacks himself.
  • Hive Mind: When together, all the Volt Men speak in union.
  • Paper-Thin Disguise: One of the Volt Men takes Eddie's place in the shop. The disguise is a clearly crude drawing on a cardboard box.
  • Recurring Boss: Appears the most of any boss in the game.
  • Wolfpack Boss: Turns out the reason he shows up so often? There's a lot of him.

Agent Roslyn Krantz

Toad Man

An agricultural robot who appeared in Mega Man 4. He tends to be viewed as weak.
  • Butt-Monkey: 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!
  • Recurring Boss: Not to the extent of Volt Man above, but he's fought several times over the course of 2 and Episode Zero.
  • Unexplained Recovery: Knives' conversation at Lily Airfield indicates that he somehow survived being sliced in half by Scooby Doc at the end of Scooby Doc 4.

Galaxy Man

A space research robot who appeared in Mega Man 9. He runs the Pit of Pits.
  • Superboss: In the second game, he can be fought at the end of the Pit of Pits.
  • Unexpected Shmup Level: Galaxy Man's battle disables Mega Man's normal gravity.

Yamato Man

A combat robot who appeared in Mega Man 6. He manages the dojo seen in Make a Good Mega Man Level 2 and Episode Zero.
  • Bad Boss: 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.
  • Defeat Means Friendship: You get his phone number after you defeat him in Episode Zero, after which he can give you tips during boss fights.
  • Optional Boss: He's the boss of the optional level "Mojo Dojo" in Episode Zero.

Pirate Man

A combat robot who appeared in Mega Man & Bass. He runs a radio show that Zero can tune into in Episode Zero.
  • Superboss: After beating 48 Hour, you can get his location from a Kaizock aboard the SS Elroy to find and battle him.
  • The Cuckoolander Was Right: While his radio show is mostly inane ramblings, he does offer good tips on occasion, like which levels serve as good currency grinding locations.
  • Incredibly Lame Pun: Of course Pirate Man runs a pirate radio show.

Duo

An alien robot out to fight for justice and destroy Evil Energy. He appears in Episode Zero to assist Zero in the game's climax.
  • Assist Character: Aids Zero during the final boss fight, primarily by shielding him from the boss's Bullet Hell attacks and charging up a powerful attack of his own to weaken him and allow Zero to finish him off.
  • Let's You and Him Fight: He attacks Zero by mistake at first.

Quint

Mega Man from a peaceful future that was modified by Dr. Wily to fight against Mega Man in the present.
  • Adaptational Badass: 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.

    Original Characters 

Zero

https://static.tvtropes.org/pmwiki/pub/images/zeroart_5.png
Zero in Episode ZeroClick to view MaGMML2 artwork

Originally 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 supporting character and the True Final Boss of the second game. He serves as the protagonist and Player Character of Episode Zero.


  • Adaptational Badass: He's a lot stronger and faster in Episode Zero than in the rest of the series.
  • Adaptational Wimp: In stark contrast to his X series self, Zero in the MaGMML series is incredibly weak. His primary trait is his 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 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.
  • A Day in the Limelight: Is the main character of Episode Zero.
  • Ascend to a Higher Plane of Existence: After his creation, Absolute ZERO, is defeated in 2, he ascends into the sky, his purpose in life fulfilled.
  • Battle Boomerang: Using the Cutter Chip, he shoots this. He can shoot out four of these around him using the Blank Drive.
  • Body Horror: His mouth is where his lungs would be if he were a person, and despite being a robot, he is fairly organic-looking.
  • Boss Subtitles: Zero Soul gets the subtitle "Soul of Souls" in MaGMML Remastered.
  • Canon Welding: MaGMML's Zero is partially made from the remains of the prototype Zero from Mega Man Unlimited, explaining his apparent sentience and free will.
  • Cephalothorax: His face is on his chest.
  • Cloud Cuckoolander: 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.
  • The Cuckoolander Was Right: In spite of his mad ramblings, it turns out he is exactly correct in regards to the dangers of the festival.
  • Fanboy: Episode Zero has a few scenes where he expresses a desire to be like Mega Man and ultimately prove himself as a Worthy Opponent to Rock. He also expresses full confidence that Mega Man can stop Wily's Reality Core scheme.
  • For Want Of A Nail: Word of God states that the events of the Mega Man X series onward are no longer possible in the MaGMML continuity due to the original Zero prototype breaking down.
  • Gadgeteer Genius: Capable of creating giant robots in his visage, and they're fairly threatening. Although they tend to break down spectacularly after enough battle damage.
  • 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.
  • Graceful Loser: 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.
  • Leitmotif: In 2, he uses Zinnia's theme, which plays whenever he shows up as the Mysterious Stranger (and after Absolute ZERO's defeat).
  • Lightning Bruiser: 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.
  • Mysterious Stranger: He hides his identity in the second game by covering himself in a cloak.
  • One-Winged Angel: Zero Soul, the final boss of The Arena in the first game.
  • Promoted to Playable: Episode Zero revolves around Zero and his own unique moveset.
  • Sesquipedalian Loquaciousness: Speaks in very long-winded dialogue in the second game and Episode Zero.
  • Shout-Out: His Zero Soul form is a reference to the recurring "Soul" bosses in the Kirby series. Remastered takes this a step further by giving him the Battle Boomerang and raining paint attacks used by most Soul bosses.
  • Stylistic Suck: His spritework is intentionally crude and choppy. In Episode Zero, he has more fluid sprites, though this can be disabled.
  • Take That!: His concept mocks the idea of fangames having the real Zero as the final boss.
  • Walking Spoiler: 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.
  • Worthy Opponent: He sees Mega Man as one, and wants Mega Man to see him in the same light.
  • Zero-Effort Boss: Except for his Zero Soul form, his battles have a tendency to be this; with his battle in the first game, 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!

Simulation Recon and Regulation Administration

The 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.
  • A.I. Is a Crapshoot: The reason they're so crazy is they have the same AI chips as Justice Man.
  • Beware the Silly Ones: They may be clumsy and moronic, but they can still put up a good fight. They also accidentally resurrect Trio thanks to corrupting the Energy Elements.
  • Big Bad: Collectively the group is this, but SRARA Met is the only one with any actual plans.
  • Boss Rush: You face off against all of them at once in their final fight in Null and Void.
  • Eyepatch of Power: SRARA Met has a metal one bolted over their right eye.
  • In-Series Nickname: SRARA Up n' Down and SRARA Shield Attacker call each other Uppity and Shieldy, respectively.
  • In Their Own Image: Their actual plan is to use Energy Elements and Tier X to create their own perfect world.
  • Leitmotif: They use the Ultra Recon Squad's theme when talking to Zero and their battle theme when fighting him.
  • Mister Big: SRARA Met is about the same size as Up n' Down (if not slightly shorter), but serves as the team's leader.
  • Something about a Rose: SRARA Joe's favorite thing in the world is roses.
  • Quirky Mini Boss Squad: A band of recurring King Mooks that serve as the game's antagonists.
  • Saying Too Much: 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.
  • Sinister Shades: 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.
  • Villainous Friendship: 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 Vitriolic Best Buds.
  • Wake-Up Call Boss: SRARA Up n' Down is fought shortly after the Giant Spear Man and does not use simple attack patterns.

Knives

A young woman with a knife in her hair bun and a crush on Zero.
  • Abhorrent Admirer: As her postgame sidequest progresses, Zero grows increasingly sick of her.
  • Conspiracy Theorist: 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.
  • Improbable Hairstyle: So much so that she had to glue her hair knife in place.
  • I'm Your Biggest Fan: How she greets Zero.
  • Made of Iron: Apparently she was hit by three cars over the course of her life.
  • Noodle Incident: Absorbed multiple liters of Bone Power, had a bad falling-out with clay as a kid,
  • Parental Abandonment: Neither Zero nor Knives wants to know what her parents were like.
  • Shout-Out: Her sidequest is heavily based on the Yancy/Curtis sidequest from Pokémon Black 2 and White 2
  • Stalker with a Crush: She reveals that she's been watching Zero over the course of the game.
  • Vague Age: All that's confirmed about her age is that she is in fact an adult.
  • Walking Spoiler: She only appears after defeating the final boss of the game.

The Box Cartel

The 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.
  • Big Bad: Don Atetemino is the Box Cartel's leader, and thus the antagonist of the game as a whole.
  • Chest Monster: Kamikamin, just like in his source material.
  • Criminal Found Family: By the end of the game, the five of them become this.
  • Doppelgänger Spin: 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.)
  • I Lied: Don Atetemino conned the others into joining him, having 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.
  • Last Villain Stand: 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.
  • Quirky Miniboss Squad: Like SRARA above, they're King Mooks that serve as the game's antagonists.
  • Testosterone Poisoning: Blocky is obsessed with his manly image and admires Dr. Wily's own manliness.

    Outside Context Characters 

The Judges

  • From Make a Good Mega Man Level:

  • From Make a Good Mega Man Level 2:
    • SnoruntPyro: Returning from the first game.
    • JupiHornet: Noteworthy Geometry Dash player and moderator. Represented by Hornet Man.
    • Enjl: Represented by a generic anime girl.
    • Garirry: Represented by himself.
    • ACESpark: Noted as the host of Sprites INC and creator of several fangames. Represented by his fursona, Davwin.

  • From Make a Good Mega Man Level 3:
    • Mick Galbani: Returning from the first game, one of the co-hosts.
    • ACESpark: Returning from the second game, one of the co-hosts.
    • Flashman85: Noteworthy Mega Man streamer. Represented by Flash Man.
    • Neo Shinryu: Noteworthy Mega Man let's player. Represented by the name sake Final Fantasy dragon.
    • Pachy: By virtue of their naming gimmick, “Just a judge”. Represented by Patchouli Knowledge.

  • From Make a Good 24-Hour Mega Man Level:
    • 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.
    • MiniMacro: A graphic artist and musician, and an entrant in MaGMML2. Represented by Scrooge McDuck.
    • Cresh: A sprite artist, and an entrant in MaGMML2. Represented by Neon Man, his original Robot Master.

  • From Make a Good 48 Hour Mega Man Level:
    • ParmaJon: Returning from the previous contest.
    • PKWeegee: A beta tester for MaGMML2. Represented by herself.
    • M-Jacq: A sprite artist for MaGMML2, which she also entered. Represented by Dr. Violet.
    • Freems/Freeman: The project lead for Mega Man 8-Bit Deathmatch version 6, and an entrant in MaGMML2. Represented by a green person wearing a hat.

Tropes applying to the judges as a whole:

  • Author Avatar: Starting from MaGMML2 onward, judges are represented by their avatars, and judges from the first game have their avatars represented on the Wiki. ACESpark and JupiHornet have their avatars as playable skins.
  • Caustic Critic: 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.
  • Cryptically Unhelpful Answer: 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.
  • Once Done, Never Forgotten: 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, only for it to place 11th. There's also an entire question in "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.
  • Theme Naming: 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).
  • Unexpected Character: 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.
  • Up Through the Ranks: Mick Galbani & ACESpark are returning to host the third game, having both previously been judges.

Davwin Armanios

https://static.tvtropes.org/pmwiki/pub/images/image4_9.png

The 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.

  • Butt-Monkey: The gags in the lower-ranked stage reviews often leave poor Davwin in some less than stellar circumstances.
  • Furry Reminder: The result of the Airflow Hubble gag has a human doctor asking whether they require a Doctor or a Vet.
  • Go Mad from the Revelation: Happens to them as the result of judging Airflow Hubble.
  • Non-Human Non-Binary: The wiki lists Davwin's gender as "gender-fluid", and uses non-binary pronouns.
  • Self-Imposed Challenge: Their unlock condition requires you to defeat all of Seven Force's forms using only the Mega Buster.
  • Stunned Silence: After judging the level Snow Man, this is Davwin's only reaction to the excited level creator detailing his creation.
  • Word of Gay: 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.

Other Staff

The rest of the major people who work on this series.
  • Cruise Elroy: Represented by Blinky.
  • The Stove Guy: Represented by Konro Man wearing a wizard's hat.
  • Zatsupachi: Represented by a blue anime-styled cat.
  • Entity1037: Represented by Shantae.

Entry Bosses

    Make a Good Mega Man Level 

Wily Archives

A set of capsules similar to the Weapons Archive from Mega Man 10, using the data of fortress bosses instead of regular Robot Masters. They serve as the midbosses and main boss of Research Facility.


The Moon

https://static.tvtropes.org/pmwiki/pub/images/capture_836.PNG
A small moon from Cocoron that serves as the midboss of NEON GRAVITY. It reappears in Make a Good Mega Man Level 2 as one of the three secret bosses found in Tier 10.
  • Gravity Screw: It has its own gravitational pull.
  • Optional Boss: In the second game.
  • Playing with Fire: Its one attack has it spit fireballs at Mega Man. The second game plays this up even more by adding several different fire attacks to its arsenal.
  • Telefrag: One of its new attacks in 2 is teleporting to Mega Man's current location.
  • Took a Level in Badass: Goes from being a simple midboss in the first contest to a full-fledged boss in the second game.

Gravity Machine

Gravity Man piloting a large floating mech, serving as the boss of NEON GRAVITY.


  • Call-Back: The machine's design is directly based on the Cossack Catcher.
  • Flunky Boss: Summons Ring Rings each time it stops to attack.
  • Gravity Screw: Not by itself, but it takes full advantage of the Ring Ring's own gravitational pull to make its attacks more difficult to dodge.
  • Out of Focus: 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.

Ronrez

A group of robots based on Reznor from Super Mario World. They serve as the midboss of Mega Man World. They also reappear in the second game as the boss of the Tier X level Swiss Hotel.


  • Breath Weapon: They spit fireballs straight forward. In the second game, they instead spit their fireballs directly at Mega Man.
  • Took a Level in Badass: Subverted. 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.
  • Wolfpack Boss: Fought in a group of four, like their inspiration.

Birdo

A robotic version of the Super Mario Bros. character, and the boss of Mega Man World. It reappears in the second game as one of the three secret bosses found in Tier 10.


  • Breath Weapon: Simply spits small bullets straight forward. Its arsenal gets significantly upgraded in the second game, and now includes fireballs, large bouncing projectiles, and eggs.
  • Optional Boss: In the second game.
  • Took a Level in Badass: Gets a full health bar and a new set of attacks for its reappearance in the second game.

Glass Man

https://static.tvtropes.org/pmwiki/pub/images/capture_6157.PNG
Artwork by Phusion
A Robot Master with the ability to create glass, and the boss of the stage of the same name. He reappears in the second game as one of the three secret bosses found in Tier 10.
  • Barrier Warrior: His main attack is a glass wall that can push Mega Man and deflect projectiles.
  • Glass Weapon: Glass walls and glass balls, to be specific. The second game adds glass spikes and spiked glass balls into the mix.
  • Optional Boss: In the second game.
  • Orbiting Particle Shield: Can use his glass walls as this in the second game.
  • Sphere Factor: At low health, he will sometimes encase himself in a giant glass ball and bounce around the room.
  • Took a Level in Badass: 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.

    Make a Good Mega Man Level 2 

Crator, Cream, and Kichona

A trio of characters fought at the three ends of Tier 2's Yggdrasil, hailing from Zatsupachi's Cutezome Mythos.


  • Anti-Frustration Features:
    • The three lack Collision Damage unlike most Mega Man bosses, which is a blessing given their erratic patterns and high damage values.
    • None of the three are fought in the Mega Arena, owing to their unreasonably high difficulty.
  • Combat Medic: Kichona sports a nurse's hat, and uses a giant syringe as her weapon of choice.
  • Improbable Weapon User: Kichona uses, of all things, a giant syringe to both guard and attack, healing herself if it hits Mega Man.
  • Kill Enemies to Open: Kichona's door won't open until both Crator and Cream have been defeated (in other words, playing through Yggdrasil at least two times).
  • Non-Standard Character Design: The three resemble chibified humans (or, as Garirry far less-charitably put it, "bad OCs") more than anything in the Mega Man artstyle. Even their sprites lack the black outline Mega Man sprites often have.
  • No-Sell: 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.
  • One-Hit Kill: 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.

Color Man

A palette-swapped Guts Man fought at the end of Tier 2's Something Original. Instead of boulders, he throws Color Blocks.


  • Palette Swap: 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.

Chomp Man

A 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.


  • Fusion Dance: Together with Combust Man, he's battled as Chimerabot 2 in the sixth Wily Star II stage.
  • Green Thumb: 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.
  • Head Swap: His in-game sprites resemble Gravity Man's, albeit colored green and grey and with a Wanaan for a head.
  • Jungle Japes: His level is a high-tech base in the middle of the jungle.
  • King Mook: He resembles a Wanaan, a ground-based mook from Mega Man 3, with a humanoid body.
  • Man Bites Man: His main method of attack is biting Mega Man with his head.
  • Recurring Boss: In addition to being one half of Chimerabot 2, Chomp Man appears in the Tier X level, Deep Thoughts.

Bowser

The iconic Super Mario Bros. villain, fought at the end of Tier 3's SMB3.


  • Fireballs: As you'd expect Bowser to, he fires three of these in quick succession in his boss fight.
  • Moveset Clone: 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.
  • Mythology Gag: 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 Ma GMML wiki, it's more specifically a reference to the The Super Mario Bros. Super Show! episode "Robo-Koopa" (in which King Koopa and Mario fought in mech suits, with the latter's having plungers for hands).

Combust Man

A 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.


  • Fusion Dance: He's combined with Chomp Man to form Chimerabot 2 in the Reality Core.
  • Made of Explodium: One hit is all it takes to blow him up.
  • Playing with Fire: Presumably, he has fire-related abilities, but the only one we see him display is self-combustion. Chimerabot 2, however, makes much greater use of them.
  • Punny Name: Combust Man dies... or rather, combusts from one hit by anything.
  • Zero-Effort Boss: 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.

Taco Man

A Robot Master whose head is a giant taco, fought at the end of his eponymous stage in Tier 3.


  • Antagonist Title: His level is named after him.
  • Head Swap: His body is a recolored Elec Man sprite, with a giant taco sporting a face replacing the head.
  • Hell Is That Noise: His stage music is considered this by the Judges. The Sound Test (which names it "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA") even attributes its composition to Satan.
  • Improbable Weapon User: Small tacos, big tacos, he fittingly uses tacos as his main weapon.
  • The Unintelligible: According to his profile in Episode Zero, he has a defective voice synthesizer that renders him unable to speak properly.

Alien

A multicolored alien that, though resembling Wily's holographic alien, is very much real. It is the boss (and only real threat) of Tier 4's Alien Temple.


  • Aliens Are Bastards: Before the fight, it states its intention to capture Mega Man alive or dead just for stepping into the titular temple.
  • Aliens Speaking English: One of a few entry bosses to have pre-fight dialogue, and it has no problem with the English language.
  • Blinded by the Light: The Flash Stopper is able to freeze it in place.
  • Boss-Only Level: Alien Temple is primarily a boss fight with it, with only two screens featuring no enemies or hazards preceding it.

Neon Man

A Robot Master armed with lasers and holographic capabilities. He is encountered at the end of his namesake stage in Tier 4.


  • Energy Weapon: Neon Man's main weapon of choice is a Spread Shot of four lasers.
  • Flunky Boss: One of his attacks has an Apache Joe fly in and drop a red ball that bounces around the arena while following Mega Man.
  • Master of Illusion: 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.

CATS

The memetically infamous main antagonist of Zero Wing, fought as the boss of Tier 5's AD 2101.


  • Blinded by the Light: The Flash Stopper can freeze him in place; probably not too surprising, given his blatant copying of Pharaoh Man's attack pattern.
  • Easter Egg: Using the Flash Stopper and the Slash Claw (both of which are effective on him) causes him to yell "FLASH!" and "SLASH!" respectively.
  • Moveset Clone: His boss pattern is virtually identical to that of Pharaoh Man, who was included as a devkit boss. Rolling Cutter attacks are also added.

Joe Man

A 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.


  • Anti-Frustration Features: Joe Man R's high difficulty led to him being one of the few bosses excluded from the Mega Arena.
  • Bait-and-Switch Boss: In what is almost certainly a jab at Joe Man R's infamous difficulty, Joe Man reappears in the Tier X stage Metallic Ocean, where he promptly fills up ten healthbars... 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 Self-Deprecation.
  • Fusion Dance: He forms one half of Chimerabot 1 with Bond Man in Reality Core.
  • King Mook: He's effectively a Sniper Joe elevated to the level of a Robot Master.
  • Logical Weakness: The Slash Claw can pierce shields and cut apart Joe enemies very easily, and the same holds true for Joe Man.
  • Luckily, My Shield Will Protect Me: 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.
  • Optional Boss: 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.
  • Throw Down the Bomblet: 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.

Match Man

A Robot Master resembling a giant matchstick with a face, found at the end of Tier 7's Gunpowder Cellar.


  • Blown Across the Room: 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).
  • Boss-Arena Idiocy: 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.
  • Fusion Dance: He's combined with Force Man into Chimerabot 4 in the Wily stage Reality Core.
  • Non-Standard Character Design: 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).
  • Playing with Fire: 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.

Cursor

A 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.


  • The Fourth Wall Will Not Protect You: 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.
    • Taken even further during Cursor Corruption, when it cuts Zero and pastes him into the second half of the stage.
  • Flunky Boss: 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.
  • Helpful Mook: 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.
  • King Mook: It uses the sprites of the Pointan enemy from Mega Man 10, though Pointans themselves ironically aren't present in the game.
  • One-Hit Kill: Fittingly, its "delete" attack at the start of the stage is this. It isn’t this in Cursor Corruption.
  • Proactive Boss: 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.

The Kid

The main protagonist of I Wanna Be the Guy and the boss of Tier 7's Spiky Situation.


  • Adaptational Badass: For starters, he's not nearly as 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.
  • Anti-Frustration Features: When fought in the Mega Arena, the player teleports out before his Last Ditch Move can hit them.
  • Colour-Coded for Your Convenience: 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).
  • Green Thumb: Delicious Fruit, once the bane of The Kid's existence, is used against Mega Man in a variety of ways.
  • Last Ditch Move: Upon his defeat, the Delicious Fruit above his head will explode into a larger spread of smaller fruit that can harm Mega Man.

Avoidance Cherry

An extra boss that can be challenged after beating The Kid in Spiky Situation. All Mega Man can do is survive its attacks.
  • Animate Inanimate Object: It's a giant Delicious Fruit.
  • Anti-Frustration Features: 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.
  • Hold the Line: The boss cannot be defeated directly; the player can only win by surviving its numerous barrages.
  • Obvious Rule Patch: 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.
  • Optional Boss: After defeating The Kid, the Avoidance Cherry can be "fought" to obtain a Noble Nickel.
  • Puzzle Boss: 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.

Doc Robot

One 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.
  • Adaptational Badass: Doc Robots were no slouches in Mega Man 3 by any stretch, but this one has three health bars and uses several Robot Master weapons at once.
  • Anti-Frustration Features: In the Mega Arena, Doc Robot's health is lowered from three bars to one.
  • Battle Boomerang: Cut Man's Rolling Cutter is among its large arsenal.
  • Deadly Disc: The Metal Blade is one of its many attacks.
  • Energy Weapon: Both the Gemini Laser and the Laser Trident are at Doc Robot's disposal.
  • Green Thumb: Occasionally, it uses the Plant Barrier, but it is unable to harm Mega Man directly.
  • Moveset Clone: 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).
  • Spread Shot: Instead of the Centaur Flash, Doc Robot instead copies Centaur Man's spread shot move.
  • Throw Down the Bomblet: One of its many attacks includes Crash Man's Crash Bomber.

Force Man

A Robot Master motifed around Quick Man and his deadly One-Hit Kill lasers (referred to by some fans as "Force Beams" from a Nintendo Power issue, hence the name). He appears in his eponymous stage in Tier 8.
  • Arm Cannon: Like a few canon Robot Masters, Force Man has two in place of hands.
  • Death of a Thousand Cuts: 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.
  • Dynamic Entry: 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.
  • Energy Weapon: His Force Beam, natch. His stage uses them quite prominently as well, with some even growing at an incredibly slow rate.
  • 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.
  • Fusion Dance: In Reality Core, he's combined with Match Man to form Chimerabot 4.
  • One-Hit Kill: 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.

Crusher Joe

The 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.
  • An Arm and a Leg: 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.
  • The Ghost: 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.
  • King Mook: Like Joe Man, it's a Sniper Joe elevated to the level of a boss.
  • Luckily, My Shield Will Protect Me: Its front-mounted Press doubles as a shield for Crusher Joe's body.
  • Spikes of Doom: 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.
  • Tank Goodness: It has tank-like treads, though instead of a turret, it has a side-mounted Press.
  • Throw Down the Bomblet: It uses different coloured Jet Bombs from Mega Man 5 as projectile attacks.
  • Turns Red: After losing enough health, it moves faster and fires six Jet Bombs at a time instead of four.

Bond Man

The infamous phantom Robot Master, planned for the original Mega Man before being scrapped when the boss number was lowered to six. He appears in his eponymous stage in Tier 8.
  • Fusion Dance: Becomes part of Chimerabot 1 with Joe Man in the Wily stage Reality Core.
  • Moveset Clone: Though his projectiles are different, his A.I. is edited from a devkit boss; namely, Crash Man.
  • Nostalgia Level: Thematically, his level is intended to evoke the feel of the original Mega Man, with every non-custom enemy hailing from that game.
    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.
  • Sticky Situation: 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.

Cirno

An ice fairy from the Touhou Project series, who appears as the boss of Tier 9's Misty Lake.
  • Bullet Hell: This being a Mega Man game, it's less pronounced, but still her primary method of attacking the player.
  • Collision Damage: Averted; she deals no damage if Mega Man touches her (not that it's a good idea to be close to her, anyway).
  • An Ice Person: One of her attacks is three circles of ice shards that spread out in different formations.
  • Scarf of Asskicking: Her sprite depicts her with a red scarf over her mouth, in a reference to Touhou Mother.

Donut X

A giant robot based on the Nightmare Snake miniboss from Mega Man X6, and the boss of Tier 9's Donut Observation Center.
  • Attack Its Weak Point: The four green cores on each side of its body are the only vulnerable parts of the boss.
  • 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.

Groovity Man

A 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.
  • Palette Swap: Physically, he looks identical to Gravity Man, but with his colours swapped around.
  • Shout-Out: His boss fight is a big one to the Raphael the Raven from Super Mario World 2: Yoshi's Island, 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.

Captain Viridian

The hero of VVVVVV and main boss of Tier 9's Sector Upsilon 6. In lieu of fighting Mega Man personally, they use a giant mech similar in appearance to an Octoper OA.
  • Adaptational Badass: 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.
  • Attack Its Weak Point: The mech is vulnerable only in the cockpit, where Captain Viridian is piloting it.
  • Gravity Master: 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.
  • Humongous Mecha: They pilot a large, energy-projectile spewing robot for the boss fight.
  • Turns Red: 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.

Mush King

A giant mushroom robot who appears as the miniboss of Tier 9's Truffle Man.
  • Having a Blast: One of its attacks is shooting a long stream of explosions straight towards Mega Man.
  • Hopping Machine: With no arms or legs, Mush King's one and only means of moving around its arena is by jumping.
  • Mushroom Man: 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".

Truffle Man

A Robot Master built to resemble a humanoid mushroom, who appears as the boss of his self-named stage in Tier 9.
  • Mushroom Man: 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.
  • Spread Shot: 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.
  • Throw Down the Bomblet: 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.

Kelbesque

One of Draygon's Finest Four from the NES game Crystalis. He appears as the boss of Tier 9's Mount Sabre.
  • Dishing Out Dirt: One of his attacks involves summoning a cluster of rocks that flies towards Mega Man.
  • Pop-Cultural Osmosis Failure: Of the five judges, not a single one knew what he or his stage were referencing.
  • Villain: Exit, Stage Left: 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).

Guts Man Duo

A 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.
  • Dishing Out Dirt: They toss boulders, as Guts Man does, but sometimes they'll throw a Caricarry from Mega Man 9 at Mega Man.
  • Dual Boss: 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.
  • Easter Egg: 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.
  • Mythology Gag: The final Wily stage of the original Mega Man had a corridor with several gold-coloured copies of Guts Man in the ceiling.* Not only are the two based on this concept, but their room has several other copies, some of which can be talked to.

Sheriff Man

A gunslinging Robot Master with a sheriff motif, armed with the Badge Barrier. He appears as the boss of his namesake stage in Tier 9.
  • Arm Cannon: He has a buster styled after a revolver, even shooting metal bullets as opposed to the usual solar bullets.
  • Break Out the Museum Piece: Sheriff Man uses fairly old bullets despite being an advanced robot in an era where energy weapons are commonplace.
  • Fusion Dance: Together with Cyber Man, he forms Chimerabot 5 in the final Wily stage.
  • Orbiting Particle Shield: 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.
  • Recurring Boss: A refight with him occurs in the Tier X level Deep Thoughts.
  • Scarf of Asskicking: He has a red neckerchief, in keeping with his sheriff motif.
  • The Sheriff: Whether he holds any real authority or not is unclear, however.

Boil Man

A Robot Master resembling a giant boiler, found at the end of his eponymous stage in Tier 10.
  • Bubble Gun: 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.
  • Double Jump: By firing a blast of steam from his Arm Cannon, he can jump twice or even three times in the air before landing.
  • High-Pressure Emotion: His intro animation depicts him literally boiling up, complete with red glow and steam cloud.
  • Playing with Fire: 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.

Turbo Roost

A giant bird robot miniboss found in Tier 10's Launch Man & Shuttle Man.
  • Feathered Fiend: It's styled after a bird, even flying using wings it flaps with.

Dennis

A 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.
  • Morphic Resonance: All of Dennis's transformations are little more than every version of the Metall enemy included in the game's devkit.
  • One-Hit-Point Wonder: 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).
  • Small Name, Big Ego: Dennis thinks highly of himself and his power, yet remains unnoticed by Wily and is fairly easy to take down.
  • "Well Done, Son" Guy: 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.

Air Devil

A 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.
  • Blow You Away: When splitting apart, it becomes several small tornadoes resembling Air Man's Air Shooter.
  • Cyber Cyclops: As a Yellow Devil copy, it has a single red eye that doubles as its weak point.
  • Detachment Combat: Like all of the other Devils, its main method of attack is splitting apart and reassembling on the other side of the screen.

Launch Man & Shuttle Man

A 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.
  • Ascended Extra: 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 Tier X.
  • Combat Medic: Shuttle Man can heal Launch Man by 3 HP if he's still alive before the latter performs his diving attack.
  • Cool Airship: The two are fought on an airship owned by Dr. Wily (the level is spent going from the ground up towards it).
  • Dual Boss: 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 run away from the battle if Launch Man is destroyed.
  • Hover Board: The Shuttle Jet Alter Weapon is effectively an upgraded Item-2; while riding it, Mega Man can speed it up or brake it entirely.
  • Playing with Fire: One of Shuttle Man's attacks is creating a large fireball and throwing it down at Mega Man.
  • Proactive Boss: Downplayed, but the duo swipe the Energy Element from the Air Devil once Mega Man is only a screen away from their door.
  • 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.
  • Screw This, I'm Outta Here: Defeating Launch Man while Shuttle Man is still alive will cause the latter to panic, then fly away.
  • Throw Down the Bomblet: Launch Man's Launch Rocket, which is a guided missile that drops two bombs when it flies upwards.

Cyber Man

A 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.
  • Denial of Diagonal Attack: Averted with his Alter Weapon, the Cyber Distorter. Once enemies are frozen, Mega Man can fire in seven directions, including diagonally.
  • Floating Limbs: Cyber Man's arms and legs float separately from his torso and head.
  • Fusion Dance: He's combined with Sheriff Man to form Chimerabot 5 in the final Wily stage.
  • Matrix Raining Code: His stage is filled with several flashing 0s and 1s, and the Cyber Distorter causes the same effect on frozen enemies.
  • Time Stands Still: To a lesser effect, his Cyber Distorter (at least in the player's hands); when using it, enemies are frozen with a binary overlay.
  • Turns Red: After reaching 11 points of health, a conveyor in his arena activates, moving Mega Man to the right constantly.
  • Villain Teleportation: He frequently teleports around his arena during his boss fight.
  • You Don't Look Like You: Originally, Cyber Man was little more than a Palette Swap of Junk Man, but his appearance in this game gives him a more distinct appearance.

8 Centipeder Tower

A giant centipede robot found at the end of Tier 10's Beneath Sand and Rock.
  • Big Creepy-Crawlies: Though significantly anthropomorphised, it is clearly modeled on a centipede.
  • Dishing Out Dirt: One of its attacks has it drop boulders onto Mega Man after ramming into a wall.
  • Punny Name: Its name sounds like "eight centimeter tower", while being a large centipede.

Hall Master

A miniboss battled before facing Quarantine Woman. It is the giant hand of a larger creature.
  • Always a Bigger Fish: Another hand is seen upon entering Quarantine Woman's room, before she subsequently destroys it.
  • Jump Scare: Just as you're walking up to the boss door, it bursts in without warning.
  • Non-Standard Character Design: 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 Resident Evil.
  • The Unfought: 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).
  • The Unreveal: All we see of the creature are its hands.

Quarantine Woman

A 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.
  • Bad Powers, Bad People: 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.
  • Boss in Mook Clothing: 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.
  • Charged Attack: She never uses it herself, but the Hazard Trapper Alter Weapon can be charged up to rapidly fire eight blobs.
  • The Faceless: 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.
  • Fusion Dance: Together with Neapolitan Man, she forms Chimerabot 3 in the last Wily stage, Reality Core.
  • Giant Wall of Watery Doom: One of her attacks has her summon a large tidal wave of a toxic substance and ride it towards Mega Man.
  • Long Hair Is Feminine: The only thing to suggest she's even a woman under the gas mask is her long hair.
  • Non-Indicative Name: 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...
  • Poisonous Person: 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.
  • Red Eyes, Take Warning: Her mask has an unsettling red visor that blocks any possible eyes hiding underneath (assuming the visor isn't her actual eyes).
  • The Smurfette Principle: While not the only female boss in the contest stages (Cream, Kichona, Cirno, and Captain Viridian [possibly] are also present, as is Splash Woman as a devkit boss), she is the only original Robot Master to be female.
  • Spam Attack: 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.
  • Wolverine Claws: Her right hand has a long set of claws that she uses to slash Mega Man if she gets close to him.

Mixerlydia

A giant ice-cream mixer miniboss fought several times in Tier 10's Neapolitan Man.
  • Abnormal Ammo: Somehow manages to top Neapolitan Man himself by using literal drops of ice cream for offense.
  • An Ice Person: It attacks by mixing a large pool of ice cream, scattering drops of it across the arena.
  • Recurring Boss: One of the few custom minibosses to appear more than once in their stage, as well as appearing in Tier X's Deep Thoughts.

Neapolitan Man

A Robot Master themed after neapolitan-flavoured ice cream. He acts as the boss of his same-named level in Tier 10.
  • Abnormal Ammo: His Neapolitan Bomb, which is motifed around ice cream (if it isn't literally ice cream).
  • Colour-Coded for Your Convenience: 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.
  • Fusion Dance: He is combined with Quarantine Woman to form Chimerabot 3 in Reality Core.
  • An Ice Person: Well, An Ice Cream Person; the bulk of his attacks are motifed around ice cream.
  • Spread Shot: In addition to his Neapolitan Bomb's debris, he can fire clumps of ice cream in a three-way spread shot.
  • Turns Red: After losing his first health bar, a pit in his arena opens up, which spells death for Mega Man if he falls into it.

Haunt Man

A 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.
  • Demonic Possession: 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.
  • Evil Laugh: He uses Black Knight's laugh from Shovel Knight prior to taking on a new form.
  • Fighter, Mage, Thief: 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.
  • Fragile Speedster: 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.
  • Weaksauce Weakness: The Hornet Chaser, a small robot bee, is enough to One-Hit Kill 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.

Spiked-Wall Man

A Robot Master in the shape of a giant spike-covered room, from the Flash animation 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.
  • Adaptational Wimp: 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.
  • Colour-Coded for Your Convenience: His spikes have different properties based on their color. White spikes pass through Mega Man, blue spikes are solid, and red spikes damage him.
  • Genius Loci: A room filled with spike dispensers, and also sentient if the "Man" in his name is anything to go by.
  • Sequential Boss: He changes his attack pattern for each third of his health depleted.

Alter Man

A 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.
  • Dash Attack: How he uses Slash Claw.
  • Evil Knockoff: Essentially a Sniper Joe mixed with Mega Man.
  • Optional Boss: He's not required to be fought, but guards a Noble Nickel.
  • Power Copying: Can use Special Weapons like Mega Man. During the battle, he uses the four special weapons not used in the level itself.
  • Recurring Boss: Is fought a second time in the Tier X level Deep Thoughts.
  • Wall Jump: Briefly clings to the wall when he uses Triple Blade.

    Make a Good Mega Man Level: Episode Zero 

Dangerous Duck

Giant Spear Man

A boss in Wario Land II who just doesn't give up. Shows up in the level Defeat The Giant Spear Man! and serves as the main boss.
  • Adaptational Badass: Unlike in his source game, he doesn't flinch when attacked and has more attacks than just walking back and forth.
  • Antagonist Title: The level is named after him.
  • Flunky Boss: His final form is accompanied by an owl who drops enemies in.
  • King Mook: Like in his source material, he's a giant Pirate Goom.
  • Recurring Boss: Zero fights against the Giant Spear Man thrice in his level, getting more dangerous with every defeat. He's also a frequent element of The Ultimate Choice's earlier variants.
  • Warm-Up Boss: He's the first proper boss Zero fights and also very easy.

Phiranabiran

Thwomp Man

  • King Mook: He's a boss Thwomp with Concrete Man's body.

Gomeramos King

Dethgerbis

Doc Robot Overloaded

A ultimate version of Doc Robot that Wily was working on but had to abandon. He served as the boss of Abandoned Lab.
  • All Your Powers Combined: 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.
  • Climax Boss: Chapter 1's, as he's fought in an abandoned Wily lair near the end and is easily the toughest boss in the chapter.
  • Didn't Need Those Anyway!: He loses his arms with his first life bar, then his head with his second life bar.
  • Hold the Line: 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.
  • Sequential Boss: Has three distinct phases to his boss battle.

Boomer Kuwanger

A holographic variant of Boomer Kuwanger. It serves as a miniboss in Vertical Hunger.

Giga Kuwangata

A merger of many holographic Boomer Kuwangers. It serves as the boss of Vertical Hunger, and the Final Boss of chapter 1 as a whole.
  • Hoist by His Own Petard: 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 Attack Reflector.
  • Humongous Mecha: It towers over Zero and most other bosses in the game.

Elemental Aces

Fighting Fefnir

Fire Boy GH

Blade Man DOS

A Robot Master from the DOS games. He serves as the boss of Dispute Over Sawblades.

Sparky

Stomp'n

Stomp'n Violet

Hindjoe

Wafer Wagon

Neapolitan Man's personal ice cream truck, which serves as the boss of Metropolitan Neapolitan.
  • Barrier Change Boss: Each phase is weak to a different elemental chip.
  • Sequential Boss: The truck has three phases to it, appropriately given vanilla, strawberry, and chocolate-colored life bars.

Force Guard

Pepsiman

The mascot of Pepsi, and a sworn enemy of Coca-Cola. He appears as a boss in Pepsi Zero and Null and Void.
  • Ascended Extra: Went from the bait of a Bait-and-Switch Boss in MaGMML2 to a proper boss in this game.
  • Fighting Clown: His run cycle really emphasizes this aspect of Pepsi Man.
  • Wrong Assumption: He fights Zero because he thinks that Zero is working for Coca-Cola. Interestingly, he’ll also comment on the costume he’s wearing.

Volt Man the Real

The original model of Volt Man. He serves as the boss of Volt Man Factory.

Alastor

Totem Polen Plus

Totem Polen EX

Bone Dragon

Spider Potton

Recluse Woman

A robot master modeled after the brown recluse spider, who manages a server farm. She is the boss of String Theory.
  • Pun: She's themed after spiders because her servers connect to the web.
  • Squashed Flat: 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 One-Hit Kill.

Internet Destroyer

A flying robot modeled after Internet Explorer. It serves as the miniboss of Cursor Corruption.
  • Flunky Boss: In addition to firing shots at Zero, it spawns Internet Pursuers, smaller versions of itself, to chase him down.
  • Optional Boss: Nobody's forcing you to fight it, but it guards a CD in its level.
  • Take That!: Its Z-Phone conversation with Yamato Man and CD entry are both drawn-out jabs at how bad of a browser Internet Explorer is.
  • Unique Enemy: 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.

Sakuya Izayoi

A time-manipulating, knife-throwing ninja maid (who is also an Expy of DIO) from the Touhou Project series. She appears as the boss of Temporal Pillar.
  • Flechette Storm: As per in her home canon, this is how Sakuya attacks- throwing lots of knives and making use of it in conjunction her Time Master abilities.
  • Ninja Maid: Sakuya is this to a T.
  • Time Master: Sakuya's abilities, as per Touhou canon. She doesn't just stop time in the fight, but also uses a mechanic from Touhou Luna Nights, occasionally throwing green knives that ONLY move when time is stopped.

Haiker G

CWU-41B

A suspiciously familiar water filtration unit armed with various weapons and tactics, and the boss of Wicked Waterworks.
  • Damage-Sponge Boss: 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 Mercy Invincibility.
  • No OSHA Compliance: 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.
  • Sequential Boss: Every time its bubble gets popped, the CWU-41B changes shot and movement patterns.

Intest Tinhead

Baskette Ball

Hyper Picketman

Chesder

Red Arremer Man

Amoeba Droid

Psionic Man

Giga Count 2.0

Cloud Devil 2.0

Illumina Alpha

Big Chungus

He's big. He appears in Null and Void.
  • Ascended Meme: To a scene in the Looney Tunes short "Wabbit Twouble", where Bugs Bunny becomes very fat to mock the portly Elmer Fudd.
  • King Mook: To the Robo-Rabbits.
  • Screw This, I'm Outta Here: 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...

Hatter Joe

Magmatron

Elec Spine

Elec Man being manipulated by a parasitic Spine on his head. He appears in Null and Void.
  • Fastball Special: He mainly attacks by throwing Spines.
  • Turns Red: At low HP, he summons Gabylasters instead of Spines, increasing the amount of projectiles there are to dodge.

Alter Archive


Tier Bosses

    Make a Good Mega Man Level 

Jolt Man

An electrical Robot Master from Mega Man Eternal. The boss of Tier 1.

Dagger Man

A Robot Master who loves cyberspace and knives from Mega Man Super Fighting Robot. The boss of Tier 2 in the original, and Tier 3 in the remake.

Yoku Man

A Robot Master who knows how to use illusions from Mega Man Unlimited. The boss of Tier 3 in the original, and Tier 2 in the remake.

Justice Man

A deceased Robot Master from Mega Man Rock Force. The boss of Tier 4.

    Make a Good Mega Man Level: Remastered 

Him

A 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.

    Make a Good Mega Man Level 2 

Milk

A living picture of milk from Mega Man: Square Root of -1. The boss of Tier 1.

Ombuds Man

A Robot Master who looks like a business man from Mega Man 42. The boss of Tier 2.

Door Man

An ill-tempered Robot Master from Mega Man Rocks. The boss of Tier 3.

The Scorching Duo

Two Robot Masters, both named Scorch Man. One is from the bootleg Zook Hero Z, and the other is from Mega Man Sunrise. The bosses of Tier 4.

Lord Elewoofro

A vengeful hybrid deity from Mega Man: Dr. Wily's Final Attack. The boss of Tier 5.

Cheat Man

A Robot Master who doesn’t play by the rules from Rockman CX. The boss of Tier 6.

Future

A macabre Robot Master now relegated to a fast food job from Mega Man's Christmas Carol. The boss of Tier 7.
  • Last Ditch Move: When his health is depleted, he'll rain fire down on the stage for a little while before finally exploding.

Jet Man

A flying robot from Rokko Chan. The boss of Tier 8.
  • Flat Character: Owing to his lack of dialogue and making no appearances in the hub, Jet Man doesn’t have much of a personality.

Butter Nezumi

A milk making mouse from Nezumi Man. The boss of Tier 9.

Fortress Bosses

WARNING: All the remaining folders contain unmarked spoilers for endgame content.

    Make a Good Mega Man Level 

Ghost of Mega Man 3

A spectral being representing Mega Man 3. Serves as the boss of Cannon Deck, the first Wily stage.


  • Flunky Boss: Will occasionally summon an enemy from Mega Man 3.
  • Our Ghosts Are Different: It's the ghost of a video game.
  • Voluntary Shapeshifting: 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.

Changkey Master

A giant Tackle Fire, and the boss of Dr. Wily's Incinerator Chute, the second Wily stage.


  • Art Evolution: 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 Fryguy.
  • King Mook: Of the Tackle Fire enemies.
  • Playing with Fire: Comes with being a living fireball.
  • Reverse Shrapnel: Can release flames in a spiral formation.
  • Turns Red: Heals itself and gains new attacks after its health gets low enough in Remastered.

Shadow Morpher

An invincible opponent that can transform into various devkit enemies. Is fought at the end of Be the Bigger Person, the third Wily stage.


Neon Glass Birdo on a Guts Lift

A neon glass Birdo riding a Guts Lift that serves as the boss of Hall of Fame, the fourth Wily stage.


  • All Your Powers Combined: Its appearance and attacks are a fusion of the contest's top four entries.
  • Art Evolution: Remastered plays up the "Glass" part of its name more, making it transparent save for the outline and bow.
  • Gravity Screw: Has its own gravitational pull.
  • Throw Down the Bomblet: 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.

Air Capsule

Air 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.


  • Art Evolution: 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.
  • Blow You Away: Air Man makes use of several tornado attacks even when in the capsule.
  • Brick Joke: 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.
    Air Man: I LIED
  • Deadly Rotary Fan: Can use a variant of Gyro Man's Gyro Attack in the first game.
  • Legacy Boss Battle: The Air Capsule II.
  • Leitmotif: As stated above, a NES rendition of "I Can't Defeat Air Man" is the Air Capsule's theme.
  • Pose of Supplication: Does this when the Air Capsule II is destroyed, not unlike Dr. Wily.
  • Recurring Boss: 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 Tier X stage Deep Thoughts.
  • 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.
  • Shock and Awe: 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.

    Make a Good Mega Man Level Remastered 

Scuttle Cannon

A giant cannon with legs. Replaces Ghost of Mega Man 3 as the boss of Cannon Deck, the first Wily stage.


Shadow Gacha

A walking gachapon machine designed after Shadow The Hedgehog. Replaces Shadow Morpher as the boss of Be the Bigger Person, the third Wily stage.


  • Attack Its Weak Point: The glass full of capsules on its back is its weak point.
  • Bullfight Boss: 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.
  • Death Cry Echo: MARIAAAAAAAA!
  • Flunky Boss: Its main offense is to deploy capsules that produce invincible enemies that attack Mega Man.
  • Shout-Out: Inexplicably designed after Shadow The Hedgehog, and even borrows (mechanically distorted) voice lines from him.

    Make a Good Mega Man Level 2 

Vanguard

A large spacecraft serving as the boss of Wily Stage 0, Outer Space.


  • Boss Warning Siren: Heralds its appearance.
  • Hoist by His Own Petard: Is destroyed by its own laser attack.
  • Kaizo Trap: 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.
  • Sequential Boss: After its health bar is depleted, it summons two sets of spikes from off-screen and gets a second health bar.
  • Wake-Up Call Boss: 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.
  • Wave-Motion Gun: 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.

Mecha Bubble Man

Bubble Man with a blue color scheme, piloting a Ride Armor. He serves as the boss of Wily Stage 1, the Water Ducts.


Btd'nhan

A giant glowing blob fought at the end of Wily Stage 2, Classic Castle.


Riplings

A trio of diamond-shaped robots fought at the end of Wily Stage 3, Lever Oriental Enchanted.


  • Dual Boss: The second and third Riplings are fought simultaneously.
  • Killer Rabbit: They may have cute faces, but they're fortress bosses for a good reason.
  • Sequential Boss: The battle starts with just one Ripling attacking, with both of the remaining Riplings attacking after the first is defeated.

Autobounce

A flying robot with the power to use Special Weapons. It serves as the boss of Wily Stage 4, Inner Sanctum.


Seven Force

The transforming machine from Gunstar Heroes, and the boss of Wily Stage 5, the Unobtainium Mine.


  • All Your Powers Combined: Subverted. While Seven Force absorbs power from copies of seven devkit bosses, its forms aren't actually based on them.
  • Anti-Frustration Features: 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.
  • Awesome, but Impractical: 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.
  • Boss Arena Recovery: Eddie will toss Mega Man a large health pill inbetween phases of the Seven Force fight.
  • Boss Subtitles: Each phase of the fight is accompanied by the name of the form being fought.
  • 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.
  • High-Altitude Battle: Falcon Force is fought in mid-air, with Mega Man riding a flying platform.
  • Self-Imposed Challenge: Beating all seven forms of Seven Force in one go nets you a Noble Nickel. Doing this buster-only nets you a costume based off ACESpark's avatar, Davwin.
  • Sequential Boss: True to its name and origins, it has seven different forms.

Holo Dragon

A holographic copy of the Mecha Dragon, and the first boss fought in Wily Stage 6, the Reality Core.


  • Crosshair Aware: One of its attacks involves aiming a crosshair at Mega Man, then spitting a barrage of fireballs where the crosshair lands.
  • Giant Space Flea from Nowhere: 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.

The Chimerabots

Five robots fused from two Robot Masters each. They serve as bosses in Wily Stage 6, the Reality Core.


  • Abnormal Ammo: Chimerabot 3 uses Quarantine Woman's attack pattern, but replaces her toxic blobs with Neapolitan Man's ice cream balls.
  • Action Bomb: 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.
  • Ambiguous Gender: Chimerabot 3, being a fusion between a female Robot Master (Quarantine Woman) and a male Robot Master (Neapolitan Man).
  • Energy Weapon: Chimerabot 4 inherits these from Force Man.
  • Fireballs: Chimerabot 2 spits these while using his chomp attack.
  • Fusion Dance: Each Chimerabot is a fusion of two Robot Masters from the contest entries.
  • More Dakka: Chimerabot 5 can fire a barrage of bullets directly at Mega Man.
  • Palette Swap: 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. 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).
  • Playing with Fire: Chimerabot 2 inherits this ability from Combust Man (and puts it to much greater use), while Chimerabot 4 inherits it from Match Man.
  • Sticky Situation: Chimerabot 1 inherits Bond Man's glue attacks, which it encases in Joe Man's grenades and mines.
  • Throw Down the Bomblet: Chimerabot 1 uses bombs that leave behind puddles of glue, and mines that explode into glue blobs.

    Make a Good 24 Hour Mega Man Level 

Giga Count

A gigantic Count Bomb robot, and the boss of Wily 1, Abyss Balcony.


  • Flunky Boss: Summons moving Count Bombs for several of its attacks.
  • King Mook: An interesting variant; it's a King Mook of a gimmick, namely the Count Bombs from Mega Man 6.
  • Shockwave Stomp: Can slam into the ground and create an explosive shockwave.

Cloud Devil

A one-eyed cloud robot that serves as the boss of Wily 2, Up 'n' Duck.


  • Cumulonemesis: A mechanical cloud enemy, but a cloud enemy nonetheless.
  • Non-Indicative Name: Its attack pattern doesn't match the recurring Devil bosses of the Mega Man series. If anything, it looks and acts more like Kracko.
  • Shock and Awe: Its main attack is a lightning bolt that explodes into a cluster of smaller sparks when it hits the ground.
  • Weaponized Offspring: Will periodically create smaller cloud robots that slowly home in on Mega Man.

    Make a Good 48 Hour Mega Man Level 

Sea King: The Aftermath

Shinsopod What! and Shinkhangel Where!


Final Bosses

     Make a Good Mega Man Level 

Wily Machine TROPHY

A Wily Machine stylized like a trophy. It serves as the first phase of the final boss fight.
  • Sequential Boss: This Wily Machine sports two phases with the actual machine and a third phase with Wily's UFO.

Zero

Dr. Wily's ultimate robotic creation, and the second phase of the final boss fight. See "Original Characters" for more information.

     Make a Good Mega Man Level 2 

Wily Machine SWORD

A Wily Machine with a pair of swords and a bevy of attack systems. It serves as the first phase of the final boss fight.

megaman sprite game

A 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.


  • Abnormal Ammo: Where do we begin? Every attack is from his comic or game, such as basketballs, crows, and even ghosts.
  • all lowercase letters: His dialogue is rendered this way.
  • 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.
  • Grievous Harm with a Body: One of his attacks is to throw Doctor Dad.
  • Irony: Calls Mega Man a fake and ripping him off, but he's the rip-off.
  • Jerkass: Doesn't take orders from Wily, but accuses Mega Man of ripping him off and attacks him anyways.
  • Lethal Joke Character: He may look like a crude ripoff, but he's still a tough fight.

Wily Core

Wily's escape pod, which holds the Reality Core in its mechanical hand. It serves as the final phase of the final boss fight.

     Make a Good 24 Hour Mega Man Level 

Wily Machine Arc

  • Final-Exam Boss: It has four forms, each of which can only be damaged by a different weapon.

     Make a Good Mega Man Level: Episode Zero 

Unununium

A giant crudely-drawn Energy Element created by the corrupted Elements fusing, and the first part of the final battle after dispatching SRARA.
  • Flunky Boss: It can summon four different pairs of two bosses to help fight.
  • Giant Space Flea from Nowhere: It comes completely out of nowhere at the climax of the game.
  • Giggling Villain: All of its attacks tend to be accompanied by it giggling.
  • Me's a Crowd: Can divide itself into two.
  • Purple Is Powerful: It's purple. The same color as Evil Energy, of course.
  • Reality Warper: Its CD entry states that it's extremely potent at this, being able to open Wargates with ease, which it does to summon help when it's low on health.
  • Shout-Out: All of its voice sound effects are taken from Fawful.
  • Stylistic Suck: Its boss sprite is about as crude as Zero's, being a hastily drawn Energy Element with a face.

Trio

The Evil Energy-infused robot Duo fights in the intro to Mega Man 8. He serves as the final part of the final battle.

Postgame Bosses

    Make a Good Mega Man Level 

Bright Man

  • Shout-Out:
    • 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.
    • In the remaster, he's also able to use Spark Manbow from Rockman 4 Minus ∞ in a similar manner to how Mega Man uses said weapon.

    Make a Good Mega Man Level 2 

Skullder

Excaliber Man

Volt Man Mark 2

Gigabygo

Unbeatable Air Man

Holo Wily

A hologram of Dr. Wily riding in a miniature Koopa Clown Car. He appears as a boss in the Tier X stage Mario Land.
  • Actually a Doombot: As the name implies, he is actually a Mega Man 2-esque hologram controlled by Bowser.
  • Throw Downthe Bomblet: One of his main attacks is to throw skull-faced bombs down onto his boss arena.

Coyote Man

A certain coyote piloting his own version of the Wily Capsule. Is the boss of Tier X's "Coyote Man" stage.
  • Expy: Of Wile E. Coyote.
  • Ramming Always Works: 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.
  • Self-Damaging Attack Backfire: 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.

Twin Cannons

Stone Butterfly

Copy Hologram

Literally Just A Bee

A Chibee that appears as a boss in Null and Void.

Die Sign

A sentient sign that really wants Mega Man to die. It shows up as a boss during Null and Void.

Absolute Zero

A giant robot with the appearance of (the canon) Zero fought at the end of Null and Void.
  • Humongous Mecha: A giant Zero-shaped robot.
  • Sequential Boss: Absolute Zero has four phases to its fight. The last two, however, are jokes. The True Arena replaces the final phase with different form dubbed Zero Heart, but despite its flashy Bullet Hell attacks, it does no damage whatsoever to Mega Man.
  • True Final Boss: Guards the game's last collectible Energy Element and can only be challenged after whomping Wily.
  • Zero-Effort Boss: Double subverted. Absolute Zero, unlike its creator, puts up a challenging fight in phases one and two... but falls apart during the third phase, and is completely unable to harm Mega Man in the final phase.

    Make a Good Mega Man Level: Episode Zero 

The Golems

Five mysterious giant robots themed after Zero's elemental chips.
  • Dramatic Entrance: All of them have cool entrances.
  • Giant Space Flea from Nowhere: 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.
  • Hoist by His Own Petard: Once you land the final blow, they suffer an interesting death based on their element.
  • Multi-Armed and Dangerous: The Zap Golem has four arms.
  • Optional Boss: Nobody's forcing you to fight them, but beating them grants you double efficiency on your chips, and defeating all five is necessary to unlock the Giga Crush.

Arena Bosses

     Make a Good Mega Man Level 

Zero Soul

A stronger form of Zero, and the true final boss of the first game.

     Make a Good Mega Man Level: Remastered 

The Impaler

A one eyed drilling robot who can only be fought in the Arena.
  • Hoist by His Own Petard: 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.
  • Optional Boss: It’s only fightable in the Arena as the fourth-to-last opponent before the Trophy Machine and the two fights with Zero.
  • Sequential Boss: 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.

     Make a Good Mega Man Level 2 

Gamma


Volt Man the Assimilator

     Make a Good Mega Man Level: Episode Zero 

GameStop Duck

The 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.
  • Bait-and-Switch: As noted above, it's seems that the fight is against the Lingering Will from Kingdom Hearts, but it's instead against a duck. Still won't stop him from kicking your ass.
  • Graceful Loser: Rejoices after losing that it was a fine battle and hopes to face you again.
  • HP to One: He has an attack that can do this. His CD file calls it the "Blinding-Flash Death-God Swing".
  • Killer Rabbit: He might look like a duck, swim like a duck, and quack like a duck, but he’s very, very dangerous.
  • Morph Weapon: 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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