Megaman Discussion MM Stage Screen Counts (Official+Fangames)
#1
So, as some of you on the chat are aware, one day I was bored and/or crazy enough to go back and count out about how many rooms, or 'screens' each stage in the various Mega Man fangames actually were as well as the official games, and I found some rather interesting things.

Stages marked with (H) are "Hatch Stages". This is where the Robot Master rematches end up, which usually creates a slight screen count boost. Stages marked with (E) are "Ending Stages". These are stages that usually occur after the rematches, and are often hidden and incredibly short.

As a note, what these counts cover is the primary route through each stage, meaning it doesn't (usually) tackle optional detours, but any backtracking through screens you've already been over is accounted for.

Official Games

Mega Man 1

BombMan = 24
CutMan = 24
ElecMan = 25
FireMan = 20
GutsMan = 19
IceMan = 24

MM1RMAverage = 23

Wily1 = 16
Wily2 = 18
Wily3 = 24
Wily4 = 16

MM1FAverage = 19

The game that started it all. The stages here aren't actually all that long, if anything I think they get a little short in spots, really. Then again, first game and all, and if I recall right it was meant to be beatable within an hour, so...yeah

Mega Man Powered Up

BombMan = 31
CutMan = 36
ElecMan = 30
FireMan = 29
GutsMan = 31
IceMan = 32
OilMan = 25
TimeMan = 34

MMPURMAverage = 31

Wily1 = 20
Wily2 = 35
Wily3(H) = 36
Wily4 = 23

MMPUFAverage = 29

The remake, on the other hand, has levels that are quite a bit longer. The level length shown in here is perhaps a bit more typical for fangame-y type works, but it really isn't any massive from the norm, quite the contrary actually, the difference is surprisingly miniscule.

Mega Man 2

AirMan = 22
BubbleMan = 22
CrashMan = 20
FlashMan = 20
HeatMan = 24
MetalMan = 22
QuickMan = 24
WoodMan = 24

MM2RMAverage = 22

Wily1 = 21
Wily2 = 18
Wily3 = 16
Wily4 = 17
Wily5(H) = 10
Wily6(E) = 10

MM2FAverage = 15

The game that basically everyone remembers, and also the game that started the 8 robot master tradition, as well as the tradition of the hatch stages and ending stages. Because of their more unique traits, I'm making a point to mark them down.

Mega Man Dr. Wily's Revenge

CutMan = 21
ElecMan = 24
FireMan = 30
IceMan = 21

MMDWRRMAverage = 24

Wily1(H) = 40
Wily2 = 57

MMDWRFAverage = 49

Yeah yeah, I know, Wily 1 really isn't a hatch stage, but IMO its close enough to one that its getting marked down as such. This game starts the trend of Gameboy MM games having really long fortress stages, like, really long, those things come up to a lot of screens.

Mega Man 3

GeminiMan = 30
HardMan = 24
MagnetMan = 21
NeedleMan = 19
ShadowMan = 23
SnakeMan = 26
SparkMan = 24
TopMan = 22

MM3RMAverage = 24

DocGemini = 31
DocNeedle = 31
DocShadow = 26
DocSnake = 26

MM3DRAverage = 29

Wily1 = 17
Wily2 = 11
Wily3 = 13
Wily4(H) = 18
Wily5(E) = 2
Wily6(E) = 3

MM3FAverage = 11

Heh, the MM3 fortress is an incredibly short one, isn't it? Doc Robot stages are also surprisingly consistent in their screen counts, not that far off from regular stages. That being said this game is the first NES game instance of a stage over 30 screens, so they're starting to get a little longer here.

Mega Man II

AirMan = 23
ClashMan = 24
HardMan = 22
MagnetMan = 23
MetalMan = 24
NeedleMan = 24
TopMan = 23
WoodMan = 22

MMIIRMAverage = 23

Wily: 25

Yeah, I skipped Quint's stage. Saw no reason to count it since its a glorified stage select with a glorified midboss at the end. Otherwise, this is probably the shortest fortress in all of the GB games.

Mega Man: Wily Tower

BusterRodG = 20
HyperStormH = 20
MegaWaterS = 20
MMWTRMAverage = 20
Wily1 = 20
Wily2 = 20
Wily3 = 21
Wily4(E) = 12
MMWTFAverage = 18

In other news, Wily Tower's stages are scarily consistent, like seriously, that's kind of eerie. Also, going to mention now, these screen counts are assuming a buster only run as much as possible, so any split paths that require weapon use are not being, well, used.

Mega Man 4

BrightMan = 27
DiveMan = 25
DrillMan = 23
DustMan = 24
PharoahMan = 29
RingMan = 25
SkullMan = 24
ToadMan = 26

MM4RMAverage = 26

Cossack1 = 19
Cossack2 = 17
Cossack3 = 17
Cossack4 = 20
Wily1 = 21
Wily2 = 22
Wily3(H) = 19
Wily4(E) = 7

MM4FAverage = 18

First game with two fortresses instead of just the one. Nothing much to say about it otherwise, its fairly consistent.

Mega Man III

DiveMan = 33
DrillMan = 30
DustMan = 41
GeminiMan = 30
ShadowMan = 29
SkullMan = 38
SnakeMan = 33
SparkMan = 34

MMIIIRMAverage = 34

GiantSuzy = 6
Punk = 7
Wily = 55

MMIIIFAverage = 23

Okay, that fortress average up there is only because 2/3 fortress stages are wimps in terms of length. And yes, the Giant Suzy stage is being counted amongst the fortress stages. Otherwise, the RM stages for GB games are getting longer now.

Mega Man 5

ChargeMan = 29
CrystalMan = 29
GravityMan = 22
GyroMan = 28
NapalmMan = 29
StarMan = 23
StoneMan = 31
WaveMan = 21 (WB)

MM5RMAverage = 27

Dark1 = 23
Dark2 = 24
Dark3 = 30
Dark4 = 4
Wily1 = 28
Wily2 = 25
Wily3(H) = 13
Wily4(E) = 8

MM5FAverage = 19

Ah, Mega Man 5, home to Stone Man's known to be long level and the Wave Bike level. Because the Wave Bike is so freaking weird, I've lowered the level's screen count to accommodate for it. Otherwise, Wave Man's level is a good 68 screens or so, which is ridiculous.

Mega Man IV

BrightMan = 34
ChargeMan = 33
CrystalMan = 54
NapalmMan = 33
PharaohMan = 34
RingMan = 34
StoneMan = 29
ToadMan = 33

MMIVRMAvaerage = 36

Ballade = 9
WilyTank = 12
WilyShip(H) = 64

MMIVFAverage = 28

No, Crystal Man's number isn't a typo, his stage is really, really long. Its not the main Fortress stage (which comes complete with an actual hatch system), but its still long. I also expected the Wily Tank stage to be quite a bit longer.

Mega Man 6

BlizzardMan = 25
CentaurMan = 25
FlameMan = 25
KnightMan = 24
PlantMan = 24
TomahawkMan = 24
WindMan = 22
YamatoMan = 18

MM6RMAverage = 23

MrX1 = 18
MrX2 = 18
MrX3 = 18
MrX4 = 20
Wily1 = 20
Wily2 = 16
Wily3(H) = 17
Wily4 = 7

MM6FAverage = 17

And Mega Man 6, the last of the outright NES games, and likewise the last game constrained by true NES limitations. Regarding the stages with the two robot masters, that count assumes you went to the fake robot master as opposed to the real one, so the Beat counts would probably be a bit different.

Mega Man V

Jupiter = 31
Mars = 37
Mercury = 31
Neptune = 31
Pluto = 30
Saturn = 29
Uranus = 29
Venus = 34

MMVRMAverage = 32

Wily1 = 41
Wily2(H) = 95

MMVFAverage = 68

Ah...the Stardroids, I wonder why no one ever does another RM set like the Stardroids or the Constellation Droids, it might be interesting if nothing else. Anyway, the Wily Stage itself is hideously long, no joking around with that one. XD And yes, I skipped Dark Moon and Terra, they're basically only one screen and a cutscene, so not really what I termed worth it.

Mega Man 7

IntroStage = 9
RobotMuseum = 6

MM7MiscAverage = 8

BurstMan = 31
CloudMan = 31
FreezeMan = 28
JunkMan = 27
ShadeMan = 31(top)/28(bottom)
SlashMan = 31
SpringMan = 28
TurboMan = 32

MM7RMAverage = 30

Wily1 = 28
Wily2 = 24
Wily3 = 28(top)/33(bottom)
Wily4(H) = 17

MM7FAverage = 25

Straight from the SNES, Mega Man 7... isn't actually that different in numbers from the NES games. Junk Man's path is assuming you don't use the Freeze Cracker, but Shade Man and Wily 3 use both paths, because Wily 3 has both paths be viable for buster only, and Shade Man's Vanpookin split path is a bit more...finicky, than typical split paths.

Mega Man 8

IntroStage = 16
Duo = 8

MM8MiscAverage = 12

AquaMan = 43
AstroMan = 55
ClownMan = 42
FrostMan = 144
GrenadeMan = 40
SearchMan = 39
SwordMan = 48
TenguMan = 56

MM8RMAverage = 58

Wily1 = 84
Wily2 = 39
Wily3 = 26
Wily4(H) = 13

MM8FAverage = 41

...Okay, Frost Man, stop. You have entirely too many screens dedicated to your stage. And... actually most of you have stages that are really, really long. The only exceptions are the last two Wily stages... so I suppose the shorter Wily Stages are at least consistent. Also, screen rules are more or less thrown out the window for MM8, so these numbers may not be 100% accurate.

Mega Man & Bass

RobotMuseum = 31
CrystalHatches = 10

MMBMiscAverage = 21

AstroMan = 37
BurnerMan = 37
ColdMan = 30
DynamoMan = 44
GroundMan = 39
MagicMan = 39
PirateMan = 29
TenguMan = 31

MMBRMAverage = 36

King1 = 42
King2 = 37
Wily1(H) = 37

MMBFAverage = 39

Okay that is a very long intro stage. And yes, King Stage 2 is shorter screen wise than King Stage 1. All very surprising really. The map lengths here are between 7 and 8 in their nature, but overall, still longer than the NES.

Mega Man & Bass 2

AirconMan = 29
ClockMan = 30
DanganMan = 25
KomusoMan = 30
KonroMan = 24

MMB2RMAverage = 28

CompassMan = 29
MMShadow = 33

MMB2FAverage = 31

Surprise! It's the Wonderswan game, and I have to admit, this was an interesting surprise. The folks behind this game did a fairly good job at keeping their screen counts in a manageable number. Except for the fact that their fortress stages are a touch longer, but oh well, can't win them all, I suppose.

Also, I ain't touching the DOS games, those don't follow screen rules at all, even Mega Man 8 makes more sense.

Mega Man 9

ConcreteMan = 24
GalaxyMan = 28
HornetMan = 23
JewelMan = 24
MagmaMan = 23
PlugMan = 25
SplashWoman = 27
TornadoMan = 28

MM9RMAverage = 25

Wily1 = 24
Wily2 = 28
Wily3 = 29
Wily4(H) = 19

MM9FAverage = 25

FakeMan = 29

And Mega Man 9. It may be in NES style, but it is not constrained in the same way an actual NES game would be. Here, it doesn't push the bar as much with screen length, though the fortress stages are definitely longer than average. Fake Man's stage length honestly surprises me, I would've expected that one to be longer all things considered.

Mega Man 10

BladeMan = 24
ChillMan = 24
CommandoMan = 30
NitroMan = 32
PumpMan = 24
SheepMan = 30
SolarMan = 28
StrikeMan = 26

MM10RMAverage = 27

Wily1 = 33
Wily2 = 33
Wily3 = 36
Wily4(H) = 16
Wily5(E) = 19

MM10FAverage = 27

Ballade = 24
Enker = 31
Punk = 28

MM10SAverage = 28

And last but not least. Mega Man 10. This one is the one that pushes the bar a fair bit further, with both Nitro Man and Wily 3 having more screens than pretty much any of the legit NES stages. The stages here generally push beyond typical average by about a screen or two, but overall they still hit that sweetspot of screen count length.


Official screen averages in the 8-bit NES style (For reference)

Robot Master Stages = 25 screens
Fortress Stages (With Hatch and Ending Stages) = 19 screens
Fortress Stages (Without Hatch and Ending Stages) = 21 screens

Fan Games

Street Fighter X Mega Man

Blanka = 25
ChunLi = 20
CViper = 24
Dhalsim = 24
Rolento = 17
Rose = 29
Ryu = 27
Urien = 24

SFXMMRMAverage = 24

Shadaloo1 = 18
Shadaloo2 = 16
Shadaloo3(H) = 14
Shadaloo4(E) = 2
Akuma(E) = 3

SFXMMFAverage = 11

Surprise! SFxMM, the fangame that got official backing, has accurate screen counts. Who here is surprised? Honestly, I've found that the games that have the weaker graphics have the better screen counting, this is also true for MM42, its screen count is scarily consistent, and is accurate to the main games, though that's basically it.

Rokko Chan

ForestMan = 28
HockeyMan = 22
JetMan = 36
LightningMan = 28
RollingMan = 36
VolcanoMan = 22

RCRMAverage = 29

Mad1 = 28
Mad2 = 30
Mad3 = 30
Mad4(H) = 12

RCFAverage = 25

This game is a bit more varied, the RM stages are not that bad, screen wise, whereas the fortresses get a bit on the long side (like MM9 and MM10, honestly). That being said the levels do not follow proper screen limitations, there's a number of screens that are in pieces, essentially. As such, these numbers are not 100% accurate, only, like, 90% accurate.

Mega Man Revolution

BlastMan = 51
CryoMan = 50
GhostMan = (16/20) + 14 + (10/10/13) = 40/43/44/47 = 44A/83T
HasteMan = 45MM/41B, Average = 43
PyreMan = 58/61 with weapon
SandMan = 61
SawMan = 55
StormMan = 46

MMRRMAverage = 51

Wily1 = 46
Wily2 = 46
Wily3 = 45
Wily4(H) = 25
Sondebar1 = 44
Sondebar2 = 47
Sondebar3 = 32
Sondebar4(E) = 27
Sondebar5(E) = 27

MMRFAverage = 38

So a lot of people who have played MMR have noticed this, myself included, even without the screen counting. Revolution has some REALLY LONG STAGES. Ghost Man's set up is funky, as you can see, but I went and did most of the math for you. That one can be much longer though if you get the wrong route, and I have not planned the math for screwing that up.

Mega Man Unlimited

CometWoman = 30
GlueMan = 36
JetMan = 37
NailMan = 44
RainbowMan = 29
TankMan = 39
TrinitroMan = 33
Yo-YoMan = 30
YokuMan = 46
WhirlpoolMan = 33

MMURMAverage = 36 (Includes Yoku and Whirlpool)

Skull1 = 45
Skull2 = 41
Skull3 = 47
Skull4(H) = 47
Skull5(E) = 30

MMUFAverage = 42

So yeah, Unlimited, this is the one that people have asked me about more than once. As you can see, yeah, it has long stages. Not as bad as Revolution, but still pretty bad. Those who say the stages are the same length as the original games. I beg to differ.

Mega Man Rock Force

IntroStage = 20

CharadeMan = 34
CircuitMan = 41
CryptMan = 41
FuseMan = 35
PhotonMan = 36
PulseMan = 30
ShockMan = 38
VirusMan = 26

MMRFRMAverage = 35

FlareMan = 43
PlagueMan = 29
PowerMan = 40
TerrorMan = 43

PortMan = 36
ThermoMan = 29
ThrillMan = 31
WarMan = 30

MMRFCMAverage = 34

DeathMan = 39
Justice1 = 31
Justice2 = 31
Justice3(H) = 46

MMRFFAverage = 36

That's a lot of stages. Rock Force is one that, while well-designed, definitely doesn't manage to pull off NES-length levels. It's honestly a bit beyond Mega Man 9 or Mega Man 10's level length. This does work for the game, if nothing else. Not the same sort of beast as Old Revo, but these can still be rather long. And yes, Death Man is basically a fortress level, so I'm counting him as such.

Mega Man 42

ArtMan = 24
BrainMan = 24
MadMan = 24
MissileMan = 25
OmbudsMan = 24
SandMan = 25
SkyMan = 24
ZombieMan = 24

MM42RMAverage = 24

Wily1 = 17
Wily2 = 17
Wily3 = 11
Wily4(H) = 12
Wily5(E) = 8

MM42FAverage = 13

Shocking, isn't it? Mega Man 42 can stage length, and in fact it is VERY consistent about it. I have to give its creator some credit here, when it came to his stage lengths he knew what he was doing. Sand Man's stage did have a partial screen in it though, which was kind of annoying, but oh well, the rest were quite impressively done.

Mega Man Eternal

IntroStage = 12

CipherMan = 27
ClampMan = 39
FrigidMan = 39
IllusionMan = 28
JoltMan = 28
PrimalMan = 34
ScorchMan = 30
TuneWoman = 28

MMERMAverage = 32

Ballade = 13
Punk = 4
Enker = 18

MMEKAverage = 12

Bass = 19
Wily1 = 43
Wily2 = 30
Wily3 = 44
Wily4(H) = 82
Wily5(E) = 18

MMEFAverage = 39

So yeah, this game is more along the lines of MM9 or MM10, in that the RM stages are a touch above average in length, some of them painfully so. However the fortress stages are MUCH longer. Wily 4 is one of the longest stages I have ever seen in a fangame, it's honestly ridiculous, and not a good kind of ridiculous. Also, if you're wondering why Bass is in with the fortresses, you have to beat his stage before you can go to the fortresses, so for all intents and purposes he's basically the first fortress stage.

Mega Man Dr. Wily's Final Attack

IntroStage = 19

CoppiceMan = 43
DigitalMan = 32
EarthMan = 39
GlacierMan = 38
SoundMan = 26
SpearMan = 28 Average
SpeedWoman = 34 Average
WeatherMan = 37
BryanMan = 44

MMDWFARMAverage = 36 (Including Bryan Man)

Wily1 = 36
Wily2 = 30
Wily3 = 33
Wily4(H) = 12
Wily5(E) = 4
Wily6(E) = 10

MMDWFAFAverage = 21

...Well then, this game has some pretty long stages. The average numbers attributed to Speed Woman and Spear Man are because of their split paths, depending on which path you take to get through the level you will either gain or lose 1 screen off of that count. Coppice Man, however, does not account for the detour you have to take to get his letter.

Mega Man Revenge of the Fallen

IntroStage = 29

CentaurMan = 53
MagmaMan = 51
MagnetMan = 44
PharaohMan = 48
SparkMan = 53
StarMan = 51
StoneMan = 67
ToadMan = 49
TornadoMan = 58
YamatoMan = 62

MMROTFRMAverage = 54

KnightMan = 31~

Wily1 = 21
Wily2 = 25
Wily3 = 23
Wily4 = 30
Wily5 = 27
Wily6 = 31
Wily7(H) = 31
Wily8(E) = 22

MMROTFFAverage = 27

Welp, its official, old Mega Man Revo is dethroned in terms of longest stages. The 10 robot master stages in Revenge of the Fallen are very, very long, going well past the screen counts found in typical MM games, its honestly quite a daunting number to look at. Again, these paths were all devised assuming Buster Only no damage. Knight Man's little Tilde is because of the fact that, technically, the length of his level varies depending on what entrance you use to get there, and it gains some extra screens if you go for the Secret Secret Boss.

Mega Man Super Fighting Robot

AxeMan = 34
CoalMan = 36
DaggerMan = 32
LeafMan = 35
SoakMan = 35
TrashMan = 29
WizardMan = 36
ZapMan = 44

MMSFRRMAverage = 35

Wily1 = 31
Wily2 = 40
Wily3 = 37
Wily4 = 41
Wily5(H) = 19
Wily6(E) = 5

MMSFRFAverage = 35

Well...Mega Man Super Fighting Robot is nothing if not fairly consistent. That being said, with the exception of Trash Man most of these levels are noticeably longer than average, count wise. The fortress average, meanwhile, causes this to strike a similar balance to MM9 or MM10, which had their fortresses and RM levels with very similar averages. Not counting any of the secret boss stages because really, they're all 2 screens, nothing to see there.

Super Danny 2 (Contributed by Blyka, the game's developer)

SnakeMan = 32
ShadowMan = 26
SkullMan = 24
PharaohMan = 30
GyroMan = 30
CrystalMan = 27
FlameMan = 25
KnightMan = 28

SD2RMAverage = 28

Opening Stage = 18
Enker = 18
Quint = 20
Punk = 18
Ballade = 20

SD2MiscAverage = 19

Wily1 = 30
Wily2 = 27
Wily3 = 30
Wily4 = 9
Wily5(H) = 17
Wily6(E) = 5

SD2FAverage = 20

DarkMan = 84

So, first of all, I never counted the screens for this game. This was the work of Blyka, the guy who actually developed the game, so thanks Blyka, this is useful info. The longer Wily Levels are basically Doc Robot levels, with an extra boss at the end, hence the screen count length of the level. Meanwhile Dark Man's level is basically the entire Dark Man Castle sandwiched into one level, which is why its around four times as long as average.

Mega Man: Square Root of Negative One (Contributed by SnoruntPyro, the game's developer)

Doodlebob - 34
Thomas - 34*
Milk - 27
Plant Man - 31
Hello - 30
Illuminati - 32
Angry Sun - 31
Toss Tortoise - 37

RM Average = 32

Doc Doodlebob - 38
Doc Thomas - 34
Doc Milk - 37
Doc Plant Man - 39

Doc Robot Average = 37

Wily 1 - 32
Wily 2 - 25
Wily 3 - 29
Wily 4 - 27*
Wily 5 - 45 (H)

Wily Average = 32

Special Stage - 65

* Thomas and Wily 4's train rides are all 1 screen on a timer.

As mentioned in the game title, I also did not count these out myself, rather, they were supplied by the game's developer (although because I count repeated screens, I did end up tweaking a few of these). All of these levels actually have secret paths in them, but like ROTF before it, this is counting the normal path through the level. Additionally, the train rides mentioned in Thomas's level, as well as Wily 4, increase the actual level time quite significantly.

Make A Good Mega Man Level 1

Objective: Vain Space - 12
City War - 17
Level - 15
The Quickening - 8

MaGMMLT1Average = 13

Chroma Key - 24
Midnight Snow - 40
Sunset Siege - 24
Sky Ziggurat - 25

MaGMMLT2Average = 28

Wily Combo - 21
Napalm Forest and Caves - 45
Hard to See Land - 31
Maze of Death - 54

MaGMMLT3Average = 37

Under Construction - 24
Spiky Meltdown - 32
Thunderclyffe Plant - 37
Research Facility - 31

MaGMMLT4Average = 31

Citadel Basement - 48
NEON GRAVITY - 25
Mega Man World - 57
Glass Man - 25

MaGMMLT5Average = 39

Wily 1 - 38
Wily 2 - 42
Wily 3 - 26
Wily 4 - 34
Wily 5 - 25

MaGMMLJAverage = 33

Wily 6 - 132

Make A Good Mega Man Level... this one is a weird one, and probably one of the least useful in terms of screen count viability. Because the formula of the game is so different from the norm, I've sorted everything out a little differently. For some extra notes: Sky Ziggurat and Napalm Forest and Caves use an average number between all of their paths. Maze of Death, meanwhile, is based on what I'd consider to be the shortest average path through the level, being good and/or sequence breaking can shrink that route significantly.

And yes, Eternal's Wily 4 was de-throned as the longest fortress stage, rather handily at that.

Make A Good Mega Man Level 2

Snow Man - 10
Cardinal Man (Tellies) - 7
Cardinal Man (Sniper Armor) - 18
Cardinal Man (Chill Man) - 30
Q.U.I.N.T. - 41
Mix & Match - 12
The Fall - 17
Ancient Tomb - 29

MaGMML2T1Average - 21

Wily Tower - 20
Airflow Hubble - 34
Yggdrasil (Crator) - 28
Yggdrasil (Cream) - 28
Yggdrasil (Kichona) - 24
Rush City - 17
Rush City (Wave Bike) - 27
Gigavolt Man - 20
Dragon Lab Lair - 18
Colorful Hall (Guts) - 18
Colorful Hall (Memory) - 20
Something Original - 27

Yggdrasil's Kichona route takes the shortest available route from either side

MaGMML2T2Average - 23

Chomp Man - 33
SMB3 - 24
Mega Londo - 28
Combust Man - 23
The Dampening - 25
Taco Man - 11
Candy Panic (Climb) - 20
Candy Panic (Cave) - 24
Forgotten Fortress - 45

SMB3's screen count is the same regardless of route
Forgotten Fortress is using the shortest possible route without shortcuts

MaGMML2T3Average - 26

Alien Temple - 4
Joe Destruction Co. - 29
Neon Man - 35
Jungle Base - 38
Orbital Station - 27
Shovel Knight - 67
Poorly Named Level - 23
Enhanced Mobility (Main) - 47
Enhanced Mobility (Shortcut) - 7

Shovel Knight is assuming you don't use the secret warps

MaGMML2T4Average - 31

Holy Crap, Mega Man Can Airslide? - 38
Maze of Significantly Less Death - 51
Volcanic Furnace - 27
Elec Dam - 24
Quint Stage - 41
A Mega Man For All Seasons - 25
AD 2101 - 25
Starman Recreation - 32

Airslide assumes you actually follow the block snake

MaGMML2T5Average - 33

Wily Coaster - 41
Changeable Caverns - 28
Joe Man - 28
Crystal Lab - 28
Nitrogen Man - 18
Duwang - 30
Lava Factory - 23
Just An Ice Level (Upper Route) - 30
Just An Ice Level (Lower Route) - 27

Crystal Lab is assuming you don't find the shortcut, and you go through the autoscroll

MaGMML2T6Average - 28

Biplane Bay - 24
Blaze Man - 27
Gunpowder Cellar - 30
Cursor Curse - 25
Cossack's Other Citadel - 27
Fortified Lab - 30
Spiky Situation - 27
Ruined Lab - 69

MaGMML2T7Average - 32

Lacked the Depth - 65
Force Man - 23
Smed's Big Annoying Mess of a Level - 21
Conveyer Mayhem (Crusher Joe) - 33
Conveyer Mayhem (Napalm Man) - 36
Aurora Man - 30
Bouncy Castle - 35
City Under Siege - 42
Escape Sequence - 126
Bond Man - 25

Conveyer Mayhem is using the least weapon intensive route for Napalm Man
Bouncy Castle is using the shortest possible route

MaGMML2T8Average - 44

Misty Lake - 20
Donut Observation Center - 27
Rad Gravity - 37
Sector Upsilon 6 (Gravity Man) - 20
Sector Upsilon 6 (Mecha Dragon) - 22
Sector Upsilon 6 (Viridian) - 66
Truffle Man - 24
Mount Sabre - 52
Guts Man's Asteroid (Main) - 32
Guts Man's Asteroid (Tomboy) - 3
Sheriff Man - 36

SU6's Gravity Man number is the shortest possible route (The yoku route)

MaGMML2T9Average - 31

Boil Man - 32
Komuso Temple - 27
Launch Man & Shuttle Man - 33
Cyber Man - 29
Beneath Sand & Rock - 54
Quarantine Woman - 31
Neapolitan Man - 35
Haunt Man - 30
The Stage Nobody Asked For (Spiked Wall Man) - 63
The Stage Nobody Asked For (Pharaoh's Revenge) - 23
Identity Crisis - 83

Cyber Man assumes you followed the normal route, instead of using any shortcuts

MaGMML2T10Average - 40

City War - 17
Twilight Lodge - 26

MaGMML2BAverage - 22

Water Ducts - 46
Classic Castle - 35
Lever Oriental Enchanted - 46
Inner Sanctum - 50
Unobtanium Mine - 47

Inner Sanctum assumes you take Rush Jet and Jewel Satellite path and no other extras

MaGMML2JAverage - 45

Reality Core (Intro) - 36
Reality Core (Maze) - 55
Reality Core (1-2) - 35
Reality Core (3-4) - 32
Reality Core (5-6) - 18
Reality Core (7-8) - 66
Reality Core (9-10) - 32
Reality Core (Final) - 16
Reality Core (Total) - 290

Nightwalk Castle - 34
Mario Land (Holo Wily) - 36
Mario Land (Air Man) - 34
Swiss Hotel - 52
Goblins N' Ghasts - 42
Star Road - 34
Wily Fortress VR - 48
Hardcore Parkour - 122
Coyote Man - 25
The Quickening 2 - 17
So Good - 17
Metallic Ocean (Gigagbyo) - 36
Metallic Ocean (Joe Man?) - 37
Deep Thoughts - 49

MaGMML2TXAverage - 42

Floor 1 (Cosmic) - 11
Floor 1 (Entity + Macro) - 19
Floor 1 (Pyro) - 17
Floor 1 (Renhoek) - 19

Floor 2 (Freeman + Stove) - 21
Floor 2 (Macro + Pyro) - 18
Floor 2 (Renhoek) - 20
Floor 2 (Shinryu) - 15

Floor 3 (Enjl) - 18
Floor 3 (Entity) - 16
Floor 3 (Pyro) - 18
Floor 3 (Zieldak) - 16

Zieldak's maze count assumes you know the exact path

Floor 4 (Pyro) - 19
Floor 4 (Renhoek) - 32
Floor 4 (Stove) - 21
Floor 4 (Zieldak) - 17

Renhoek's maze count assumes you grab the keys

Floor 5 (Ace) - 16
Floor 5 (Cruise) - 18
Floor 5 (Parma) - 20
Floor 5 (Zatsupachi) - 20

Floor 6 (Beed) - 26
Floor 6 (Entity) - 135
Floor 6 (Parma) - 17
Floor 6 (Zieldak) - 18

Beed's room assumes shortest possible route

MaGMML2NVAverage - 24

And then there's this behemoth. MaGMML2 has a crudton of levels in it, plus several with multiple exits that needed to be covered. I think the most interesting element is how the higher screen averages are actually in the non-entry content.

Also, four different levels with over 100 screens (albeit one of them is a sled level and another one is a Burst Chaser level), and one of them is almost 300 screens. Some of these levels get patently ridiculous.


This information forms a useful comparison that you can use. Generally speaking I've found that a LOT of fangames goof up with this thing, even on things like having the fortresses shorter on average, with a few surprising exceptions. Why? I have no idea, but maybe you have your own conclusions you can draw from this.

That being said, don't take this as an end-all be-all thing either. You can have screen counts within the general average, but have stages that are longer than the average MM level, and vice-versa. There is far more to level length than the screen counts, they're just the technical end of things.
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Messages In This Thread
MM Stage Screen Counts (Official+Fangames) - by Mick Galbani - 05-09-2014, 06:26 PM
RE: Fangame Screen Counts - by CosmicGem - 29-02-2016, 01:12 PM
RE: Fangame Screen Counts - by The Stove Guy - 29-02-2016, 10:21 PM
RE: Fangame Screen Counts - by Scorpio - 01-03-2016, 04:26 AM
RE: Fangame Screen Counts - by CosmicGem - 02-03-2016, 02:23 AM
RE: Fangame Screen Counts - by Mick Galbani - 02-03-2016, 06:19 PM
RE: Fangame Screen Counts - by The Stove Guy - 03-03-2016, 01:34 PM
RE: Fangame Screen Counts - by Smedis2 - 03-03-2016, 02:24 PM
RE: Fangame Screen Counts - by Blyka - 03-03-2016, 05:36 PM

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