Difference between revisions of "Grassy Plains"

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'''Grassy Plains''' is the 157th place entry in ''[[Make a Good Mega Man Level 3]]''. Contrary to the name, the stage mostly takes place up in the sky in the first half of the level, before shifting to a cavern utilizing graphics and enemies from ''[[Rockman & Forte: Mirai Kara no Chousensha]]''. The first half of the stage utilizes rails, both for [[Crash Lift]]s (including [[Breakable Lift|a unique variant]] that breaks when stood on for too long) and for [[Bouncy Tile]]s that only become bouncy when they reach a gap in the rail. The second half abandons both in favour of a large variety of other gimmicks.
 
'''Grassy Plains''' is the 157th place entry in ''[[Make a Good Mega Man Level 3]]''. Contrary to the name, the stage mostly takes place up in the sky in the first half of the level, before shifting to a cavern utilizing graphics and enemies from ''[[Rockman & Forte: Mirai Kara no Chousensha]]''. The first half of the stage utilizes rails, both for [[Crash Lift]]s (including [[Breakable Lift|a unique variant]] that breaks when stood on for too long) and for [[Bouncy Tile]]s that only become bouncy when they reach a gap in the rail. The second half abandons both in favour of a large variety of other gimmicks.
  
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==Judge Comments==
 
==Judge Comments==
 
{{JudgeComment3
 
{{JudgeComment3
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|mick=At first, this didn't strike me as great, but I was at least *intrigued.* Not many levels use grassy plainlands for their visuals, and that gave the level something unique. It also had some neat toys, including bounce platforms on rails, some baffling pit rescue service (that doesn't always work) and these broken down Crash Lifts (which don't get NEARLY enough use for what they're capable of, on top of an ineffective intro). And... weirdly enough, Double Hanabiran works okay on a flat surface. Again, not great, but it at least had a good start.<br><br>And then we randomly switch to this generic CFTF cave, and my interest takes a nosedive. There's still some interesting elements, such as the random Wanderbell river. And the reskinned Bomb Man guy has a neat sort of concept behind him--I think it's cute to turn the jumping sprites into an indicator of where he'll come out. But otherwise? This loses a lot of its former charm, and turns into something completely boring. I wasn't sure what to expect from this, but... wow, what a disappointment.
+
|mick=At first, this didn't strike me as great, but I was at least *intrigued.* Not many levels use grassy plainlands for their visuals, and that gave the level something unique. It also had some neat toys, including bounce platforms on rails, some baffling pit rescue service (that doesn't always work) and these broken down Crash Lifts (which don't get NEARLY enough use for what they're capable of, on top of an ineffective intro). And... weirdly enough, Double Hanabiran works okay on a flat surface. Again, not great, but it at least had a good start.<br><br>And then we randomly switch to this generic CFTF cave, and my interest takes a nosedive. There's still some interesting elements, such as the random Wander Bell river. And the reskinned Bomb Man guy has a neat sort of concept behind him - I think it's cute to turn the jumping sprites into an indicator of where he'll come out. But otherwise? This loses a lot of its former charm, and turns into something completely boring. I wasn't sure what to expect from this, but... wow, what a disappointment.
 
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|ace=How the springs on wires are taught is so poorly introduced that I almost asked the devteam if the stage had broken. Given that is the core mechanic in your opening area... not the best of starts.<br><br>Still, I can't go too hard on this, really, it's clearly a beginner's effort. So I'll just quickly point out what needs fixing for future stages.<br><br>Several screen transitions straight-up kill you if gone through wrong (either by being shunted out from a wall or just plain not having a floor to stand on), suddenly invisible wires that you need to know exist and lets just say, the music looping in this stage was... unique.<br><br>Yeah, this is a level that was not really tested now, was it. And areas in the final portion of the stage often feel tacked on and are frequently just devoid of any content, or with a gimmick showing up once and never again. Stick to just a few, otherwise the level really does feel also devoid of challenge.<br><br>Another recurring issue is the death pits simply aren't labelled as such via graphical changes. Given that the way forward and instant death look exactly the same, you can see why this is an issue.<br><br>All that said, I think the idea of wire-riding springs has potential and, honestly, the water rush at the end of the stage is a fun idea.<br><br>There was an attempt at a new Robot Master. He uh, y'know, it's cute. This is somewhere where a custom object was needed, since he still had a hitbox even when he's supposed to be, a warning I guess?<br><br>Yeah, not much else to say really.<br><br>Learning stage design is a gradual process, my recommendation is - try looking at the source games some more, especially the later ones. See what works. Learn from it.
+
|ace=How the springs on wires are taught is so poorly introduced that I almost asked the devteam if the stage had broken. Given that is the core mechanic in your opening area... not the best of starts.<br><br>Still, I can't go too hard on this, really, it's clearly a beginner's effort. So I'll just quickly point out what needs fixing for future stages.<br><br>Several screen transitions straight-up kill you if gone through wrong (either by being shunted out from a wall or just plain not having a floor to stand on), suddenly invisible wires that you need to know exist, and let's just say the music looping in this stage was... unique.<br><br>Yeah, this is a level that was not really tested now, was it. And areas in the final portion of the stage often feel tacked on and are frequently just devoid of any content, or with a gimmick showing up once and never again. Stick to just a few, otherwise the level really does feel also devoid of challenge.<br><br>Another recurring issue is the death pits simply aren't labelled as such via graphical changes. Given that the way forward and instant death look exactly the same, you can see why this is an issue.<br><br>All that said, I think the idea of wire-riding springs has potential and, honestly, the water rush at the end of the stage is a fun idea.<br><br>There was an attempt at a new Robot Master. He uh, y'know, it's cute. This is somewhere where a custom object was needed, since he still had a hitbox even when he's supposed to be, a warning I guess?<br><br>Yeah, not much else to say really.<br><br>Learning stage design is a gradual process, my recommendation is - try looking at the source games some more, especially the later ones. See what works. Learn from it.
 
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</gallery>
  
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==Trivia==
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==Notes==
 
* The screen with two damaged Crash Lifts has an invisible block in the middle of the rails.  
 
* The screen with two damaged Crash Lifts has an invisible block in the middle of the rails.  
 
* This level features two sections where Mega Man must go to the right, jump over a series of pits, and reach a ladder to go down one screen. Although going down either ladder leads to a section where Mega Man must head left, the pits will still kill Mega Man.
 
* This level features two sections where Mega Man must go to the right, jump over a series of pits, and reach a ladder to go down one screen. Although going down either ladder leads to a section where Mega Man must head left, the pits will still kill Mega Man.

Latest revision as of 14:12, 15 March 2025

157th: Grassy Plains

Make a Good Mega Man Level 3

MaGMML3-157-GrassyPlains.png
It's plain to see railways are ruining our vast green fields.

Grassy Plains is the 157th place entry in Make a Good Mega Man Level 3. Contrary to the name, the stage mostly takes place up in the sky in the first half of the level, before shifting to a cavern utilizing graphics and enemies from Rockman & Forte: Mirai Kara no Chousensha. The first half of the stage utilizes rails, both for Crash Lifts (including a unique variant that breaks when stood on for too long) and for Bouncy Tiles that only become bouncy when they reach a gap in the rail. The second half abandons both in favour of a large variety of other gimmicks.

Strategy

The level begins with two Falling Platforms, before transitioning into a section containing the primary gimmicks of the first half of the level: Crash Lifts that utilize gaps in the rails to drop Mega Man off of them, Bouncy Tiles that travel across rails, conveyors, and what appear to be upwards slopes in the ground that actually act as semisolid platforms. The only enemies in this section are sporadic Chibees that pose little threat. Entering the boss gate at the end of this section leads to a fight against two Hanabirans in a flat arena. Beating both of them causes the floor below Mega Man to be destroyed, leading to a room with Eddie. Taking the Crash Lift at the beginning of the next area to the top of the rail will activate a Gravity Flip, causing Mega Man to fall onto the ceiling of the section.

The next section of the level continues to feature Bouncy Tiles on rails, Falling Platforms, and conveyors. This room also contains a single new Crash Lift variant: a damaged lift that does not change when meeting gaps in the rail but vanishes after a few seconds. The next boss door has nothing behind it, except for a teleporter leading to the second half of the stage.

The first area in this half of the level contains a single Lever, which creates a platform that allows Mega Man to reach the higher ground, alongside a pair of Shield Guards. Falling down the large pit at the end of this section leads to a branching path. The path to the left features a series of Concrete Platforms over a pit. The path to the right features Uranus Platforms and Wander Bells. Both paths lead Mega Man to a fight with a Knuckle Duster. Defeating it leads to a section with inverted gravity and a ladder at the bottom. Attempting to go down this ladder while gravity is flipped (by using the Magnet Beam or a similar utility) will kill Mega Man as if he fell down a pit once he enters the next screen. Going to the left of the ladder leads to a single Metall Dance, and a Key Barrier. Sliding into the left gap undoes the Gravity Flip and leads to the key needed to unlock the Key Barrier. Going back and unlocking the Key Barrier allows Mega Man to reach the first ladder under normal gravity, and thus safely access the next area.

The final section begins with an invisible current pushing Mega Man in shallow water, only for the water to abruptly stop at the next screen transition. Falling down and going to the right leads to a ladder after a series of pits. Going left after dropping down leads to the boss corridor. Note that there are no checkpoints in-between the Knuckle Duster and the final boss door, so dying will force Mega Man to perform the key puzzle again. The level ends with a battle against Miner Man, a Bomb Man reskin who appears to burrow underground, but the indication of where he is can still inflict and receive damage.

Judge Comments

Judge Comments
Mick Galbani Mick Galbani Mick Galbani : 36 / 100
Design Fun Creativity Aesthetics Functionality
14 / 35 5 / 25 5 / 15 3 / 15 9 / 10



At first, this didn't strike me as great, but I was at least *intrigued.* Not many levels use grassy plainlands for their visuals, and that gave the level something unique. It also had some neat toys, including bounce platforms on rails, some baffling pit rescue service (that doesn't always work) and these broken down Crash Lifts (which don't get NEARLY enough use for what they're capable of, on top of an ineffective intro). And... weirdly enough, Double Hanabiran works okay on a flat surface. Again, not great, but it at least had a good start.

And then we randomly switch to this generic CFTF cave, and my interest takes a nosedive. There's still some interesting elements, such as the random Wander Bell river. And the reskinned Bomb Man guy has a neat sort of concept behind him - I think it's cute to turn the jumping sprites into an indicator of where he'll come out. But otherwise? This loses a lot of its former charm, and turns into something completely boring. I wasn't sure what to expect from this, but... wow, what a disappointment.

Shinryu Shinryu Shinryu : 24 / 100
Design Fun Creativity Aesthetics Functionality
5 / 35 4 / 25 4 / 15 3 / 15 8 / 10



Well...the first half resembles the level's namesake, at least. I'm not sure why it switches to a cave setting midway through, but it definitely caused some mild confusion during my first playthrough. I would say this is just a minor oddity with the level's theming, but the sudden shift in ideas doesn't stop at just the visuals.

This whole level suffers heavily from the "one and done" problem; Where a gimmick or enemy will show up for a little bit, and then is never seen or heard from again for the rest of the stage. It's unfortunate, seeing as it has two rather interesting custom gimmicks in the first half: the deteriorating Crash Man lifts, and the bouncing platforms on rails. Both of these have the potential to be fun gimmicks, but they end up feeling very mishandled here. The platforming surrounding them (and the other gimmicks, for that matter) is very awkward, especially in the rooms that come after the two Hanabrians. The deteriorating platforms are used a total of three times (the first of which you can easily skip interacting with), while the bounce rail segment is made slightly annoying thanks to how easy it is to ricochet off the other spring spheres (especially that first cluster). The bad visual conveyance here doesn't help, as part of the platform's path doesn't have any rails to show where it leads.

The second half of the stage shares most of the same issues as the first half, barring certain things (like the music now looping properly). However, it feels...strangely empty by comparison. The room layouts are overly basic, even when doing some more intricate gimmick usage (such as the reverse gravity room or the water current segment). Granted, the first half wasn't all that exciting either, but its challenges were at least a little bit more engaging. All in all, it really makes me wish the level had just focused on its two custom gimmicks, rather than shifting between different ones for two (relatively short) halves of a stage.

Pachy Pachy Pachy : 49 / 100
Design Fun Creativity Aesthetics Functionality
16 / 35 11 / 25 9 / 15 8 / 15 5 / 10



Cavey Caves May Be Included.

Weird aesthetics and overall a rather awkward stage to get through. The primary detriment is that the stage often fails to convey what the gimmicks will do or are actively doing to the player.

It took me a while to understand why the line-guided bouncy balls sometimes bounce you and sometimes don't; they bounce you if the line is in the "off" state. Yeah, the fact the ball graphics don't reflect that, and the player was never introduced to it in a more controlled environment, was a fairly annoying experience, to say the least.

Same goes to the weird, almost-glitch-looking Crash Man platforms. Their whole concept is they just disappear if you stand on them for too long, but the graphics just don't convey what it's gonna do, like the bouncy balls again.

Gonna love dealing with airborne homing enemies as you stand on a tiny platform. Just don't fall off, 4head!

The second half just feels like a completely different entry, coupled with different theming and background music, and none of the gimmicks really carry over, except the random gravity flips.

The water "current" gimmick, again, has no graphics to immediately convey that the water is in fact pushing you. It took an unfair death to realize what was going on initially.

The boss is just a Bomb Man reskin that has somewhat confusing sprites. The arena is smaller to make it a little bit more tricky than his original incarnation, so that's at least something?

Flashman85 Flashman85 Flashman85 : 24 / 100
Design Fun Creativity Aesthetics Functionality
6 / 35 6 / 25 4 / 15 4 / 15 4 / 10



I want you to play this level like I did: picking apart the details and trying to break everything.

Sigh at the self-deprecating sign setting the level up for failure. Take in the unappealingly basic surroundings, but appreciate the graphical flair of the parallax clouds. Enjoy the understated soundtrack, and try not to think about the improper looping and melange of audio styles.

Recognize that the rail-guided platforms have creative merit. Consider that the crumbling platforms need a proper destruction animation, as well as bits of debris falling off, to clearly communicate what's going on. Criticize the bouncy platform trains for their nonexistent learning curve, inappropriate use of invisible rails, and failure to look like they belong against a blue background.

Ponder why the level title only refers to the first half. Raise an eyebrow at the Drill Man switch and the key gate, which waste time and muddy the challenge focus. Lament that most challenges are either empty and dull or egregiously unfair, and that more checkpoints are needed.

Marvel at how a body of water can look perfectly still but contain rushing water, and at how the water abruptly disappears when its purpose has been fulfilled. Observe that the only way to determine what's a downward screen transition and what's a bottomless pit is to throw yourself in. Reel at the boss's incomprehensible appearance and inconsistent vulnerability to Magnetic Shockwave.

Replay the level and avoid almost every challenge with Rush Jet. Enter every screen transition with the intent of crashing into something on the other side. Notice the invisible solid objects riding around on the moving platform tracks. See what catastrophic nonsense you can achieve with Magnet Beam when gravity is reversed. Hop on Rush Bike and push against the wind for a truly surreal experience.

There's a lot to work on for next time.

ACESpark ACESpark ACESpark : 37 / 100
Design Fun Creativity Aesthetics Functionality
13 / 35 7 / 25 7 / 15 4 / 15 6 / 10



How the springs on wires are taught is so poorly introduced that I almost asked the devteam if the stage had broken. Given that is the core mechanic in your opening area... not the best of starts.

Still, I can't go too hard on this, really, it's clearly a beginner's effort. So I'll just quickly point out what needs fixing for future stages.

Several screen transitions straight-up kill you if gone through wrong (either by being shunted out from a wall or just plain not having a floor to stand on), suddenly invisible wires that you need to know exist, and let's just say the music looping in this stage was... unique.

Yeah, this is a level that was not really tested now, was it. And areas in the final portion of the stage often feel tacked on and are frequently just devoid of any content, or with a gimmick showing up once and never again. Stick to just a few, otherwise the level really does feel also devoid of challenge.

Another recurring issue is the death pits simply aren't labelled as such via graphical changes. Given that the way forward and instant death look exactly the same, you can see why this is an issue.

All that said, I think the idea of wire-riding springs has potential and, honestly, the water rush at the end of the stage is a fun idea.

There was an attempt at a new Robot Master. He uh, y'know, it's cute. This is somewhere where a custom object was needed, since he still had a hitbox even when he's supposed to be, a warning I guess?

Yeah, not much else to say really.

Learning stage design is a gradual process, my recommendation is - try looking at the source games some more, especially the later ones. See what works. Learn from it.


Gallery

Notes

  • The screen with two damaged Crash Lifts has an invisible block in the middle of the rails.
  • This level features two sections where Mega Man must go to the right, jump over a series of pits, and reach a ladder to go down one screen. Although going down either ladder leads to a section where Mega Man must head left, the pits will still kill Mega Man.


Make a Good Mega Man Level 3 - Tier 2
Entry Stages
Damp Ruins • Temple of Light and Dark • Grand Fire Palace • Toxic Trouble • The Haymay Trials • Trouble in the Fortress • Wilys Redemption • Call Me Ishmael • Grassy Plains • QuintsMetFactory • Ballade's Square of Doom • Gravaqua2o
Bonus Stages
Space Crusade
List of Bosses
Mega Mech Shark • Perfect Solar Man • Darker Man • Dark Enker • Dark Man 4 • Red Devil • Ballade • Honey Woman • Splash Woman • Miner Man • Quint's Met Machine • Gravity Man • Dreadnought
Tier Boss
Repair Man
Miscellaneous
Tako Trash
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