Megamind: The Blue Defender DS Any% Speedrun Guide
Run starts when selecting a new file. Run ends when the cutscene starts after the final level. Split after selecting a level.
Mashing too soon after clearing a level usually makes the game crash. So does mashing a language upon startup.
Both cheat codes can be activated at the main menu:
Enter Right, Left, Right, Left, Y, Y, Y, X to gain mega ammo.
Enter X, X, Right, Right, X, X, Left, Left to unlock all blasters.
Viability and usage in runs is unknown.
Jump to avoid enemies’ attacks/projectiles.
Aerial scepter is used throughout the game to extend Megamind’s jump (effectively being a double jump), move forward as cutscenes start, and clip past various obstacles throughout the game.
Megamind's attacks don't cause him to flinch, helping Megamind save some time over flinching if damage is inevitable. The best use case is found in Downtown 1 crossing the road of speeding trucks. Megamind’s “jump squat” also doesn’t cause him to flinch.
A quirk: Megamind moves in the last inputted direction regardless of the direction he is facing, so in holding nothing, he moves based on that. This is especially prominent after strafing. Megamind’s aerial attack reverses this and makes Megamind face forward to match his model. As seen here:
Jumping, delaying use of one of Megamind’s blasters, then using Atomic Specter has Megamind perform his aerial attack as low to the ground as possible.
Enemy clips are used at various points throughout the game for sequence breaks during missions. To perform: have an enemy attack Megamind in a corner, hold in your direction, and jump (jumping may or may not be necessary). Pressing an adjacent angle might be needed to bypass certain walls, for example: in the top-left corner, jump and hold top-left then left before landing.
Enemy clips are best performed with a single enemy; clear out any surrounding enemies beforehand.
Momentum refers to speed gained from external sources, whether it be from a terrain collision, grapple point, or otherwise. Momentum can be maintained by repeatedly jumping; Megamind can move independently from his momentum speed without losing it. Moving platforms also grant a type of momentum/speed that cannot be maintained by continuously jumping.
When on a grapple point, hold back to slow down then hold forward then release as far forward as possible. If there is ground ahead, Megamind should propel forward at high speeds. This is very prominent in Waterfront 4 after the 1st trampoline. Releasing the lasso so Megamind launches closer to the ground is another way to gain momentum; highly variable.
Megamind can continuously gain momentum from a single ceiling until his momentum speed overrides his input speed.
Trampolines can also grant minimal momentum as jumping on the edges pulls Megamind towards the trampoline’s center. Explosions also grant momentum.
In 9:33, 47:00, 1:14:19, 1:15:10, etc. there are walls where Megamind can jump and gain extra momentum. Spamming jump helps conserve said momentum. For the third example, hold right into the ramp, jump, and release right. Megamind can even conserve momentum moving against it.
While on top of an explosive barrel, jumping with precise timing as it explodes launches Megamind a considerable distance upwards. Be sure to be directly on top of the barrel, otherwise Megamind loses height getting launched to the sides. Used in Downtown 3 to propel Megamind onto an upper floor and in Underground 2 to save a few seconds taking an alternate route.
A similar effect can occur as a Brainbot detonates, but of a much lesser caliber.
Megamind can gain and maintain momentum from an explosive barrel when performing a melee attack on an explosive barrel. Either with specific angling or when multiple explosive barrels are involved; typically the latter.
In general: as Megamind defeats enemies, Megamind collects Blue Energy. Collecting enough upgrades Megamind’s weaponry.
Typically using any of Megamind’s weapon arsenal is faster than using his Atomic Scepter. The most powerful weapons combo being the Expand-O-Matic followed by the Electric Lasso once unlocked. Since weapons are tied to limited ammo, don’t be afraid to diverge and collect power-ups from crates, either using Electric Lasso from a distance or using Atomic Scepter.
Atomic Scepter can be turned around mid-attack, allowing Megamind to extend the surrounding coverage of his attacks. Electric Lasso by default has a large hitbox surrounding the entirety of Megamind.
In Underground 2, the Fusion Bouncer is skippable, but whether or not skipping the fight beforehand and subsequently collecting it saves time is unknown. This decision namely affects the remainder of Underground 2, 3, & 4. How does Megamind fare in the 5 fights until obtaining the Expand-O-Matic? With only 2 of the fights possibly causing issues.
“They have the city wired to explode! It's madness!”
Press START to skip all of Minion’s intercoms. After the 2nd cutscene (not counting the intro cutscene), head to the bottom-right corner, jump bottom-right, and aerial attack right to bypass the wall; skipping the 3rd cutscene. (3B6A) Hypothetically, shooting down the crates before the 4th cutscene and using an aerial attack to fall into the pit and respawning saves miniscule time over waiting through the cutscene. Use a grounded attack to possibly negate flinching from oncoming trucks.
After the 6th cutscene, it’s hypothetically faster to enemy clip and respawn using the top-left corner after destroying the nearby crates versus defeating the enemies normally. Upon doing so, Megamind will respawn near the 1st button; the 1st button will appear deactivated but the gate will remain open. After the 1st gate, the leftmost wall provides momentum; jump repeatedly while moving upwards to move along both axes simultaneously. Before the 7th cutscene, jump left and aerial attack top-left from the upper tip of the last submerged platform to bypass the 7th cutscene trigger. (B8A7) Walking along the bridge’s railing, it’s recommended to jump from the railing onto the slope before the 8th cutscene. After the 2nd button, jump from the bridge’s railing to bypass the 7th cutscene trigger again.
Before the goal, move along and jump from the middlemost platform to take better lines reaching the last two buttons. That or from either button: jump and aerial attack to respawn near the other unactivated button. Goals have wide triggers; trigger the goal from either side versus the middle.
For 100%, Megamind can bypass the 1st destructible wall to reach the M pickup by either enemy clipping or jumping from the crate stack, then exit by jumping and aerial attacking down-left, then jumping again.
At the start, move along the rightmost wall for a minimal diagonal angle. After the 1st elevator, either take the normal route or use a combination of: crates, the destructible wall, and/or diagonal aerial attacks to bypass minor portions versus the normal route. The best being jumping from the crate, onto the destructible wall, then jumping and aerial attack top-right. The red awning can grant momentum heading up if jumped at with precision; impractical.
After the 1st cutscene, walk on the left railing of the second set of stairs to move diagonal right, slipping off the railing at the end. Afterwards, enemy clip at the top-right corner in front of the A pickup. Shooting an enemy in front of Megamind to induce an enemy clip, or defeating all but one enemy can help clip. This skip a long, automated conveyor section.
At the start, head top-right and jump onto the garbage dumpster towards the top-left corner, then jump and aerial attack at the peak of Megamind’s jump. The angle of the aerial attack is in-between up and right, but not straight top-left. Two routes are available afterward:
One route involves using the 1st explosive barrel to barrel jump onto the upper floor by standing on the explosive barrel and jumping as it explodes with precise timing. (Upon failure, enemy clip into either of the top corners.) Then preferably enemy clip through the 2nd area of enemies by clipping left in the top-right corner.
The other, simpler route involves defeating the 1st area of enemies as normal and bypassing the 2nd area of enemies by moving along the upper wall. (The 1st explosive barrel and whether or not it was triggered may affect this.)
After the 2nd area of enemies, jump up over the railing to reach the lower floor. After collecting the Electric Lasso, jump and mash the lasso the Y Button before the cutscene to move during the cutscene. Take the top route, reached by using all 4 grapple points.
“I’ll destroy you Megamind!”
At the start, move right until reaching the stack of four crates, jump on top then jump again. This triggers an upper checkpoint (notice the slight pause upon doing so), afterward enemy clip in the bottom-right corner and respawn up-top; skipping the 1st and 2nd cutscene. Landing on the fountain’s edge grants momentum; impractical. After the 4th cutscene, lure an enemy past the button and enemy clip into either corner to respawn by the elevator before encountering Destruction Worker (5th cutscene); Megamind can also clip halfway into the wall and jump and aerial attack onto the elevator. Before the 2nd button, jump early to land on the green crate then jump from there to reach the top approaching the button. Two routes are available afterward:
The simpler route involves triggering the button and backtracking to ride the 1st lift afterward. After triggering the checkpoint on the 1st lift, walk off and respawn to skip the 6th cutscene.
The other, faster route involves an enemy clip in the bottom-left corner past the 2nd button before triggering it by holding left then jumping and aerial attack down. This results in Megamind either sticking the landing or respawning after the 1st lift.
Jump off the 2nd lift preemptively for a burst of speed. After reaching the 1st grapple point, jump from the top-leftmost edge and aerial swing up to barely reach the lower floor. After the Brainbot’s dialogue, hold right on the bottom-right corner and clip down to the goal. Might just clip OOB though.
“Ah, Destruction Worker, my unworthy opponent! At last we meet!”
For 100%, on the last block before the walk north, jump and swing northwest to reach the A pickup.
At the start, trigger the 1st cutscene, defeat one enemy, move to the top-left corner along the gate wall, and destroy the surrounding crates. Enemy clip up/top-left (the clip itself requires some finesse given it’s performed against an obtuse angle), and Megamind should land left of the elevator or on the floor below. Ride the elevator to trigger what was the 4th cutscene; reach it by either using Electric Lasso or aerial attack.
After the 6th cutscene after the 2nd button, defeat all but one enemy (target the right topmost red enemy first; friendly-fire usually defeats one of the yellow enemies in the process), then lure the enemy to the bottom-left corner for an enemy clip preferably left (or down) to reach the bottom floor. After taking the rightmost elevator up, using the grapple point, and landing onto the subsequent elevator down: move down to fall past the elevator. Defeat the next few areas of enemies as normal.
At the 1st wave of enemies, jump around the right side of the gate. The Fusion Bouncer is skippable, enemy clip up/top-right in the top-right corner. Taking a direct path to the top-right corner may result in the area of enemies not triggering. After the Fusion Bouncer, use the explosive barrel to reach the upper floor. If not, use the stack of six crates to jump and aerial attack down onto the slope, move to the nearest top-left corner, then jump top-left to reach the grapple point. At the 2nd area of enemies, enemy clip up in the top-right corner.
For 100%, you don't need the Expand-O-Matic to reach the G pickup. Green box, crate, "cabinet", and simple jump and aerial attack top-left. Just make sure to break the crates ahead with the Electric Lasso, try doing both in a single bound.
At the start, head to the destructible wall, jump on the crates, jump onto the destructible wall, and then jump through the ceiling. (For 100%, this route also leads to the M pickup.) Hypothetically, in the water sector: it’s possible to grapple boost from the 1st grapple point to the 3rd grapple point. Otherwise, ride the platforms. After the 1st cutscene, trigger the buttons starting from the right. After passing the two explosive barrels and subsequent pair of Brainbots, jump down onto the AC fan unit surrounded by yellow fencing, then jump and aerial attack to reach the upper floor; skipping the 2nd cutscene. Jumping and using the Electric Lasso from the Electric Lasso ammo pickup, allows Megamind to move during the 3rd cutscene.
“I could really use my Mega bug spray down here!”
After encountering the 1st pair of Brainbots, staying close to the wall bypasses the 1st cutscene trigger approaching the 1st elevator. At the 1st button, enemy clip through the barrier. After the 2nd cutscene, don’t follow the Brainbot. After the 3rd cutscene, try riding the platform whilst gunning down the oncoming enemies from afar.
“Psycho Delic! So colorfully deranged.”
Play as normal until reaching the 6th cutscene, (the area seen in the first flyby doing the intro cutscene). An advanced route involves a precise, punishing skip—requiring precision jumps and upon failure, sends Megamind back two/one checkpoint(s). This skip saves ~30 seconds and loses ~2 minutes upon failure. To perform: jump from the stack of four crates, onto the moving platform, onto the neon blue railing, then jump and aerial attack towards the brown crate. Use the Electric Lasso to destroy the crates ahead, then jump and aerial attack up; the jump needing to be initiated away from the brown crate as an invisible wall in the corner prevents movement otherwise.
After the 2nd button, use the grapple point to lap around towards the elevator; skipping the 9th cutscene. Approaching Psycho Delic’s dance floor window, move bottom-left to skip the 10th cutscene. Staying centered as Psycho Delic gasifies ensures Megamind can trigger the green squares fastest.
After the 1st area of enemies, move right and jump and aerial attack down to reach the upper floor before the lamppost, (specifically the 13th baluster). Afterwards, use the grapple point and jump and aerial attack right before the 3rd lamppost. At the 2nd area of enemies, it might be faster to enemy clip right in the top-right corner; this does cause all enemy barriers to remain active but doesn’t affect the route. Performing the skip also causes the enemies afterward to not spawn, reducing lag and unwanted damage. Before the 3rd area of enemies, bypass the fence by: jumping left, moving up, and using aerial attack top-right from the leftmost side of the fence; skipping the 4th cutscene. After the 4th area of enemies, if Megamind has invincibility, jump through and onto the red containment box (that forever has an active hotbox). Before the 6th cutscene, jumping and using the Electric Lasso allows Megamind to move during the 6th cutscene; somewhat inconsistent. (Megamind may end up dangling and inactionable at the 1st grapple point until the 6th cutscene ends.) Megamind can jump and aerial attack up after the grapple points to reach higher ground, though it’s inconsistent and enemies get in the way.
Jump bottom-right off the 1st lift preemptively through the wall. After the 1st area of enemies, jump over the yellow fencing. Although the 2nd area of enemies can be bypassed via enemy clipping in the top-left corner next to the elevator, doing so is often slower. After the 3rd cutscene, jump down and aerial attack bottom-right on the 1st caution line to reach the stationed elevator; this can be performed from the ground below as well. After the 4th cutscene, shoot down the next enemy to prevent them from summoning more enemies. Afterwards, the 3rd area of enemies is skippable with a max height jump up via the trampoline + aerial attack diagonally top-right. Make sure to start moving up ASAP and make sure the enemy up-top is defeated with the Mega Blaster so auto-aim doesn't get in the way; enemy clipping is also possible once the mandatory Expand-O-Matic prior wears off.
At the start, either jump up and aerial attack top-right from the top-right corner to the other side or use the grapple point as normal. Afterwards, use the trampoline for a max height jump right then aerial attack up/top-right to skip the 1st cutscene/area of enemies. In general: Megamind can preemptively move towards the edges of the trampoline before a jump. Here specifically, move Megamind right preemptively.
After obtaining the Doom Barrage, all upcoming fights are to be avoided:
If Megamind happens to respawn on the islands in-between the bridges, move back to the last bridge and try again from there.
At the once 8th area of enemies, an alternative, (slower?) route involves enemy clipping right in the top-right corner, and upon clipping, hold down to land on the lower floor. The rightmost enemy more often than not loses track of Megamind however. At the 9th area of enemies, the stack of four crates to the right of the button can be used to reach the elevator after the area faster via an aerial attack. In practice however, that may be easier said than done and/or slow you down in the process. Hypothetically, having Megamind walk along the bottom railing and having the camera panned out before the destructible wall let’s Megamind target the destructible wall faster. After the destructible wall, Megamind can jump top-right from the top-rightmost steel column for a corner cut.
“You’re in HOT water now Megamind!”
At the start, move straight up to the trampoline instead of taking the rightmost route; skipping the 1st area of enemies. Grapple boost off the grapple point after the trampoline. In the 2nd area of enemies, jump and aerial attack around the bottom side of the barrier. After entering the cruise ship, use the grapple point above to take a faster route. After the moving platforms, move up and jump on the two gray pipelines to reach the last button faster.
“Ah! Hot Flash! So we finally meet!”
At the start, move left past the destructible wall and jump onto the stack of six crates, then jump down over the railing and aerial attack up to land on the lower floor; aerial attack isn’t necessary. After riding the submerging platform: move right, top-right after the 2nd slope, pass the gate, and enter the area full of crates when the camera pans down. Move to the bottom-right corner and jump bottom-right, Megamind then respawns past the gate.
After the pair of trampolines, jump and aerial attack up over the railing to reach the lowering platform and subsequent 1st cutscene sooner. At the intersection, use aerial attacks to jump along the leftmost docks area, that or zigzag through the area. At the ammunition at the end of the docks, jump and aerial attack up into the water right before the health pickups—respawning. A minute note: walking along the rim to the submarine, an enemy (busboy) will almost push Megamind off the ledge; usually to Megamind’s benefit. After defeating the 1st area of enemies, move to the top-left corner next to the water, jump left and aerial attack top-left; skipping the 2nd area of enemies. Fight Hot Flash as normal.
“You may have defeated Metro Man… and me… but you’ll never defeat me AGAIN!”
Megamind can grab the 1st piece of Bio Essence Neutralizer from a decent distance away, allowing Megamind to jump and aerial attack closer towards the museum as it comes towards him. Attack Tighten with a combination of the Mega Blaster and Doom Barrage. After Tighten’s 1st phase, jump and aerial attack down halfway up the first set of stairs to reach the 2nd piece of Bio Essence Neutralizer faster. Approaching Tighten’s 3rd phase, don’t let go of the grapple point too early as it could cause a softlock.
Timing ends as soon as the final cutscene starts.
MEGAMIND: So, fair citizens, I declare, through my in-geni-ous efforts…
That crime is a thing of the past in our city!
ROXANNE: Really? Then what’s next on your agenda?
MEGAMIND: Yes, well… Things. Important things.
Minion, what’s next on my agenda?
MINION: Let’s see. Is this the eighth? Okay, you’re going to reprogram…
… the Death Ray to give everyone in the city free cable.
—
ROXANNE: Roxanne Ritchi.
You’re kidding me? The Doom Syndicate?
Yeah, we just heard the explosions.
Megamind? Yes, I’m at his city hall press conference.
… Sure, I can ask him…
MEGAMIND: Minion?
MINION: They took everything, sir.
MEGAMIND: Everything? Even the Metro Essence?
MINION: Yes.
MEGAMIND: And… My Blue Ion Nano-Kinetic Energ-Y?
MINION: Yes.
MEGAMIND: No! Not my B.I.N.K.E.Y.!
MINION: And they forced me to do something horrible, sir.
MEGAMIND: Worse than my B.I.N.K.E.Y.?
MINION: I’m afraid so…
They made me extract the MegaEssence
… your DNA signature that can be used to copy your abilities
from your collection of plucked eyebrows.
MEGAMIND: I’d carefully arranged them by shape and size…
Who did this to you?!
MINION: It was… the Doom Syndicate, sir.
MEGAMIND: The Dooooom Syn-di-cate!
To stop the Doom Syndicate once and for all, you’ll need to confront Tighten.
Recover a piece of Tighten’s DNA from each of the Doom Syndicate leaders.
Once you’ve got enough, you should be able to pinpoint Tighten’s location.
This place is swarming with Destruction Worker Goons!
I hope you still remember how to use your Atomic Scepter and Mega Blaster!
Ⓨ Fire Mega Blaster
Ⓑ Swing Atomic Scepter
Press and hold 🅁 to keep aiming in the same direction.
“Ahehe ahahah!”
I bet this gate has to be unlocked somehow. Look nearby for an electronic device.
“More vile goons?! Ha! They’ll wish they’d gone somewhere else to destruct things!
“They have the city wired to explode! It’s madness!”
It’s locked! There must be some way to get this gate open.
New Weapon!
Electric Lasso VI
Great, you found the Electric Lasso!
The Electric Lasso stuns enemies as you attack.
You can also use it to swing across large gaps!
This large gap looks like a spot for your Electric Lasso! Try swinging across.
Using the Electric Lasso, press Ⓨ to attack to attach to a grapple point,
✚ to swing and gain momentum, then Ⓨ to jump off.
The elevator isn’t moving. There must be something you can do to get it working, sir.
“I’ll destroy you Megamind!”
Those Brainbots look faulty, Sir.
Stay well away from them: they could explode at any moment!
“Megamind! Prepare to get…de..destructed! *laughs!*”
“Ah, Destruction Worker, my unworthy opponent. At last we meet.”
Sir, try using the Electric Lasso! Stun him, then hit him with everything you’ve got!
“Tell me the location of Blue Tighten! Or else.”
“*sobbing*” “Blue Tighten put me up to it! I…I had nothing to do with it.”
MEGAMIND: You won’t be de-struc-ting anything any more!
DESTRUCTION WORKER: Yeah, well… You still got the rest of the Doom Syndicate to deal with!
MEGAMIND: I will deal with their doom-i-ness!
…
A piece of DNA! This should help me track down Tighten!
MINION: Sir, there seems to be trouble under Metro City! You’ve got to hurry!
The elevator needs power. Look around for some way to turn it on.
I bet this gate has to be unlocked somehow. Look nearby for an electronic device.
New Weapon!
Fusion Bouncer VI
Excellent, sir! You found the Fusion Bouncer!
It has a shorter range than the Mega Blaster, but does more damage. Give it a try!
“I could really use my Mega-bugspray down here!”
“You’ll need to do better than that Megamind!”
New Weapon!
Expand-O-Matic VI
Ah, your Expand-O-Matic! Remember how this gadget works, sir?
Inflate enemies then shoot them down!
Use your Expand-O-Matic to temporarily inflate and disarm enemies.
Excuse me, sir, that yellow thing looks deflated!
On an unrelated note, didn’t you just find your old Expand-O-Matic?
The elevator isn’t moving. There must be something you can do to get it working, sir.
“You dare to enter my lair Megamind?”
“Welcome to my world Megamind, You’ll soon be dancing to my tune… *laughs*.”
“Are these gas clouds toxic?”
“Psycho Delic! So colorfully deranged.”
Very good, sir…you found Psycho Delic’s hideout!
Unfortunately, you also found a booby-trapped dance floor!
Suggestion: stay off those red squares!
“The water is not the only thing that has a rotten scent here!”
Psycho Delic turns into poisonous gas, so keep your distance!
And don’t run through the poisonous trail he leaves behind, either!
You may want to see what that green square does.
“Hey! My lair’s as laid-back as a corpse. *laughs*.”
“Cool as a ghoul here in psychedelic school!”
“NoooOooooo!”
PSYCHO DELIC: I thought my noxious nightmare would psych you out!
MEGAMIND: Aha! This additional bit of Tighten’s DNA should help me track him down!
MINION: Sir! Hot Flash is flambeauing the waterfront!
New Weapon!
Doom Barrage VI
Wow, the Doom Barrage! That thing is powerful, sir!
Now that you have the Doom Barrage back, sir,
I’m sure you’ll be able to blast your way through all types of things!
The elevator needs power. Look around for some way to turn it on.
“You’re in HOT water now Megamind!”
“You’ll never catch me Megamind!”
“Ah! Hot Flash! So we finally meet!”
“That was cute, Megamind. No matter, I’ll enjoy cooking your goose!”
“Try this: I will now end this recipe for your culinary craziness!”
“I won’t let you flambeau this fair city, Hot Flash!”
MEGAMIND: It was I who proved to be too hot for you to handle!
HOT FLASH: Yeah, I thought I’d have you feelin’ the heat, honey!
MEGAMIND: Wonder of wonders! You have the last piece of Tighten DNA I need to pinpoint his location!
MINION: Sir! I’ve located Tighten!
MEGAMIND: Bring… him… on!
The Museum is just ahead, sir.
But before you can defeat Tighten…
… you’ll need to find the 3 pieces of the Bio Essence Neutralizer!
I think one of the pieces is near you.
You found the first piece of the Bio Essence Neutralizer!
Good job, sir! The second piece must be inside.
“You may have defeated Metro Man… and me… but you’ll never defeat me AGAIN!”
“Um, where is he?”
Yes! The second piece of the Bio Essence Neutralizer!
You’re so close, sir! Oh, look… Tighten has the third piece!
“I’m gonna take you down Megamind!”
“Your senseless destruction of the Metro city stops now!”
“You will not succeed!”
Wow, that’s the Bio-Essence Neutralizer! Now, get close enough to use it, sir!
This is the moment you’ve been waiting for…good luck!
MEGAMIND: Breathe in and out, Tighten-ick beast! In and out!
TIGHTEN: Ahhhhh!
HAL: Urg. Whoa, dude, what’s going on? Where’s Roxanne?
MINION: Right, uh, I’ll head back to the lair, sir, and file this.
HAL: But what about me?
…
ROXANNE: … and while Hal joins his criminal brethren in prison, we’re here at City Hall…
… where Megamind celebrates another amazing victory.
MEGAMIND: So, as you can see, that’s the end of the Syndicate of Doominess!
ROXANNE: Another impressive performance from your hero, and mine, Megamind!
“Hero schmeero. Just watch how I can jump!”
“Easy as un, deux, trois!”
Weapon Upgraded
Electric Lasso V2
Weapon Upgraded
Electric Lasso V3
AN ERROR HAS OCCURRED. TURN OFF POWER AND RE-INSERT GAME CARD.
50 Goons Defeated
Defeat 50 Enemies
The Electric Lasso
Unlock the Electric Lasso
Weapon Upgrade
Upgrade any Weapon
Rooftop Hero
Swing across a large gap using the Electric Lasso
200 Goons Defeated
Defeat 200 enemies
Untouchable
Complete any level without taking damage
Goon Balloons
Inflate 6 enemies simultaneously
Mega Popper
Use each weapon to defeat an inflated goon
500 Goons Defeated
Defeat 500 enemies
MEGA Explorer
Find and collect all MEGA pickups
Glitched textures at random are commonplace. They're typically magenta in color. Rarely do they consume the eternity of the texturing however.
Downtown 1; Megamind can clip inside the slope before the 2nd button by moving top-left towards it. Dying whilst pressing the 2nd button will cause the screen to blackout upon respawning.
Downtown 2; there’s an OOB area after the double button gate. Go to the top right stair wall approaching the building, and aerial attack top-right.
Megamind behind bars.
(Downtown 3)
Downtown 4; at the 1st area of enemies, approaching the area from behind as an intangible enemy standing for the 1st cutscene.
Downtown 4; before the 1st button, Megamind can trigger the letterboxing effect before even triggering the button.
Downtown 4; on the elevator before encountering Destruction Worker (5th cutscene), wait a second and move down off it. Destruction Worker then proceeds to not animate and disappears.
Underground 1; getting only the big enemy on the last elevator down makes him dance, making the enemy friendly and follow Megamind around.
Underground 5; Megamind can become immobilized by dying in the water whilst using Electric Lasso on the 1st grapple point(s).
Underground 5; the dancers above don’t despawn if you perform Underground 5’s first skip. They're fully intangible.
Waterfront 5; it’s funny that Hot Flash can look back at Megamind drowning. Drowning after defeating Hot Flash still leads to a win.
I started labbing Megamind: The Blue Defender in the summer of 2021. My previous endeavor being Cats & Dogs: The Revenge of Kitty Galore in the spring of the same year. Future endeavors going into 2022 included: Big Hero 6: Battle in the Bay, Astro Boy: The Video Game, Fisti-Fluffs, Windy X Windam, and Beyblade: Metal Masters.
Performed: June 28, 2021
This run is lacking even more optimization than in subsequent runs. This run does however perform Underground 5’s first skip first try.
Performed: July 13, 2021
Not every optimization was utilized due to them being undiscovered at the time. The most prominent absence of which being the lack of enemy clipping. Both the FWR and WR runs have optimal movement however. Throughout the run, EMU slowdown was minimal but still affected the run. I did attempt subsequent runs on EMU, only for slowdown to be worse than previous attempts. One of the major time losses in the run was in Downtown 5 against Destruction Worker. This run also lost time to Underground 5’s first skip twice.
Performed: May 22, 2022
This run utilizes almost every optimization besides the first skip in Underground 5 due to the risk involved and Downtown 4’s now third enemy clip due to it being undiscovered until November 30th, 2024. Downtown 4’s first enemy clip was discovered just days prior to this run. This run was the second attempt I’d made that same night. The first attempt skipped both areas of enemies in Downtown 3 flawlessly, but failed to jump across to the lower floor afterward.