| X : Mario Land|
Mario Land is a Tier X level in Make a Good Mega Man Level 2, created by Renhoek. It is a level themed around the Super Mario series of video games, but compared to levels such as Mega Man World and SMB3, it stands out, as the player character of the level is not Mega Man, but rather Mario himself.
Being more or less his Super Mario World gameplay recreated within the MaGMML2 engine, Mario functions very differently from Mega Man. Pressing the fire button allows him to run faster, but he cannot stop immediately, instead having to slow down for a brief period of time after a directional button has been released. Mario's primary method of attacking is a stomp, which deals a set amount of damage. By pressing Up and Jump, he can perform a spin jump that is slightly stronger than the normal stomp, and is capable of breaking blocks and safely jumping on otherwise invincible obstacles.
Mario has three forms: Small Mario, Super Mario, and Fire Mario. The form he's in depends on how much health he has, with him transforming into Fire Mario at high health, and regressing back to Small Mario at low health. Fire Mario can throw fireballs with the fire button, which have the same damage values as the Mega Buster.
At the end of the first room (which consists mostly of Galoombas and Koopa Troopas), Mario can decide between two paths. If he goes to the right, he will have to traverse several rotating platforms above pits, with one platform allowing him to grab a Dragon Coin (which functions as a Noble Nickel). In the next room, Mario warps down into an underground section with several Battontons, Donut Blocks, and Munchers. When Mario reaches an area with three pipes on the ceiling, he can hold up while jumping to enter the leftmost pipe and find a secret room with a Dragon Coin. Mario will then be taken back to the cave area. At the end of the cave area is a boss corridor with a checkpoint, which leads to a fight against Air Man.
After defeating Air Man, Mario enters the pipe in the next room to reach a castle area. The first room includes several Spinners and Thwomps, as well as some Skeleton Joes. To the left of the final Thwomp is an invisible block that creates a vine when hit from below; climbing up this vine leads to another Dragon Coin. The following room is a long room where Mario must avoid Ball 'N' Chains, Skewers, and a single Nobita while riding a Snake Block. At the end of this room is a door leading to the fight against Holo Wily; defeating him reveals that Bowser was controlling the hologram, and he promptly exits while leaving behind a Power Star, which functions as an Energy Element.
If Mario uses a spin jump to go down in the pipe at the end of the first room, he will be taken to a small underground area housing a Dragon Coin. Entering a pipe at the end of the area makes him exit from a giant diagonal pipe, launching him into the clouds, where he faces a long stretch of Springs and Falling Platforms. At the end of the stretch is a block that can be hit from below to reveal a vine, which allows Mario to climb up to the next part of the level. This section of the level includes several Bullet Bills and Banzai Bills, as well as a Dragon Coin. At the end of the section is a boss corridor and a checkpoint, which precede the fight against Unbeatable Air Man.
|Make a Good Mega Man Level 2 - Tier X|
|Coyote Man • Deep Thoughts • Goblins n' Ghasts • Hardcore Parkour • Mario Land • Metallic Ocean • Nightwalk Castle • So Good • Star Road • Swiss Hotel • The Quickening 2 • Wily Fortress VR • Null and Void|
|List of Bosses|
|Coyote Man • Alter Man • Air Capsule • Chomp Man • Sheriff Man • Cheat Man • Skullder • Skullder's Revenge • Excalibur Man • Holo Wily • Air Man • Unbeatable Air Man • Toad Man • Toad Man's Revenge • Gigabgyo • Volt Man MK2 • Ronrez • 8 Centipeder Tower|
|Null and Void Bosses|
|Boundin' Crash Man • Napalm Man Mk2 • Disco Ball • Copy Hologram • Die Sign • Fire Man • Literally Just a Bee • Twin Cannons • Stone Butterfly|
|True Final Boss|