Null and Void (MaGMML2)

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N/A : Null and Void

Make a Good Mega Man Level 2

MaGMML2-TF-Nullandvoid-Entrance.png
The beginning of the end.
"NULL AND VOID"
―The ready text, setting the mood for the true final stage.

Overview

Null and Void is the true final stage in 'Make a Good Mega Man Level 2'. Its main design centers around six floors with four rooms each. To descend each floor, one room out of the four presented on that floor must be cleared. Each floor also features a green teleporter that allows them to return to any previously visited floor, even when replaying the stage. The rooms themselves have been created by multiple people, in a manner similar to Wily 6 and the Pit of Pits.

Strategy

Floor 1

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The player starts on this floor, dropping in from above. The floor 1 lobby has no basic gimmick.

Renhoek

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Theme Song: Stage 12 (Free Song) (Elec Dam)
This room is a recreation of Volt Man's stage from the Mega Man DOS game, and features him as a sub-boss at the end.

CosmicGem

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Theme Song: Mega Man Final 3 - Cyber Man (Cyber Man)
This level is a simple platforming stage utilizing several enemies from Tier 10 stages. At 11 screens, it is the shortest level in Null and Void.

MiniMacro, Entity1037

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Theme Song: Shadow of the Ninja - Stage 5 (Poorly Named Level)
This level centers around the use of springs and a modified Force Beam that continually damages the player rather than instantly killing them. It requires great finesse to avoid the Force Beams and enemy fire while bouncing atop the springs.

SnoruntPyro

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Theme Song: The Binding of Isaac - Cellar (Gunpowder Cellar)
This level features giant sawblades that move on visible circuits, similar to the platforms seen in Crash Man's stage.


Floor 2

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This floor 2 lobby is a larger space, and features the lift blocks from Spark Man's stage.

Freeman, The Stove Guy

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Theme Song: Corpse Party - Ray of Hope (But It Lacked the Depth to Convince Me That This is Really Hell)
While this level begins as a straightforward platforming stage involving springs, it drastically changes upon reaching the teleporter. The majority of this stage features screen wrapping, horizontal at first and then vertical, as well as a moving background and a monochrome palette that makes enemies the same color as you.

Renhoek

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Theme Song: Silverstein - Massachusetts (City Under Siege)
This level is a recreation of Komuso Man's stage from Rockman & Forte: Challenger from the Future, and features him as a sub-boss. The Twin Cannons also appear as a sub-boss as well.

MiniMacro, SnoruntPyro

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Theme Song: MaGMML2 (Nitrogen Man and Nightwalk Castle)
This level features numerous Snakeys, whose deaths causes a chain reaction of destruction through their bodies.

Shinryu

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Theme Song: Mega Man LL - Wily 1 (Metallic Ocean)
This level features numerous moving water platforms from Splash Woman's stage at various speeds, creating a variety of timing challenges.


Floor 3

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The floor 3 lobby is a vertical room featuring the top platforms from Top Man's stage.

SnoruntPyro

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Theme Song: Sonic the Hedgehog 4 - Mad Gear Zone Act 1 (Colorful Hall)
This level has extremely high gravity, rendering jumping useless. Wheel Cutter, Sakugarne and all utility weapons are disabled in this level.

Enjl

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Theme Song: Super Mario World - Castle (Mario Land)
This stage opens with a "waerning" that there are many surprise enemies. That's an understatement; enemies pour in from holes in the ceiling here. It is recommended to use Flash Stopper as much as possible to stop the enemy spam before it starts, as not all enemies are weak enough to be destroyed by Jewel Satellite.

Zieldak

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Theme Song: VVVVVV - Predestined Fate (Maze of Significantly Less Death and Sector Upsilon 6)
This level is a maze, reminiscent of the Bermuda Maze from Mega Man Star Force 2; it features several Mr. Hertzes as NPCs and has similar logic that can be confusing until you figure out what you need to do. Prior to Version 1.3.0, this level was notorious for requiring the player to jump into an invisible teleporter disguised as a pit of spikes; the teleporter is still invisible but the spikes are no longer there.

Entity1037

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Theme Song: Rokko Chan - Volcano Man (Volcanic Furnace)
This stage features two autoscroll sections where you must run away from gigantic sawblades.


Floor 4

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The floor 4 lobby features an elevator platform from the third Wily Castle stage in Mega Man 10, although it only moves horizontally.

SnoruntPyro

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Theme Song: Zero Wing - Open Your Eyes (Stage 1) (AD 2101)
This level revolves around a variant of Destroyable Blocks that, rather than being destroyed by the player's Mega Buster, is destroyed by projectiles from enemies or stage hazards.

The Stove Guy

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Theme Song: Shovel Knight - Lost City (Shovel Knight)
This level utilizes the drills seen in Napalm Man's stage, both as platforms for the player's use and as vehicles to destroy the terrain to clear a path for them. Napalm Man MK2 appears at the end as a sub-boss.

Zieldak

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Theme Song: Blaze Man (Blaze Man)
This level features a large vertical shaft with lava slowly rising up. Fire Man appears at the end as a sub-boss.

Renhoek

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Theme Song: Expand Man (Neon Man)
This level is a maze that features the warp blocks from Cyber Man and requires exploration to find keys.


Floor 5

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The floor 5 lobby features several wind fans from Wind Man's stage.

Zatsupachi

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Theme Song: Super Robot Wars - Silver Fallen Angel (Holy Crap, Mega Man Can Airslide?)
Aesthetically inspired by the Cyber Maze from Mega Man X5, this level makes heavy use of Force Beams and Yoku Blocks. The Stone Butterfly is encountered at the end.

Cruise Elroy

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Theme Song: Deep Space (Crystal Lab)
This level is a maze that utilizes Cyber Man blocks and is aesthetically similar to Sector Upsilon 6's secret area. All weapons other than the Buster are disabled here.

ParmaJon

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Theme Song: Jazz Jackrabbit - Medivo (Water Ducts)
This level is a long autoscroll section where only the colors red and black are used. As the background scrolls and the player-character is solid red, it is possible to momentarily lose sight of yourself.

ACESpark

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Theme Song: VVVVVV - Potential For Anything (Sector Upsilon 6)
This level features clones of your selected skin as enemies, either chasing you or using one of three weapons to try and attack you (Wire Adaptor, Grab Buster and Hornet Chaser). A giant, holographic clone of you appears at the end as a sub-boss.


Floor 6

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The floor 6 lobby features vertical wrapping, similar to the Tier 6 hub and Wily Fortress VR.

Zieldak

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Theme Song: Mega Man 9 - Hornet Man (Identity Crisis)
This level is a sort of reimagining of Hornet Man's stage, where several enemies have been redone to use Chibees as their projectiles. Literally Just a Bee appears as a sub-boss at the end.

Beed28

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Theme Song: Rockman DX3 - Stage Theme (Smed's Big Annoying Mess of a Level)
Acting as a sort of reprise of his submission level, Bouncy Castle, this level features its signature effect, now activating only when the blocks with up arrows on them are shot. Wheel Cutter, Sakugarne, and all utilities are disabled for this level. The Disco Ball and Boundin' Crash Man make returns as sub-bosses here, with these blocks on either side of their new boss rooms. Mega Man Volnutt also makes a cameo in the room after Boundin' Crash Man.

ParmaJon

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Theme Song: Azure Striker Gunvolt - Garden (Inner Sanctum)
This level centers around moving various platforms and destroying barrier blocks to allow a fire trap to complete its path and destroy a barrier that blocks the player's path. If you fail at any of this level's puzzles, there are teleporters to reset the room; the bottomless pits also function as teleporters.

Entity1037

Wheeeeeeeeeeeeeee!!!

Theme Song: Mega Man 10 - Against The Pressure (The Stage Nobody Asked For)
This level is an incredibly high-speed section using the sled from Frost Man's stage. As Yoku Blocks make up the majority of its terrain, the player must rely on their ability to react to the Jump Signs and Slide Signs rather than sight to navigate the level. Die Sign appears as a sub-boss at the end.


Finale

The final opponent awaits...

After clearing six floors, the player finds themselves in a small chamber. A beam of rainbow light similar to the one that takes them to Tier 10 is present in the middle, with the last three Noble Nickels in the game and the return teleporter to the right of the room. Taking the beam begins the fight against Absolute ZERO, rewarding the player with the final Energy Element and the true credits upon completion.

Trivia

  • Version 1.3.0 added music variety to Null and Void, adding the stage themes listed above. Prior to this, The Profound continued playing throughout the stages as well as the hub. Music variety is on by default but can be turned off.
  • Null and Void draws heavy inspiration from Shattered Dreams, the finale of the Super Mario World romhack JUMP; it was even originally named after it as well.
    • Furthermore, The Profound was also the theme music for Shattered Dreams.
Make a Good Mega Man Level 2 - Tier X
Stages
Coyote ManDeep ThoughtsGoblins n' GhastsHardcore ParkourMario LandMetallic OceanNightwalk CastleSo GoodStar RoadSwiss HotelThe Quickening 2Wily Fortress VRNull and Void
List of Bosses
Coyote ManAlter ManAir CapsuleChomp ManSheriff ManCheat ManSkullderSkullder's RevengeExcalibur ManHolo WilyAir ManUnbeatable Air ManToad ManToad Man's RevengeGigabgyoVolt Man MK2Ronrez8 Centipeder Tower
Null and Void Bosses
Boundin' Crash ManNapalm Man Mk2Disco BallCopy HologramDie SignFire ManLiterally Just a BeeTwin CannonsStone Butterfly
True Final Boss
Absolute ZERO