Tier X is a bonus tier in Make a Good Mega Man Level 2, containing levels made by the developers, beta testers, and individuals from other contests like MaGMML1 or VLDC. It is only accessible by getting 111 Energy Elements, and afterwards talking to Launch Man in Tier 10. A cutscene will occur with the elements forming a portal in the air, and Mega Man has the option of boarding Launch Man to travel in and out of Tier X. At the far end of the tier lies a large, Super Mario World-esque castle, which will unlock the final stage only with 125 Energy Elements. Aside from Launch Man (and eventually Shuttle Man), no NPCs are present, save for monochromatic silhouettes of enemies from the Mega Man series.
Tier X reappears in Make a Good Mega Man Level: Episode Zero as the setting of Chapter 3's levels, most notably Entrance to Tier X. More information on the properties of Tier X are revealed in the same game - it is a rift that exists between dimensions, and is made of the same energy emitted by the Wargates from the fangame Skullman in Scooby Doc 4: The Destroyer. It is also able to receive data from simulations on Earth and form altered constructs from it (for example, Giga Count 2.0 from the original Giga Count A.I.). SRARA travels to Tier X with the aim of controlling reality by using the Energy Elements in conjunction with Tier X, forcing Zero and Duo to pursue and stop them.
- Launch Man, who works as the teleporter between Tier 10 and Tier X.
- Shuttle Man, after completing Null and Void.
After completing Null and Void, four silhouettes of a Skeleton Joe, Up'n'Down, Pakatto 24 and Sniper Joe are found next to the Swiss Hotel level teleporter, making a reference to the Skeletup N' Pakkajoe weapon from Make a Good 24 Hour Mega Man Level.