Obligatory Boss Rush Level

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Obligatory Boss Rush Level
Information
Added in version: 1.5.0 (Initial)
1.6.0 (Inclusion of 1.6 bosses)
1.7.0 (Inclusion of Roll)
Creator(s): SnoruntPyro
Screens: 91
Available Weapons: Mega Buster
Proto Buster
Bass Buster
Roll Swing
Thunder Beam
Crash Bomber
Search Snake
Ring Boomerang
Charge Kick
Knight Crusher
Wild Coil
Tornado Hold
Jewel Satellite
Block Dropper
Super Adaptor
Proto Coil
Treble Boost
Tango Jump
Available Characters: Mega Man
Proto Man
Bass
Roll
Active Abilities: Slide, Charge Shot (MM6), Double Jump, Dodge Roll, Charge Broom
Bosses: Cut Man
Ice Man
Bomb Man
Time Man
Bubble Man
Wood Man
Crash Man
Metal Man
Spark Man
Top Man
Magnet Man
Hard Man
Ring Man
Skull Man
Toad Man
Pharaoh Man
Stone Man
Crystal Man
Napalm Man
Charge Man
Wind Man
Flame Man
Knight Man
Plant Man
Spring Man
Shade Man
Grenade Man
Astro Man
Concrete Man
Tornado Man
Sheep Man
Pump Man
Blast Man
Bounce Man
Bubble Man

Obligatory Boss Rush Level is an example level created by SnoruntPyro. This level, true to its name, is a boss rush.

Walkthrough

Notes:

  • Every boss encounter contains a Large Health Pickup in the room before the fight, and every boss drops a Key upon death.

Mega Man 1 Bosses: The first room of the level contains a Yashichi and Character Capsules for Mega Man, Proto Man, Bass, and Roll, for the player to select who they wish to play as. Climbing up a ladder, the player is presented with four teleporters leading to Cut Man, Ice Man, Time Man, and Bomb Man. The room following this has four locked doors. One grants the user Thunder Beam, one grants the user Crash Bomber, one leads to the Mega Man 2 bosses, and one leads to the Mega Man 3 bosses.

Mega Man 2 and Mega Man 3 Bosses: Upon entering the Mega Man 2 room, the player is presented with fights against Wood Man, Crash Man, Metal Man, and Bubble Man. Proceeding to the next room grants the player two free Large Energy Pickups, and two key doors.

The Mega Man 3 side is a near identical mirror, only with different bosses to fight. The fights here are Spark Man, Top Man, Magnet Man, and Hard Man. The following room has its own set of key doors, totaling four across both sides.

Afterwards, there are four more key doors containing a Yashichi, M-Tank, and Weapon Capsules for Search Snake and Ring Boomerang. Continuing on leads to a room containing the bosses from Mega Man 4 and Mega Man 5.

Mega Man 4 and Mega Man 5 Bosses: Unlike the last set of rooms, the bosses of Mega Man 4 and Mega Man 5 are found in the same room. The four teleporters closest to the bottom contain the bosses from Mega Man 4, while the four closest to the top contain the Mega Man 5 bosses. The bosses found here are Pharaoh Man, Toad Man, Skull Man, Ring Man, Crystal Man, Napalm Man, Charge Man, and Stone Man.

In the following room is six more Key Doors. Four contain weapons, those being Charge Kick, Knight Crusher, Wild Coil, and Tornado Hold. The other two split up similarly to before, this time leading to a room containing the Mega Man 6 bosses, and a room containing the bosses from Mega Man 7 and Mega Man 8.

Mega Man 6, Mega Man 7, and Mega Man 8 Bosses: As Mega Man 7 and Mega Man 8 featured only two bosses each at the time of the level's creation, they are bundled together.

The bosses fought on the Mega Man 6 side are Plant Man, Knight Man, Flame Man, and Wind Man. The room following it is the same as the Mega Man 2 room: Two Large Energy Pickups and two Key Doors.

The opposite room contains fights against Spring Man, Shade Man, Grenade Man, and Astro Man. The room following it is identical to the Mega Man 3 room, and meets up with the Mega Man 6 path after two Key Doors.

Similarly to the last set of rooms, this room contains a Key Door leading to a Yashichi and a Key Door leading to an M-Tank. However, the weapons available from Key Doors this time are Jewel Satellite and Block Dropper. Continuing on leads to a room containing the bosses from Mega Man 9, Mega Man 10, and Mega Man 11.

Mega Man 9, Mega Man 10, Mega Man 11, and Finale: This is the final teleporter room, containing fights against Tornado Man, Concrete Man, Sheep Man, Pump Man, Bounce Man, and Blast Man. In the next room, a total of five Keys are needed to progress to the end of the level. However, an additional three can be used to obtain the final weapon, Super Adaptor. If you are not playing as Mega Man, this will turn into Proto Coil, Treble Boost, or Tango Jump.

Upon progressing to the final stretch, the player is presented with several Small Health Pickups and a final Yashichi. Upon entering the final room, the player is given a joke finale of a Bubble Man rematch, who gets crushed by a Push Block without the player needing to do anything, ending the level.

Trivia

  • This is one of the only levels to receive major changes between updates. In 1.6.0, the level was updated to include the bosses introduced in the update. In 1.7.0, the first screen was updated to include a Character Capsule for Roll.


Navigation

Example Levels
1.0.0
Aquatic RuinsChamber of TrialsComputer LabCrash Bomb PalaceForgotten FortressMM1 MashupNapalm FactoryStandup ComedyTrial of ForceTrio Towers AscentWily 1 Remix (Mecha Dragon)
1.1.0
Authentic MM1 Oil ManAuthentic MM1 Time Man
1.3.0
Automata FortressEscape from the Space Station Puzzle
1.4.0
Creepy CastleKerosene FaneStorm FortressThe Tower of Wily
1.5.0
Sword and ShieldDesert BaseDouble TroubleInfiltrationObligatory Boss Rush LevelWhirlpool Ocean
1.6.0
Blast Mans Hot CaveClimate ManDeveloper ChallengesGreen HeavenIcy ParkourRide it RightScorchthaw SummitSkullsteam FactorySkullsteam Ruins - Zirate InterventionWily Public WorksWind City
1.7.0 & 1.7.5
Better TogetherBlast from the PastFlappy PhoenixMecha Cavern CantonWall Kicks Will WorkWily Airlines - Disaster TransportMagnetic Interference
1.8.0
Abandoned MineDr Crossfits Navigation StationGood Key Bad KeyRush HourWilys Museum
1.8.1, 1.8.2, & 1.8.4
Weapons Playground 1-8Wilys Dark CastlePit of 100 TrialsBushido - Warriors WaySeaside Steamworks
1.9.0 & 1.9.2
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