Bright Man

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"Since you're here, how about a friendly duel? I won't go easy on you, though! Huehuehue!"
―Bright Man, Make a Good Mega Man Level.
Bright Man's Mugshot
Bright Man's Mugshot
Bright Man
Artwork by Capcom
Artwork by Capcom
DWN-025
Information
In-Game Information
HP: 112 (total)
56 (phase 1)
56 (phase 2)
Weapon: Flash Stopper
Weakness(es): Pharaoh Shot
Affiliations: Dr. Cossack
Dr. Wily (formerly)
Type: Time, Electric
Occupation: Light Source Robot
The Smartest Robot Master
Location(s): Dr. Light's Lab
Misc. Information
Script: ブライトマン
Romaji: Buraitoman
Designer(s): Yoshitaka Enomoto
Programmer(s): SnoruntPyro1
PhazonMotherBrain1R
Gender: Male
Eye Color: Green
Series Information
Official Game Appearances: Mega Man 4
Mega Man IV
Mega Man (Game Gear)
MaGMML Game Appearances: MaGMML(1R) (Superboss, NPC)
MaGMML2 (Temporary Playable Character, Costume)
MaGMML: Episode Zero (NPC)
BrightMan.gif

Bright Man is a boss from Mega Man 4. Originally designed by Dr. Cossack to explore dark areas, he was later modified for combat when Dr. Wily forced Cossack to work for him.

Bright Man appears as a superboss in Make a Good Mega Man Level and its remake, found by walking through the right wall of the attic in Dr. Light's Lab after completing all of the entry stages and Wily Castle stages. He also appears as an NPC in Tier 5, congratulating the winning entry level.

Bright Man reappears in the Make a Good Mega Man Level 2 entry Identity Crisis, where he appears as one of four Robot Masters that Mega Man can transform into. He reappears in the Tier 9-10 section of Reality Core in a similar manner. Clearing Identity Crisis also unlocks Bright Man as a costume. Mysteriously, despite being physically absent from MaGMML2, Bright Man appears in its prequel title, Make a Good Mega Man Level: Episode Zero, as an NPC. He is found in Mega City, admiring a lamppost modelled after him.

Battle[edit]

Make a Good Mega Man Level[edit]

Bright Man will start by randomly choosing between the following attacks:

  • Jump forward.
  • Fire five small projectiles at descending angles.
  • Summon three waves of energy (similar to those used by Jolt Man) that fall down from the top of the screen.
  • Toss a small red orb into the air (similar to those shot by 100 Watton) that explodes into a V-shaped spread of small sparks.
  • Toss a large spark that bounces along the ground.
  • Create an electric field around his bulb. If Bright Man is shot while the field is up, the projectile will be reflected back at Mega Man.

When Bright Man's health reaches 28, his attack set changes:

  • Jump forward.
  • Summon a lightning bolt that drops down from the top of the screen and creates two electric orbs (one facing left and one facing right) that move along the ground.
  • Fire three medium-sized sparks in a spiral formation.
  • Fire a medium-sized spark that moves to the center of the screen, then splits into four smaller sparks.
  • Fire four medium-sized sparks that float to the top of the screen, then fall down shortly after.
  • Summon an electric tendril above him that splits into two electric orbs (one moving up and one moving down) that move along the floor/ceiling once they make contact with it.

When Bright Man's first pair of health bars has been depleted, he fills up a second pair and changes his attack set again:

  • Jump forward.
  • Fire a spread of eight sparks outwards.
  • Summon a circle of fireballs that slowly move forward, then quickly fly towards Mega Man.
  • Throw a bouncing ball patterned after a turtle shell.
  • Fire a piece of tape forward. If Mega Man is hit by the tape, he will be temporarily frozen.
  • Toss a pencil at an arc that explodes on contact.
  • Fire a spread of three milk projectiles.
  • Fire a pink fist forward.
  • Fire a purple sound wave that bounces off walls twice.
  • Toss a spread of five burning pieces of coal upwards at an arc.

When Bright Man's health reaches 14, his pattern will change to constantly jumping to Mega Man's position, dropping two medium-sized sparks each time he lands.

Make a Good Mega Man Level Remastered[edit]

Bright Man will start by randomly choosing between the following attacks:

  • Jump forward. While jumping, Bright Man may drop an electric orb that crawls along the floor, walls, and ceiling.
  • Fire five small projectiles at descending angles.
  • Summon three balls of electricity that fall down from the top of the screen.
  • Toss a small red orb into the air that explodes into a fan-shaped spread of small sparks.
  • Toss a large spark that bounces along the ground.
  • Hold a lightbulb in front of him, freezing Mega Man shortly after. Bright Man will then fire the lightbulb forward, with the bulb exploding when it is near Mega Man.

When Bright Man's first health bar is down to 28 points, he changes his possible attacks to the following:

  • Jump forward.
  • Fire electric sparks to his left and right that move in sine waves.
  • Summon a lightning bolt that splits horizontally into two surface-crawling electric orbs.
  • Summon a yellow device that splits vertically into two surface-crawling electric orbs.
  • Fire a spark that stops at the center of the screen, then splits into four smaller sparks that fly in cardinal directions.
  • Fire a large spark that bounces off surfaces.
  • Summon four sparks that move to the top of the screen, then fall down shortly after.

When Bright Man's first health bar has been depleted, he fills up a second health bar and changes his attack set again:

  • Fire a spread of eight sparks outwards.
  • Summon a circle of four fireballs that surrounds Bright Man, and has 5 HP. If the circle is not destroyed in time, Bright Man will shoot five fireballs straight forward.
  • Throw a bouncing ball followed by a faster rolling ball, both patterned after a turtle shell. The balls will explode on contact with a wall.
  • Fire three pieces of tape forward. If Mega Man is hit by the tape, he will be temporarily frozen. The time between firing the first and second pieces of tape is longer than the time between firing the second and third pieces of tape.
  • Toss a pencil at an arc that explodes on contact.
  • Fire three milk projectiles at different angles, then jump. Bright Man will repeat this four times before switching to another attack.
  • Jump to the top of the room and fire a pink fist at Mega Man that slightly homes in on him.
  • Fire a purple sound wave that bounces off walls twice.
  • Toss a spread of five burning pieces of coal upwards at an arc.

When Bright Man's health reaches 14, his pattern will change to constantly jumping to Mega Man's position, dropping two medium-sized sparks each time he lands.

Damage Table[edit]

Make a Good Mega Man Level[edit]

M.Buster M.Blade G.Laser S.Blaze T.Spin T.Wool B.H.Bomb P.Shot M.Card
1/1/2 1 1 1 0 1 1 2/2/3 1
Other Notes

Make a Good Mega Man Level Remastered[edit]

M.Buster M.Blade G.Laser S.Blaze T.Spin T.Wool B.H.Bomb P.Shot M.Card P.Orb
1/1/2
1/1/3
1
2
1
2
1
2
2
3
1
2
1
2
2/3
3/4
1
2
1
2
Other Notes Top row is for first phase, bottom row is for second phase.

Trivia[edit]

  • Eight of Bright Man's attacks in the second phase of his fight are based on the weapons from Mega Man: Square Root of Negative One, a fangame made by SnoruntPyro that Bright Man makes a cameo in. MaGMML1R alters these attacks to more closely resemble the original versions of each weapon.
    • The exploding pencil attack is based on Pencil Bomb, Doodlebob's weapon.
    • The flaming coal attack is based on Burning Coal, Thomas' weapon.
    • The milk spread attack is based on Milk Spray, Milk's weapon.
    • The pink fist attack is based on Robo Punch, Plant Man's weapon.
    • The sound wave attack is based on Yahoo Barrage, Hello's weapon.
    • The fireball circle attack is based on Flame Shield, Angry Sun's weapon.
    • The tape attack is based on Illuminati Tape, Illuminati's weapon.
    • The bouncing ball attack is based on Rolling Turtle, Toss Tortoise's weapon.
  • In MaGMML1R, Bright Man leaps upward when defeated, and will do it again if something hits him before he lands. This can be seen if Bright Man is defeated by a charging Pharaoh Shot ball while above Mega Man; he will keep jumping until the Pharaoh Shot is either released or runs out of ammo.
  • Bright Man is the only Robot Master from Mega Man 4 who doesn't appear as an NPC in MaGMML2. Instead, statues of him can be seen around the main hub.
  • Ironically, Bright Man's weakness in both MaGMML and MaGMML1R is Pharaoh Shot, which is the weapon of the boss that Bright Man's own weapon, the Flash Stopper, is effective against in their source game.
    • In fact, in the MaGMML series, the Flash Stopper is still effective against Pharaoh Man, intensifying the irony even further.
  • It's fitting that Bright Man is the character that congratulates the winning entry level of MaGMML1, considering that the winning entry level of MaGMML2 features him as a playable character. I guess his future was looking pretty...bright.


Make a Good Mega Man Level (Remastered)
Characters
Mega Man (Costumes) • Dr. LightDr. WilyEddieZero
Entry Stages
Chroma KeyCitadel BasementCity WarGlass ManHard to See LandLevelMaze of DeathMega Man WorldMidnight SnowNapalm Forest and CavesNEON GRAVITYObjective: Vain SpaceResearch FacilitySky ZigguratSpiky MeltdownSunset SiegeThe QuickeningThunderclyffe PlantUnder ConstructionWily Combo
Wily Castle
Cannon DeckDr. Wily's Incinerator ChuteBe the Bigger PersonHall of FameEverything's Blowing UpFlashback Database
Special Weapons
Mega BusterMetal BladeGemini LaserSolar BlazeTop SpinThunder WoolPharaoh ShotBlack Hole BombMagic CardPower Orb1RRush CoilRush Jet
Locations
Tier 1Tier 2Tier 3Tier 4Tier 5Wily CastleDr. Light's LabEddie's ShopThe Arena
Tier Bosses
Jolt Man1Him1RDagger ManYoku ManJustice Man
Other Bosses
Entry Bosses
Wily ArchivesMoonGravity MachineRonrezBirdoGlass Man
Fortress Bosses
Ghost of Mega Man 31Scuttle Cannon1RChangkey MasterShadow Morpher1Shadow Gacha1RNeon Glass Birdo on a Guts LiftAir CapsuleWily Machine TROPHYZero
Optional Bosses
Bright ManThe Impaler1RZero Soul