Alter Man
| Alter Man | |||||||||||||||||||||||||||||||||||||||||||
| Artwork by Karakato | |||||||||||||||||||||||||||||||||||||||||||
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Alter Man is a Robot Master from Make a Good Mega Man Level 2. He is a mysterious Sniper Joe-like robot, initially looking identical to Mega Man and sharing his look-a-like's ability to copy weapons. Alter Man is the boss of the winning entry, Identity Crisis; he only guards a Noble Nickel at the end of the stage, and defeating him is not required in order to complete the level. He reappears in the Tier X stage Deep Thoughts, and must be defeated there in order to complete the level. Additionally, Alter Man can be unlocked as a costume after obtaining 170 Noble Nickels and bringing them to Knight Man.
Alter Man returns in Make a Good Mega Man Level 3, serving as the final boss of The Judge's Choice Arena, complete with a new moveset based on the Contest Weapon Data from MaGMML2 and a second phase. The latter gives Alter Man a new design, with a larger body, grey colour palette, and a cape. Defeating Alter Man unlocks this redesign as a costume, which can optionally wear the cape by interacting with a stand in the Costume Shop. He also appears in the True Arena, where he is unwillingly absorbed and used to power the Vacant Avatar. Upon clearing the True Arena, Alter Man appears as an NPC at the top of Tier 15.
MaGMML3 also elaborates on Alter Man's backstory, through Tako Trash and Alter Man himself: he was originally a prototype for a pet robot, with a malleable structure similar to the Yellow Devil that let him shapeshift. This led Dr. Wily – with his sense of propriety over the Devil technology – to kidnap Alter Man and experiment on him. Discovering his ability to merge with deactivated machines, Wily integrated him into a copy of Mega Man's armor stolen from a museum, and used him to scout the Identity Crisis simulation at the second festival. At some unknown point, however, Alter Man went rogue and abandoned Wily.
Contents
Battle
Make a Good Mega Man Level 2
Alter Man chooses at random from his weapon set, and uses that action. Alter Man's colour palette swaps depending on what weapon he uses, as well as said weapon's icon appearing above his head.
- When he selects Grab Buster, he fires it three times in a row at varying heights. If these projectiles hit Mega Man, they heal Alter Man for 3 HP.
- When he selects Triple Blade, he fires it once on the ground, and then jumps onto the wall like Blade Man, and fires from there.
- When he selects Slash Claw, he dashes towards Mega Man, and slashes if he gets close enough to him.
- When he selects Sakugarne, he follows Mega Man whilst bouncing up and down at various heights. Unlike Quint, he does not create rocks whilst riding Sakugarne.
Make a Good Mega Man Level 3
Phase 1
Alter Man will randomly utilize one of the following Contest Weapons:
- Haunt Pumpkin: Fires a flying mechanical pumpkin that continuously homes in on Mega Man. On contact, creates an explosion that deals a consistent stream of damage, and steals 2 units of energy from him. The pumpkin can be destroyed by any weapon.
- Neapolitan Bomb: Fires a ball of chocolate, vanilla, or strawberry ice cream straight forward before stopping mid-flight and then exploding into 8 smaller sections.
- Truffle Cluster: Alter Man will stand on one side of the room before firing a spread of 4 spores Mega Man at an angle, which then explode on contact.
- Launch Rocket: Fires a rocket forwards Mega Man, before aiming straight up and drops smaller rockets downwards.
- Match Blast: Fires a short range ball of fire that not only propels Alter Man up into the air and opposite of whatever direction he is firing, but raining down two smaller flames.
- Badge Barrier: Summons four badges that circle Alter Man before teleporting above and then crashing down at Mega Man, the badges scattering.
Phase 2
The newly-transformed Alter Man will shift between "basic" and "advanced" attack phases, beginning with the former. In his "basic” attack phase, Alter Man will do two or three of the following in quick succession:
- Leap across the screen.
- Leap across the screen, firing a shot in Mega Man's direction mid-leap.
- Dash along the ground toward Mega Man, then fire a shot at him just before leaping in the air.
- Transform into a small yellow blob, dash towards Mega Man's position, transform back, and use a Slash Claw-like swipe if Mega Man is still close enough. Alter Man deals no collision damage in blob form.
In his "advanced” attack phase, Alter Man will do one of the following:
- Teleport high above the arena, levitating above Mega Man while firing three volleys of Hazard Trapper-like blobs in his direction.
- Teleport high above the arena, then transform into a large yellow blob that bursts into pieces above the arena. Thirteen smaller blobs will rain down, after which Alter Man appears above Mega Man and tries to slam down on him.
- Leap high above the arena, firing small, slow-moving bullets at Mega Man while summoning ten phantom clones to Slash Claw him from the sides.
- Teleport away, then do a series of teleport-spams in mid-air, stopping every fifth teleport to throw five boomerang blades in a star-shaped pattern.
- Slam the ground, then disappear, summoning three Chomp Claws that each turn into temporary ladders. Alter Man will then drop down over Mega Man's head, slamming the ground again and sending out a shockwave of Chomp Claws that all but require climbing the ladders to avoid.
- Rise up and create a column of six energy balls, which launch themselves in Mega Man's direction at varying angles. Alter Man will lunge toward Mega Man, creating a shockwave from where he slams the ground.
- Teleport to Mega Man's vertical position in blob form, zip upward like a lightning bolt, then transform back and release an explosive slam on the ground - similar to Fuse Man's Speed Gear move. Alter Man will do this four times in quick succession.
- Teleport the center of the arena, then dash left or right (depending where Mega Man is relative to him) and leave behind a temporary Black Hole Bomb that spouts out a short volley of purple projectiles. Alter Man will do this three times, each just as the previous Black Hole Bomb disappears.
- Slam the ground directly, creating four briefly-telegraphed waves of yellow goo spikes. The second and fourth waves appear in the "safe spots" of the first and third, and vice versa.
When his health is reduced to 1, Alter Man teleports to the right corner of the screen, becoming temporarily invincible (and throwing off his cape) as he uses the energy of Cyber Distorter to charge his final attack. The energy manifests as a laser blade, which he throws in the air before plunging it into the ground, igniting a distortive inferno across the arena. Mega Man freezes in place when the blade is plunged, so he must be as high off the ground as possible when that happens, or take heavy damage from the blowback of the inferno. After a few seconds, the blade will explode in Alter Man’s face, and he will finally collapse in exhaustion.
Damage Table
Make a Good Mega Man Level 2
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| 1*/1/3 | 1 | 1 | 1 | 1 | N | 1 | 3 | 1 | 1 | 1 |
| Other Notes | *Basic buster shots deal 2 damage if Mega Man is transformed into Bright Man. | |||||||||
Make a Good Mega Man Level 3
Phase 1
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| 2/2/N | 1 | 1/2/3 | 1 | 1/1 | 4 | 1 | 1 | 1 | 1 | 1/1 | 1 | |||||||||
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Phase 2
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| 4/5/N | 1 | 1/2/3 | 1 | 1/1 | 1 | 2 | 1 | 1 | 2 | 2/2 | 2 | |||||||||
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Gallery
Notes
- Alter Man would have featured in a planned Tier X stage for MaGMML2 called "Alter Man's Revenge", where he would be playable and would gather Special Weapons from each of the entry Robot Masters. The level was scrapped due to time constraints, but the new Special Weapons remained as the unlockable Contest Weapon Data.
| Make a Good Mega Man Level 2 - Entry Bosses | |
|---|---|
| Original Robot Masters | |
| Alter Man • Boil Man • Bond Man • Chomp Man • Combust Man • Cyber Man • Force Man • Haunt Man • Joe Man • Launch Man & Shuttle Man • Match Man • Neapolitan Man • Neon Man • Quarantine Woman • Sheriff Man • Spiked-Wall Man • Taco Man • Truffle Man | |
| Edited Robot Masters | |
| Boundin' Crash Man • Color Man • Final Toad • Gangly Crash Man • Groovity Man • Guts Man Duo • Komuso Man? • Napalm Man • Pharaoh Man's Revenge • Romhack Top Man | |
| End-Stage Bosses | |
| 8 Centipeder Tower • Alien • Boss Whopper • Bowser • Captain Viridian • CATS • Cirno • Crator • Cream • Crusher Joe • Cursor • Doc Robot • Donut X • Kelbesque • Kichona • The Kid | |
| Other Bosses and Mid-bosses | |
| Air Capsule • Air Devil • Avoidance Cherry • Big Fire Telly • Dennis • Disco Ball • Giant Metall • Green Hot Dog • Hall Master • Joe Man R • Joe Mob • Mixerlydia • Mush King • Red Hot Dog • Super Cannopeller • Turbo Roost • Warp Anomaly | |
| Make a Good Mega Man Level 2 - Tier 10 | |
|---|---|
| Entry Stages | |
| Boil Man • Komuso Temple • Launch Man & Shuttle Man • Cyber Man • Beneath Sand and Rock • Quarantine Woman • Neapolitan Man • Haunt Man • The Stage Nobody Asked For • Identity Crisis | |
| List of Bosses | |
| Boil Man • Air Capsule • Komuso Man • Launch & Shuttle Man • Cyber Man • 8 Centipeder Tower • Quarantine Woman • Neapolitan Man • Haunt Man • Spiked-Wall Man • Pharaoh Man's Revenge • Alter Man | |
| Extra Bosses | |
| The Moon • Birdo • Glass Man | |
| Make a Good Mega Man Level 2 - Tier X | |
|---|---|
| Stages | |
| 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 | |
| Absolute ZERO | |