Difference between revisions of "Yggdrasil"

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{| style="margin-left: auto; margin-right: 0px; float:right"
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{{Levelinfo
|-
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|align=right
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{{Levelinfo  
 
|align= right
 
 
<!-- ===========Info============== -->
 
<!-- ===========Info============== -->
|title= City War
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|title=Yggdrasil
|rank = 19th
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|rank=72nd
|image= [[ ]]
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|image=[[File:MaGMML2-72-Yggdrasil.png|256px]]
|caption= An Eldritch Location.
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|caption="Sorry, am I interrupting you guys? Can you give me directions?"
|game=[[Make a Good Mega Man Level 2]]
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|game=''[[Make a Good Mega Man Level 2]]''
|creator= Zatsupachi
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|creator=[[Zatsupachi]]
|composer= Motoi Sakuraba(Stage theme), Michiru Yamane, Yasuhiro Ichihashi(Boss themes)
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|composer=Motoi Sakuraba, Michiru Yamane, Yasuhiro Ichihashi
|artist= Zatsupachi
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|artist=Zatsupachi
|programmer = Zatsupachi
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|programmer=Zatsupachi
 
<!-- ===========Scores============== -->
 
<!-- ===========Scores============== -->
<!--  
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<!--
Judge Order Reminder:  
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Judge Order Reminder:
 
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark
 
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark
 
-->
 
-->
|gamenum = 2
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|gamenum=2
|judge1 = 25
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|judge1=25
|judge2 = 24
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|judge2=24
|judge3 = 5
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|judge3=5
|judge4 = 18
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|judge4=18
|judge5 = 4
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|judge5=4
|totalscore = 15.2
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|totalscore=15.2
 
<!-- ===========Stats============== -->
 
<!-- ===========Stats============== -->
|elements = 3
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|elements=3
|collectables =  
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|collectables=
|enemies =  
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|enemies=
* Super Joe
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*[[Bombomb]]
* Wild Gunner
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*[[Rabbit]]
* Sear
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*[[Sear]]
* Rabbit
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*[[Super Joe]]
* Bombomb
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*[[Wild Gunner]]
|subbosses =  
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|gimmicks=
|bosses =
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*[[Quick Laser]] (drain, instant-kill)
* Crator
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*[[Screen Wrap]]
* Cream
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*[[Yoku Block]]
* Kichona
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|subbosses=
|other =  
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|bosses=
* Skippable
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*[[Crator]]
* ACE_Spark's Least Favourite
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*[[Cream]]
* Enjl's Least Favourite
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*[[Kichona]]
|music = Mission to Deep Space(Valkyrie Profile version), Sorrow's Distortion(Crator), Dissonant Courage(Cream), Prediction of Insanity(Kichona)
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|other=
|location = Tier 2
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*[[File:Skip.png]] [[Skip Teleporter|Skippable]]
|previous = [[Airflow Hubble]]  
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*[[File:EnjlLeastFav.png]] [[Enjl]]'s Least Favorite
|next = [[Rush City]]
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*[[File:AceLeastFav.png]] [[ACESpark]]'s Least Favorite
}}<br>
+
|music=Valkyrie Profile - Mission to Deep Space<br>'''Crator:''' Castlevania: Order of Ecclesia - Sorrow's Distortion<br>'''Cream:''' Castlevania: Order of Ecclesia - Dissonant Courage<br>'''Kichona:''' Castlevania: Order of Ecclesia - Prediction of Insanity
|-
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|location=[[Tier 2 (MaGMML2)|Tier 2]]
|
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|previous=[[Airflow Hubble]]  
|}
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|next=[[Rush City]]
 +
}}
 +
{{quote|Yggdrasil, the world tree! As a robot with woodland heritage, I really appreciate this level, even if the judges didn't!|[[Wood Man]]|commenting on Yggdrasil}}
 +
'''Yggdrasil''' is the 72nd place entry of ''[[Make a Good Mega Man Level 2]]''. Named after [https://en.wikipedia.org/wiki/Yggdrasil the sacred tree from Norse cosmology], it is a maze-like stage with a pseudo-3D perspective, multiple exits, and a non-Euclidean [[Screen Wrap|screen wrapping]] gimmick, and (at around 92 screens) is one of the larger levels in the contest. The level also features three characters from [[Zatsupachi]]'s original series, ''Cutezome Mythos'', all of whom are (very quickly) introduced early on before acting as the bosses of each separate path.
  
{{quote| I don't know, fill this up - Zatsupachi}}
+
While the level is mostly open-ended, it is primarily divided into a "blue" path focused on [[Quick Laser]]s and a "green" path focused on [[Yoku Block]]s, as well as a small "pink" path that branches off from the former two. However, the pink path cannot be completed without first collecting the Energy Elements from the blue and green paths in previous playthroughs. Fortunately, there exist teleporters throughout the level that can take [[Mega Man]] to other areas, including a pair that will take him to the end of the opposite path.
=='''Lore'''==
 
----
 
A location based Norse Cosmology that connects the nine worlds.
 
It is also called the Tree of Life in some interpretations.
 
  
Being an Eldritch locale, there is only a vague interpretation what is up there.
 
The three characters encountered in this level are from Zatsupachi's 'Cutezome Mythos' works.
 
Crator, Cream and, Kichona visit this area(and made apparent that it's not their first time) to study it.
 
Kichona's intentions were to make stable transdimensional travel in space-time to ease their travels.
 
Once confirmed stable, she will open this project up with her superiors to make travelling to different parts the universe easier for their race. According to her research, this stability is achieved if a constant frequency matrix can be transmitted in this borderworld of sorts.
 
 
The nature of Yggdrasil, as with the myth, is that it provides a sort-of shortcut to different parts of the universe(and time), similar to a wormhole. The property noted with this location was that it was safer to travel across(despite its potentially hostile inhabitants).
 
 
----
 
=='''The Contest Level'''==
 
----
 
The level was poorly received(a score of 15.2/50) and got a least favorite from 2 judges(Enjl and ACESpark).
 
Mainly it was because of its poorly-introduced and inconsistent "non-Euclid" screen-warping gimmick.
 
It was also infamous for it's unforgiving difficulty, overpowered enemies and, the superbosses in the end.
 
It is one of the larger levels in the contest running at 92(?) screens.
 
 
----
 
 
==Strategy==
 
==Strategy==
----
+
The level starts off with a featureless stretch of terrain, before [[Mega Man]] walks in on the Cutezome trio infodumping to themselves, apparently oblivious to his presence. The text will scroll by faster than most players will be able to read it, but almost nothing important is discussed beyond the three splitting up to different parts of the level to man three terminals. Once they walk offscreen, Mega Man comes to a choice between two ladders; one leading up into a blue area, the other down into a green area.
'''BLUE'''
 
 
 
Section 0: Lasers are harmless as they are blocked by a wall. Unless you go over it, they are not the Insta-kill variety though. There is an E-tank in this screen.
 
 
 
Section 1: Climb up quickly, shoot the Super Joe (3 hp) with a chargeshot or three normal shots. Keep pressing on to the left.
 
 
 
Section 2: Jump down the hole. It will wrap you to the top. Proceed left.
 
 
 
Section 3: If you're quick enough you can dodge the laser. But if you're not, can loop from the left and pop-out to the right.
 
 
 
Section 4: Climb up quickly, slide to the left, climb up, jump to the right, climb up.
 
 
 
Section 5: Checkpoint.
 
 
 
Section 6: Climb up the middle ladder, walk left, jump down, slide to the left, fall, slide to the right, jump over the pit.
 
 
 
Section 7: Take one engagement at a time, kill the Sear if you can. You will come across 2 Wild Gunners.
 
Wait for their patterns to synchronize and take out the lower one by taking the ladder up quickly.
 
Take out the second Sear.
 
 
 
Section 8: You can take the pink path from here, but if you haven't defeated Crator and Cream then don't. Shoot the Super Joe, and proceed upwards.
 
 
 
Section 9: Quickly leap from the platforms then climb up to the ladder once you can reach it.
 
 
 
Section 10: Checkpoint.
 
 
 
Section 11: Run left, Fall, Run right, Fall, Run Left, Jump over the pit.
 
 
 
Section 12: Either slide under the block the Super Joe is in for a secret, or drop down and jump towards(but not into) the spike pit.
 
Get Past the Super Joe, and climb the ladder.
 
 
 
Section 12(secret 1): There is a Yashichi guarded by respawning Bombombs. Otherwise, proceed top left.
 
 
 
Section 12(secret 2): Go up.
 
 
 
Section 12(secret 3): Go right.
 
 
 
Section 13: Jump down to the left, take out the Wild Gunner, jump onto where the Wild Gunner was, jump high towards the wall to the right, then press up. You will wrap unto the ladder below. Continue heading upwards.
 
 
 
Section 14: Slide into the hole to the left. Jump down(but not into the laser), Jump to the left side of the screen carefully.(There is an unfortunate glitch here that kills you as you get clipped into the floor.). As you are wrapped to the other side, go right.
 
 
 
Section 15: Don't stop moving. Keep moving right, and jumping from island to island.
 
You will soon encounter 2 Rabbits, either skip or kill them(13 hp) at your own leisure.
 
Here is a split path, go up to instantly go to the bottom of the level(green) or go down to go to pink. Otherwise, keep moving right.
 
 
 
Section 16: Boss corridor.
 
 
 
'''GREEN'''
 
 
 
Section 0: Drop, avoid the spikes.
 
 
 
Section 1: Jump on the first block, Jump on the second, then just leap to the ladder. Move left.
 
 
 
Section 2: Jump on the first block, Jump on the second, then jump to align yourself with the platform above.
 
Jump on the third, jump left.
 
 
 
Section 3: Jump on the first block, wait, Jump on the third block, wait, Quickly leap across the next 2 blocks.
 
Jump towards the spike wall(it seems the collision isn't working.) Or jump to align yourself with a ladder below then press up.
 
Proceed downwards, but not on the ladder.
 
 
 
Section 4: Jump across the platforms, and jump through the gap in-between the spikes.
 
 
 
Section 5: Checkpoint.
 
 
 
Section 6: Jump over the Yoku column, wrap to the top, stay on the right side until the blocks will lead out to the left.
 
 
 
Section 7: Climb the ladder, jump over the spikes, you can take the pink path here too. Otherwise, go down.
 
 
 
Section 8: Just wait for the blocks to appear and slide to the left, get wrapped to the right, wait till the next set, then slide to the left, then fall.
 
 
 
Section 9: Use the Yokus to jump onto the middle platform.
 
 
 
Section 10: Follow the maze, be sure to stick to the upper path, the middle has a large column of Yokus you can try and clip yourself to the top of the maze. Proceed left.
 
 
 
Section 11: Just quickly jump to the left, do not stop, drop down to the pit.
 
 
 
Section 12: Checkpoint. Drop from left for safety and easier access to the secret. Drop from the middle to be caught by a Yoku. Drop the rightmost(with super arrow) if you want to take the top route of the Yoku section.
 
 
 
Section 13: Go to the left for a secret, Go right to proceed on with the last stretch.
 
 
 
Section 13(secret 1): Time yourself with the enemies and climb the ladder.
 
 
 
Section 13(secret 2): There is a Yashichi guarded by spikes and enemies. Go right to exit, loop back to Screen 11.
 
  
Section 14: The top route is mostly straight-forward, the only concern is the low ceiling from time to time, there is an E-tank here.
+
===Blue Path – Crator===
The bottom route though follows this rule: do not take a Yoku spawning to the left. You can use the rhythm of Yoku blocks spawning to know the timing to when the next block appears.
+
A series of Quick Lasers blocked by walls appear to foreshadow the main threat of the path, but deceptively, all the lasers from this point are instant death, instead of the drain variants seen in the first screen. However, the [[Flash Stopper]] can be used to temporarily freeze their countdowns and get past them safely. Quickly kill the [[Super Joe]] above with a Charge Shot or Special Weapons, then run left before a set of criss-crossing Quick Lasers shoot from the walls and ceiling. What follows is a gauntlet of screens Mega Man must run through before lasers block off passages, forcing him to commit suicide. The screen wrap is often involved in avoiding the lasers, with one screen having lasers that move slightly quicker than Mega Man, forcing him to loop around from the left and pop out to the right. In the midst of this gauntlet is a breather room with a checkpoint.
You eventually finish this section, but will have to deal with 2 Rabbits. Again deal with them at your leisure.
 
Here is a split path, go down to get to the top of the level(Blue), up if you want to go pink. Sadly though, the author forgot to put ladder collisions on the first segment of this alt-path to pink, so it's only possible with very strictly timed super arrows.
 
Otherwise, go right.
 
  
Section 15: Boss corridor. Be Careful of spikes.
+
The screen after the checkpoint is a confusing screen wrap maze, again filled with lasers that will block off paths. Moving onto the next screen requires crossing through the middle-right screen boundary; the Flash Stopper is a useful tool for temporarily freezing the lasers and bypassing the maze altogether. However, two apparent screen wrap points (both on the bottom corners of the screen) are really death pits, so avoid falling down them if at all possible. Taking the left ladder upwards, meanwhile, leads to a small alcove with an E-Tank, which loops back around to the checkpoint. A pair of [[Wild Gunner]]s and [[Sear]]s bombard Mega Man with their attacks on the next screen; though the latter are easily dealt with, the former are best killed by using the [[Jewel Satellite]] to reflect their spamshots back at them. A split path guarded by a Super Joe soon appears; one a drop down to the pink path, the other a continuation of the blue path.
  
'''PINK'''
+
By continuing the blue path, there are more Quick Laser challenges to run through, again using screen wrapping to some degree. One notable screen within this path features a Super Joe, but no lasers; Mega Man can reach the left side of the screen by jumping over some spikes in the bottom right, or he can slide to the bottom and find a [[Yashichi]] guarded by two [[Bombomb]]s. Another has a horizontal laser on the bottom and two vertical lasers right next to each other; without using the Flash Stopper, Mega Man must carefully jump through a screen wrap point to warp himself onto the other side of the lasers. This is harder than it looks, as he can easily clip into the floor and die if he jumps the wrong way. After that screen, keep moving no matter what; a set of lasers come down from the top and bottom of the screen, trying to block off each platform. Guarding a set of ladders are a series of [[Rabbit]]s; the bottom two are a branching pathway to the pink path (again involving outrunning Quick Lasers), while the top two lead to a teleporter that warps Mega Man to the end of the green path. Just beyond the four ladders, meanwhile, is the door to the blue path's boss, [[Crator]].
  
TOP PATH
+
===Green Path – Cream===
 +
After a short drop that telegraphs the use of Yoku Blocks and spikes, a short set of Yoku Block puzzles over pits occur. The second of these acts as an introduction to the screen wrapping gimmick, since the only way to proceed is to fall down the pit and onto a platform in the top-left of the screen. The screen directly afterwards features a ladder and a pit on the left; against all sound logic and reason, '''do not''' take the ladder downwards, as it warps Mega Man to the top of the screen (and onto a set of spikes). Instead, either drop down the pit while avoiding the spikes, or jump from the last Yoku Block while holding up to climb an invisible ladder that wraps to the bottom of the screen, ''then'' take the pit. Shortly afterwards is an empty screen that serves as a checkpoint.
  
Section 0: Wrap to the left, jump down.
+
In the next room, Yoku Blocks in a more complex series of patterns appear; however, the screen has screen wrapping, so it's easier to wrap around to the top and stick to the right before the blocks allow a way forward. A Super Joe and Wild Gunner appear here; as on the blue path, it's wise to use the Jewel Satellite to block their danmaku shots rather than trying to dodge them normally. A ladder to the pink path appears on the top, while the green path continues on a ladder down below. Taking the lower ladder leads to a room with Yoku Blocks over spikes. Though the tileset obfuscates it a little, there is a slide passage on the left that wraps around to the right. Not long afterwards is a screen with an advancing maze of Yoku Blocks, but by staying as close to the top layer of blocks as possible, it can be easily crossed. Right before the next checkpoint is a screen with Yoku Blocks arranged in a smiley face, and an E-Tank on a high ledge impossible to reach without using a utility like the [[Rush Jet]].
  
Section 1: Jump across the platforms, try Slash Claw-ing/Triple Blade some of the enemies.
+
The screen below has a choice of three paths to drop down, although the rightmost one requires the Rush Jet or Super Arrow to reach. On the bottom left of the screen below, jumping over the spikes to the left leads to a secret area with a Yashichi, which wraps back around to the checkpoint. Jumping to the right side of the screen on either the top or bottom corners leads to the final part of the path. Both the upper and lower paths contain a long section of tricky Yoku Block patterns over spikes and a bottomless pit, with a decoy block on the lower path, and a block that appears directly above Mega Man on the upper path. Using Rush Jet to fly past all the blocks is advised if possible. The very last part of the path contains three ladders before [[Cream]]'s door, two of which go down to a teleporter that warps Mega Man to the area just before Crator. The upper ladder leads to a series of Yoku Blocks that act as an alternate way of reaching the pink path by using the [[Wheel Cutter]] to go upwards. However, the lower ladder is not climbable due to a bug, forcing Mega Man to scale the whole room diagonally between side blocks with Super Arrow and Rush Jet.
There is a ladder on the third spike for a secret.
 
  
TOP PATH (LATE, BLUE)
+
===Pink Path – Kichona===
 +
Accessing the pink path requires going through at least the first half of either the blue or green paths first. The ends of both paths also feature ladders to pathways towards the end of the pink path, but taking them is largely not recommended as getting to them wastes time. Instead, the blue path is the quickest way to reach the pink path thanks to its lack of time-consuming enemies and Yoku Blocks. Regardless of the path taken, both are mostly the same, with multiple platforms over a pit, while enemies try to knock Mega Man off with their multiple shots. The Jewel Satellite remains the weapon of choice here. Both paths also have secret shortcuts via transparent ladders (with the top path hiding its behind a fake spike). Taking them leads to an area with spikes that need to be scaled with either the Super Arrow or Wheel Cutter; going left from here takes Mega Man to a large, non-functioning portal with an M-Tank.
  
Section 0: Drop, stir left, slide right.
+
Both paths eventually meet up in a long vertical area filled with ladders, with [[Kichona]]'s boss door lying in a small screen to the right. If Mega Man hasn't defeated both Crator and Cream in prior playthroughs, the door will not open for him. Back in the large vertical area, a small room close to the large portal contains a smaller portal with four ? Cans. This portal will take Mega Man back to the start of the level with no quick way to return, as the "late" entrances to the pink path found right at the end of the blue and green paths are intended to be one-way, preventing Mega Man from going back through them to reach the necessary boss. However, the ending of the green path's late entrance can be successfully accessed and even traversed backwards, in which case using [[Sakugarne]] can help with the descent.
  
Section 1: Drop, navigate the layers of platforms quickly before the beams fill the screen.\
+
==Skip Status==
 +
Yggdrasil was made skippable as a result of its long and confusing level design (in particular, the screen wrap is janky, lacks a visual indicator, and is often inconsistently used), and overall high level of difficulty from both the stage itself and all three bosses. Said bosses were also explicitly banned from the [[The Arena|Mega Arena]], as each of them are fast, deal large amounts of damage (up to and including one-hit kills), are immune to most weapons, and (in Kichona's case) can heal themselves.
  
BOTTOM PATH
+
==Judge Comments==
 +
{{JudgeComment2
 +
|pyro=WHY
 +
|pyroscore=25
 +
|spdesign=2
 +
|spfun=3
 +
|spcreativity=15
 +
|spaesthetics=4
 +
|spfunction=1
 +
|spskip=Yes
 +
|jupi=I'm gonna be honest, what did I just play? No one is gonna be able to beat this without dying several times unless they've already memorized the stage. The Force Beam sections were cheap and there was nothing showing were the lasers would come from. Some of the Yoku block sections were cool, but there was a jump in one of them that REQUIRED Rush Jet or Super Arrow to get across. The enemies flood the screen with projectiles and you're almost guaranteed to get hit by them unless you know where they all are. In some sections, there are instant warps and pits next to each other with no distinction between the two. This is all very unfortunate, because the stage is creative and looks really cool! You have to design your levels with other players in mind!
 +
|jupiscore=24
 +
|jhdesign=1
 +
|jhfun=2
 +
|jhcreativity=15
 +
|jhaesthetics=4
 +
|jhfunction=2
 +
|enjl=Usually in my reviews, if a level fails at something I try to isolate this point of failure and give feedback and ideas on how to iron it out to make the level better. In this review, I will omit the latter part, because if all of the level's issues were ironed out, the level would be a completely different level. This level's issues basically boil down to fundamental principles of game design and it manages to fail in terms of clarity, fairness, difficulty curve, guidance, boss design and consistency alike. This level basically asks the player to fully understand how the level is laid out, where every trap lies, how to deal with the incredibly powerful and spammy enemies, and how to fight each of the 3 bosses and in which order to fight them before they even start playing. I'm trying hard to find a redeemable aspect of this level, and I'm sorry, but I can't find one.
 +
|enjlscore=5
 +
|endesign=0
 +
|enfun=1
 +
|encreativity=2
 +
|enaesthetics=1
 +
|enfunction=1
 +
|enskip=Yes
 +
|garirry=Okay, there's just so much wrong with this level. Let's start with the basics, the boss sprites are bad, and their designs remind me of very bad OCs. Also, their dialogue is hard to read and scrolls way too fast. Then, the level itself isn't even that good, in fact, far from it. The Yoku Blocks and Quick Lasers are often unpredictable and hard to get through. The placement of overpowered enemies is absolutely awful. Not to mention the boss fights are cheap and random. Then comes the main problem: this level is extremely buggy. I'm often not even sure where the collisions are, the whole warp to the other side of the screen thing is hardly working, and there are plenty of graphical bugs. I honestly can't say anything else. I liked the music choices but it's just so bad!
 +
|garirryscore=18
 +
|gadesign=3
 +
|gafun=3
 +
|gacreativity=7
 +
|gaaesthetics=4
 +
|gafunction=1
 +
|gadesignnote=Uhhhhhhhhh... what? The level design is honestly pretty shit. Most enemies are unavoidable, lasers are unexpected, and there's more. It's bad.
 +
|gafunnote=It was irritating. A little fun, but it gets old really, really fast.
 +
|gacreativitynote=I kinda liked the ideas here... but it just doesn't really seem to work right.
 +
|gaaestheticsnote=Music is good, graphics are ok.
 +
|gafunctionnote=Okay no, I can't forgive this. You don't know where the collisions are, the dialogue is fucked, and everything else is just so glitchy.
 +
|ace=That was among the least enjoyable Mega Man experiences I have ever had. Worse than half the nonsense zero effort rom hacks of Rockman 2, more unplayable than those garbage mobile phone ports, more annoying than the Upon a Star OVA, and yes, worse than X7 and its stupid face. I will gladly fight Flame Hyenard again and again, with full sound, rather than play this stage again. <span style="text-decoration: underline dashed;" title="&#x22;Heck&#x22; in Family Text Mode">Hell</span> I'd happily go through X7 with all the sound replaced with Flame Hyenard vocal cues. My friends, any Let's Players - if you are going to skip any level in this contest - make it this one. I cannot understate how un-fun this stage was. I was stuck in this level for over an hour on my first passes, and I hated every minute of it.
  
Section 0: Wrap to the right, climb up.
+
Are ya ready kids? Settle in, this is the long one. This level does not start off well. We get walls of text (I know, sorry), from 3 random characters, that speed by so quickly the player does not have a chance to even read them. Going up, with the blue segment, we have Quick Man Lasers. The fact they're introduced safely seems like a positive. Wait a few seconds though on the screen with the Sniper Joe though - and suddenly lasers. There is no indication at all that this room is going to be dangerous, especially since there is a newly introduced enemy in this room, that will stump the player the first time they see it.
  
Section 1: Jump across the platforms, try Jewel Satellite to deflect projectiles.
+
Home to this stage is a original{{sic}} warping gimmick - and at first the rules seem obvious - go off the edge of the screen and you'll warp to the other side. This is a lovely idea!
There is a transparent ladder in the sky if you want to take the secret.
+
But,,{{sic}} it turns out there are NO rules to this gimmick. At all. The rules to this thing change between rooms. Sometimes you can walk into somewhere complete innocuous{{sic}} and you'll warp elsewhere. Sometimes logical spots for warps don't have them. Outside of trial and error, there is no way to tell where you'll end up with this gimmick, and whether or not you'll be led to a pit.
 +
I haven't even mentioned the enemy set yet. They're so bad. We are not playing Touhou, Mega Man actually has a HUGE hitbox, and more to the point  bullet <span style="text-decoration: underline dashed;" title="&#x22;hello kitty&#x22; in Family Text Mode">hell</span> shoot em up games actually have PATTERNS to the masses of projectiles... not just total RNG like this.
  
BOTTOM PATH (LATE, GREEN, IF IT WAS FIXED)
+
I eventually reached the first of the three bosses, the boss with the sword. Its damage output is nuts, it can and will pull off attacks when it feels like it with little to no warning, and is completely invincible whilst making these attacks. The only good option to beating him is to use his weakness, he is so far off the power scale that buster-only is practically unbeatable.
  
Section 0: Time yourself into clipping inside the Yoku blocks. You will end up at the top of the Yoku column.
+
That was one route. Of three. Oh no.
Repeat this for 3? times. Then grab on the ladder once you're high enough(sadly this ladder doesn't have a collision so this section is impossible without some skillful super arrow-ing.)
+
The green route, uses Yoku blocks. The main issue with this route is the sheer number of traps and "gotcha" moments placed along the screens, usually on long horizontal corridors. Outside of trial and error, it is impossible to gauge where you are supposed to jump to next, since the platform you are on vanishes just as the one you are supposed to jump to appears. If this is the first route you go to, then this route also introduces you to the screen wrapping gimmick in a manner that is completely at odds with sensible gimmick introduction: You are in the middle of crossing a Yoku blocks{{sic}}, and have to just hope something saves you from falling into a pit of spikes.
  
Section 1: Navigate the vertical shaft with the Yoku snake. Where to jump is in the rule of whether if the Yoku is travelling up.
+
This might be a good to state this: It is really difficult to tell what is and isn't a spike in this level. And as nifty as the level looks at first it is incredibly hard to tell where is solid at a glance, thanks to the isometric pattern.
  
PINK SECRET
+
As we reach the boss of this area, another issue becomes apparent: Bullet spam much? There does not seem to be much rhyme or reason behind this boss, it was rather dreadful, and this point it might be one of the worst submitted boss fights in the contest.
  
Section 0: In either entrances, it takes a couple of super arrows to get past the spikes. Once you get to the middle,
+
Finally there is the pink route. Which might as well not exist - many paths either have no gimmick other than awful enemy placement and bullets flying everywhere, or are poor mans{{sic}} versions of the other routes. The boss to this section is the only tolerable one - barely. She is invincible for far too much of the battle, and heals herself. But she's doable and at least the player is giving some warning before her attacks, even if it isn't much. None of these bosses should turn up in the arena.
do not head right unless you want to move forward with the level. Go left for an M-Tank.
 
  
Section 1: Do not go into the portal if you don't want to re-do a section. The reason why this exists is because the paths to get here are meant to be one-way. If you ended up here without defeating both Cream and Crator, then take this portal. If else, you can try and brave the vertical shaft leading to the Green path by doing the Yoku snake in reverse. There are 4 mystery cans here.
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So your stage is going to be memorable.
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For the wrong reasons, but hey, at least people can say "Oh yes, MaGMML2, that had that Yggdrasil stage? Man, I never want to see that level again."
 +
"{{sic}}
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|acescore=4
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|asdesign=0
 +
|asfun=0
 +
|ascreativity=4
 +
|asaesthetics=0
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|asfunction=0
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|asskip=Yes
 +
}}
  
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==Notes==
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* Yggdrasil was designed and created in less than a week due to procrastination on Zatsupachi's part; this also left him without much time to properly balance the three bosses' difficulty.
 +
* Yggdrasil is one of only two multi-Element levels in the ''MaGMML'' series where one Energy Element is inaccessible without collecting another in the stage first (the other being [[Spectrum Science]] in ''[[Make a Good Mega Man Level 3]]''). In Yggdrasil's case, the door to Kichona will not open without first collecting Crator and Cream's Energy Elements.
 +
* [[ACESpark]] later stated in a video released in late 2017 that he no longer considered Yggdrasil his least favorite level, clarifying in 2020 that [[Sector Upsilon 6]] had taken its place due to its overly long, confusing, and generally draining nature.
 +
* Yggdrasil is the lowest-ranking stage in ''MaGMML2'' to feature custom bosses.
 +
<br>
 
{{MaGMML2 Tier 2}}
 
{{MaGMML2 Tier 2}}
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 2 Stages]][[Category:Skippable Levels]]
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{{MaGMML2}}
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[[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 2 (MaGMML2)]][[Category:Skippable Levels]][[Category:Least Favorites]][[Category:Stages without Collectables]][[Category:Make a Good Mega Man Level 2 Entries]]

Latest revision as of 18:48, 20 March 2025

72nd: Yggdrasil

Make a Good Mega Man Level 2

MaGMML2-72-Yggdrasil.png
"Sorry, am I interrupting you guys? Can you give me directions?"
"Yggdrasil, the world tree! As a robot with woodland heritage, I really appreciate this level, even if the judges didn't!"
Wood Man, commenting on Yggdrasil

Yggdrasil is the 72nd place entry of Make a Good Mega Man Level 2. Named after the sacred tree from Norse cosmology, it is a maze-like stage with a pseudo-3D perspective, multiple exits, and a non-Euclidean screen wrapping gimmick, and (at around 92 screens) is one of the larger levels in the contest. The level also features three characters from Zatsupachi's original series, Cutezome Mythos, all of whom are (very quickly) introduced early on before acting as the bosses of each separate path.

While the level is mostly open-ended, it is primarily divided into a "blue" path focused on Quick Lasers and a "green" path focused on Yoku Blocks, as well as a small "pink" path that branches off from the former two. However, the pink path cannot be completed without first collecting the Energy Elements from the blue and green paths in previous playthroughs. Fortunately, there exist teleporters throughout the level that can take Mega Man to other areas, including a pair that will take him to the end of the opposite path.

Strategy

The level starts off with a featureless stretch of terrain, before Mega Man walks in on the Cutezome trio infodumping to themselves, apparently oblivious to his presence. The text will scroll by faster than most players will be able to read it, but almost nothing important is discussed beyond the three splitting up to different parts of the level to man three terminals. Once they walk offscreen, Mega Man comes to a choice between two ladders; one leading up into a blue area, the other down into a green area.

Blue Path – Crator

A series of Quick Lasers blocked by walls appear to foreshadow the main threat of the path, but deceptively, all the lasers from this point are instant death, instead of the drain variants seen in the first screen. However, the Flash Stopper can be used to temporarily freeze their countdowns and get past them safely. Quickly kill the Super Joe above with a Charge Shot or Special Weapons, then run left before a set of criss-crossing Quick Lasers shoot from the walls and ceiling. What follows is a gauntlet of screens Mega Man must run through before lasers block off passages, forcing him to commit suicide. The screen wrap is often involved in avoiding the lasers, with one screen having lasers that move slightly quicker than Mega Man, forcing him to loop around from the left and pop out to the right. In the midst of this gauntlet is a breather room with a checkpoint.

The screen after the checkpoint is a confusing screen wrap maze, again filled with lasers that will block off paths. Moving onto the next screen requires crossing through the middle-right screen boundary; the Flash Stopper is a useful tool for temporarily freezing the lasers and bypassing the maze altogether. However, two apparent screen wrap points (both on the bottom corners of the screen) are really death pits, so avoid falling down them if at all possible. Taking the left ladder upwards, meanwhile, leads to a small alcove with an E-Tank, which loops back around to the checkpoint. A pair of Wild Gunners and Sears bombard Mega Man with their attacks on the next screen; though the latter are easily dealt with, the former are best killed by using the Jewel Satellite to reflect their spamshots back at them. A split path guarded by a Super Joe soon appears; one a drop down to the pink path, the other a continuation of the blue path.

By continuing the blue path, there are more Quick Laser challenges to run through, again using screen wrapping to some degree. One notable screen within this path features a Super Joe, but no lasers; Mega Man can reach the left side of the screen by jumping over some spikes in the bottom right, or he can slide to the bottom and find a Yashichi guarded by two Bombombs. Another has a horizontal laser on the bottom and two vertical lasers right next to each other; without using the Flash Stopper, Mega Man must carefully jump through a screen wrap point to warp himself onto the other side of the lasers. This is harder than it looks, as he can easily clip into the floor and die if he jumps the wrong way. After that screen, keep moving no matter what; a set of lasers come down from the top and bottom of the screen, trying to block off each platform. Guarding a set of ladders are a series of Rabbits; the bottom two are a branching pathway to the pink path (again involving outrunning Quick Lasers), while the top two lead to a teleporter that warps Mega Man to the end of the green path. Just beyond the four ladders, meanwhile, is the door to the blue path's boss, Crator.

Green Path – Cream

After a short drop that telegraphs the use of Yoku Blocks and spikes, a short set of Yoku Block puzzles over pits occur. The second of these acts as an introduction to the screen wrapping gimmick, since the only way to proceed is to fall down the pit and onto a platform in the top-left of the screen. The screen directly afterwards features a ladder and a pit on the left; against all sound logic and reason, do not take the ladder downwards, as it warps Mega Man to the top of the screen (and onto a set of spikes). Instead, either drop down the pit while avoiding the spikes, or jump from the last Yoku Block while holding up to climb an invisible ladder that wraps to the bottom of the screen, then take the pit. Shortly afterwards is an empty screen that serves as a checkpoint.

In the next room, Yoku Blocks in a more complex series of patterns appear; however, the screen has screen wrapping, so it's easier to wrap around to the top and stick to the right before the blocks allow a way forward. A Super Joe and Wild Gunner appear here; as on the blue path, it's wise to use the Jewel Satellite to block their danmaku shots rather than trying to dodge them normally. A ladder to the pink path appears on the top, while the green path continues on a ladder down below. Taking the lower ladder leads to a room with Yoku Blocks over spikes. Though the tileset obfuscates it a little, there is a slide passage on the left that wraps around to the right. Not long afterwards is a screen with an advancing maze of Yoku Blocks, but by staying as close to the top layer of blocks as possible, it can be easily crossed. Right before the next checkpoint is a screen with Yoku Blocks arranged in a smiley face, and an E-Tank on a high ledge impossible to reach without using a utility like the Rush Jet.

The screen below has a choice of three paths to drop down, although the rightmost one requires the Rush Jet or Super Arrow to reach. On the bottom left of the screen below, jumping over the spikes to the left leads to a secret area with a Yashichi, which wraps back around to the checkpoint. Jumping to the right side of the screen on either the top or bottom corners leads to the final part of the path. Both the upper and lower paths contain a long section of tricky Yoku Block patterns over spikes and a bottomless pit, with a decoy block on the lower path, and a block that appears directly above Mega Man on the upper path. Using Rush Jet to fly past all the blocks is advised if possible. The very last part of the path contains three ladders before Cream's door, two of which go down to a teleporter that warps Mega Man to the area just before Crator. The upper ladder leads to a series of Yoku Blocks that act as an alternate way of reaching the pink path by using the Wheel Cutter to go upwards. However, the lower ladder is not climbable due to a bug, forcing Mega Man to scale the whole room diagonally between side blocks with Super Arrow and Rush Jet.

Pink Path – Kichona

Accessing the pink path requires going through at least the first half of either the blue or green paths first. The ends of both paths also feature ladders to pathways towards the end of the pink path, but taking them is largely not recommended as getting to them wastes time. Instead, the blue path is the quickest way to reach the pink path thanks to its lack of time-consuming enemies and Yoku Blocks. Regardless of the path taken, both are mostly the same, with multiple platforms over a pit, while enemies try to knock Mega Man off with their multiple shots. The Jewel Satellite remains the weapon of choice here. Both paths also have secret shortcuts via transparent ladders (with the top path hiding its behind a fake spike). Taking them leads to an area with spikes that need to be scaled with either the Super Arrow or Wheel Cutter; going left from here takes Mega Man to a large, non-functioning portal with an M-Tank.

Both paths eventually meet up in a long vertical area filled with ladders, with Kichona's boss door lying in a small screen to the right. If Mega Man hasn't defeated both Crator and Cream in prior playthroughs, the door will not open for him. Back in the large vertical area, a small room close to the large portal contains a smaller portal with four ? Cans. This portal will take Mega Man back to the start of the level with no quick way to return, as the "late" entrances to the pink path found right at the end of the blue and green paths are intended to be one-way, preventing Mega Man from going back through them to reach the necessary boss. However, the ending of the green path's late entrance can be successfully accessed and even traversed backwards, in which case using Sakugarne can help with the descent.

Skip Status

Yggdrasil was made skippable as a result of its long and confusing level design (in particular, the screen wrap is janky, lacks a visual indicator, and is often inconsistently used), and overall high level of difficulty from both the stage itself and all three bosses. Said bosses were also explicitly banned from the Mega Arena, as each of them are fast, deal large amounts of damage (up to and including one-hit kills), are immune to most weapons, and (in Kichona's case) can heal themselves.

Judge Comments

Judge Comments
snoruntpyro snoruntpyro snoruntpyro : 25 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
2 / 15 3 / 10 15 / 15 4 / 5 1 / 5 Yes



WHY

JupiHornet JupiHornet JupiHornet : 24 / 50
Design Fun Creativity Aesthetics Functionality
1 / 15 2 / 10 15 / 15 4 / 5 2 / 5



I'm gonna be honest, what did I just play? No one is gonna be able to beat this without dying several times unless they've already memorized the stage. The Force Beam sections were cheap and there was nothing showing were the lasers would come from. Some of the Yoku block sections were cool, but there was a jump in one of them that REQUIRED Rush Jet or Super Arrow to get across. The enemies flood the screen with projectiles and you're almost guaranteed to get hit by them unless you know where they all are. In some sections, there are instant warps and pits next to each other with no distinction between the two. This is all very unfortunate, because the stage is creative and looks really cool! You have to design your levels with other players in mind!

Enjl Enjl Enjl : 5 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
0 / 15 1 / 10 2 / 15 1 / 5 1 / 5 Yes



Usually in my reviews, if a level fails at something I try to isolate this point of failure and give feedback and ideas on how to iron it out to make the level better. In this review, I will omit the latter part, because if all of the level's issues were ironed out, the level would be a completely different level. This level's issues basically boil down to fundamental principles of game design and it manages to fail in terms of clarity, fairness, difficulty curve, guidance, boss design and consistency alike. This level basically asks the player to fully understand how the level is laid out, where every trap lies, how to deal with the incredibly powerful and spammy enemies, and how to fight each of the 3 bosses and in which order to fight them before they even start playing. I'm trying hard to find a redeemable aspect of this level, and I'm sorry, but I can't find one.

Garirry Garirry Garirry : 18 / 50
Design Fun Creativity Aesthetics Functionality
3 / 15 3 / 10 7 / 15 4 / 5 1 / 5
Uhhhhhhhhh... what? The level design is honestly pretty shit. Most enemies are unavoidable, lasers are unexpected, and there's more. It's bad. It was irritating. A little fun, but it gets old really, really fast. I kinda liked the ideas here... but it just doesn't really seem to work right. Music is good, graphics are ok. Okay no, I can't forgive this. You don't know where the collisions are, the dialogue is fucked, and everything else is just so glitchy.



Okay, there's just so much wrong with this level. Let's start with the basics, the boss sprites are bad, and their designs remind me of very bad OCs. Also, their dialogue is hard to read and scrolls way too fast. Then, the level itself isn't even that good, in fact, far from it. The Yoku Blocks and Quick Lasers are often unpredictable and hard to get through. The placement of overpowered enemies is absolutely awful. Not to mention the boss fights are cheap and random. Then comes the main problem: this level is extremely buggy. I'm often not even sure where the collisions are, the whole warp to the other side of the screen thing is hardly working, and there are plenty of graphical bugs. I honestly can't say anything else. I liked the music choices but it's just so bad!

ACESpark ACESpark ACESpark : 4 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
0 / 15 0 / 10 4 / 15 0 / 5 0 / 5 Yes



That was among the least enjoyable Mega Man experiences I have ever had. Worse than half the nonsense zero effort rom hacks of Rockman 2, more unplayable than those garbage mobile phone ports, more annoying than the Upon a Star OVA, and yes, worse than X7 and its stupid face. I will gladly fight Flame Hyenard again and again, with full sound, rather than play this stage again. Hell I'd happily go through X7 with all the sound replaced with Flame Hyenard vocal cues. My friends, any Let's Players - if you are going to skip any level in this contest - make it this one. I cannot understate how un-fun this stage was. I was stuck in this level for over an hour on my first passes, and I hated every minute of it.

Are ya ready kids? Settle in, this is the long one. This level does not start off well. We get walls of text (I know, sorry), from 3 random characters, that speed by so quickly the player does not have a chance to even read them. Going up, with the blue segment, we have Quick Man Lasers. The fact they're introduced safely seems like a positive. Wait a few seconds though on the screen with the Sniper Joe though - and suddenly lasers. There is no indication at all that this room is going to be dangerous, especially since there is a newly introduced enemy in this room, that will stump the player the first time they see it.

Home to this stage is a original[sic] warping gimmick - and at first the rules seem obvious - go off the edge of the screen and you'll warp to the other side. This is a lovely idea! But,,[sic] it turns out there are NO rules to this gimmick. At all. The rules to this thing change between rooms. Sometimes you can walk into somewhere complete innocuous[sic] and you'll warp elsewhere. Sometimes logical spots for warps don't have them. Outside of trial and error, there is no way to tell where you'll end up with this gimmick, and whether or not you'll be led to a pit. I haven't even mentioned the enemy set yet. They're so bad. We are not playing Touhou, Mega Man actually has a HUGE hitbox, and more to the point bullet hell shoot em up games actually have PATTERNS to the masses of projectiles... not just total RNG like this.

I eventually reached the first of the three bosses, the boss with the sword. Its damage output is nuts, it can and will pull off attacks when it feels like it with little to no warning, and is completely invincible whilst making these attacks. The only good option to beating him is to use his weakness, he is so far off the power scale that buster-only is practically unbeatable.

That was one route. Of three. Oh no. The green route, uses Yoku blocks. The main issue with this route is the sheer number of traps and "gotcha" moments placed along the screens, usually on long horizontal corridors. Outside of trial and error, it is impossible to gauge where you are supposed to jump to next, since the platform you are on vanishes just as the one you are supposed to jump to appears. If this is the first route you go to, then this route also introduces you to the screen wrapping gimmick in a manner that is completely at odds with sensible gimmick introduction: You are in the middle of crossing a Yoku blocks[sic], and have to just hope something saves you from falling into a pit of spikes.

This might be a good to state this: It is really difficult to tell what is and isn't a spike in this level. And as nifty as the level looks at first it is incredibly hard to tell where is solid at a glance, thanks to the isometric pattern.

As we reach the boss of this area, another issue becomes apparent: Bullet spam much? There does not seem to be much rhyme or reason behind this boss, it was rather dreadful, and this point it might be one of the worst submitted boss fights in the contest.

Finally there is the pink route. Which might as well not exist - many paths either have no gimmick other than awful enemy placement and bullets flying everywhere, or are poor mans[sic] versions of the other routes. The boss to this section is the only tolerable one - barely. She is invincible for far too much of the battle, and heals herself. But she's doable and at least the player is giving some warning before her attacks, even if it isn't much. None of these bosses should turn up in the arena.

So your stage is going to be memorable. For the wrong reasons, but hey, at least people can say "Oh yes, MaGMML2, that had that Yggdrasil stage? Man, I never want to see that level again." "[sic]



Notes

  • Yggdrasil was designed and created in less than a week due to procrastination on Zatsupachi's part; this also left him without much time to properly balance the three bosses' difficulty.
  • Yggdrasil is one of only two multi-Element levels in the MaGMML series where one Energy Element is inaccessible without collecting another in the stage first (the other being Spectrum Science in Make a Good Mega Man Level 3). In Yggdrasil's case, the door to Kichona will not open without first collecting Crator and Cream's Energy Elements.
  • ACESpark later stated in a video released in late 2017 that he no longer considered Yggdrasil his least favorite level, clarifying in 2020 that Sector Upsilon 6 had taken its place due to its overly long, confusing, and generally draining nature.
  • Yggdrasil is the lowest-ranking stage in MaGMML2 to feature custom bosses.


Make a Good Mega Man Level 2 - Tier 2
Entry Stages
Wily TowerAirflow HubbleYggdrasilRush CityGigavolt ManDragon Lab LairColorful HallSomething Original
List of Bosses
Volt ManKomuso ManQuintMecha DragonGuts ManCratorCreamKichonaColor Man
Tier Boss
Ombuds Man
Other Goodies
Gordon Freeman
Make a Good Mega Man Level 2
Characters
Mega Man (Costumes) • Dr. LightDr. WilyZeroRollEddieKnight ManGalaxy Man
Special Weapons
Hornet ChaserJewel SatelliteGrab BusterTriple BladeFlash StopperSlash ClawWheel CutterSakugarneRush CoilRush JetWire AdaptorSuper Arrow
Alter Weapons
Haunt PumpkinBadge BarrierNeapolitan BombTruffle ClusterCyber DistorterForce BeamHazard TrapperMatch BlastLaunch RocketShuttle JetChomp ClawCarry
Entries
A Mega Man for All SeasonsAD 2101Airflow HubbleAlien TempleAncient TombAurora ManBeneath Sand and RockBiplane BayBlaze ManBoil ManBond ManBouncy CastleBut it Lacked the Depth to Convince Me That This Was Really HellCandy PanicCardinal ManChangeable CavernsChomp ManCity Under SiegeColorful HallCombust ManConveyor MayhemCossack's Other CitadelCrystal LabCursor CurseCyber ManDonut Observation CenterDragon Lab LairDuwangElec DamEnhanced MobilityEscape SequenceForce ManForgotten FortressFortified LabGigavolt ManGunpowder CellarGuts Man's AsteroidHaunt ManHoly Crap, Mega Man Can Airslide?Identity CrisisJoe Destruction Co.Joe ManJungle BaseJust an Ice LevelKomuso TempleLaunch Man & Shuttle ManLava FactoryMaze of Significantly Less DeathMegaLondoMisty LakeMix & MatchMount SabreNeopolitan ManNeon ManNitrogen ManOrbital StationPoorly Named LevelQuarantine WomanQuint StageQuirky Unconsistent Incomprehensible Nonsensical TrackRad GravityRuined LabRush CitySector Upsilon 6Sheriff ManShovel KnightSMB3Smed's Big Annoying Mess of a LevelSnow ManSomething OriginalSpiky SituationStarman RecreationTaco ManThe DampeningThe FallThe Stage Nobody Asked ForTruffle ManVolcanic FurnaceWily CoasterWily TowerYggdrasil
Wily Star II
Outer SpaceWater DuctsClassic CastleLever Oriental EnchantedInner SanctumUnobtainium MineReality Core
Tier X
Goblins n' GhastsNightwalk CastleMetallic OceanWily Fortress VRSo GoodMario LandCoyote ManHardcore ParkourDeep ThoughtsThe Quickening 2Swiss HotelStar RoadNull and Void
Secret Levels
City WarTwilight Lodge
Locations
Tier 1 - Ruined SimulationTier 2 - SewersTier 3 - ForestTier 4 - Train StationTier 5 - ArcadeTier 6 - Battle NetworkTier 7 - McWily'sTier 8 - Grand TowerTier 9 - Festival GroundsTier 10 - Rainbow RoadWily Star IITier XDr. Light's LabEddie's ShopCostume ShopDojoChallenge TentChateau ChevaleresqueThe Pit of Pits
Tier Bosses
MilkOmbuds ManDoor ManThe Scorching DuoLord ElewoofroCheat ManGhost of Christmas FutureJet ManButter Nezumi
Robot Masters
Alter ManBoil ManBond ManChomp ManColor ManCombust ManCyber ManForce ManHaunt ManJoe ManLaunch Man & Shuttle ManMatch ManNeapolitan ManNeon ManQuarantine WomanSheriff ManSpiked-Wall ManTaco ManTruffle Man
Other Entry Bosses
Air DevilBig Fire TellyDisco BallGiant MetallGreen Hot DogHall MasterKomuso Man?MixerlydiaMush KingJoe MobRed Hot DogSuper CannopellerTurbo RoostWarp Anomaly8 Centipeder TowerBoss WhopperBoundin' Crash ManBowserCaptain ViridianCATSCirnoCratorCreamCrusher JoeCursorDoc RobotDonut XGuts Man DuoFinal ToadGroovity ManKelbesqueKichonaNapalm ManPharaoh Man's RevengeAlienThe KidRomhack Top ManAir CapsuleAvoidance CherryDennisGangly Crash ManJoe Man R
Fortress Guardians
VanguardMecha Bubble ManBtd'nhanRiplingsAutobounceSuper DachoneSeven ForceHolo DragonChimerabot 1Chimerabot 2Chimerabot 3Chimerabot 4Chimerabot 5Wily Machine SWORDmegaman sprite gameWily Core
Devkit Bosses
Cut ManGuts ManMetal ManCrash ManTop ManGemini ManPharaoh ManToad ManGravity ManPlant ManCentaur ManSplash WomanChill ManVolt ManKomuso ManMecha DragonQuint
Tier X Bosses
SkullderSkullder's RevengeExcalibur ManAir ManUnbeatable Air ManHolo WilyRonrezToad Man's RevengeCoyote ManGigabgyoVolt Man MK2Twin CannonsFire ManCopy HologramDie SignLiterally Just a BeeStone Butterfly
Secret Bosses
Quick ManGammaVolt Man the AssimilatorWishing StarThe MoonBirdoGlass Man
Super Bosses
Absolute ZEROKnight ManGalaxy Man