Difference between revisions of "The Pit of Pits"
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− | By [[Beed28]]. A castle area with several fire-themed enemies, as well as several Cannons and Hammer Joes. It is based off of one of Beed28's two ''Mega Man Endless'' stages, albeit with the layout mirrored and using a different tileset. | + | By [[Beed28]]. A castle area with several fire-themed enemies, as well as several Cannons and Hammer Joes. It is based off of one of Beed28's two ''Mega Man Endless'' stages, albeit with the layout mirrored and using a different tileset. The name is a reference to the game over screen of The Legend Of Zelda 2: Link's Adventure. |
====Geothermal Construction==== | ====Geothermal Construction==== |
Revision as of 12:45, 15 September 2018
The Pit of Pits is a bonus area in Make a Good Mega Man Level 2 that can be accessed after the player has cleared the Wily Star II. It can be found in the main hub between Tier 8 and Tier 9, though attempting to access it before unlocking it will will leave Mega Man with little more than a Picket Man, who informs the player that he and his cohorts are working on its construction under their sponsor, Galaxy Man. It is comprised of 120 mini-stages created by contest entrants and judges, and plays somewhat similarly to the Endless Attack mode in Mega Man 9 and Mega Man 10, with the key difference that all stage elements that would normally result in instant death have been toned down: Quick Lasers now do continuous damage similar to those seen in The Quickening 2, spikes do 7 damage on contact, and while falling into a pit or being crushed deals 3 damage and sends the player back to the start of the mini-stage.
The player cannot take E-Tanks and collectable Bolts inside the Pit with them; the two have separate counts while inside. However, they will be returned again if the player leaves in any fashion. This rule does not apply to the M-Tank, however. Additionally, the player is barred from taking Super Mode inside until they've cleared the Pit for the first time.
Once the player has cleared the Pit for the first time, Galaxy Man will offer the player to visit any of the sub-levels independently at their own whim, however, if the player wishes to rematch him, they must go through the Pit again or use the Boss Gallery teleporter in the Dojo to do so.
Contents
- 1 Stage Listing
- 1.1 Submitted Stages
- 1.1.1 A light challenge.
- 1.1.2 A missiled opportunity
- 1.1.3 A Warehouse of Scissors
- 1.1.4 Airbag
- 1.1.5 Ancient Town
- 1.1.6 Be the Bigger Person?
- 1.1.7 Beach Party
- 1.1.8 Big Toilet
- 1.1.9 Boobeak Trap
- 1.1.10 Chilled to the Bone
- 1.1.11 Chroma Key?
- 1.1.12 Citadel Attic
- 1.1.13 Citadel Basement Shenanigans
- 1.1.14 City Night
- 1.1.15 Clouded Judgment
- 1.1.16 Cold Power Plant
- 1.1.17 Cold Water
- 1.1.18 Concrete Mix
- 1.1.19 Cossack Climb
- 1.1.20 Cut Them Down To Size
- 1.1.21 Cutman IRL
- 1.1.22 da ba dee da ba di
- 1.1.23 De
- 1.1.24 Deja Vu
- 1.1.25 Descent
- 1.1.26 Discount Yoku Man
- 1.1.27 Drill Pickle
- 1.1.28 Epic Wrap Battle
- 1.1.29 Feelings
- 1.1.30 Flippin' Tops
- 1.1.31 Forgotten Fortress
- 1.1.32 Fragile Tower
- 1.1.33 Gambly Night
- 1.1.34 Game Over - Return of Fire
- 1.1.35 Geothermal Construction
- 1.1.36 Glass Man?
- 1.1.37 Greenhouse Effect
- 1.1.38 Greenhouse Lights!
- 1.1.39 Ground Eater
- 1.1.40 Gutsy
- 1.1.41 Hot Liquid Sector
- 1.1.42 Hot Mess
- 1.1.43 I Have No Shame
- 1.1.44 Ice Climber
- 1.1.45 Industrious Indignation
- 1.1.46 Inner Sanctum
- 1.1.47 It's Beginning To Feel Just Like an Ice World
- 1.1.48 Ja
- 1.1.49 Junkyard 81
- 1.1.50 Labyrinthe Throwback
- 1.1.51 Limited Attrition
- 1.1.52 Logan's Runner
- 1.1.53 Lyrickrolled
- 1.1.54 Magic Crash-Pit Ride
- 1.1.55 Maze of Death?
- 1.1.56 MEG4KMAN
- 1.1.57 Mega Lift
- 1.1.58 Mega Man a - Area 1
- 1.1.59 Mega Man a - Area 2
- 1.1.60 Mega Man a - Area 3
- 1.1.61 Metroid: Zero Mission
- 1.1.62 Michael's Base
- 1.1.63 Mission: Vain Space?
- 1.1.64 Mook Rush
- 1.1.65 Mt. Furioso
- 1.1.66 My Cool New Boss Fight
- 1.1.67 Nice Rompy Cutman Level
- 1.1.68 Nice Rompy Spike Fall
- 1.1.69 Night of Semiramis
- 1.1.70 Night Way
- 1.1.71 No Room to Breathe
- 1.1.72 No Time To Waste
- 1.1.73 Obscure Gameboy Gimmick
- 1.1.74 Ocean Sickness
- 1.1.75 Once More, With Ceiling
- 1.1.76 Over The Pit
- 1.1.77 Overwater Atmosphere
- 1.1.78 Paradrop
- 1.1.79 Pipeworks
- 1.1.80 Pit
- 1.1.81 Puzzle Box
- 1.1.82 Reserved Forest
- 1.1.83 Rise to the Challenge
- 1.1.84 Safe Shallows
- 1.1.85 Sandstorm Base
- 1.1.86 Sea Breeze
- 1.1.87 Serpent's Curse
- 1.1.88 Sheep Obstruction
- 1.1.89 Shields And Pits
- 1.1.90 Showdown at Dusk
- 1.1.91 Skull Man Kills
- 1.1.92 Slippery Snakes
- 1.1.93 Spiky Meltdown?
- 1.1.94 Spinning Top Disposal Room
- 1.1.95 Stairway to Nether
- 1.1.96 Stone Man Rip-off
- 1.1.97 Stormy Ascent
- 1.1.98 The Pit Stage Nobody Asked For
- 1.1.99 The Top 10 Most Commonly Used Enemies, In Increasing Order
- 1.1.100 Thunderclyffe Plant?
- 1.1.101 To The Top
- 1.1.102 Tower Climbing
- 1.1.103 Towerfall
- 1.1.104 Trash Dash
- 1.1.105 Tselinoyarsk 20XX
- 1.1.106 Typical Miniboss Fights
- 1.1.107 Up And Down
- 1.1.108 Vacuum Seal
- 1.1.109 Vu
- 1.1.110 Warp Zone
- 1.1.111 Water Boat Fast
- 1.1.112 Water Test
- 1.1.113 Waterfall
- 1.1.114 What a rush!
- 1.1.115 WIIIILLLLLLDDDDD West
- 1.1.116 Wily Sewer Entrance
- 1.1.117 Wily's Cutting Edge Deja Vu
- 1.1.118 Wood you please be careful?
- 1.1.119 You Gotta Be Kitten Me
- 1.1.120 You know the Drill.
- 1.2 Special Stages
- 1.1 Submitted Stages
Stage Listing
Due to the relatively small length of these mini-stages, all description and strategy for them shall be documented here.
Submitted Stages
A light challenge.
By TheSkipper1995. A mirror area (using tiles from Rainbow Man's stage from Mega Man Unlimited) centering around Quick Laser challenges.
A missiled opportunity
By TheSkipper1995. A section involving Ballade Missiles, where the player has to deal with enemies while also making sure to keep certain missiles intact for platforming.
A Warehouse of Scissors
By adrian09_01. A warehouse area with Conveyors serving as the main gimmick, and Cutting Wheels, Octopus Batteries, and Screw Bombers appearing as enemies.
Airbag
By NaOH. A short, one-room area containing a swarm of Flying Shells that do not open, instead staying closed and moving on one direction. This leaves Mega Man needing to do precise timing, while also dealing with a few Twin Cannons.
Ancient Town
By Zieldak. A Greek water area with Crabbots and Croakers serving as the primary obstacles in the first room (ending with a Squidon), and Gabgyos serving as the primary obstacles in the second and third rooms.
Be the Bigger Person?
By Zieldak. As its name implies, it is inspired by the MaGMML1 Wily stage of the same name. Notably, this is the only level in the entire Pit with true instant death; if Mega Man is standing where a Pacifist Door appears when it appears, he will die and be sent back to the start of the Pit.
Beach Party
By Strife. This area features a lot of Air Tikis and the Gremlins they spawn, as well as the occasional Parasyus.
Big Toilet
By Big Fish. A platforming area that features Komasaburos, Robo-Rabbits, and Komuso Mines.
Boobeak Trap
By NaOH. A recreation of the Boobeam Trap Fight from Mega Man 2, with Beaks to fight this time.
Chilled to the Bone
By Flashman85. An ice level populated with skeleton-themed enemies. There are no pits, spikes, or other gimmicks.
Chroma Key?
By Zieldak. As its name implies, it is inspired by the MaGMML1 entry of the same name.
Citadel Attic
By BBLIR. Named after Citadel Basement from the first contest, the area mostly focuses on avoiding enemies, with a Rolling Drill opening up a secret room at the end. This secret room includes a plethora of screws, plus an E-Tank and M-Tank, though Mega Man will have to make sure to destroy the Rolling Drill just as it finishes clearing the path again after exiting the secret room.
Citadel Basement Shenanigans
By Entity1037. As its name implies, it is inspired by their MaGMML1 entry, specifically the vertial portion of the stage.
City Night
By Entity1037. A nighttime city area centered around riding a Block Train.
Clouded Judgment
By Flashman85. A sky level featuring cloud-themed enemies and gimmicks.
Cold Power Plant
By Big Fish. An icy fortress area focused on combining Magnet Machines with ice physics, with the occasional Hothead.
Cold Water
By TheMegaFan19XX. An icy underwater area with the main enemies being Sea Mines, Metall Swims, and Mantans.
Concrete Mix
By Zieldak. An area using tiles from Concrete Man's stage, with Spines, Pottons, and Cannons appearing as the only enemies, and jumps across Concrete Platforms appearing at the end.
Cossack Climb
By NaOH. A nighttime fortress area centered around jumps onto Tornado Platforms, with Top Lifts also appearing in the final room.
Cut Them Down To Size
By Doctor Novakaine. A platforming area featuring a lot of Mizziles, as well as the Shadow Man platforms.
Cutman IRL
By ParmaJon. An area based off the basic Cut Man design, designed with the intention of trying to make the super cutters threatening. This area also contains Drop Platforms.
da ba dee da ba di
By JupiHornet. A nighttime area with a simple assortment of enemies serving as obstacles.
De
By Renhoek. A fortress area focusing on jumps across Drop Platforms, with Returning Sniper Joes behind Reflect Blocks serving as additional obstacles. The area ends in the same room it starts in.
Deja Vu
By Strife. A room that involves tracking back and forth multiple times to get rid of the different-colored Sheep Man blocks, as well as going through tunnels featuring a lot of Wind Man fans.
Descent
By NaOH. A fortress area where Mega Man must carefully avoid several Octopus Batteries.
Discount Yoku Man
By Zieldak. A fortress area focused around Yoku Block puzzles.
Drill Pickle
By NaOH. A cave area centered around avoiding Acid Drops, Moliers, Junk Blocks, and Propeller Eyes.
Epic Wrap Battle
By SnoruntPyro. A construction site area focused around using screen wrapping to get around certain obstacles.
Feelings
By Strife. This involves Yoku Blocks that are resprited to have the official MaGMML2 Discord's "I feel it" emote, depicting Bass looking upwards when standing on a spinning platform from Tornado Man's stage.
Flippin' Tops
By BBLIR. A greenhouse area where Mega Man is upside down for half of its duration.
Forgotten Fortress
By BBLIR. Not to be mistaken for the entry level of the same name, this area is a platforming challenge that uses the aesthetics of that level, while also containing a few Tellies and Fatools.
Fragile Tower
By Renhoek. A Falling Tower area with Tatepakkans appearing as the only enemies.
Gambly Night
By SnoruntPyro. It is a large, casino-themed area with a variety of enemies, with the main gimmicks being Springs and Sparkman Platforms. It is based on the level of the same name from VLDC9.
Game Over - Return of Fire
By Beed28. A castle area with several fire-themed enemies, as well as several Cannons and Hammer Joes. It is based off of one of Beed28's two Mega Man Endless stages, albeit with the layout mirrored and using a different tileset. The name is a reference to the game over screen of The Legend Of Zelda 2: Link's Adventure.
Geothermal Construction
By Entity1037. A cave area centered around avoiding Moles.
Glass Man?
By Zieldak. As its name implies, it is inspired by the MaGMML1 entry of the same name.
Greenhouse Effect
By MiniMacro. A sunset area with a few simple platforms that can be jumped through from below. Pottons and Metall DX appear as the main enemies, and the level ends with a battle against a Metall Potton.
Greenhouse Lights!
By Doctor Novakaine. This involves Mega Man running down a vertical path while dodging Quick Lasers.
Ground Eater
By BBLIR. This area contains a Rolling Drill that is constantly destroying the ground behind Mega Man.
Gutsy
By NaOH. A construction site area with a short ride on a Battan, as well as several Schworms.
Hot Liquid Sector
By Lizardcommando. Uses the same tileset as Shadow Man's stage.
Hot Mess
By liquafool. A fortress area with almost all enemies being Fire Boys, which appear one screen at a time with a myriad of other gimmicks in their vicinity, making each room increasingly difficult to get through. A Hot Dog appears as the sole enemy in the final room.
I Have No Shame
By Strife. An upward climb with Bounders and Moles as the primary enemies, and Plantman Platforms as the primary gimmick.
Ice Climber
By Zieldak. An ice area focused around Chill Man Block platforming. A Squidon appears at the end.
Industrious Indignation
By Kuno. An incinerator area where Mega Man must ride a Wave Man Jetski on lava while avoiding Tellies, Fire Waves, and Fire Pillars.
Inner Sanctum
By Entity1037. Not to be mistaken for the Wily fortress stage of the same name, this area features an ambush of Skull Walkers across a long hallway.
It's Beginning To Feel Just Like an Ice World
By NaOH. A snow area focused around avoiding or defeating Fleas, Pengs, and Flying Shells. Mildly inspired by the Tier 6 Level Just an Ice Level.
Ja
By Renhoek. A platforming challenge with a lot of Guts Man platforms.
Junkyard 81
By NaOH. This involves Spark Man enemies and Junk Block spawners.
Labyrinthe Throwback
By Beed28. A partially-underwater area with several different enemies, as well as a single Yoku Block puzzle. It is based off of one of Beed28's two Mega Man Endless stages, albeit with the layout mirrored and using a different tileset.
Limited Attrition
By Flashman85. A nighttime city level with no pits, spikes, or gimmicks; the player must face a series of Dachone Ltd. Ed. enemies. This level was created to give this enemy type a chance to shine, as its lone appearance in Mega Man 6 is extremely brief. A Mystery Tank is found at the start of the level, and a large weapon and health refill are just beyond the exit teleporter.
Logan's Runner
By Z-Saber. This is an autoscrolling segment over a lot of various tilesets and alien geometries. The area contains both an E-tank and a Yashichi, which can be very useful to a player late into the Pit.
Lyrickrolled
By Flashman85. Swarms of Lyrics attack the player and drop other enemies of various types when destroyed. The level was created to harness the absurd potential of the devkit allowing enemies to drop specific objects when destroyed, and the name of the level is a portmanteau referencing Rickrolling. One strategy is to advance slowly, carefully destroying one enemy at a time to avoid being overrun. A faster and potentially safer strategy is the pacifist route: without firing a shot, dodge the Lyrics by using the platforms along the top of the screen to stay out of their way as often as possible. A large health refill is available at the beginning.
The objects the Lyrics drop, ordered from the leftmost Lyric to the rightmost Lyric, are a Kemumakin, a Penpen EV, a Cutting Wheel, a Totem Polen, a Pipi egg, an Apache Joe, an Elec'n, a Power Muscler, a Wander Bell, a Have "Su" Bee hive, a Crazy Razy, a Nitron, a Sumatran, a Mono Roader, a Foojeen, Eddie, and a Big Telly.
Magic Crash-Pit Ride
By Z-Saber. An area with several different themes requiring Mega Man to ride on a Crash Lift. Mega Man does not need to move to avoid damage.
Maze of Death?
By Zieldak. As its name implies, it is inspired by the MaGMML1 entry of the same name.
MEG4KMAN
By gonesovereign. The level is based on a four-kilobyte Mega Man Java game of the same name by Markus 'Notch' Persson, which was submitted to the Java4K 2009 competition. The tileset and a few screens of the Pit level were modeled after the original MEG4KMAN.
Mega Lift
By BBLIR. A single-screen area where Mega Man must ride a Crash Lift to the exit while a Hologran obstructs his view of the room.
Mega Man a - Area 1
By Zieldak. A cave area focused primarily on enemy challenges, including unique small enemies that can only jump and shoot.
Mega Man a - Area 2
By Zieldak. An area that features a bunch of Yoku block challenges, before reaching a short area with a few Cannon Joes.
Mega Man a - Area 3
By Zieldak. An area that opens with some Cannons, before bringing the player to an area with massive Shield Attackers, reskinned Sniper Joes, and spikes. This and the other two Mega Man a areas are inspired by the Mega Man a minigame from Mega Man ZX Advent.
Metroid: Zero Mission
By SnoruntPyro. A Metroid-themed area with the only enemies being M-422As, Hirarian 427s, and SRU-21/Ps. This level is notable as one of two that changes the background music.
Michael's Base
By Big Fish. An underground base area focused on explosives; specifically, Walking Bombs, Bomber Pepes, and Ballade Missiles.
Mission: Vain Space?
By notencore. As its name implies, it is inspired by the MaGMML1 entry of a similar name.
Mook Rush
By NaOH. An area the size of a single room where various enemies will spawn, with Mega Man having to defeat all of them to exit. The enemies that appear are randomized.
Mt. Furioso
By Strife. An ice area where Mega Man must ride a Cloud Platform to the exit while avoiding Tellies and Big Tellies.
My Cool New Boss Fight
By SnoruntPyro. It features four battles against Volt Man (although all of them can actually be ignored, as they don't block access to the next screen / teleporter), with each one having some addition to the terrain to add difficulty to the battle while keeping the Volt Men themselves the same. The first battle includes an object that spawns Elec'n sparks, though Volt Man himself doesn't do anything. The second Volt Man will actually attack, and the room has two Elec'n spark spawners, as well as a raised area in the middle covering spikes. The third Volt Man battle only includes one Elec'n spark spawner, but also has an Elec Block on each side of the room, with the two Elec Blocks alternating between each other. The fourth and final Volt Man simply serves as an obstacle between Mega Man and the teleporter, with spikes and a single Elec Block also present to watch out for.
Nice Rompy Cutman Level
By Entity1037. A single-screen warehouse area with the only obstacle being a group of Flying Shells.
Nice Rompy Spike Fall
By Entity1037. This stage is actually identical to the spike fall in Entity1037's submission level, The Stage Nobody Asked For, it's just re-skinned to look similar to the spike drop from Wily 3 in Mega Man 2.
Night of Semiramis
By SnoruntPyro. A nighttime castle area with fast Teckyuns serving as the main obstacle, and Tom Boys and Tatebos also appearing.
Night Way
By TheMegaFan19XX. A nighttime warehouse area focused around enemy challenges, mainly involving Yambows and Fan Fiends.
No Room to Breathe
By BBLIR. An area with only two rooms, and very narrow passageways. The first room (which includes both the entrance and exit) has two Komasaburos in it, while the second has a Schworm and a Fan Fiend.
No Time To Waste
By Zieldak. An area modeled after Quick Man's stage, focusing on Quick Laser challenges.
Obscure Gameboy Gimmick
By SnoruntPyro. This room features a lot of invincible Tatepakkans, but with a twist--they don't deal contact damage, instead acting as platforms. The level revolves around timing movements properly so their shields are at the proper height so Mega Man can slide through.
Ocean Sickness
By Flashman85. A level where the top portion is above water and features scrolling walls, and where the bottom portion is underwater and features a fight with Splash Woman and challenges involving water spouts. The level was originally intended to focus exclusively on challenges with scrolling walls, but due to technical issues with many room configurations not working properly, most of the level had to be redesigned. A water theme ties together the surviving scrolling challenges with a few other elements that have been similarly underutilized in MaGMML2 and the official Mega Man games. The level title is a play on "motion sickness," narrowly beating out the title "Motion in the Ocean."
Once More, With Ceiling
By Flashman85. A series of seemingly unrelated challenges, which find new life when the player unexpectedly ends up on the ceiling (after a potentially heart-stopping brush with death, because Flashman85 delights in causing panic where there's little or no danger) and must travel back to the start of the level in reverse. As with most of Flashman85's pit levels, the asset selection deliberately includes some of the most underutilized enemies in the game. The level title is a play on the phrase "once more, with feeling."
Over The Pit
By Zieldak. An area focused on performing tight jumps while avoiding Propeller Eyes and Browns.
Overwater Atmosphere
By Kuno. An area with several spikes to avoid, Bubble Man Falling Platforms as the main gimmick, and en enemy lineup consisting solely of Nobitas, Ring Rings, and New Shotmen.
Paradrop
By NaOH. A slow descent on a parachute, which makes Mega Man fall more slowly, and he can hold the up direction to fall even more slowly, or down to fall faster. Several airborne enemies appear on the way down, with some grounded shooting enemies also appearing at the very end.
Pipeworks
By Shinryu. An area focused on Wave Man Pipes, with Metall Cannons and Pierrobugs serving as enemies.
Pit
By NaOH. A level based off Kid Icarus for the NES. This level is notable as one of two that changes the background music.
Puzzle Box
By Zaealix. This is a one-screen "puzzle" level that requires use of special weapons in order to break blocks and clear a path to the exit.
Reserved Forest
By Big Fish. A simple platforming area in Concrete Man's stage, featuring the Plant Man springs and a lot of Tomboys.
Rise to the Challenge
By Flashman85. A Falling Tower area with various flying/floating enemies appearing from the sides, with the enemy type changing depending on what story of the tower Mega Man is currently on. The enemies in order are: Tellies, Killer Bullets, Togeheros, Flying Shells, and Chibees.
Safe Shallows
By Zieldak. A water area focused on carefully avoiding spikes, with Sea Mines, Metall Swims, and Mantans serving as additional obstacles.
Sandstorm Base
By Shinryu. A desert base area with constant Sandstorms, as well as several shielded and durable enemies.
Sea Breeze
By Entity1037. It is a simple de-make of portions of Mega Water S's stage from the Wily Wars.
Serpent's Curse
By Doctor Novakaine. An area focused around Petit Snakey Pillars, which are sometimes obstructed by invincible Junk Blocks. Two Big Snakeys serve as midbosses at the end.
Sheep Obstruction
By WreckingPrograms. A drop-down level where the player has to battle spawning enemies and avoid spikes while waiting for Sheep Man blocks to disappear.
Shields And Pits
By Zieldak. A fortress area focused around Metall DX and Shield Attackers, with several jumps over pits.
Showdown at Dusk
By Zatsupachi. A showdown with Quint on a setting sun. This stage has multiple Pipi spawners, great for farming bolts.
Skull Man Kills
By SnoruntPyro. A bone area with several custom spawners that shoot bones, as well as Skeleton Joes, and even a Whopper with rings that turn into bones. The area is named after a fangame by Smedis.
Slippery Snakes
By Renhoek. An icy crystal area focused around Petit Snakey Pillars.
Spiky Meltdown?
By Zieldak. As its name implies, it is inspired by the MaGMML1 entry of the same name.
Spinning Top Disposal Room
By BBLIR. An area that leads into a short vertical section filled with enemies, as well as some goodies.
Stairway to Nether
By Zatsupachi. It is a direct reference to Konpaku Youmu's stage from Megamari. This specific pit segment has a 50% chance of being set in an afternoon or night.
Stone Man Rip-off
By Schmidkalkan. It is a mountain-themed area (which, as the name implies, uses tiles from Stone Man's stage) with Caricarries, two Met variants, and Tatepakkans serving as enemies, with Count Bombs appearing as additional obstacles.
Stormy Ascent
By Cruise Elroy. This area features the wind from Toad Man's stage combining with various platforms, such as the Crash Man platforms, Stone Man platforms, and Tornado Man platforms.
The Pit Stage Nobody Asked For
By Entity1037. As its name implies, it is inspired by The Stage Nobody Asked For.
The Top 10 Most Commonly Used Enemies, In Increasing Order
By NaOH. Exactly what it says on the tin. These enemies are Rock Thrown, New Shotman, Neo Metall, Komasaburo, Wall Blaster II, Shield Attacker, Pickelman Bull, Crazy Cannon, Telly, and Hammer Joe.
Thunderclyffe Plant?
By Zieldak. As its name implies, it is inspired by the MaGMML1 entry of the same name.
To The Top
By BBLIR. A citadel area centered around use of the Sideway Elevator to avoid Ring Rings.
Tower Climbing
By TheMegaFan19XX. A fortress area focused around avoiding and defeating various enemies, mostly Hammer Joes, Battontons, Yambows, and Skeleton Joes.
Towerfall
By BBLIR. A Falling Tower area where several items can be obtained if Mega Man is cautious or fast enough while destroying the Darkman Blocks.
Trash Dash
By Flashman85. An autoscroller featuring Junk Golems, Junk Chutes, and Concrete Man crushers. The latter of which can easily kill Mega Man instantly, ending his run. At some points, Mega Man must go deep within trash, slowing his speed a bit as long as he's on the ground.
Tselinoyarsk 20XX
By Lizardcommando. Named after the jungle that Naked Snake infiltrates in Metal Gear Solid 3: Snake Eater. Uses the same tileset as Plant Man's stage.
Typical Miniboss Fights
By SnoruntPyro. A series of fights with Met Dispensers with different platforms and enemies.
Up And Down
By Doctor Novakaine. An area with constant Gravity Flips, requiring Mega Man to hurry to the next platform while also avoiding whatever enemy is near it.
Vacuum Seal
By NaOH. This is a short vertical climbing stage with Au Au.
Vu
By Renhoek. It is a sky-themed area that focuses on jumps across Sparkman Platforms, with the end of the area being the same room the area started in.
Warp Zone
By NaOH. A single-screen area made using teleporter tiles, with five Screw Bombers and one Spine to avoid.
Water Boat Fast
By Strife. This area is a short Jet Ski segment, featuring a miniboss battle with a Moby.
Water Test
By The Stove Guy. This area features a water area in tandem with the Metal Man crushers, as well as an assortment of enemies to attack the player. A key is needed to get a door nearby, which leads to a few more rooms before leading to the exit.
Waterfall
By NaOH. A simple platform challenge focusing on Croakers. The area can be effectively skipped by using a utility such as Rush Coil or Super Arrow to get to the exit sooner than intended.
What a rush!
By TheSkipper1995. This is a level designed around using Rush Coil and Jet, though other weapons can be used to trivialize it.
WIIIILLLLLLDDDDD West
By Big Fish. A western area focused exclusively on Coltons and Wanaans.
Wily Sewer Entrance
By BBLIR. A fortress area with a few simple obstacles, such as Girees on platforms, or jumps on Ice Platforms over burning Oil.
Wily's Cutting Edge Deja Vu
By Beed28. It is based off of the first few screens of the second Wily stage from the original Mega Man, including the battle against Cut Man.
Wood you please be careful?
By TheSkipper1995. A forest-themed area with Tadahous, Batabattans, and Cyber Gabyoalls serving as enemies, and Plantman Platforms serving as the main gimmick.
You Gotta Be Kitten Me
By Doctor Novakaine. This one-room mini-stage features a battle against Gamarn and Gamadayu, with the addition of a Tama that is out of the player's reach and fires its projectiles down at them.
You know the Drill.
By TheSkipper1995. A jungle base area focused around avoiding Rolling Drills (and sometimes Metall Cannons) while waiting for Count Bombs to explode.
Special Stages
Galaxy Man's Lemonade Stand
Upon the clearing of every tenth mini-stage, the player will be sent to Galaxy Man's Lemonade Stand, a shop within the Pit of Pits where players can buy health, energy, and passive upgrades to make the remaining mini-stages easier. The player can also talk to Galaxy Man here, in which case most of his dialogue is referential humor.
These three items are always available for sale:
Item | Cost | In-Game Description |
---|---|---|
Health | 10 Bolts | Restores 5 energy. |
Energy | 15 Bolts | Restores 5 Weapon energy in all weapons. |
E-Tank | 150 Bolts | Energy Tank. |
In addition, Galaxy Man will randomly select two (Or sometimes three) of the following items to sell each visit:
Item | Cost | In-Game Description | Comment |
---|---|---|---|
Eddie | 40 Bolts | Eddie appears every other level instead of every 5. | Self-explanatory. This upgrade is relatively cheap because many of the levels are not designed around Eddie; it is not uncommon for him to walk into a pit, or have his drop disappear before the player can safely reach it. |
M-Tank | 180 Bolts | Mystery Tank. | Self-explanatory. Prior to version 1.3, up to 9 M-Tanks could be purchased and even brought outside of the Pit. |
Parachute | 30 Bolts | Pits deal 2 damage instead of 3. | Self-explanatory. |
Spike | 60 Bolts | Spikes deal 5 damage instead of 7. | Self-explanatory. |
Joe Helmet | 50 Bolts | Joes have less health. | All Joe-type enemies have their health reduced to 1. |
Skull | 100 Bolts | Bosses have less health. | 6 less health, to be exact. |
Grab Buster | 81 Bolts | Grab Buster heals you an extra hit point. | Self-explanatory. |
?-Tank | 100 Bolts | I'm ripping you off. | All following visits to Galaxy Man's Lemonade Stand will contain a ?-Tank. |
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This room only appears at the end of the Pit of Pits, after clearing all 120 mini-stages. Aside from the two E-Tanks resting on a ledge towards the top of the screen, it is a completely featureless room. Proceeding to the right in this room prompts a short dialogue with, followed by the boss battle against, Galaxy Man.