Bosses/AI Changes

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A few bosses in Mega Man Maker have modifications to their AI that make them differ in behavior to an extent from their source material counterparts. Below are the notable AI changes.

Mega Man 1 / Mega Man Powered Up

Icon Boss New Behaviors (MMM) Old Behaviors (Source)
CutIcon.png
Cut Man
  • Cut Man's jump arc is always the same, in MMM.
  • Cut Man, with his Rolling Cutter on his head, will never jump when the player presses "jump button", in MMM.
  • Cut Man will never pose after throwing Rolling Cutter, in MMM.
  • Cut Man will never use his Rolling Cutter midjump, in MMM.
  • Cut Man's jump arc can vary, in MM1.
  • Cut Man, with his Rolling Cutter on his head, will jump when the player presses "jump button" if the player is close enough horizontally, in MM1.
  • Cut Man after throwing his Rolling Cutter, will occasionally start posing immediately after launching it, or after landing from a jump while it is still airborne, in MM1.
  • Cut Man when jumping will sometimes throw Rolling Cutter in the middle of a jump.
IceIcon.png
Ice Man
  • Ice Man always moves at the same speed, in MMM.
  • Ice Man gradually increases speed over time, in MM1.
BombIcon.png
Bomb Man
  • Bomb Man can attack-cancel and jump away, if the player gets too close while the boss is in the middle of an attack animation, in MMM.
  • Bomb Man cannot attack-cancel his attack animation into a jump, in MM1.
Fire Man
  • Fire Man's flame blasts do not leave a flame on the ground.
  • Fire Man's flame blasts would usually leave a flame on the ground after being shot out.
TimeIcon.png
Time Man
  • Time Man does not roll.
  • On Mega Man Powered Up's Hard difficulty setting, Time Man can roll to dodge attacks on the ground while his Time Slow is active then counterattack by firing an arrow.

Mega Man 2

Icon Boss New Behaviors (MMM) Old Behaviors (Source)
BubbleIcon.png
Bubble Man
  • Bubble Man has unique AI for when he isn't submerged in liquid, in MMM.
  • Bubble Man does not shoot when he begins swimming, and will only do so if the player goes into range after he begins to move, in MMM.
  • Bubble Man can only be fought submerged in liquid, in MM2.
  • Bubble Man will shoot at the player as soon as they are in range, regardless if it happens as he started swimming.
WoodIcon.png
Wood Man
  • The player can no longer safely shoot non-piercing, ranged projectiles at Wood Man defending with Leaf Shield, if the player is next to him, in MMM.
  • The four leaves can now be destroyed, in MMM.
  • Crash Bombs no longer explode in contact with Wood Man's Leaf Shield, in MMM.
  • Wood Man can no longer jump higher and further, if the player enters the pause menu, in MMM.
  • The player can safely shoot non-piercing, ranged projectiles at Wood Man defending with Leaf Shield, if the player is next to him, in MM2.
  • The four leaves can not be destroyed, in MM2.
  • If the player uses Crash Bomber, the projectile will immediately explode in contact with Wood Man's Leaf Shield, in MM2.
  • Wood Man can jump higher and further, if the player enters the pause menu when Wood Man jumps, in MM2.
CrashIcon.png
Crash Man
  • Crash Man will only attack the player periodically for the player not pressing the "shoot button" for an extended period of time, after Crash Man's counter-response to the "shoot button" being pressed is triggered at least once, in MMM.
  • Crash Man will attack the player periodically if the player does not press the "shoot button" for an extended period of time, in MM2.
MetalIcon.png
Metal Man
  • Portion of Metal Man's AI that reverses directions of Conveyor Belts periodically is an optional setting, in MMM.
  • Metal Man's AI will always reverse directions of Conveyor Belts periodically, in MM2.

Mega Man 3

Icon Boss New Behaviors (MMM) Old Behaviors (Source)
SparkIcon.png
Spark Man
  • Spark Man's jump RNG causes him to jump 1-3 times before attacking, in MMM.
  • Spark Man's jump RNG causes him to jump 1-4 times before attacking, in MM3.
TopIcon.png
Top Man
  • When Top Man stops spinning one tile before a wall, the player is safe from contact damage if they hug the wall, in MMM.
  • When Top Man stops spinning one tile before a wall, the player is not safe from contact damage if they hug the wall, in MM3.
MagnetIcon.png
Magnet Man
  • Magnets do not deal damage after they explode, In MMM.
  • Magnets deal damage after they explode, in MM3
HardIcon.png
Hard Man
  • Hard Man's Hard Knuckle will auto-correct its direction towards the player sooner after missing them, making them less likely to off-screen themselves, in MMM.
  • Hard Man's Hard Knuckle will auto-correct its direction towards the player later after missing them, making them more likey to off-screen themselves, in MM3.

Mega Man 4

Icon Boss New Behaviors (MMM) Old Behaviors (Source)
RingIcon.png
Ring Man
  • Does not have the attack where he throws a boomerang if attacked while running, in MMM.
  • Has an attack where he throws a boomerang if attacked while running, in MM4.
SkullIcon.png
Skull Man
ToadIcon.png
Toad Man
PharaohIcon.png
Pharaoh Man

Mega Man 5

Icon Boss New Behaviors (MMM) Old Behaviors (Source)
StoneIcon.png
Stone Man
CrystalIcon.png
Crystal Man
NapalmIcon.png
Napalm Man
  • Napalm Man's attack choice is decided by RNG, in MMM.
  • Napalm Man's attack choice is decided by distance from player, in MM5.
ChargeIcon.png
Charge Man

Mega Man 6

Icon Boss New Behaviors (MMM) Old Behaviors (Source)
WindIcon.png
Wind Man
FlameIcon.png
Flame Man
  • His floor flames are telegraphed.
  • His floor flames appear instantly once Flame Man summons them
KnightIcon.png
Knight Man
PlantIcon.png
Plant Man

Mega Man 7

Icon Boss New Behaviors (MMM) Old Behaviors (Source)
SpringIcon.png
Spring Man
  • Spring Man's grab and ceiling slam attack where removed, in MMM.
  • Spring Man had an attack where he would grab the player character and slam them into the ceiling if he got to jump close to them, in MM7.
ShadeIcon.png
Shade Man
  • The second big Noise Crush is higher so the player character does not need to slide under it.
  • The second big Noise Crush may require the player character to slide under it.

Mega Man 8

Icon Boss New Behaviors (MMM) Old Behaviors (Source)
GrenadeIcon.png
Grenade Man
  • Crazy destroyer floor bombs do not destroy the floor.
  • Crazy destroyer floor bombs destroy the floor.
AstroIcon.png
Astro Man
  • Astro Crush asteroids are more spaced out, but being below Astro Man's last position does not protect the player character.
  • Astro Crush asteroids are very close and being below Astro Man's last position will protect the player character.

Mega Man 9

Icon Boss New Behaviors (MMM) Old Behaviors (Source)
ConcreteIcon.png
Concrete Man
  • Projectiles that can normally pass through terrain can pass through the Concrete Shot blocks.
  • Concrete Shot Blocks reflect most projectiles away.
TornadoIcon.png
Tornado Man

Mega Man 10

Icon Boss New Behaviors (MMM) Old Behaviors (Source)
SheepIcon.png
Sheep Man
PumpIcon.png
Pump Man
  • Pump Man cannot throw his handle.
  • On Hard Mode, Pump Man can throw his handle like a boomerang, inflicting 8 damage to the player if it hits them.

Mega Man 11

Icon Boss New Behaviors (MMM) Old Behaviors (Source)
BlastIcon.png
Blast Man
BounceIcon.png
Bounce Man