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.
Mega Man (Rockman)
- 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.
- 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.
- 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.
- 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 ManA 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:
- When he obtains all the Noble Nickels, he states "I will have it in me". This is a reference to the ending of Mega Man Rock Force, where Plant Man says "You know, I didn't think Knight Man had it in him" during part of the "Where Are They Now?" Epilogue.
- Phase 2 and 3 of the fight reference Kirby's Adventure, 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.
- His Super Mode in the third phase sports golden hair, an obvious nod to Super Saiyans.
- One of his attacks in Phase 3 involves stopping time, throwing a flurry of blades, then letting time flow again.
- Another attack in Phase 3 of his fight is directly lifted from Magolor Soul.
- Super Mode: Gains one during his Super Boss fight.
- 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 ManAn 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!
- 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 ManA space research robot who appeared in Mega Man 9. He runs the Pit of Pits.
- Bonus Boss: 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.
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 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.
- Name's the Same: As the actual Zero. He actually is that Zero, but an extremely broken down version.
- 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: 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 AdministrationThe 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 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.
- Those Two Bad Guys: Within the group, SRARA Up n' Down and SRARA Shield Attacker have a close Villainous Friendship and are almost always encountered alongside one another. Though, they're always bickering and its more of Vitriolic Best Buds.
- From Make a Good Mega Man Level:
- SnoruntPyro: Represented by a pink cat in the first two and Rin Kagamine in 1 Remastered, and the host of the first and second contests.
- Cheez8: Represented by a wedge of cheese.
- Duvi0: Represented by a blue monster.
- Mick Galbani: Represented by a sentient eldritch pineapple.
- MrKyurem: In spite of the name, represented by Ballos. With toothpaste on his head.
- 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 an 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:
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.
- 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.
- The Mean Brit: 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.
- 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.
- 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.
The only Judge representative to actually appear in the game with a speaking role, in the form of Judge comment comics. He is also unlockable as a playable skin. There is talk of these Judge comment comics being continued via the twitter, furthering his role in the series, but he is 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 him as the result of judging Airflow Hubble.
- Non-Human Non-Binary: The wiki lists Davwin's gender as "gender-fluid", but using male pronouns.
- Self-Imposed Challenge: His 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 on the wiki and in chatrooms.
Other StaffThe rest of the major people who work on this series.
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.
- Call-Back: Aside from the obvious one to Mega Man 10, the bosses featured in the Wily Archives include the Yellow Devil, Mecha Dragon, Kamegoro Maker, Cossack Catcher, Dark Man 3, and Mechazaurus.
- Composite Character: The Wily Capsule Archive node uses attack patterns from multiple Wily Capsules, including the infamous Mega Man 7 Capsule.
- Sequential Boss: 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.
- The Last of These Is Not Like the Others: The final Wily Archive uses data from the Wily Capsule. While the screen uses the sprite of the capsule from Mega Man 6, the actual battle is based on multiple Wily Capsules.
- Bonus Boss: In the second game.
- Gravity Screw: It has its own gravitational pull.
- 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 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.
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.
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.
- Bonus Boss: In the second game.
- 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.
- Took a Level in Badass: Gets a full health bar and a new set of attacks for its reappearance in the second game.
- Barrier Warrior: His main attack is a glass wall that can push Mega Man and deflect projectiles.
- Bonus Boss: In the second game.
- Glass Weapon: Glass walls and glass balls, to be specific. The second game adds glass spikes and spiked glass balls into the mix.
- 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.
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; 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.
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.
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: This is his main method of attack; 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.
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 MaGMML 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).
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.
A Robot Master whose head is a giant taco, fought at the end of his eponymous stage in Tier 3. Has nothing to do with the other Taco-Man.
- 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.
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.
A Robot Master armed with lasers and holographic capabilities. He is encountered at the end of his namesake stage in Tier 4.
- 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.
- Frickin' Laser Beams: Neon Man's main weapon of choice is a Spread Shot of four lasers.
- 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.
- 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.
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.
- Bonus Boss: Joe Man R is an optional boss that can be accessed after defeating Joe Man. Defeating him earns the player a Nobel Nickel.
- 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.
- 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.
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.
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 isnt 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 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 CherryAn 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.
- Bonus Boss: After defeating The Kid, the Avoidance Cherry can be "fought" to obtain a Noble Nickel.
- 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.
- 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 RobotOne 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.
- Frickin' Laser Beams: 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 ManA 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.
- 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.
- Frickin' Laser Beams: His Force Beam, natch. His stage uses them quite prominently as well, with some even growing at an incredibly slow rate.
- 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 JoeThe 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 ManThe 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.
CirnoAn ice fairy from the Touhou 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 XA 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 ManA 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 ViridianThe 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.
- 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 KingA 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 ManA 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.
KelbesqueOne 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 DuoA duo of mass-produced Guts Man copies found at the end of Tier 9's Gut's 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 ManA 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.
- Nice Hat: He sports a fancy sheriff hat with a badge on it.
- 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 ManA 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 RoostA 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.
DennisA 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 DevilA 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 any good Devil, its main method of attack is splitting apart and reassembling on the other side of the screen.
Launch Man & Shuttle ManA 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 ManA 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 TowerA 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 MasterA 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 WomanA 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.
- Rapunzel Hair: As seen on her sprite, her hair extends past her pelvis.
- 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.
MixerlydiaA 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 ManA 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 ManA 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 ManA 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 ManA 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.
- 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.
Giant Spear ManA boss in Wario Land 2 who just doesn't give up. Shows up in the level Defeat The Giant Spear Man! and serves as the main boss.
- Antagonist Title: The level is named after him.
- 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.
Doc Robot OverloadedA 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 the Mega Man 2 Robot Masters.
- Climax Boss: Can be argued as Chapter 1's, as he's fought in an abandoned Wily lair and easily the toughest boss in the chapter.
- Hold the Line: His third phase is him jumping erratically around the room like Quick Man until he self-destructs.
- Sequential Boss: Has three distinct phases to his boss battle.
Fire Boy GH
Blade Man DOS
Wafer WagonNeapolitan 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.
Pepsi ManThe 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.
- Wrong Assumption: He fights Zero because he thinks that Zero is working for Coca-Cola. Interestingly, hell also comment on the costume hes wearing.
Volt Man the RealThe original model of Volt Man. He serves as the boss of Volt Man Factory.
- Non-Standard Character Design: He uses his sprites from the original DOS game, which makes him stick out like a sore thumb.
Totem Polen Plus
Totem Polen EX
Internet DestroyerA flying robot modeled after Internet Explorer. It serves as the miniboss of Cursor Corruption.
- Bonus Boss: Nobody's forcing you to fight it, but it guards a CD in its level.
- Flunky Boss: In addition to firing shots at Zero, it spawns Internet Pursuers, smaller versions of itself, to chase him down.
- 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.
CWU-41BA 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.
- Sequential Boss: Every time its bubble gets popped, the CWU-41B changes shot and movement patterns.
Red Arremer Man
Giga Count 2.0
Cloud Devil 2.0
Big ChungusHe'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, Im hanging up and not offer any tips. Granted, Big Chungus isnt that hard to fight...
Elec SpineElec Man being manipulated by a parasitic Spine on his head. He appears in Null and Void.
- Fastball Special: He mainly attacks by throwing Spines.
- Nice Hat: He wears a Spine like one.
- Turns Red: At low HP, he summons Gabylasters instead of Spines, increasing the amount of projectiles there are to dodge.
The Scorching Duo
Fortress BossesWARNING: All the remaining folders contain unmarked spoilers for endgame content.
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.
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.
An invincible opponent that can transform into various devkit enemies. Is fought at the end of Be the Bigger Person, the third Wily stage.
- No-Sell: Mega Man's weapons deal no damage to it.
- Sheathe Your Sword: Defeating it requires dodging its attacks while its health depletes.
- Voluntary Shapeshifting: Can transform into one of eight devkit enemies.
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 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.
- 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.
A giant cannon with legs. Replaces Ghost of Mega Man 3 as the boss of Cannon Deck, the first Wily stage.
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.
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.
- Bait-and-Switch Boss: He makes his appearance by destroying CWU-01P, the third fortress boss from the first Mega Man game.
- Flunky Boss: He mostly attacks by summoning aquatic enemies.
- Shout-Out: One of his attacks involves summoning Jelectros.
- Throw Down the Bomblet: Summons a homing explosive inside a bubble for one attack.
A giant glowing blob fought at the end of Wily Stage 2, Classic Castle.
- Fun with Acronyms: Its name is short for Boss That Doesn't Have A Name.
- Shout-Out: Based on the boss of a fan level made for Geometry Dash.
- Throw Down the Bomblet: One of its attacks involves firing a barrage of bombs that burst into flames upon hitting the ground.
- Weaponized Offspring: One of its attacks involves creating several smaller versions of itself that home in on Mega Man.
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.
A flying robot with the power to use Special Weapons. It serves as the boss of Wily Stage 4, Inner Sanctum.
- Anti-Frustration Features:
- Mega Man has infinite weapon energy while fighting Autobounce, preventing him from running out and making the battle Unwinnable.
- Because of the nature of this battle (as well as the battle against 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 (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).
- Barrier Change Boss: It can only be damaged by whatever weapon it's currently copying.
- Power Copying: Can use powers based on each of Mega Man's Special Weapons (with Flash Stopper, the Rush utilities, and Wire Adaptor being the exceptions).
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.
- 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.
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.
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).
- Fireballs: Chimerabot 2 spits these while using his chomp attack.
- Frickin' Laser Beams: Chimerabot 4 inherits these from Force Man.
- 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.
- Nice Hat: Chimerabot 5 inherits Sheriff Man's hat, putting it on before the battle begins.
- 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.
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.
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.
Wily Machine TROPHYA 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.
ZeroDr. Wily's ultimate robotic creation, and the second phase of the final boss fight. See "Original Characters" for more information.
Wily Machine SWORDA Wily Machine with a pair of swords and a bevy of attack systems. It serves as the first phase of the final boss fight.
- Attack Reflector: The swords on the Wily Machine can parry projectiles.
- Vanity License Plate: Has a "B4D B0YS" license plate that gets inexplicably mirrored sometimes.
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.
- 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.
- 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.
Wily CoreWily's escape pod, which holds the Reality Core in its mechanical hand. It serves as the final phase of the final boss fight.
- Unexpected Shmup Level: Mega Man fights the Wily Core using an Energy Element-powered spaceship.
Wily Machine Arc
UnununiumA 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.
- 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.
- Stylistic Suck: Its boss sprite is about as crude as Zero's, being a hastily drawn Energy Element with a face.
TrioThe Evil Energy-infused robot Duo fights in the intro to Mega Man 8. He serves as the final part of the final battle.
- Composite Character: Combines aspects of his Mega Man 8 and Archie Comics series selves.
- Giant Space Flea from Nowhere: Trio even comments on this in his dialogue, stating that SRARA only resurrected him by pure accident.
- Made of Evil: 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.
- Named by the Adaptation: He borrows his name of "Trio" from the Archie comic.
- Outside-Context Problem: SRARA wasn't even trying to resurrect him, but them screwing with the Energy Elements brought him back anyway.
- Take Over the World: Wants to rule the universe using the energy of Tier X.
Volt Man Mark 2
Unbeatable Air Man
Literally Just A Bee
Absolute ZeroA 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 adds another joke phase to the end of the fight as well.
- 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.
Zero SoulA stronger form of Zero, and the true final boss of the first game.
- Boss Subtitles: Zero Soul gets the subtitle "Soul of Souls" in MaGMML Remastered.
- One-Winged Angel: The final boss of The Arena in the first game.
- 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.
The ImpalerA one eyed drilling robot who can only be fought in the Arena.
- Bonus Boss: Its only fightable in the Arena as the fourth-to-last opponent before the Trophy Machine and the two fights with Zero.
- 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.
- 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.
Volt Man the Assimilator
GameStop DuckThe 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 1: 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 hes 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.