Difference between revisions of "MegaLondo"

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git gud ya casuls
 
git gud ya casuls
 
[[File:Welcome.jpg|frame|right|players who have beaten the level welcome a newcomer]]
 
[[File:Welcome.jpg|frame|right|players who have beaten the level welcome a newcomer]]
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-->
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-->{{Levelinfo
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{{Levelinfo  
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|align=right
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|align= right
 
 
<!-- ===========Info============== -->
 
<!-- ===========Info============== -->
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|title= MegaLondo
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|title=MegaLondo
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|rank = 64th
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|rank=64th
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|image= [[File:MaGMML2-64-MegaLondo.png]]
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|image=[[File:MaGMML2-64-MegaLondo.png|256px]]
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|caption= The beginning of pain.
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|caption=This is truly the ''Dark Souls'' of ''MaGMML'' levels.
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|game=[[Make a Good Mega Man Level 2]]
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|game=''[[Make a Good Mega Man Level 2]]''
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|creator= Lamda
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|creator=[[Lamda]]
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|composer=  
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|composer=Motoi Sakuraba (original music)<br>[[Lamda]] (cover)
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|artist=  
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|artist=
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|programmer =  
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|programmer=
 
<!-- ===========Scores============== -->
 
<!-- ===========Scores============== -->
−
<!--  
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<!--
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Judge Order Reminder:  
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Judge Order Reminder:
 
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem
 
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem
 
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark
 
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark
 
-->
 
-->
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|gamenum = 2
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|gamenum=2
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|judge1 = 27
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|judge1=27
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|judge2 = 26
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|judge2=26
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|judge3 = 18
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|judge3=18
−
|judge4 = 20
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|judge4=20
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|judge5 = 21
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|judge5=21
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|totalscore = 22.4
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|totalscore=22.4
 
<!-- ===========Stats============== -->
 
<!-- ===========Stats============== -->
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|elements = 1
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|elements=1
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|collectables =  
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|collectables=
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|enemies =  
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|enemies=
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* Some of them
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*[[Battonton]]
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|subbosses =  
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*[[Beak]]
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|bosses =
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*[[Cannon]]
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* None
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*[[Crazy Cannon]]
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|other =  
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*[[Crystal Joe]]
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* Skippable
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*[[Fan Fiend]]
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|music = Dark Souls - Ornstein and Smough
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*[[Hothead]]
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|location = Tier 3
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*[[Jamacy]]
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|previous = [[SMB3]]
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*[[Komasaburo]]
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|next = [[Combust Man (stage)|Combust Man]]
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*[[Metall Cannon]]
 +
*[[Neo Metall]]
 +
*[[Pandeeta]]
 +
*[[Picket Man]]
 +
*[[Power Muscler]]
 +
*[[Power Slam]]
 +
*[[Returning Sniper Joe]]
 +
*[[Super Ball Machine Jr.]]
 +
*[[Taban]]
 +
*[[Telly]]
 +
*[[Totem Polen]]
 +
|gimmicks=
 +
*[[Count Bomb]]
 +
*[[Destroyable Block]] ([[Flash Stopper]])
 +
*[[Fan]]
 +
*[[Flip Platform]]
 +
*[[Pole Egg]]
 +
*[[Rotating Spike Platform]]
 +
|subbosses=
 +
|bosses=
 +
|other=
 +
*[[File:Skip.png]] [[Skip Teleporter|Skippable]]
 +
|music=Dark Souls - Ornstein and Smough
 +
|location=[[Tier 3 (MaGMML2)|Tier 3]]
 +
|previous=[[SMB3]]
 +
|next=[[Combust Man (stage)|Combust Man]]
 
}}
 
}}
 
{{quote|YOU DIED|In-game level popup|which you will be seeing often.}}
 
{{quote|YOU DIED|In-game level popup|which you will be seeing often.}}
−
==Overview==
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'''MegaLondo''' is the 64th place level in ''[[Make a Good Mega Man Level 2]]'', and the third-lowest ranked level in [[Tier 3 (MaGMML2)|Tier 3]]. Though the stage uses ''Castlevania'' graphics, it makes heavy use of ''Dark Souls'' references, and like said series it is very difficult. Most of the stage revolves around crossing large numbers of spikes, and checkpoints are very sparse.
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MegaLondo is the third Tier 3 level in '''Make a Good Mega Man Level 2''', which makes heavy use of Dark Souls references, and is also very difficult.
+
 
 
==Strategy==
 
==Strategy==
 +
{{NeedsStrategy}}
 
Learning the stage seems to be the only way to do this.
 
Learning the stage seems to be the only way to do this.
 +
 
==Skip Status==
 
==Skip Status==
 
This level was deemed skippable by the judges, likely due to the extreme difficulty of the stage and multiple "gotcha" moments, as well as the drought of checkpoints.
 
This level was deemed skippable by the judges, likely due to the extreme difficulty of the stage and multiple "gotcha" moments, as well as the drought of checkpoints.
  
−
<!--
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==Judge Comments==
−
wip
 
 
{{JudgeComment2
 
{{JudgeComment2
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|pyro = YOU DIED. also more lag issues reeeeeeee. I feel like there's some reference I'm missing in this level, with like, the level title, and how for some reason the level rates you with meme numbers as you're going through it? Idk.
+
|pyro = YOU DIED. also more lag issues reeeeeeee. I feel like there's some reference I'm missing in this level, with like, the level title, and how for some reason the level rates you with meme numbers as you're going through it? Idk. I'm not really sure about this level - there's parts about it that I like and parts about it that I reeeeallly don't like. I hate all of the times where you have to squeeze in between spikes, they are like the most stressful obstacles ever and I haaaatte them. The spike drop is pretty bullshit too, you barely have enough time to react to get alll the way to the left before you die. And of course, lag issues. On the other hand, I like how Crazy Cannons are used as obstacles rather than enemies, I like how the time bombs are used, and the gemini egg sections are surprisingly not that bad, mostly because charge shots in this game can pierce through them. It's kind of a mixed bag overall; there's some good in it, but the bad is just...really bad :T
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I'm not really sure about this level - there's parts about it that I like and parts about it that I reeeeallly don't like. I hate all of the times I have to squeeze between the spikes, they are like the most stressful obstacles ever and I haaaatte them. The spike drop is pretty bullroar too, you barely have enough time to react to get alll the way to the left before you die.
 
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And of course, lag issues.
 
−
On the other hand, I like how the Crazy Cannons are used as obstacles rather than enemies, I like how the time bombs are used, and the gemini egg sections are surprisingly not that bad, mostly because charge shots in this game can pierce through them.
 
−
It's kind of a mixed bag overall; there's some good in it, but the bad is just...really bad :T
 
 
|pyroscore = 27
 
|pyroscore = 27
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|jupi = It's called Cardinal Man, but where are the cardinals? :thinking:
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|spdesign = 10
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|jupiscore = 5
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|spfun = 4
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|enjl = This was fun until I figured out you can actually reach any of the exits.
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|spcreativity = 6
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|enjlscore = 4
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|spaesthetics = 4
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|garirry = No.
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|spfunction = 3
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|garirryscore = 1
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|spskip = No
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|ace = [[File:MaGMML2-CardinalComic.png]]
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|jupi = Didn't really like this level. I got the whole Dark Souls theme, and I know Dark Souls is meant to be hard, but that shouldn't come at the expense of good level design. My main issue was the annoying enemy placements. The best example is this one room where you had to climb a ladder to enter, and if you didn't stay at the VERY bottom you were sniped by a Crazy Cannon. There's no indication of that happening, and new players won't see it coming. Another room killed you if you didn't know to hold right when you were falling. I don't think this level was designed with other players in mind. Thankfully it wasn't very long, but it still took me a while to beat.
−
|acescore = 3
+
|jupiscore = 26
 +
|jhdesign = 5
 +
|jhfun = 1
 +
|jhcreativity = 14
 +
|jhaesthetics = 3
 +
|jhfunction = 3
 +
|enjl = Honestly with so much instakill around I have to wonder how only having one midpoint is even remotely resembling fairness. This level as a whole isn't too bad to traverse, and while it goes out of its way to be unfair to the player and tries to shove them into spikes, the thing that makes the level frustrating is its stinginess with checkpoints. Spreading them out slightly differently and having 2 total would get rid of much of the pretty dangerous backtracking that has to be done if, for example, the player (me) dies in the spike drop like 5 times in a row. The level playing at only 40fps doesn't help the situation, since it merely lengthens the time required to get back where the player died even further.
 +
|enjlscore = 18
 +
|endesign = 4
 +
|enfun = 1
 +
|encreativity = 6
 +
|enaesthetics = 3
 +
|enfunction = 4
 +
|enskip = Yes
 +
|garirry = I don't even know how you can screw up the level design this badly. Every movement has to be super precise, and all the areas are filled with unavoidable or barely avoidable enemies. Obstacles are placed very poorly too. Unless you do everything perfectly, you will get frustrated way too easily. Other than that, there's nothing particularly redeeming about this level.
 +
|garirryscore = 20
 +
|gadesign = 2
 +
|gafun = 4
 +
|gacreativity = 6
 +
|gaaesthetics = 4
 +
|gafunction = 4
 +
|gadesignnote = What the shit? This is so awful. Super precise movement everywhere. Unavoidable or barely avoidable enemies everywhere. This level is so cheap!
 +
|gafunnote = Admitedly, I did have some fun even though the ldesign is fucking shit. It's still very, very frustrating.
 +
|gacreativitynote = Yeah, it could have been good. As usual, it fucked up.
 +
|gaaestheticsnote = It's alright.
 +
|gafunctionnote = Has some bugs.
 +
|ace = Y tho. I don't mind instant-death as a mechanic. I do mind instant-death sending me back through several other rooms of very beefy enemies, or lots more other instant death.
 +
Your lack of checkpoints not only ratcheted up the tension... it made things very tedious. That last screen, the drop onto spikes right after the Crystal Joes and the pit after THAT were utter bullshit too. Just saying.
 +
To give credit where it was due - the room with the Pole Eggs and dropping enemies from above by taking down their ground, that was cool.
 +
And I think the fun factor here would've been greatly improved by actually sticking checkpoints in areas where, logically, there should be checkpoints. (The room with the statue comes to mind.)
 +
The enemy selection was also... utterly pointless, nonsensical, and nothing fit in. Oh.. and.. why the Castlevania theme if you aren't going to do anything remotely Castlevania'y?
 +
There is a right way, and a wrong way to do instant-death. This was the wrong way.
 +
|acescore = 21
 +
|asdesign = 6
 +
|asfun = 2
 +
|ascreativity = 5
 +
|asaesthetics = 3
 +
|asfunction = 5
 +
|asskip = Yes
 
}}
 
}}
−
-->
 
  
 
{{MaGMML2 Tier 3}}
 
{{MaGMML2 Tier 3}}
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[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 3 Stages]][[Category:Skippable Levels]][[Category:Stages without Collectables]]
+
{{MaGMML2}}
 +
[[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 3 (MaGMML2)]][[Category:Skippable Levels]][[Category:Stages without Collectables]][[Category:Make a Good Mega Man Level 2 Entries]]

Latest revision as of 23:31, 21 January 2022

64th: MegaLondo

Make a Good Mega Man Level 2

MaGMML2-64-MegaLondo.png
This is truly the Dark Souls of MaGMML levels.
"YOU DIED"
―In-game level popup, which you will be seeing often.

MegaLondo is the 64th place level in Make a Good Mega Man Level 2, and the third-lowest ranked level in Tier 3. Though the stage uses Castlevania graphics, it makes heavy use of Dark Souls references, and like said series it is very difficult. Most of the stage revolves around crossing large numbers of spikes, and checkpoints are very sparse.

Strategy

MegaBusterWep.png I'll beam you out after I finish my soap opera.

This article is missing information on strategies. Please help out the wiki by adding these strategies to it!

Learning the stage seems to be the only way to do this.

Skip Status

This level was deemed skippable by the judges, likely due to the extreme difficulty of the stage and multiple "gotcha" moments, as well as the drought of checkpoints.

Judge Comments

Judge Comments
snoruntpyro snoruntpyro snoruntpyro : 27 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
10 / 15 4 / 10 6 / 15 4 / 5 3 / 5 No



YOU DIED. also more lag issues reeeeeeee. I feel like there's some reference I'm missing in this level, with like, the level title, and how for some reason the level rates you with meme numbers as you're going through it? Idk. I'm not really sure about this level - there's parts about it that I like and parts about it that I reeeeallly don't like. I hate all of the times where you have to squeeze in between spikes, they are like the most stressful obstacles ever and I haaaatte them. The spike drop is pretty bullshit too, you barely have enough time to react to get alll the way to the left before you die. And of course, lag issues. On the other hand, I like how Crazy Cannons are used as obstacles rather than enemies, I like how the time bombs are used, and the gemini egg sections are surprisingly not that bad, mostly because charge shots in this game can pierce through them. It's kind of a mixed bag overall; there's some good in it, but the bad is just...really bad :T

JupiHornet JupiHornet JupiHornet : 26 / 50
Design Fun Creativity Aesthetics Functionality
5 / 15 1 / 10 14 / 15 3 / 5 3 / 5



Didn't really like this level. I got the whole Dark Souls theme, and I know Dark Souls is meant to be hard, but that shouldn't come at the expense of good level design. My main issue was the annoying enemy placements. The best example is this one room where you had to climb a ladder to enter, and if you didn't stay at the VERY bottom you were sniped by a Crazy Cannon. There's no indication of that happening, and new players won't see it coming. Another room killed you if you didn't know to hold right when you were falling. I don't think this level was designed with other players in mind. Thankfully it wasn't very long, but it still took me a while to beat.

Enjl Enjl Enjl : 18 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
4 / 15 1 / 10 6 / 15 3 / 5 4 / 5 Yes



Honestly with so much instakill around I have to wonder how only having one midpoint is even remotely resembling fairness. This level as a whole isn't too bad to traverse, and while it goes out of its way to be unfair to the player and tries to shove them into spikes, the thing that makes the level frustrating is its stinginess with checkpoints. Spreading them out slightly differently and having 2 total would get rid of much of the pretty dangerous backtracking that has to be done if, for example, the player (me) dies in the spike drop like 5 times in a row. The level playing at only 40fps doesn't help the situation, since it merely lengthens the time required to get back where the player died even further.

Garirry Garirry Garirry : 20 / 50
Design Fun Creativity Aesthetics Functionality
2 / 15 4 / 10 6 / 15 4 / 5 4 / 5
What the shit? This is so awful. Super precise movement everywhere. Unavoidable or barely avoidable enemies everywhere. This level is so cheap! Admitedly, I did have some fun even though the ldesign is fucking shit. It's still very, very frustrating. Yeah, it could have been good. As usual, it fucked up. It's alright. Has some bugs.



I don't even know how you can screw up the level design this badly. Every movement has to be super precise, and all the areas are filled with unavoidable or barely avoidable enemies. Obstacles are placed very poorly too. Unless you do everything perfectly, you will get frustrated way too easily. Other than that, there's nothing particularly redeeming about this level.

ACESpark ACESpark ACESpark : 21 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
6 / 15 2 / 10 5 / 15 3 / 5 5 / 5 Yes



Y tho. I don't mind instant-death as a mechanic. I do mind instant-death sending me back through several other rooms of very beefy enemies, or lots more other instant death. Your lack of checkpoints not only ratcheted up the tension... it made things very tedious. That last screen, the drop onto spikes right after the Crystal Joes and the pit after THAT were utter bullshit too. Just saying. To give credit where it was due - the room with the Pole Eggs and dropping enemies from above by taking down their ground, that was cool. And I think the fun factor here would've been greatly improved by actually sticking checkpoints in areas where, logically, there should be checkpoints. (The room with the statue comes to mind.) The enemy selection was also... utterly pointless, nonsensical, and nothing fit in. Oh.. and.. why the Castlevania theme if you aren't going to do anything remotely Castlevania'y? There is a right way, and a wrong way to do instant-death. This was the wrong way.



Make a Good Mega Man Level 2 - Tier 3
Entry Stages
Chomp Man • SMB3 • MegaLondo • Combust Man • The Dampening • Taco Man • Candy Panic • Forgotten Fortress
List of Bosses
Chomp Man • Bowser • Combust Man • Taco Man • Metal Man • Gangly Crash Man
Tier Boss & Other Goodies
Door Man • Jewel Man
Make a Good Mega Man Level 2
Characters
Mega Man (Costumes) • Dr. Light • Dr. Wily • Zero • Roll • Eddie • Knight Man • Galaxy Man
Special Weapons
Hornet Chaser • Jewel Satellite • Grab Buster • Triple Blade • Flash Stopper • Slash Claw • Wheel Cutter • Sakugarne • Rush Coil • Rush Jet • Wire Adaptor • Super Arrow
Alter Weapons
Haunt Pumpkin • Badge Barrier • Neapolitan Bomb • Truffle Cluster • Cyber Distorter • Force Beam • Hazard Trapper • Match Blast • Launch Rocket • Shuttle Jet • Chomp Claw • Carry
Entries
A Mega Man for All Seasons • AD 2101 • Airflow Hubble • Alien Temple • Ancient Tomb • Aurora Man • Beneath Sand and Rock • Biplane Bay • Blaze Man • Boil Man • Bond Man • Bouncy Castle • But it Lacked the Depth to Convince Me That This Was Really Hell • Candy Panic • Cardinal Man • Changeable Caverns • Chomp Man • City Under Siege • Colorful Hall • Combust Man • Conveyor Mayhem • Cossack's Other Citadel • Crystal Lab • Cursor Curse • Cyber Man • Donut Observation Center • Dragon Lab Lair • Duwang • Elec Dam • Enhanced Mobility • Escape Sequence • Force Man • Forgotten Fortress • Fortified Lab • Gigavolt Man • Gunpowder Cellar • Guts Man's Asteroid • Haunt Man • Holy Crap, Mega Man Can Airslide? • Identity Crisis • Joe Destruction Co. • Joe Man • Jungle Base • Just an Ice Level • Komuso Temple • Launch Man & Shuttle Man • Lava Factory • Maze of Significantly Less Death • MegaLondo • Misty Lake • Mix & Match • Mount Sabre • Neopolitan Man • Neon Man • Nitrogen Man • Orbital Station • Poorly Named Level • Quarantine Woman • Quint Stage • Quirky Unconsistent Incomprehensible Nonsensical Track • Rad Gravity • Ruined Lab • Rush City • Sector Upsilon 6 • Sheriff Man • Shovel Knight • SMB3 • Smed's Big Annoying Mess of a Level • Snow Man • Something Original • Spiky Situation • Starman Recreation • Taco Man • The Dampening • The Fall • The Stage Nobody Asked For • Truffle Man • Volcanic Furnace • Wily Coaster • Wily Tower • Yggdrasil
Wily Star II
Outer Space • Water Ducts • Classic Castle • Lever Oriental Enchanted • Inner Sanctum • Unobtainium Mine • Reality Core
Tier X
Goblins n' Ghasts • Nightwalk Castle • Metallic Ocean • Wily Fortress VR • So Good • Mario Land • Coyote Man • Hardcore Parkour • Deep Thoughts • The Quickening 2 • Swiss Hotel • Star Road • Null and Void
Secret Levels
City War • Twilight Lodge
Locations
Tier 1 - Ruined Simulation • Tier 2 - Sewers • Tier 3 - Forest • Tier 4 - Train Station • Tier 5 - Arcade • Tier 6 - Battle Network • Tier 7 - McWily's • Tier 8 - Grand Tower • Tier 9 - Festival Grounds • Tier 10 - Rainbow Road • Wily Star II • Tier X • Dr. Light's Lab • Eddie's Shop • Costume Shop • Dojo • Challenge Tent • Chateau Chevaleresque • The Pit of Pits
Tier Bosses
Milk • Ombuds Man • Door Man • The Scorching Duo • Lord Elewoofro • Cheat Man • Ghost of Christmas Future • Jet Man • Butter Nezumi
Robot Masters
Alter Man • Boil Man • Bond Man • Chomp Man • Color Man • Combust Man • Cyber Man • Force Man • Haunt Man • Joe Man • Launch Man & Shuttle Man • Match Man • Neapolitan Man • Neon Man • Quarantine Woman • Sheriff Man • Spiked-Wall Man • Taco Man • Truffle Man
Other Entry Bosses
Air Devil • Big Fire Telly • Disco Ball • Giant Metall • Green Hot Dog • Hall Master • Komuso Man? • Mixerlydia • Mush King • Joe Mob • Red Hot Dog • Super Cannopeller • Turbo Roost • Warp Anomaly • 8 Centipeder Tower • Boss Whopper • Boundin' Crash Man • Bowser • Captain Viridian • CATS • Cirno • Crator • Cream • Crusher Joe • Cursor • Doc Robot • Donut X • Guts Man Duo • Final Toad • Groovity Man • Kelbesque • Kichona • Napalm Man • Pharaoh Man's Revenge • Alien • The Kid • Romhack Top Man • Air Capsule • Avoidance Cherry • Dennis • Gangly Crash Man • Joe Man R
Fortress Guardians
Vanguard • Mecha Bubble Man • Btd'nhan • Riplings • Autobounce • Super Dachone • Seven Force • Holo Dragon • Chimerabot 1 • Chimerabot 2 • Chimerabot 3 • Chimerabot 4 • Chimerabot 5 • Wily Machine SWORD • megaman sprite game • Wily Core
Devkit Bosses
Cut Man • Guts Man • Metal Man • Crash Man • Top Man • Gemini Man • Pharaoh Man • Toad Man • Gravity Man • Plant Man • Centaur Man • Splash Woman • Chill Man • Volt Man • Komuso Man • Mecha Dragon • Quint
Tier X Bosses
Skullder • Skullder's Revenge • Excalibur Man • Air Man • Unbeatable Air Man • Holo Wily • Ronrez • Toad Man's Revenge • Coyote Man • Gigabgyo • Volt Man MK2 • Twin Cannons • Fire Man • Copy Hologram • Die Sign • Literally Just a Bee • Stone Butterfly
Secret Bosses
Quick Man • Gamma • Volt Man the Assimilator • Wishing Star • The Moon • Birdo • Glass Man
Super Bosses
Absolute ZERO • Knight Man • Galaxy Man