Explosives Factory

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40th: Explosives Factory

Make a Good Mega Man Level 3

MaGMML3-40-ExplosivesFactory.png
Where's OSHA when you need them?
"I mean, OSHA's probably less concerned about the signage and more about the fact that they're DEATH TRAPS."
―Worker's Journal, 25-Oct

Explosives Factory is the 40th place entry in Make a Good Mega Man Level 3. The level takes place inside the titular factory, which is experiencing both an attack by a "madman" as well as a number of hazards that would probably lead to OSHA intervention. Mega Man will encounter many explosive-themed enemies along the way, as well as Count Bombs and conveyor belts.

Strategy

Mega Man spawns in a room with a couple of signs; one is a calendar stating the date of the incident, and the other is a communicator that outlines the level's scenario (a madman is somewhere in the factory and is threatening to blow it up). Going right leads to a Bomber Pepe, a Walking Bomb, and a Killer Bullet. Sticking to the upper path across some Count Bombs will lead to some bolts, while the lower path only contains more enemies. Further right is a path leading to some more bolts, as well as the first of a number of journal entries left by one of the workers. Head down to continue into a room filled with Count Bomb setups, properly introducing Mega Man to a number of quirks regarding how they work. The next room continues introducing new setups. Continuing right will lead Mega Man across a number of Count Bomb jumps punctuated by Killer Bullets (with Walking Bombs and Bomber Pepes patrolling the floor below); successfully navigating this path will lead to the first of four Trickster Tokens. Regardless of the path taken, Mega Man encounters his first checkpoint in this room, as well as another journal entry.

The room continues with more Count Bomb setups over progressively more hazardous terrain, first over damaging fire, then over lethal spikes. The end of the room contains yet another journal entry. The next room begins with a Bomber Pepe and a Killer Bullet on the far right of the screen, easily dispatched. Continuing right leads to a couple more Killer Bullets, and the first Bombomb. These only spawn once over each pit (unless scrolled offscreen and respawned), and the pits they emerge from are marked with a caution sign, as well as a red stop sign where the bomb is set to explode. There are two more Bombombs in this room, with the third one requiring Mega Man to set it off before attempting to jump next to its pit. At the end of the room is a path leading down, as well as a side path leading to the right. This side room contains a checkpoint, a journal entry, and a jumping puzzle leading to the second Trickster Token. The challenge is to jump across the Count Bombs to the right-hand part of the screen without setting off the Count Bombs above. Doing so successfully leaves the downward-facing Count Bombs as platforms that can be used to access the Token.

In a red room below is a caution sign and a checkpoint, marking the appearance of the miniboss, Emperor Pepe. After defeating it, the room beyond contains a checkpoint, and introduces conveyors, combined with some Killer Bullets and the threat of falling into damaging fire. The room after that begins with another journal entry, but more importantly shows another Bombomb setup, this time with conveyors over a long bottomless pit. At the end of this setup, Mega Man can jump to a Count Bomb at the start of a slide passage, leading to an optional room to the left. This room is fairly straightforward, but tricky due to the placement of spikes. First, slide left through the passage above to clear away two Count Bombs protecting the rest of the puzzle, then slide right to enter the puzzle proper. Navigating it successfully nets the third Trickster Token. To exit, Mega Man must set off the Count Bomb above the Token spot, then return the way he came before descending to the next room via a ladder.

This next room (which contains yet another checkpoint) is a maze-like room with several Count Bombs and spikes as hazards. Trigger the Count Bombs needed to navigate the room. Eventually Mega Man will reach a point with a slide passage right (to a W-Tank) and left. The easiest way to proceed is to slide slightly right to collect the W-Tank, then go back left; the momentum from sliding back to the left should carry Mega Man through the slide passage but stop him from sliding too far. After that, finishing the room is straightforward. The room below contains a straightforward challenge with a Key Barrier and a conveyor near spikes. After that is another Count Bomb puzzle over spikes, and the final journal entry. The room on the right contains a checkpoint.

The final room of the level contains a mixture of Count Bombs, conveyors, and enemies (including more Bombombs). Near the end is one final Count Bomb puzzle high up; successfully passing it without falling down will earn Mega Man the final Trickster Token. At the end is the boss door; inside the corridor is one last communicator, with the person who wrote the various journal entries. The level culminates (after a short cutscene) in a battle against Blue Bomber Man.

Judge Comments

Judge Comments
Mick Galbani Mick Galbani Mick Galbani : 77 / 100
Design Fun Creativity Aesthetics Functionality
26 / 35 20 / 25 10 / 15 11 / 15 10 / 10



For a level that relies so heavily on overused gimmicks, this was remarkably fun! Explosives Factory makes excellent use of Count Bombs and Conveyor Belts alike, taking two common concepts and making some really fun scenarios. The Killer Bullets and Bombombombs make excellent seasoning for the concepts, combining really well with the level design. Top it off with a lot of charm, and we have the recipe for a lovely level.

Normally, this would be where the 'but' goes, but I don't have much of a but this time. The Communications Guy is amusing, but I had so much fun reading Journal Guy's rants about poor workplace conditions. And while OSHA rightfully has a problem with all the death-traps, I *adored* the fact that none of them relied on cheap shots to kill me-barring one early Bombombomb. Every death felt like it was my fault, which is key for player enjoyment. For that matter, there are so many checkpoints here that you rarely lose much progress, and I absolutely support that. Considering how precise some of the tokens can get? These checkpoints go a long way to prevent frustration.

If I were to name one big issue I had, it would be the non-respawning enemies. Neither the Walking Bomb nor the Red Penguins show up enough, the latter especially considering the Emperor Penguin midboss. You'd think Penguins would be prominent when they've got a King Mook in the level. The bosses themselves are fine, Emperor Penguin was an excellent mini-challenge, and Blue Bomber Man breathed fresh air into the old MM1 'bot-making the fight surprisingly frantic with his new mid-air toss and the odd triple bomb.

Just... overall this was a fun experience. I can't call it top of the line, as without the charming dialogue it absolutely suffers from relying on overused gimmicks. But much like how Rock Force's Death Man made an alienating concept fun (if still alienating), I'd say this did the best it could with the ideas it started with.

Shinryu Shinryu Shinryu : 42 / 100
Design Fun Creativity Aesthetics Functionality
13 / 35 7 / 25 5 / 15 7 / 15 10 / 10



I can't help but get the impression that you were inspired by Combust Man's level from the previous contest. Not just because it uses the same music, but the way it plays out reminds me of it quite a bit as well.

Whether the similarities are intended or not, I found this stage lacking for roughly the same reasons that Combust Man fell short: It plays things overly safe, and doesn't do much with its gimmicks. Count Bombs (and by extension, conveyor belts) aren't exactly the most exciting hazard on their own, so to have them laid out in mostly basic configurations just ends up hurting the stage. There are a few exceptions to this, such as the segments leading to tokens, and everything including and past the key room was a step up compared to what came before it. Unfortunately, by the time the level is actually doing more interesting things with its gimmicks, it's already starting to end.

The other, but definitely most notable parts of the level, would be the mini-boss and end boss. King Pen Pen - while he has a fun design - goes down incredibly quick and isn't much of a threat on his own. As for Blue Bomber Man, while I appreciate the small tweaks to make his fight feel a bit different, I don't think it was enough to fully distinguish him. Maybe it would be if he used that desperation attack (where he throws 3 bombs at the same time) more often, but he only seemed to do it once throughout the entire fight. It feels like a wasted opportunity that could have made the boss fight more interesting, which serves as a bit of a disappointing ending to a mostly lukewarm stage.

Pachy Pachy Pachy : 75 / 100
Design Fun Creativity Aesthetics Functionality
22 / 35 19 / 25 11 / 15 13 / 15 10 / 10



Fire Bomb!

Combust Man as the stage music is a bit... peculiar? Certainly a weird choice, homage, whatever may be the case here. In hindsight, it's probably just free Mega Man-style music to use that I'm not aware of.

The stage consists of the count bombs and MM1 pit bombs as its gimmicks. Surprisingly, it works super well, I really like how they are used here. I'm always a fan of the count bombs being used in more puzzle-like situations. The warning indicators at where they're gonna detonate are also nice for the MM1 up-n-downs, which definitely helps narrow the chance of unfair deaths that they are mostly infamous for.

I really like the miniboss sprite: behold, the emperor penguin of the Bomb Egg Kingdom! That is a great way to make the penguin enemies look less out-of-place in a setting like this.

The generous checkpoint placements are really appreciated here, well placed for the token rooms where the player is expected to die at least a few times.

Bomb Man has an upgrade but he's still fairly easy, largely fighting the same with only a slight occasion of doing an attack where he throws 3 bombs at once, which is easy to react to. Maybe if he would've thrown more bombs per throw in general, then it'd have been a more impactful difficulty increase?

Flashman85 Flashman85 Flashman85 : 87 / 100
Design Fun Creativity Aesthetics Functionality
29 / 35 22 / 25 12 / 15 14 / 15 10 / 10



Like a tasty multi-layered dessert, this level is a stack of individually good things harmonizing to form something nuanced and delicious. It's the kind of dessert I could eat until I explode--which would be fine, because checkpoints are everywhere.

The layers are as follows:

- Fun, well-developed story that caters to my sense of humor

- Clean, appealing graphics that seamlessly smash together different tilesets and add some lovely new sprites

- Fitting, enjoyable soundtrack (the MM1 boss dialogue vamp is a nice touch)

- Focused assortment of enemies and gimmicks that work well together

- Challenges whose mild puzzle elements and sense of purpose outweigh my usual preference for less conventional Count Bomb and conveyor setups

- Buttery smooth learning curve

- Thoughtful difficulty progression (graduating from lava to spikes to pits: awesome)

- Some tricky tokens that allow special weapon intervention but encourage the "honest" way

- Clear consideration for the player, from properly labeled pits to plentiful power-ups

- Varied architecture and sensible layout--I greatly appreciate seeing spikes below "bottomless" pits

- Fair and thematically appropriate boss fight

- Perfect length and pacing

- Flawless construction

Like a food simile describing a level about ordinance, I recognize but don't really mind that the experience is not *perfectly* harmonious:

- When given an option, the lower path is always too tame (shoot this grenade, will ya?)

- Emperor Pepe is a pushover--more health and slowly advancing toward the player would be fantastic

- Rush wrecks whole sections (bad dog!)

- The final stretch could be a smidge spicier

- The dialogue on the last two screens falls a little flat for me, and it's a bummer to sit through the boss dialogue again on a rematch

Speedrun tactics reveal this level's weak points, but they don't take away from the planning, execution, humor, and polish that make it a blast.

ACESpark ACESpark ACESpark : 65 / 100
Design Fun Creativity Aesthetics Functionality
21 / 35 16 / 25 6 / 15 12 / 15 10 / 10



There can be a tendency for level designers to keep going past the point of fun, but instead make a long, sprawling stage. This level is not one of them, and ends when the player expects it to. However... the Bomb Man fight was so underwhelming. Even with a few new attacks, he just didn't live up to his self imposed promise. Was that the point? Was that the joke? Because it didn't land.

This was worse than nothing being there! In fact, throughout the stage, the dialogue only detracted from the experience, as it completely broke any sort of flow the level had. Only use dialogue when the level requires it. This isn't up to the same level as Candy Panic in MaGMML2 - promising an original fight only for Metal Man to turn up in a Sweet themed stage - but it also doesn't learn from that stages' mistakes either.

The first half of the stage does not provide much challenge or interest, with the Count Bombs used at their bare minimum. Enemy placement was fairly messy and hardly noticeable, barring one Bombombomb fatally blindsiding the player. Overall, very forgettable.

Things improve in the second half, with several well-thought-out Count Bomb challenges, although I am not convinced the Conveyor Belts added much to the level, particularly in the final room. Checkpoints in this half were particularly well placed, both before and after slow rooms. It is not always about the physical length between checkpoints as it is the time it takes to get between them, and this shows that even two rooms can be a long enough period. Good stuff.

The tokens overall were good, and the checkpoints in the side rooms were appreciated. These were somewhat hard challenges, there was never any frustration.

The mini-boss was simple but fun. It should really have been the boss of the stage as well, in place of the unchanged Bomb Man. I hate to mention it again, but Bomb Man really was a low point of the stage. Creating a more interesting room for your mini-boss would have been a much nicer experience to end the level with. Overall, it's a pretty promising start to stage design!


Notes

  • The background palette is based heavily off of Solar Man's stage, with assets from Metal Man's stage and others added. Additionally, new assets were created, such as the "danger" signs found at the beginning, as well as near the bosses. Some assets expanded on the Solar Man assets already included. All assets were recolored to match each other.
  • By default, all the Trickster Tokens in the level are colored blue (though the diamond token retains its white colour); this was in response to testers complaining that the spade token wasn't visible against the level's background and was thus easily missed.
  • A developer room is hidden behind a fake wall near the room before Emperor Pepe, and is found by walking right from the top of the crates in the right-hand part. The room contains an NPC based off the level creator, Crash Man as a second NPC, a monitor giving credits for various stage assets, and some bolts.
  • The date on the calendar, November 25, 2018, was the deadline for submissions for MaGMML3. The final journal entry has a date of November 22, three days before the aforementioned date.


Make a Good Mega Man Level 3 - Tier 12
Entry Stages
Sludge Man • Undead Fortress • Geek Man • Somewhere Underground • Nowhere yet everywhere: When the world may loop • Guitar Man • Explosives Factory • Western Railway • Secluded Terminal • It Was Rated Arr • Metall Man's Metall Factory • Gravity Wumbo
Bonus Stages
Static Man
List of Bosses
Sludge Man • Zombie Devil • Spark Man Flip • Geek Man • Hard Man • Stone Man • Sovereign Machine • Hunter Type A • Guitar Man • Blue Bomber Man • Pipi Condor • Bucky • Train Trio • Magnet Man SF • Railway Team • Treasure Man • Dennis Returns • Metall Man • Secret Melon • Gravity Man Supreme • Static Man
Tier Boss
Control Man
Make a Good Mega Man Level 3
Characters
Mega Man (Costumes) • Dr. Light • Ernest Will/Dr. Wily • Dr. Regal • Hunter Woman • Forge Woman • Presto • Element Man • Cerberus Man • Bass • Proto Man • Magic Man • Sheep Man
Special Weapons
Spark Chaser • Laser Trident • Water Shield • Tornado Blow • Thunder Beam • Magnetic Shockwave • Ice Wall • Break Dash • Rush Coil • Rush Jet • Rush Bike • Magnet Beam
Contest Weapons
Mix Tape • Lantern Flare • Prismatic Laser • Beet Tiller • Rec Can • Banshee Wail • Propeller Vortex • Electro Cable • Track Shoes • Royal Guard • Bait Bobber • Power Line
Entries
A piece of cake, but with aesthetics • Abandoned Mine • Access Corridor Alpha • Air man's ultimate weapon • Akudama Empire Mothership • Alpine Weather Institute • Alraune Woman • An Ice Cave in Russia • An Underwater Adventure? Wow! • Arcade Archives • ArcaneMan -CHAOS TOWER- (CERN HQ Remains) • Assault Hunt • Bakery Man • Ballade's Square of Doom • Banshee Woman • Beat the Security System • Beet Man • Blizzard Resort • Bold and Trash • Boost Man • Bright Man Remix • Cable Woman • Call Me Ishmael • Cassette Man • Chaos Light City • Checkmate • Chemical Industry • Cloud Nine • CrashMan Simulator • Creatively Named Level • Crest Man • Crosshair Aware • Crystal Tower • Cursed Darkness • Cutman's New Warehouse • Cycle Facility • Damp Ruins • Dangan Factory • Dark Castle • Decoy Man • Devil Factory • DISCHARGEEEE • Disobedience of Superior Machines • Doorkman • Dunes of Discharge • Escape From the Wily City • Evil Energy Facility • Explosives Factory • Fairly Unfocused Newcomer's Bosses And Gimmicks Stage • Falling System Core • Fight, Kikkoman! For Everlasting Sauce! • Flamboyant Castle • Foo Man • Forgotten Factory • Frenzy Reactor • Froggy Gravity • Fruit Forest • Geek Man • Get Wild, Get Wet • Gilded Man • Girder Man Stage • Glass Factory • Glitched up Beta • Glitz Woman • Grand Fire Palace • Grassy Plains • Gravaqua2o • Gravity Wumbo • Gross Incandescence • Guitar Man • Hazard Hydro • Hit the Jackpot! • Hornet Man got a new Stage • House of Fun • Hunter Tower • I Hope I Lose: A Grand Tale • Identity Man • Interspatial Compression • Irrigation Irritation • It Was Rated Arr • Judgement Man • Just a Water Level • Lost Caverns of Jungata • Luminous Tower Ascent • Mafia Man's Gambling Palace • Malware Man • Magmatic Panic • mechanical factory • Mediocre Oil Level • Mega Man DEV • Metal Man Steals Other People's Conveyors • Metall Man's Metall Factory • Military Training Grounds • Mine exploration • Mint Candy Matrix • Mirror Woman • My First Megamix Level uwu xd lmao (dab) • Ninja of the Night • Not Delivering On Promises • Nowhere yet everywhere: When the world may loop • Operation: Narcissistic Stratosphere • Outer Reaches • Pick Your Poison • Pipe Man • Plataform Hijinks • Poudrin Man • Propeller Woman in the City in the Clouds • Pumpkin Patches • QuintsMetFactory • Radium Man • Rec Man • Red Mountain • Revenge of Tricastle • Robogarden • Rockbound Facility • Rock Fortress • Ruins of a Forbidden Kingdom • Secluded Terminal • Shape Woman • Skull Sans Megatale 4 • Skull Secret Zone • Sludge Man • Solar Inferno • Somewhere Underground • Sparks and Sockets • Spectrum Science • Stalks, Shoots, and Leaves • Stalling for time • Step on the Gas • Stolen Citadel • Sulfurific Abyss • Superheavy Samurai Big BenK • Suzy Love • Technical Support • Teetering Over the Edge • Temple of Light and Dark • The Actual Rock Man • The Cave Level That Exists • The Haymay Trials • The Heist • The hero as remixed • The Invincible Robot Army! Featuring Shoe Man! • The King's Lair • The Level Equivalent of An Old Man Rambling at You • The Return of Veteran Z • The Stormscraper • The Warped Void • Thermal Tundra • Top Man 2: Spin or Go Home • Tower of Dimentions • Toxic Trouble • Trailblazer • Treading The Wily Sewer System • Trouble in the Fortress • Undead Fortress • Ultimate Level • Underground Runaround • Unguarded Treasure • Up Down All Around • Walk-In Freezer • Water Level? Ice Level? • Weapon Data Center • Western Railway • wet • Wide Joepen • Wily in space (Roll's rescue) • Wily Rooms of Weapons • Wily's Haunted Castle • Wilys Redemption • Wily's Well-fortified Room • Where no met has gone before • Working in the Rain • Worthless Man • X6Meme • Y.M.C.A. • You Don't Know the Drill
Bonus Levels
Space Crusade • Just a Judge Level • Magnum Man • Reel Man • King Man • Static Man
Wily Stadium
Chaos Assault • Cross Armada • The Bronze Yard • Be the Smaller Person • The Level With a Met Pun • Armory Catastrophe • The Greatest Show of All Time
Tier X
Ancient Wastelands Gate • Erm... Watt the Shock! • Smashed Into Pieces • Sparkling Shrimp Stew • Olive Bomber • HI-R@SE BOTANIX • Mega Man in Wonderland • Note Woman • Genie's Alley • Secret to No One • Thermae Man • Detergent Determination • The Quickening 3D • Deserted Sector G-009 • Big Ugly Mess 2: Acting Unwise • Hollow Elysium • Return to Universe City V • Shrine of Nebula
Locations
Victor Heights • Magic Card Casino • Limestone Pagoda • Tier 1 • Tier 2 • Tier 3 • Tier 4 • Tier 5 • Tier 6 • Tier 7 • Tier 8 • Tier 9 • Tier 10 • Tier 11 • Tier 12 • Tier 13 • Tier 14 • Tier 15 • Wily Stadium • Tier X • NEO Pit of Pits
Tier Bosses
Regular Joe • Repair Man • Muscle Juggler • Mad Man • Puzzle Man • Ice Buster • Boki Lamira • Mirage Man • Pyre Duo • Sound Man • Wizard Man • Control Man • Death Man • Punch Donkey
Robot Masters
Aether Man • Alraune Woman • Arcane Man • Assault Man • Banshee Woman • Battery Man • Beet Man • Boost Man • Cable Woman • Cassette Man • Celestial Woman • Decoy Man • Discharge Man • Foo Man • Geek Man • Girder Man • Glitch Woman • Glitz Woman • Guitar Man • Hex Man • Hodenki • Identity Man • Lantern Man • Lunar Woman • Mafia Man • Magnet Man SF • Metall Man • Mirror Woman • Mooger Man • Old Man • Pipe Man • Poudrin Man • Prism Woman • Propeller Woman • Radium Man • Railway Team • Rec Man • Rock Man • Rook Man • Royal Man • Secret Melon • Shape Woman • Shoe Man • Skull Sans • Sludge Man • Sniper Man • Solaire Man • Stall Woman • Thermal Man • Token Woman • Treasure Man • Wood Man Nice • Yamato Man W
Modified Devkit Robot Masters
Air Dab Man • Bakery Man Delta • Bakery Man Omega • Bakery Man Theta • Barrage Man • Bee Man • Blackout Man • Blue Bomber Man • Blue Crash Man, But With 29 Health • Bomber Joe • Captain N Guts Man • Crest Man • DRKMAN4.BAT • Dark Enker • Darker Man • Dolt Man • Fake Cycle • Gilded Man • Glass Man C • Gravity Joe • Gravity Man Supreme • Honey Joan • Judgement Man • Metal Man Overdrive • Metool Woman • Micro Quick Man • Miner Man • Neon Quick Man • Night Air Man • Perfect Solar Man • Pharaoh Man in the Dark • Potted Plant Man • Quick Montage • Rockman No Constancy Quickman • Scorch Man V1 • Spark Man Flip • Splash Woman Overdrive • Superheavy Samurai Big Ben K • Temporal Man • Tempura Man • Top Man Green • Uranus Met • Veteran Z
Entry Bosses
28 Devil Cores • Adult Wish • Atlantis • Atlas • Baby Wish • Battle Windows • Beam Stack • Beam Stack MK2 • Blizzard Brigadiers • Blizzard Behemoth • Blue Power Piston • Bubble Crab • Bucky • Changkeylier • Choker Ohmega • Compress Joe • Copy Robot • Crystal Core • Dark Matter Capsule • Dark Wyvern • Dennis Returns • D.E.V • Digitiger • Dust Devil • Egg Carrier • Floating Point • Fracture • Ghost Light • Grand Tellow • Guts Dozer Neo • Gwyndolin • Heavy • heints • The InDestructiBall • JoJo Joe • Junk Hunk • Kine • Master Hand • Mecha Sonic • Namonaki Robo • Necrozma • Ornstein & Smough • Pipi Condor • Prism Devil • Quint's Met Machine • Red Devil • Sovereign Machine • Super Block • Super Lightning Lord • SYSTEMCORE.EXE • Train Trio • Vanguardroid • Zombie Devil • Z-Tank
Fortress Guardians
Regal Machine • Falcon Rock • Tengen Tophammer • Kouker Quge • Metilda McBossface • Neko Man • Bass • Cerberus Man • Element Man • Forge Woman • Hunter Woman • Presto • Wily Machine SPIRE • Wily Jet
Devkit Bosses
Ice Man • Bomb Man • Fire Man • Air Man • Bubble Man • Quick Man • Flash Man • Heat Man • Wood Man • Picopico-kun • Guts Dozer • Boobeam Trap • Enker • Hard Man • Spark Man • Kamegoro Maker • Dyna Man • Sonic Man • Dust Man • Metall Daddy • Giant Suzy • Punk • Iron Ball • Gyro Man • Stone Man • Dark Man 4 • Ballade • Hunter Type A • Hunter Type B • Blizzard Man • Yamato Man • Rounder II • Power Piston • Mercury • Saturn • Uranus • Grey Devil • Dangan Man • Oil Man • Hornet Man • Mega Mech Shark • Honey Woman • Commando Man • Solar Man
Grey Isles Bosses
Lava Stone Man • King Leonis • Stronger • GEORGE • Small Fry Swarm • Eye of Btd'nhan • Diabolico • Queen of Hearts • Note Woman • Mist Man & Bowl Man • Angler Fish • Onox • Thermae Man • Swaduron • Impresaria • Volt Man the Annihilator • Hard Splash • Shade Spam • Nadir Devil • Top Dummy • Gharial Man • Returning Flash Armor • Great Core • Pillar of Nebula
Bonus Bosses
Dreadnought • Usagi Woman • Hyper Plant Man • Magnum Man • Reel Man • King Man • Namahage Man • Static Man • Slush Man
Arena Bosses
Break Man • Fake Man • Terra • CWU-01P • Yellow Devil • Gamma • Alter Man • Vacant Avatar
Super Bosses
Returning Regular Joe • Nebula Grey • Magic Man • Sheep Man • Ernest Will