The Arena
The Arena is a recurring special area in the Make a Good Mega Man Level series. Named and designed after the Arena from Kirby Super Star, it is an endurance match where Mega Man goes up against a group of bosses, visiting a "rest area" between fights where he can choose to use resources provided to refill his health and weapon energy.
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Make a Good Mega Man Level[edit]
In Make a Good Mega Man Level, The Arena becomes available to Mega Man in the attic of Dr. Light's Lab after he has cleared the entry stages and the Wily Castle. This Arena consists of nearly every boss in the game, and the rest area will always have three small weapon energy capsules and three small health capsules available, regardless of how many were used up the last time Mega Man entered the area. The use of E-Tanks and W-Tanks is disabled in the Arena, as is the Charged Buster Upgrade. The bosses are fought in a fixed order:
- The four tier bosses (in ascending order based on tier).
- The custom entry bosses (in order from lowest-ranked stage to highest-ranked stage; midbosses, such as The Moon and Ronrez, are included).
- The seven fortress bosses (ordered by fortress stage).
- Zero Soul.
Make a Good Mega Man Level Remastered[edit]
In Make a Good Mega Man Level Remastered, The Arena is now accessed in a new room beneath the Target Practice room. Unlike the original iteration of the Arena, E-Tanks, M-Tanks, and Buster upgrades are able to be used. Additionally, both a large Weapon Energy capsule and a large Health Energy capsule will be provided upon beating a boss (before facing Wily Machine TROPHY, the latter becomes an E-Tank, and before Zero Soul, a Yashichi and E-Tank are instead provided).
Like before, the bosses are faced in a fixed order starting with tier bosses, then entry bosses, then fortress bosses, capped off with Zero Soul at the end. However, in-between Air Capsule and Wily Machine TROPHY, a brand new boss exclusive to the Arena, The Impaler, must be challenged.
Make a Good Mega Man Level 2[edit]
Because Make a Good Mega Man Level 2 is a much bigger game than its predecessor, there are three arenas as opposed to simply one, all of which are located in the Dojo. Each arena has a fixed amount of resources, which consists of 1-Ups, large weapon energy capsules, and Yashichis. In addition, all of the bosses in these arenas are fought in a random order, save for their respective final bosses. Super Mode is not allowed in any of these arenas until they have been cleared.
The Arena[edit]
The first arena, known simply as The Arena, is available from the start, and includes the 18 bosses available in the devkit, plus Quick Man. The end boss of this arena is Gamma.
The Arena provides five 1-Ups, ten large weapon energy capsules, and one Yashichi. Clearing this arena unlocks the Cut Man costume.
The Mega Arena[edit]
The second arena, known as The Mega Arena, is unlocked after clearing The Arena and Wily Star II. It includes most of the custom bosses and midbosses fought in the entries, with the following exceptions:
- Crator, Cream, and Kichona, from Yggdrasil.
- Joe Man R from Joe Man.
- Avoidance Cherry from Spiky Situation.
- Warp Anomaly from Cyber Man.
- Hall Master from Quarantine Woman.
- Pharaoh Man's Revenge from The Stage Nobody Asked For.
The Mega Arena also includes the Volt Man battle from Poorly Named Level, and the Mecha Dragon battle from City Under Siege (referred to as Siege Dragon).
The following changes have been made to the bosses:
- The Whopper from Orbital Station is positioned lower.
- Match Man's invincibility frames have been reduced.
- Mega Man now teleports away before The Kid uses his post-defeat attack.
- Doc Robot's health has been reduced from 84 to 28.
- Final Toad now takes 2 points of damage from semi-charged Mega Buster shots and 3 points of damage from charged Mega Buster shots.
- The bouncing gimmick is never present when fighting Boundin' Crash Man, regardless of the ON/OFF switch's status outside of Bouncy Castle.
- Siege Dragon's arena has a set of conveyor belts at the bottom.
The end boss of this arena is Volt Man the Assimilator.
The Mega Arena provides twenty-five 1-Ups, thirty large weapon energy capsules, and five Yashichis. Clearing this arena unlocks the Sonic costume.
The True Arena[edit]
The third and final arena, known as The True Arena, is unlocked after clearing The Mega Arena and Null and Void. It includes the game's tier bosses, bosses and midbosses from Wily Star II, bosses and midbosses from Tier X (including Null and Void), and other secret bosses not covered in the previous two arenas. The following bosses are excluded:
- Strawberry Milk, a secret boss found by visiting the Tier 1 boss arena after defeating Butter Nezumi.
- The Air Man midboss from the lower route of Mario Land.
- The upgraded Cheat Man battle from Deep Thoughts.
- The alternate 8 Centipeder Tower design from Wily Fortress VR.
- Stone Butterfly from Null and Void.
- The two superbosses, Knight Man and Galaxy Man.
The following changes have been made to the bosses:
- Door Man's health has been reduced from 112 to 28.
- Holo Wily and Unbeatable Air Man are now fought with Mega Man instead of Mario.
In addition, Mega Man's weapon energy is refilled after fighting Autobounce.
The end boss of this arena is Absolute ZERO, with a different fourth phase.
The True Arena provides twenty-five 1-Ups, fifteen large weapon energy capsules, and two Yashichis. This arena needs to be cleared without using weapon energy (i.e. by only using the Mega Buster unless fighting Autobounce or the second phase of Wily Machine SWORD) to reach 100% completion.
Make a Good Mega Man Level 3[edit]
It is your destiny! This article contains content on an upcoming game. Beware of any potential spoilers!
What has been publicly revealed about the arenas in Make a Good Mega Man Level 3 is that (again due to the size of the game) there are more arenas, although each is much smaller than the ones in MaGMML2. Each arena has a fixed amount of resources, which consists of 1-Ups, large health energy capsules, large weapon energy capsules, Yashichis, etc. Arenas also allow players to skip a single boss of their choice, but if every boss prior to the current arena's end boss is defeated without using this option, the skip is replaced with a bolt reward. Like in MaGMML2, all of the bosses in these arenas are fought in a random order, save for their respective final bosses.
Devkit Arenas[edit]
Due to the large increase in Devkit bosses, there are now multiple Devkit arenas. Bosses originally found in MaGMML2's Arena are not included.
The Minor Boss Arena[edit]
The first arena, known simply as The Minor Boss Arena, includes all the midbosses from the Devkit. Many of the midbosses are combined into a single room, with each boss spawning in after the previous has been defeated. The combinations and order are as follows:
- Wily's Warriors All-Stars 1: Hot Dog, Tama, Lantern Fish.
- Wily's Warriors All-Stars 2: Big Snakey, Penpen Maker, Giant Metall.
- Cossack's Comrades All-Stars: Escaroo, Whopper, Kabatoncue, Moby.
- Octoper & Family All-Stars: Octoper OA, Octoboss. (These are fought on the Wave Man Jetski)
- The Uncanny X-Force All-Stars: Metall Potton, Gorilla Tank, Squidon, Gamarn and Gamadayu.
- World All-Stars: Gundrill, Giant Metall Cannon, Hyoey, Tyhorn, T. Khamen.
- Lucky Sevens All-Stars: Shirokumachine GTV, Truck Joe.
- Melody Response Cannon: Melody Response Cannon is encountered twice.
- Dimension Warp All-Stars 1: Bee Blader, Stompy, Knuckle Duster.
- Dimension Warp All-Stars 2: Doc Kumo, Twin Shooter G.
- The Absolute Paozo Units: Paozo is encountered three times, featuring both variants, the third being the first variant, but with spike pits in the floor.
All midbosses not listed have been split into unique rooms. The end boss of this arena is Break Man.
The Robot Master Arena[edit]
The second arena, also known as the Master's Mausoleum Arena, includes the 26 new Robot Master bosses available in the devkit. These are defined as Robot Masters who are fought in their source game's main set of stages: thus, Robot Master-adjacent bosses encountered in fortress stages, such as the Mega Man Killers, are not included. The end boss of this arena is Terra.
The Fortress Guardians Arena[edit]
The third arena includes the 18 new non-Robot Master bosses available in the devkit. Bosses also include the Mega Man Killers, the Grey Devil, Giant Suzy, and Hunters Type A and Type B. The end boss of this arena is the Yellow Devil.
The following changes have been made to the bosses:
- Boobeam Trap's guns and shielding (made with Destroyable Blocks) have increased HP, but are vulnerable to the Mega Buster.
- Dark Man 4 & Ballade deal less contact damage than they otherwise would.
The Judge's Choice Arena[edit]
Unlike the previous game, which included nearly every entry boss with a few exceptions, the entry arena in MaGMML3 includes a selection of bosses chosen by the Judges. It has 36 challenges, and as with the Minor Boss arena, mini-bosses in this arena are combined into a single room, this time with matching themes. Bosses occasionally have nerfs to make them more suitable for the arena, and any pits in boss rooms are no longer lethal - instead the player is bounced out.
Other than the end boss, the arena was publicly revealed prior to release and the current version of it can be seen on ACE_Spark's YouTube channel.
Make a Good Mega Man Level: Episode Zero[edit]
- Main article: The Ultimate Choice
Unlike previous MaGMML games, Make a Good Mega Man Level: Episode Zero lacks a traditional arena. Instead, Dr. Wily's Secret Bunker features The Ultimate Choice, which puts Zero against a predetermined set of bosses based on the chosen Intensity setting, with higher difficulties giving bigger rewards. However, it also has a Custom Battle mode that allows players to create a more traditional arena using whatever bosses they like, including those not faced in the preset Intensity settings.
Trivia[edit]
- In the normal arenas from both the original MaGMML1 and MaGMML2, and the Minor Boss Arena from MaGMML3, the music that plays when fighting bosses that don't use unique battle themes is a rendition of the song Illusion from F-Zero Climax (the first game uses the original song, while the sequel uses an 8-bit arrangement). This is a reference to the ROM Hack Rockman 4 Minus Infinity, which had its own set of arenas that played the same song during a battle. In MaGMML3, the music no longer resets after each fight, and is played throughout.