Wily Machine SPIRE

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Wily Machine SPIRE
Information
In-Game Information
HP: 112 (total)
28 (each phase)
56 (Mini Wily Machines)
Weakness(es): Laser Trident, Track Shoes (Phase 1)
Magnetic Shockwave, Power Line (Mini Wily Machines)
Water Shield, Prismatic Laser (Phase 2)
Main Stage: The Greatest Show of All Time
Misc. Information
Script: ワイリーマシン
Romaji: Wairī Mashin SPIRE
Designer(s): Scatman's World
Programmer(s): Scatman's World
Artist(s): Enjl
Series Information
MaGMML Game Appearances: MaGMML3 (Final Boss)
WilyMachineSPIRE.png




"I want the world to understand what I've known all along... That Dr. Wily is the greatest genius in the history of mankind! And Wily! Always! WINS!"
Doctor Albert W. Wily, Make a Good Mega Man Level 3

Wily Machine SPIRE is a boss in Make a Good Mega Man Level 3, appearing in the Wily Stadium stage The Greatest Show of All Time. It is a giant machine shaped like a turtle and reminiscent of a Wily Castle, with a large treasure-filled trophy standing atop an enormous spire that reaches high into space. Together with the Wily Jet, it serves as the final boss of the game's story, as Dr. Wily's final challenge in the Worldwide Sixth Sponsored Robot Tournament.

A modified iteration of Wily Machine SPIRE appears in the True Arena as the first phase of the final battle against Ernest Will. It now sports a purple color scheme and Ernest's Groucho Marx disguise, but is otherwise unchanged from the original fight.

Battle[edit]

Phase 1[edit]

Wily Machine SPIRE will initially use the following pattern:

  • The machine will attempt to stomp at Mega Man using the foot closest to him.
  • On every third stomp, the machine will use both feet to stomp simultaneously.

To access the weak point (the upper half of the machine's head) during this phase, Mega Man will need to shoot at the feet of the machine. After a foot takes 12 damage, it will be flipped over, allowing Mega Man to easily jump on top of it.

When a foot is flipped over, the other foot will not move, though it can be flipped over as well. Until both feet return to normal, Wily Machine SPIRE will randomly use one of the four following attacks:

  • The radar dish to the left of the screen will glow and summon meteors that will attempt to hit where Mega Man is currently standing at the time of activation.
  • The bones to the left of the screen will retract and expand, summoning several bones that move from the left side to the right.
  • The cannon to the right of the screen will shoot out a ball of green energy that will then launch itself towards Mega Man's current position.
  • The exhaust pipe the right of the screen will shake and spew a gout of flames covering several positions across the screen.

After a few seconds, a flipped-over foot will right itself and slam into the ground, producing a Magnetic Shockwave effect surrounding it. When both feet are upright, and Mega Man is no longer standing on top of one, the machine will resume its initial attack pattern.

When the machine falls to or under 14 HP, it will start using its randomized roster of attacks (albeit at a slower frequency) while both feet are upright.

The Climb (Phase Transition)[edit]

After depleting the health of the first phase, Dr. Wily will retreat further into the machine, and the platform Mega Man is standing on will ascend up the spire. Along the way, Mega Man is attacked by miniature versions of Wily's machines from prior games, in two waves.

Mini Wily Capsule Armada[edit]

As the platform ascends, miniature versions of Wily Capsules from previous games bombard Mega Man using attack patterns from their respective encounters. The Wily Capsules have 3 HP each and can be destroyed, dropping a small health pickup. If not destroyed, the Capsules will eventually teleport away.

The Mini Wily Capsules come in a set order:

  • Three Wily Capsules from Mega Man 4 will appear above Mega Man and shoot an energy ball at him.
  • Two Wily Capsules from Mega Man 9 will appear towards the middle of the screen, flanking both sides and shooting two energy balls downward that travel across the platform and toward Mega Man.
  • Two Wily Capsules from Mega Man 7 appear at the top of the screen and shoot an energy ball that pauses momentarily and homes in on Mega Man.
  • Two Mega Man 7 Wily Capsules will then appear at the edges of the screen, accompanied by two Mega Man 4 Wily Capsules.
  • Four Mega Man 9 Wily Capsules will emerge from behind the spire and perform their attacks.
  • The platform will rise up towards the top of the screen, and two Wily Capsule IIs (from Mega Man 5) will appear under the platform, firing three shots that spiral outward from their respective Capsule.
  • Two more Wily Capsule IIs will repeat the aforementioned action, but towards the edges of the platform.
  • Two Wily Capsules from Mega Man 10 will fly up to the top corners of the screen, shooting a big energy ball that will fire a smaller projectile downwards when it's directly over Mega Man.
  • Another Mega Man 10 Wily Capsule will try to snipe Mega Man directly from the opposite side of the screen, as fifteen Mega Man 4 Wily Capsules (in waves of eight and then seven) fire at him from below.

After the armada of Wily Capsules subsides, miniature versions of Wily Machine 1 and Wily Machine 2 will descend and attack Mega Man.

Mini Wily Machines[edit]

The miniature Wily Machines first shoot arcing balls at Mega Man, with Wily Machine 1's projectiles falling down and Wily Machine 2's projectiles rising up. Both machines will slowly ascend/descend before trading sides. On their third volley, the Wily Machines will shoot green orbs that collide with each other, spewing a spiral pattern of bullets from the center of the screen. Both Wily Machines share the same pool of health, and have small invincibility windows, making them more akin to minibosses. When their first healthbar is depleted, the Wily Machine that was last damaged will be destroyed, while the other machine will absorb its energy and transform into its second phase.

If Wily Machine 1 is the only one remaining, it will perform the following pattern:

  • Fly to the center of the screen and shoot 6 bouncing balls at Mega Man while slowly backing up.
  • Rise up into the air and shoot a stream of bouncing balls with a wide arc at Mega Man.
  • Shoot two green energy balls in succession that each emit a shower of damaging sparks.

If Wily Machine 2 is the only one remaining, it will perform the following pattern:

  • Shoot a spiraling ball at Mega Man, then fly over to the other side of the screen to shoot another.
  • Fly above Mega Man while shooting three spiraling balls.
  • Summon two rings of four green energy balls that spin around Mega Man before halting and slamming into each other, in succession.

After the second miniature Wily Machine is defeated, it drops a large health pickup.

Phase 2[edit]

The platform will halt to a stop and Mega Man will be confronted with the main trophy head of the Wily Machine SPIRE. As per Mega Man tradition, the weak point is Dr. Wily, who controls the machine from either one of the skull's eye sockets. While he usually exposes himself while attacking, the other eye typically remains closed and cannot be damaged, acting as a shield for him from the opposite side.

Wily Machine SPIRE will use the following attacks, randomly changing which attack it uses after Dr. Wily takes damage:

  • Firing two lightning strikes in rapid succession similar to Static Man's static attacks, aimed towards Mega Man. This is the attack the Wily Machine SPIRE will initially use.
  • Shooting five water bubbles that burst into a shower of smaller bubbles upon contact with the platform.
  • Shooting a shower of damaging coins from the cup of the trophy.
  • Launching random waves of three types of gems at Mega Man:
    • Pink gems that fire ring patterns of sparks outwards.
    • Cyan gems that try to ram into Mega Man.
    • Green gems that fire a laser downwards at Mega Man.
  • Firing giant cyan projectiles that explode into four smaller bullets.
  • Shooting sawblades at Mega Man's current position.
  • Creating a plus-shaped pattern of bullets (with some holes), that freeze in place and begin spinning clockwise or counter-clockwise (depending on which eye socket the bullets are fired from).

When reduced to 4 HP, Wily Machine SPIRE's eye sockets will glow and make the screen flash, before darkening. The line from the Wily Castle maps will then travel across the screen, damaging Mega Man if he touches the start or end points of the line. It will move towards various flashing dots, which explode into rings of eight bullets when reached by the line. It will speed up three times throughout the attack (each time signified by a flash). After the final speed increase, it will traverse the entire length of the platform in a massive pattern before coming to rest at a skull icon, which then explodes; this explosion can be avoided by standing on the edges of the platform. After this, the screen will return to normal and the fight will then resume as normal.

Damage Table[edit]

Phase 1[edit]

M.Buster S.Chaser L.Trident W.Shield T.Blow T.Beam M.Shockwave I.Wall B.Dash
1/1/3 1 3 1 0 1 1 1 1
M.Tape L.Flare P.Laser B.Tiller R.Can B.Wail P.Vortex E.Cable T.Shoes R.Guard B.Bobber P.Line
1/1/N 1 1/2/3 1 1/1 1 0 1 3 1 1/1 1
Other Notes

Mini Wily Capsule Armada[edit]

M.Buster S.Chaser L.Trident W.Shield T.Blow T.Beam M.Shockwave I.Wall B.Dash
1/1/3 1 1 1 4 3 2 2 2
M.Tape L.Flare P.Laser B.Tiller R.Can B.Wail P.Vortex E.Cable T.Shoes R.Guard B.Bobber P.Line
2/3/Y 1 1/2/3 1 4/3 4 0.5 1 1 3 3/1 1
Other Notes

Mini Wily Machines[edit]

M.Buster S.Chaser L.Trident W.Shield T.Blow T.Beam M.Shockwave I.Wall B.Dash
1/1/3
1/1/3
1
1
1
1
1
0
1
1
1
1
1
1
0
1
1
1
M.Tape L.Flare P.Laser B.Tiller R.Can B.Wail P.Vortex E.Cable T.Shoes R.Guard B.Bobber P.Line
1/1/N
1/1/N
1
1
1/2/3
1/2/3
1
0
1/1
1/2
1
1
1
1
1
1
2
1
1
1
0/1
1/2
1
1
Other Notes Top row is Wily Machine 1, bottom row is Wily Machine 2.

Phase 2[edit]

M.Buster S.Chaser L.Trident W.Shield T.Blow T.Beam M.Shockwave I.Wall B.Dash
1/1/3 1 1 3 1 1 1 1 N/A*
M.Tape L.Flare P.Laser B.Tiller R.Can B.Wail P.Vortex E.Cable T.Shoes R.Guard B.Bobber P.Line
1/1/N 1 3/4/5 1 1/1 1 1 1 1 1 1/1 1
Other Notes *Break Dash is unable to damage the boss due to Wily's position.

Gallery[edit]

Trivia[edit]

  • Wily Machine SPIRE is easily the largest boss in the MaGMML series, due to being an uncountable amount of screens tall.
  • The pink gem attack used by Phase 2 is lifted from Cuphead, where one of the bosses, Dr. Kahl's Robot, uses an identical attack with a red gemstone in its final phase.
  • The text that appears just before the boss subtitle drop ("Let the final battle begin!") is the same line that appears in Mega Man 6, just before the start of the Wily Fortress.
    • Likewise, in the True Arena, the text instead reads "This time, it's serious!!", a translation of the equivalent line in the Japanese version.


Make a Good Mega Man Level 3 - Wily Stadium
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Chaos AssaultCross ArmadaThe Bronze YardBe The Smaller PersonThe Level with a Met PunArmory CatastropheThe Greatest Show of All Time
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Regal MachineFalcon RockTengen TophammerKouker QugeMetilda McBossfaceNeko ManBassCerberus ManElement ManForge WomanHunter WomanPrestoWily Machine SPIRE
Final Boss
Wily Jet
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