Bosses/AI Changes: Difference between revisions
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m Added Skull Man's AI change. Removed Sheep Man's change, as he does not use Mega Man 10's hard mode AI |
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== [[Mega Man 1]]/[[Mega Man Powered Up]] == | |||
This page is for documenting changes between the original appearances of bosses and how they appear in ''[[Mega Man Maker]]''. For the main page, see [[Bosses]]. | |||
== ''[[Mega Man 1]]''/''[[Mega Man Powered Up]]'' == | |||
{| class="wikitable plainrowheaders sortable" | {| class="wikitable plainrowheaders sortable" | ||
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|<center>[[File:IceIcon.png]]</center> | |<center>[[File:IceIcon.png]]</center> | ||
|[[Ice Man]] | |[[Ice Man]] | ||
| | |Firing speed does not gradually accelerate | ||
| | | | ||
|- | |- | ||
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|} | |} | ||
== [[Mega Man 2]] == | == ''[[Mega Man 2]]'' == | ||
{| class="wikitable plainrowheaders sortable" | {| class="wikitable plainrowheaders sortable" | ||
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|[[Wood Man]] | |[[Wood Man]] | ||
| | | | ||
|Vulnerable to [[Flame Sword]] like in [[Mega Man 8]]. | |Vulnerable to [[Flame Sword]] like in ''[[Mega Man 8]]''. | ||
|- | |- | ||
|<center>[[File:CrashIcon.png]]</center> | |<center>[[File:CrashIcon.png]]</center> | ||
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|[[Boobeam Trap]] | |[[Boobeam Trap]] | ||
|Is vulnerable to all weapons unless set as immunity. | |Is vulnerable to all weapons unless set as immunity. | ||
| | |Features rail-bound variant. | ||
|} | |} | ||
== [[Mega Man 3]] == | == ''[[Mega Man 3]]'' == | ||
{| class="wikitable plainrowheaders sortable" | {| class="wikitable plainrowheaders sortable" | ||
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|[[Hard Man]] | |[[Hard Man]] | ||
| | | | ||
| | | | ||
|- | |- | ||
|<center>[[File:KamegoroIcon.png]]</center> | |<center>[[File:KamegoroIcon.png]]</center> | ||
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|} | |} | ||
== [[Mega Man 4]] == | == ''[[Mega Man 4]]'' == | ||
{| class="wikitable plainrowheaders sortable" | {| class="wikitable plainrowheaders sortable" | ||
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|<center>[[File:RingIcon.png]]</center> | |<center>[[File:RingIcon.png]]</center> | ||
|[[Ring Man]] | |[[Ring Man]] | ||
| | |Does not throw a ring if shot while running. | ||
| | | | ||
|- | |- | ||
|<center>[[File:SkullIcon.png]]</center> | |<center>[[File:SkullIcon.png]]</center> | ||
|[[Skull Man]] | |[[Skull Man]] | ||
| | |No limit to how many times he can use [[Skull Barrier]] before shooting. | ||
| | | | ||
|- | |- | ||
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|} | |} | ||
== [[Mega Man 5]] == | == ''[[Mega Man 5]]'' == | ||
{| class="wikitable plainrowheaders sortable" | {| class="wikitable plainrowheaders sortable" | ||
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|<center>[[File:StoneIcon.png]]</center> | |<center>[[File:StoneIcon.png]]</center> | ||
|[[Stone Man]] | |[[Stone Man]] | ||
| | |Being far away from Stone Man guarantees his use of [[Power Stone]]. | ||
| | |Does contact damage when crumbling. | ||
|- | |- | ||
|<center>[[File:CrystalIcon.png]]</center> | |<center>[[File:CrystalIcon.png]]</center> | ||
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|<center>[[File:NapalmIcon.png]]</center> | |<center>[[File:NapalmIcon.png]]</center> | ||
|[[Napalm Man]] | |[[Napalm Man]] | ||
| | |Randomly chooses between firing missiles and bombs. | ||
Always jumps directly to the [[player]]'s position. | |||
| | | | ||
|- | |- | ||
|<center>[[File:ChargeIcon.png]]</center> | |<center>[[File:ChargeIcon.png]]</center> | ||
|[[Charge Man]] | |[[Charge Man]] | ||
| | |Can charge at the player after releasing coal, no matter how close he is. | ||
Has an equal 50% chance of firing coal or charging at the player after walking. | |||
(In ''[[Mega Man 5]]'', the chances were 75% and 25% respectively.) | |||
| | | | ||
|- | |- | ||
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|} | |} | ||
== [[Mega Man 6]] == | == ''[[Mega Man 6]]'' == | ||
{| class="wikitable plainrowheaders sortable" | {| class="wikitable plainrowheaders sortable" | ||
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|} | |} | ||
== [[Mega Man 7]] == | == ''[[Mega Man 7]]'' == | ||
{| class="wikitable plainrowheaders sortable" | {| class="wikitable plainrowheaders sortable" | ||
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|<center>[[File:SpringIcon.png]]</center> | |<center>[[File:SpringIcon.png]]</center> | ||
|[[Spring Man]] | |[[Spring Man]] | ||
| | |Spring Man's ceiling attack is unimplemented in ''[[Mega Man Maker]]'' | ||
| | |Does not have a weakness animation when the [[player]] hits him with [[Slash Claw]] | ||
|- | |- | ||
|<center>[[File:FreezeIcon.png]]</center> | |<center>[[File:FreezeIcon.png]]</center> | ||
|[[Freeze Man]] | |[[Freeze Man]] | ||
| | | | ||
| | |Does not have a weakness animation when hit with his second weakness [[Scorch Wheel]] | ||
|- | |- | ||
|<center>[[File:ShadeIcon.png]]</center> | |<center>[[File:ShadeIcon.png]]</center> | ||
|[[Shade Man]] | |[[Shade Man]] | ||
| | |||
|Does not have a weakness animation when the [[player]] hits him with [[Wild Coil]] | |||
|- | |||
|<center>[[File:BurstIcon.png]]</center> | |||
|[[Burst Man]] | |||
| | | | ||
| | | | ||
|} | |} | ||
== [[Mega Man 8]] == | == ''[[Mega Man 8]]'' == | ||
{| class="wikitable plainrowheaders sortable" | {| class="wikitable plainrowheaders sortable" | ||
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|[[Grenade Man]] | |[[Grenade Man]] | ||
|Grenade Man's attack which covers the ground no longer destroys the floor, and is instead a standard attack. | |Grenade Man's attack which covers the ground no longer destroys the floor, and is instead a standard attack. | ||
| | |Does not have a weakness animation when his [[Flash Bomb]] is reflected by the [[player]]'s [[Thunder Claw]]. | ||
|- | |- | ||
|<center>[[File:AstroIcon.png]]</center> | |<center>[[File:AstroIcon.png]]</center> | ||
|[[Astro Man]] | |[[Astro Man]] | ||
|Astro Crush | |Astro Crush does not have a safe spot under Astro Man. | ||
|Does not have a weakness animation when hit with [[Magic Card]] like in ''[[Mega Man & Bass]]''. | |||
|- | |||
|<center>[[File:TenguIcon.png]]</center> | |||
|[[Tengu Man]] | |||
| | |||
| | | | ||
|- | |- | ||
|} | |} | ||
== [[Mega Man 9]] == | == ''[[Mega Man 9]]'' == | ||
{| class="wikitable plainrowheaders sortable" | {| class="wikitable plainrowheaders sortable" | ||
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|Splash Woman has unique AI when outside water. | |Splash Woman has unique AI when outside water. | ||
Splash Woman's downwards firing is less consistent. | Splash Woman's downwards firing is less consistent. | ||
| | |||
|- | |||
|<center>[[File:JewelIcon.png]]</center> | |||
|[[Jewel Man]] | |||
| | |||
| | |||
|- | |||
|<center>[[File:GalaxyIcon.png]]</center> | |||
|[[Galaxy Man]] | |||
| | |||
| | | | ||
|- | |- | ||
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|} | |} | ||
== [[Mega Man 10]] == | == ''[[Mega Man 10]]'' == | ||
{| class="wikitable plainrowheaders sortable" | {| class="wikitable plainrowheaders sortable" | ||
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|<center>[[File:StrikeIcon.png]]</center> | |<center>[[File:StrikeIcon.png]]</center> | ||
|[[Strike Man]] | |[[Strike Man]] | ||
|During his second bounce, instead of alternating between a high bounce and a long bounce, he will randomly choose which bounce to use. | |||
| | | | ||
|- | |||
|<center>[[File:NitroIcon.png]]</center> | |||
|[[Nitro Man]] | |||
| | | | ||
| | |Intro differs depending on room layout. | ||
|} | |} | ||
== [[Mega Man 11]] == | == ''[[Mega Man 11]]'' == | ||
{| class="wikitable plainrowheaders sortable" | {| class="wikitable plainrowheaders sortable" | ||
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|[[Blast Man]] | |[[Blast Man]] | ||
|The explosions from Blast Man's bombs have a smaller radius to account for screen size differences. | |The explosions from Blast Man's bombs have a smaller radius to account for screen size differences. | ||
In Mega Man 11, | In ''Mega Man 11'', the player could exploit Blast Man's AI to cause him to never activate his Power Gear. This was initially present in ''Mega Man Maker'', but removed due to player feedback. | ||
| | | | ||
|- | |- | ||
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| | | | ||
|- | |- | ||
|<center>[[File:FuseIcon.png]]</center> | |||
|[[Fuse Man]] | |||
| | |||
| | |||
|} | |} | ||
== [[Mega Man and Bass]] == | == ''[[Mega Man and Bass]]'' == | ||
{| class="wikitable plainrowheaders sortable" | {| class="wikitable plainrowheaders sortable" | ||
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|<center>[[File:BurnerIcon.png]]</center> | |<center>[[File:BurnerIcon.png]]</center> | ||
|[[Burner Man]] | |[[Burner Man]] | ||
| | |He can be hit by player's [[Ice Wall]] when he is leaning on it. | ||
| | | | ||
|- | |- | ||
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|} | |} | ||
== [[:Category:Game Boy Games|Game Boy | == [[:Category:Game Boy Games|Game Boy games]] == | ||
{| class="wikitable plainrowheaders sortable" | {| class="wikitable plainrowheaders sortable" | ||
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|[[Punk]] | |[[Punk]] | ||
| | | | ||
| | |Intro destroys maximum of two rows of tiles on descent. | ||
|- | |- | ||
|<center>[[File:PlutoIcon.png]]</center> | |<center>[[File:PlutoIcon.png]]</center> | ||
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|} | |} | ||
==Navigation== | |||
{{Bosses}} | |||
[[Category:Bosses]] | [[Category:Bosses]] |
Latest revision as of 17:16, 17 November 2024
This page is for documenting changes between the original appearances of bosses and how they appear in Mega Man Maker. For the main page, see Bosses.
Mega Man 1/Mega Man Powered Up
Icon | Boss Name | AI Changes | Other Changes |
---|---|---|---|
Cut Man | |||
Ice Man | Firing speed does not gradually accelerate | ||
Bomb Man | |||
Fire Man | Faces away when firing two fire waves. | ||
Time Man | |||
Yellow Devil |
Mega Man 2
Icon | Boss Name | AI Changes | Other Changes |
---|---|---|---|
Bubble Man | Bubble Man has unique AI when outside water. | ||
Quick Man | |||
Wood Man | Vulnerable to Flame Sword like in Mega Man 8. | ||
Crash Man | |||
Metal Man | |||
Boobeam Trap | Is vulnerable to all weapons unless set as immunity. | Features rail-bound variant. |
Mega Man 3
Icon | Boss Name | AI Changes | Other Changes |
---|---|---|---|
Spark Man | Faces the player when jumping. Only jumps 1-3 times. | ||
Top Man | |||
Magnet Man | |||
Hard Man | |||
Kamegoro Maker |
Mega Man 4
Icon | Boss Name | AI Changes | Other Changes |
---|---|---|---|
Ring Man | Does not throw a ring if shot while running. | ||
Skull Man | No limit to how many times he can use Skull Barrier before shooting. | ||
Toad Man | |||
Pharaoh Man | |||
Cossack Catcher | |||
Wily Machine 4 | Using Rain Flush on the capsule no longer softlocks. |
Mega Man 5
Icon | Boss Name | AI Changes | Other Changes |
---|---|---|---|
Stone Man | Being far away from Stone Man guarantees his use of Power Stone. | Does contact damage when crumbling. | |
Crystal Man | |||
Napalm Man | Randomly chooses between firing missiles and bombs.
Always jumps directly to the player's position. |
||
Charge Man | Can charge at the player after releasing coal, no matter how close he is.
Has an equal 50% chance of firing coal or charging at the player after walking. (In Mega Man 5, the chances were 75% and 25% respectively.) |
||
Dark Man 3 | Has a new intro animation. | ||
Dark Man 4 | |||
Big Pets | Eyes will open automatically if there are no platforms present. |
Mega Man 6
Icon | Boss Name | AI Changes | Other Changes |
---|---|---|---|
Wind Man | |||
Flame Man | |||
Knight Man | Will always begin the fight with his Knight Crusher. | ||
Yamato Man | |||
Plant Man | |||
Wily Machine 6 |
Mega Man 7
Icon | Boss Name | AI Changes | Other Changes |
---|---|---|---|
Spring Man | Spring Man's ceiling attack is unimplemented in Mega Man Maker | Does not have a weakness animation when the player hits him with Slash Claw | |
Freeze Man | Does not have a weakness animation when hit with his second weakness Scorch Wheel | ||
Shade Man | Does not have a weakness animation when the player hits him with Wild Coil | ||
Burst Man |
Mega Man 8
Icon | Boss Name | AI Changes | Other Changes |
---|---|---|---|
Grenade Man | Grenade Man's attack which covers the ground no longer destroys the floor, and is instead a standard attack. | Does not have a weakness animation when his Flash Bomb is reflected by the player's Thunder Claw. | |
Astro Man | Astro Crush does not have a safe spot under Astro Man. | Does not have a weakness animation when hit with Magic Card like in Mega Man & Bass. | |
Tengu Man |
Mega Man 9
Icon | Boss Name | AI Changes | Other Changes |
---|---|---|---|
Concrete Man | Laser Trident now passes through concrete fired. This was confirmed to be intentional by WreckingPrograms. | ||
Splash Woman | Splash Woman has unique AI when outside water.
Splash Woman's downwards firing is less consistent. |
||
Jewel Man | |||
Galaxy Man | |||
Tornado Man |
Mega Man 10
Icon | Boss Name | AI Changes | Other Changes |
---|---|---|---|
Sheep Man | |||
Pump Man | |||
Strike Man | During his second bounce, instead of alternating between a high bounce and a long bounce, he will randomly choose which bounce to use. | ||
Nitro Man | Intro differs depending on room layout. |
Mega Man 11
Icon | Boss Name | AI Changes | Other Changes |
---|---|---|---|
Blast Man | The explosions from Blast Man's bombs have a smaller radius to account for screen size differences.
In Mega Man 11, the player could exploit Blast Man's AI to cause him to never activate his Power Gear. This was initially present in Mega Man Maker, but removed due to player feedback. |
||
Bounce Man | |||
Fuse Man |
Mega Man and Bass
Icon | Boss Name | AI Changes | Other Changes |
---|---|---|---|
Cold Man | |||
Burner Man | He can be hit by player's Ice Wall when he is leaning on it. | ||
Pirate Man |
Game Boy games
Icon | Boss Name | AI Changes | Other Changes |
---|---|---|---|
Enker | |||
Punk | Intro destroys maximum of two rows of tiles on descent. | ||
Pluto |