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'''Bosses''' are a category of placeable [[Assets|objects]] in ''[[Mega Man Maker]]''. They are one out of three ways the player can beat the stage (the others being picking up an [[Energy Element]] and shooting a [[Party Ball]]). Creators can place one of these Robot Masters in a room for players to fight.
'''Bosses''' are a category of placeable [[:Category:Assets|objects]] in ''[[Mega Man Maker]]''. They are one out of three ways the player can beat the stage (the others being picking up an [[Energy Element]] and shooting a [[Party Ball]]). When a boss is spawned in, they must be defeated to either end the level or progress to the next section.


Prior to version [[1.5.0]], a player could only have one boss per stage, but since 1.5.0, players can have multiple bosses with the maximum of 10 active at once and a total of 200 in a level. Bosses are loaded in first from top to bottom, then left to right.
Prior to version [[1.5.0]], a player could only have one boss per stage, but since 1.5.0, players can have multiple bosses with the maximum of 10 active at once and a total of 200 in a level. Bosses are loaded in first from top to bottom, then left to right. Additionally, bosses can also be set to not end the level after being defeated, instead dropping a [[pickup]], adding or removing a [[weapon]], changing the [[player character]] or changing the stage [[music]].
 
In version [[1.8.0]], Wily Fortress bosses were introduced. While previously the limit of 10 bosses at once was universal, the size of several [[:Category:Fortress Bosses|fortress bosses]] forces a limit of one per section on a player, though smaller fortress bosses such as [[Dark Man 3]] and [[Dark Man 4]] are exempt from this new rule.


Some of the bosses have noticeable changes in their [[Bosses/AI Changes|behaviors]] when compared to their games of origin.
Some of the bosses have noticeable changes in their [[Bosses/AI Changes|behaviors]] when compared to their games of origin.
Having a single [[boss]] in a level results in a level card having a unique [[level mugshot]] for the boss.


== List of Bosses ==
== List of Bosses ==
As of version [[1.7.5]], there are 40 Robot Master bosses from ''Mega Man'' to ''Mega Man 11'' and 5 other [[Assets|assets]] related to bosses and ending a level in the Boss category for a total of 45 assets. The first six NES games have 4–5 bosses each while ''Mega Man 7'' through ''Mega Man 11'' have 2–3 bosses each. The developers often select from four bosses for an update due to the complex programming they need.
As of version [[1.9.2.2]], there are a total of 75 assets in the Boss section:
*52 Robot Master bosses ''Mega Man'' to ''Mega Man 11'', ''Mega Man & Bass'', and the Game Boy games
*9 Wily Fortress bosses from ''Mega Man'' to ''Mega Man 6''
*8 objects related to specific bosses
*5 other [[Assets|assets]] related ending a level and bosses in general


=== ''Mega Man / Mega Man Powered Up'' ===
=== ''Mega Man / Mega Man Powered Up'' ===
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|Slows down time while firing arrows at you, occasionally jumping as well.
|Slows down time while firing arrows at you, occasionally jumping as well.
|[[1.1.0]]
|[[1.1.0]]
|-
|<center>[[File:YellowDevilIcon.png]]</center>
|[[Yellow Devil]]
|Shoots blobs of it's body back and forth. Has multiple options for attack.
|[[1.8.0]]
|}
|}


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|[[Metal Man]]
|[[Metal Man]]
|Throws metal blades while hopping around to keep his distance.
|Throws metal blades while hopping around to keep his distance.
|-
|<center>[[File:BoobeamPadIcon.png]]</center>
|rowspan="2"|[[Boobeam Trap]]
|This booby trap will flash before shooting you. Make sure you save ammo!
|rowspan="3"|[[1.8.0]]
|-
|<center>[[File:BoobeamPadVertIcon.png]]</center>
|This booby trap will flash before shooting you... but vertically!!!
|-
|<center>[[File:BoobeamIcon.png]]</center>
|[[Boobeam Trap#Boobeam Trap Controller|Boobeam Trap Controller]]
|Without this fancy thing, Boobeams are just enemies.
|-
|<center>[[File:BoobeamTrapRailIcon.png]]</center>
|[[Boobeam Trap Rail]]
|Here are rails to create moving Boobeams. Works like targets rails.
|[[1.8.4]]
|}
|}


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|<center>[[File:HardIcon.png]]</center>
|<center>[[File:HardIcon.png]]</center>
|[[Hard Man]]
|[[Hard Man]]
|Fires homing rocket punches and tries to crush you with ground punds.
|Fires homing rocket punches and tries to crush you with ground pounds.
|-
|<center>[[File:KamegoroIcon.png]]</center>
|[[Kamegoro Maker]]
|Releases trutles which progressively get faster, five in total.
|rowspan="2"|[[1.8.0]]
|-
|<center>[[File:KamegoroVortexIcon.png]][[File:KamegoroVortexVertIcon.png]]</center>
|[[Kamegoro Maker#Kamegoro Maker Vortex Generator|Kamegoro Maker Vortex Generator]]
|Creates vortexes in water.
|}
|}


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|[[Pharaoh Man]]
|[[Pharaoh Man]]
|Jumps and fires magical pellets before landing to charge a wave attack.
|Jumps and fires magical pellets before landing to charge a wave attack.
|-
|<center>[[File:CossackIcon.png]]</center>
|[[Cossack Catcher]]
|Cossack is formidable, he will attempt to grab and slam you to the floor.
|rowspan="2"|[[1.8.0]]
|-
|<center>[[File:WilyMachine4.png]]</center>
|[[Wily Machine 4]]
|Fires multiple energy shots, has two phases.
|}
|}


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|Charges at you and sends down coals, causing confusion and delay.
|Charges at you and sends down coals, causing confusion and delay.
|[[1.3.0]]
|[[1.3.0]]
|-
|<center>[[File:DarkMan3.png]]</center>
|[[Dark Man 3]]
|Creeps forward, will freeze you in place when close enough and shoot you.
|rowspan="4"|[[1.8.0]]
|-
|<center>[[File:DarkMan4.png]]</center>
|[[Dark Man 4]]
|Has energy shields which follow him as he moves and shoots. Selectable intros.
|-
|<center>[[File:BigPets.png]]</center>
|[[Big Pets]]
|Shoots enemies at timed intervals. Can be placed with or without it's platforms.
|-
|<center>[[File:BigPetsPlatformIcon.png]]</center>
|[[Big Pets#Big Pets Body Platform|Big Pets Body Platform]]
|This platform will extend forward when it is shot.
|}
|}


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|Makes a barrier, throws it, then walks a distance before reactivating it.
|Makes a barrier, throws it, then walks a distance before reactivating it.
|[[1.0.0]]
|[[1.0.0]]
|-
|<center>[[File:WilyMachine6.png]]</center>
|[[Wily Machine 6]]
|Jumps back and forth as it shoots. Has multiple selectable phases.
|[[1.8.0]]
|}
|}


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|Spooky vampire that swoops to grab you and drains health. Can fire sound waves.
|Spooky vampire that swoops to grab you and drains health. Can fire sound waves.
|[[1.4.0]]
|[[1.4.0]]
|-
|<center>
[[File:BurstIcon.png]]
</center>
|[[Burst Man]]
|Makes bubbles that trap you or bounce you around. Mash to escape death!
|rowspan="2"|[[1.9.0]]
|-
|<center>
[[File:BurstBubble.png]]
</center>
|[[Burst Bubble]]
|Bubbles that bounce the player around when touched. Boiing!
|}
|}


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|[[Astro Man]]
|[[Astro Man]]
|Dives or launches projectiles, yeah. Beware of his Astro Crush!
|Dives or launches projectiles, yeah. Beware of his Astro Crush!
|-
|<center>
[[File:TenguIcon.png]]
</center>
|[[Tengu Man]]
|A flying boss. Dives to attack, and shoots wind gusts that push you away.
|[[1.9.0]]
|}
|}


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|Summons deadly piranhas and rains piercing tridents onto you from above
|Summons deadly piranhas and rains piercing tridents onto you from above
|[[1.7.0]]
|[[1.7.0]]
|-
|<center>
[[File:JewelIcon.png]]
</center>
|[[Jewel Man]]
|Jumps when you jump. His jewels reflect projectiles and can be fired at you.
|rowspan="2"|[[1.9.0]]
|-
|<center>
[[File:GalaxyIcon.png]]
</center>
|[[Galaxy Man]]
|Voted in by you! Flies, teleports and makes black holes that suck you in.
|-
|-
|<center>[[File:TornadoIcon.png]]</center>
|<center>[[File:TornadoIcon.png]]</center>
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|Summons tornadoes while jumping and hovering around.
|Summons tornadoes while jumping and hovering around.
|[[1.5.0]]
|[[1.5.0]]
|-
|}
|}


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|Throws rebounding baseballs and curls into a ball to bounce around. YOU'RE OUT!
|Throws rebounding baseballs and curls into a ball to bounce around. YOU'RE OUT!
|[[1.7.0]]
|[[1.7.0]]
|-
|<center>
[[File:NitroIcon.png]]
</center>
|[[Nitro Man]]
|A motorcycle robot who rides back and forth, even through uneven terrain.
|[[1.9.0]]
|}
|}


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|[[Bounce Man]]
|[[Bounce Man]]
|Bounces around, punches and slams the floor. Speed Gear turbos his speed.
|Bounces around, punches and slams the floor. Speed Gear turbos his speed.
|-
|<center>
[[File:FuseIcon.png]]
</center>
|[[Fuse Man]]
|Teleport and shoots electricity. Click on him to see where he can teleport.
|[[1.9.0]]
|}
|}


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|<center>[[File:ColdIcon.png]]</center>
|<center>[[File:ColdIcon.png]]</center>
|[[Cold Man]]
|[[Cold Man]]
|N\A
|Ice cold homie, pushes ice walls and jumps sometimes. Spawns cloud friend at half HP.
|rowspan="2"|[[1.8.0]]
|rowspan="3"|[[1.8.0]]
|-
|<center>[[File:BurnerIcon.png]]</center>
|[[Burner Man]]
|Dashes around, uses a flamethrower and throws bombs.
|-
|-
|<center>[[File:PirateIcon.png]]</center>
|<center>[[File:PirateIcon.png]]</center>
|[[Pirate Man]]
|[[Pirate Man]]
|N\A
|Yo Ho! Controls water, hurls explosives, and bounces in a bubble.
|}
|}


=== Other ===
=== ''Mega Man'' Game Boy ===
 
{| class="wikitable plainrowheaders sortable"
|+ style="text-align:left"|
! scope="col" | Icon
! scope="col" | Name
! scope="col" | In-Game Description
! scope="col" | Added in Version
|-
|<center>[[File:EnkerIcon.png]]</center>
|[[Enker]]
|Runs & jumps, absorbing projectiles when his spear is raised. Canonically xenophobic!
|rowspan="3"|[[1.8.0]]
|-
|<center>[[File:PunkIcon.png]]</center>
|[[Punk]]
|He himself is a saw, can destroy various objects in his path.
|-
|<center>[[File:PlutoIcon.png]]</center>
|[[Pluto]]
|Shoots, dashes and clings to walls. Much like a cat. What do you mean they can't?
|}
 
=== Misc ===


{| class="wikitable plainrowheaders sortable"
{| class="wikitable plainrowheaders sortable"
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|-
|-
|<center>[[File:BossDoorIcon.png]][[File:BoosDoorIconSide.png]]</center>
|<center>[[File:BossDoorIcon.png]][[File:BoosDoorIconSide.png]]</center>
|[[Boss Door]]
|[[Boss Door]]<ref>Boss doors appear in every subcategory in the [[Level Builder]] except the "Misc" category</ref>
|Usually leads to a boss arena. Locks when a midboss or boss is present.
|Usually leads to a boss arena. Locks when a midboss or boss is present.
|rowspan="3"|[[1.0.0]]
|rowspan="3"|[[1.0.0]]
Line 371: Line 517:
|}
|}


== Multiple Bosses ==
== Multiple bosses ==
Prior to [[1.5.0]], a level could only have one boss at the time. At the time, some players tampered with the files to get multiple bosses; however, the boss music would not play. If one intended to put another boss in the level editor, the previous boss would disappear and its settings would be passed on the newly created boss.
Prior to [[1.5.0]], a level could only have one boss at the time. At the time, some players tampered with the files to get multiple bosses; however, the boss music would not play. If one intended to put another boss in the level editor, the previous boss would disappear and its settings would be passed on the newly created boss.


Since version 1.5.0, bosses can be programmed to leave items after defeat though this will cause defeating them to no longer finish the stage. To activate this functionality on a specific boss, the designer must click on the skull icon at the bottom left of the boss menu and select an item to drop if the boss is defeated. The three groups of possibilities are: a new pickup, a change in the weapon roster and a change on the [[Characters|player character]]. However, these possibilities are not mutually exclusive even if the options in the category are.
Since version 1.5.0, bosses can be programmed to leave items after defeat though this will cause defeating them to no longer finish the stage. To activate this functionality on a specific boss, the designer must click on the skull icon at the bottom left of the boss menu and select an item to drop if the boss is defeated. The three groups of possibilities are: a new pickup, a change in the [[weapon]] roster and a change on the [[Characters|player character]]. However, these possibilities are not mutually exclusive even if the options in the category are.


If a pickup is selected, different things will happen depending on the item. Most pickups will be left where the boss was defeated, while [[Key|Keys]] will travel to the player's position before being collected. A change on the weapons, be it an unlock or removal, or a player character change is triggered instantly upon a boss' defeat. Following the addition of Key colors in [[1.7.0]], a button can be used to change the color of the Key the boss will spawn upon defeat.
If a pickup is selected, different things will happen depending on the item. Most pickups will be left where the boss was defeated, while [[Key]]s will travel to the player's position before being collected. A change of weapons, be it an unlock or removal, or a player character change is triggered instantly upon a boss' defeat. Following the addition of Key colors in [[1.7.0]], a button can be used to change the color of the Key the boss will spawn upon defeat.


In addition to those options, the boss can also be set to change the music upon defeat.
In addition to those options, since version 1.7.0 a boss can also be set to change the stage music upon defeat.


On a [[Screens|screen]], the maximum number of bosses is 10. An eleventh boss added will not be recognized by the program. In the whole stage, the limit for multiple bosses is 200.
On a [[Screens|screen]], the maximum number of bosses is 10. An eleventh boss added will not be recognized by the program. In the whole stage, the limit for multiple bosses is 200.
==Special interactions==
Certain bosses exhibit special behaviors when hit by certain types of [[weapons]] or by weapons set as a weakness or immunity.
*As of version 1.9.2.2, [[Metal Man]] and [[Bounce Man]] are the only bosses who have a special behavior when hit exclusively by their primary weakness:
**Bounce Man will split apart, making his parts bounce around the room.
**[[Metal Man]] will be killed instantly if the chosen primary weakness is [[Metal Blade]] or will be killed in two hits if Metal Blade set as a secondary weakness.
*[[Quick Man]] will pause in place and block any weapons set as an immunity.
*[[Cold Man]] and [[Freeze Man]] will regain health if they are hit by an [[:Category:Ice weapons|ice weapon]] not set as a weakness
** Before regaining health, Freeze Man will freeze the player in place and will perform a pose.
*Burst Man takes knockback and launches four bombs when hit by a [[:Category:Fire weapons|fire weapon]], an [[:Category:Ice weapons|ice weapon]], a charged buster shot or a weapon set as a weakness.
*When [[Spring Man]] is hit by an [[:Category:Electric weapons|electric weapon]], he will temporarily cause a magnetic effect that attracts the [[player]] towawrds him.
*When Tengu Man is hit by the [[player]]'s [[Ice Wave]] and lands on ground, he will be frozen in place temporarily.
*[[Cut Man]] is the only boss as of version 1.9.0 to experience knockback regardless of whatever he is hit by.


== Trivia ==
== Trivia ==
* Every major update since 1.0.0 with the exceptions of 1.1.0 and 1.7.0 has added two bosses from two games each for a total of four bosses.
{{SourceNeeded|"During the early development of ''Mega Man Maker'', Guts Man was planned to be in the game alongside [[Cut Man]] but was replaced by [[Bomb Man]]."}}
* Every major update since [[1.0.0]] with the exceptions of [[1.1.0]], [[1.7.0]], [[1.8.0]], and [[1.9.0]] has added two bosses from two games each for a total of four bosses.
** 1.1.0, which had the least number of bosses added in a major update with 2, added Time Man and Ice Man, both from ''Mega Man''.
** 1.1.0, which had the least number of bosses added in a major update with 2, added Time Man and Ice Man, both from ''Mega Man''.
** 1.7.0, which had the most number of bosses added in a major update with 6, added Fire Man, Quick Man, Yamato Man, Freeze Man, Splash Woman, and Strike Man. Additionally, none of the bosses added in 1.7.0 are from the same game of origin due to the goal of the update being to add a variety content from games already represented in ''Mega Man Maker'' at the time i.e. ''Mega Man'' through ''Mega Man 11''.
** 1.7.0 added 6 bosses, namely [[Fire Man]], [[Quick Man]], [[Yamato Man]], [[Freeze Man]], [[Splash Woman]], and [[Strike Man]].
* During the early development of ''Mega Man Maker'', Guts Man was planned to be in the game alongside [[Cut Man]] but was replaced by [[Bomb Man]].
***Additionally, none of the bosses added in 1.7.0 are from the same game of origin due to the goal of the update being to add a variety content from games already represented in ''Mega Man Maker'' at the time i.e. ''Mega Man'' through ''Mega Man 11''.
** Gemini Man was also cut due to technical issues as his AI did not work well with customizable terrain. However, a Level Builder icon exists for him exist in the game's files and he can be placed in levels through special setups though no AI is programmed into him.
** 1.8.0, which had the most number of bosses added in a major update at 15, added [[Pirate Man]], [[Cold Man]], [[Burner Man]], [[Pluto]], [[Punk]], [[Enker]], the [[Yellow Devil]], [[Boobeam Trap]], the [[Kamegoro Maker]], the [[Cossack Catcher]], [[Wily Machine 4|Wily Machines 4]] and [[Wily Machine 6|6]], [[Dark Man 3|Dark Men 3]] and [[Dark Man 4|4]] and [[Big Pets]].
* Prior to version [[1.3.3]], [[Skull Man]]'s description was simply ''Kills'', a reference to the ''Mega Man'' fangame ''Skull Man Kills''. The description was updated with information about his attack patterns in version 1.3.3 to be more consistent with the rest of the Robot Master descriptions while still keeping in the reference.
*** Additionally, each game from [[Mega Man 1|the first ''Mega Man'' game]] through ''[[Mega Man 6]]'' had one Wily Fortress boss added in 1.8.0 with the exception of ''Mega Man 4'' and ''Mega Man 5'' which respectively added two and three bosses.
* According to [[Luigi]], the [[Music changer|music changer]] was planned to be added alongside the boss overhaul in 1.5.0 as the two features were similar thematically but was put aside due to the scope of the update.
** 1.9.0 added [[Burst Man]], [[Tengu Man]], [[Galaxy Man]], [[Jewel Man]], [[Nitro Man]], and [[Fuse Man]].
* ''Mega Man 11'''s Robot Masters, Blast Man and Bounce Man, retain their Double Gear abilities from the original game.
*** The only game from which two new bosses were added in 1.9.0 was ''[[Mega Man 9]]''.
* During the early development of ''Mega Man Maker'', Guts Man was planned to be in the game alongside [[Cut Man]] but was replaced by [[Bomb Man]].<sup>[source needed]</sup>
** [[Gemini Man]] was also cut due to technical issues as his AI did not work well with customizable terrain; however, a Level Builder icon for him exists in the game's files. He can be placed in levels through special setups though no AI is programmed into him.
* Prior to version [[1.3.3]], [[Skull Man]]'s description was simply "Kills", a reference to the ''Mega Man'' fangame ''Skull Man Kills''. The description was updated with information about his attack patterns in version 1.3.3 to be more consistent with the rest of the Robot Master descriptions while still keeping in the reference.
* According to [[Luigi]], the [[Music Changer|music changer]] was planned to be added alongside the boss overhaul in 1.5.0 as the two features were similar thematically but was put aside due to the scope of the update.
* ''Mega Man 11'''s Robot Masters—[[Blast Man]], [[Bounce Man]], and [[Fuse Man]]—retain their Double Gear abilities in ''[[Mega Man Maker]]''.
* If a boss is placed between a screen transition, screens with a hard transition will not lock thus allowing the player to pass through them like normal. This allows the player to activate more than 10 bosses by traveling to a different screen to activate another boss. However, a screen with a hard transition will lock if a boss that is not placed between a screen transition is activated.
* If a boss is placed between a screen transition, screens with a hard transition will not lock thus allowing the player to pass through them like normal. This allows the player to activate more than 10 bosses by traveling to a different screen to activate another boss. However, a screen with a hard transition will lock if a boss that is not placed between a screen transition is activated.
* As of version 1.7.5, [[Metal Man]] and [[Bounce Man]] are the only bosses who have a special behavior when hit with their primary weakness: Bounce Man will split apart, making his parts bounce around the room, and Metal Man will be killed instantly. Meanwhile, if an ice weapon is set as the primary weakness for [[Freeze Man]], he will not freeze the player in place and taunt them.
*Skull Man and Freeze Man are the only bosses as of version 1.9.0 to not move when spawned in until the player moves.
** Likewise, [[Cut Man]] is the only boss as of version 1.7.5 to experience knockback when hit.
**Freeze Man sparkles and wags his finger, inviting the player to make the first move.
*As of version 1.9.2.2, only two Robot Master bosses have options unique to them:
**Metal Man's option to enable or disable the switching of directions of [[Conveyor Belt]]s
**Fuse Man's options to change the size of the rails on which the two fuse projectiles travel and enable or disable them
 
==Footnotes==
<references/>


[[Category:Assets]]
==Navigation==
{{Bosses}}
[[Category:Assets]] [[Category:Bosses]]

Latest revision as of 20:56, 8 October 2024

Bosses are a category of placeable objects in Mega Man Maker. They are one out of three ways the player can beat the stage (the others being picking up an Energy Element and shooting a Party Ball). When a boss is spawned in, they must be defeated to either end the level or progress to the next section.

Prior to version 1.5.0, a player could only have one boss per stage, but since 1.5.0, players can have multiple bosses with the maximum of 10 active at once and a total of 200 in a level. Bosses are loaded in first from top to bottom, then left to right. Additionally, bosses can also be set to not end the level after being defeated, instead dropping a pickup, adding or removing a weapon, changing the player character or changing the stage music.

In version 1.8.0, Wily Fortress bosses were introduced. While previously the limit of 10 bosses at once was universal, the size of several fortress bosses forces a limit of one per section on a player, though smaller fortress bosses such as Dark Man 3 and Dark Man 4 are exempt from this new rule.

Some of the bosses have noticeable changes in their behaviors when compared to their games of origin.

Having a single boss in a level results in a level card having a unique level mugshot for the boss.

List of Bosses

As of version 1.9.2.2, there are a total of 75 assets in the Boss section:

  • 52 Robot Master bosses Mega Man to Mega Man 11, Mega Man & Bass, and the Game Boy games
  • 9 Wily Fortress bosses from Mega Man to Mega Man 6
  • 8 objects related to specific bosses
  • 5 other assets related ending a level and bosses in general

Mega Man / Mega Man Powered Up

Icon Name In-Game Description Added in Version
Cut Man Throws his scissor blade like a slow boomerang. Flinches when hit. 1.0.0
Ice Man Fires off three freezing ice waves in a vertical column after jumping. 1.1.0
Bomb Man Takes long and short jumps while chucking bombs. 1.0.0
Fire Man Launches his flames of justice if the player shoots or is at a specific distance. 1.7.0
Time Man Slows down time while firing arrows at you, occasionally jumping as well. 1.1.0
Yellow Devil Shoots blobs of it's body back and forth. Has multiple options for attack. 1.8.0

Mega Man 2

Icon Name In-Game Description Added in Version
Bubble Man Swims towards you, firing spurts and bubble leads. Said to be defective on land. 1.2.0
Quick Man Jumps three times, lobs three quick boomerangs, then runs forward and repeats. 1.7.0
Wood Man Jumps, summons falling leaves and utilizes a throwable leaf shield. 1.2.0
Crash Man Jumps when you shoot and lobs explosives as a counter attack. 1.0.0
Metal Man Throws metal blades while hopping around to keep his distance.
Boobeam Trap This booby trap will flash before shooting you. Make sure you save ammo! 1.8.0
This booby trap will flash before shooting you... but vertically!!!
Boobeam Trap Controller Without this fancy thing, Boobeams are just enemies.
Boobeam Trap Rail Here are rails to create moving Boobeams. Works like targets rails. 1.8.4

Mega Man 3

Icon Name In-Game Description Added in Version
Spark Man Fires a spread of sparks, followed by a giant volt ball aimed at you. 1.0.0
Top Man Spins across the room, then fires 3 spinning tops aimed at you and repeats.
Magnet Man Pulls you with magnetic abilities and fires semi-homing missiles. 1.2.0
Hard Man Fires homing rocket punches and tries to crush you with ground pounds.
Kamegoro Maker Releases trutles which progressively get faster, five in total. 1.8.0
Kamegoro Maker Vortex Generator Creates vortexes in water.

Mega Man 4

Icon Name In-Game Description Added in Version
Ring Man Throws a boomerang ring, jumps to throw another, then runs to the other side. 1.3.0
Skull Man kills. Waits for a move before striking, then fires some shots or uses a shield.
Toad Man Jumps when attacked, performs a screen-wide attack otherwise. 1.0.0
Pharaoh Man Jumps and fires magical pellets before landing to charge a wave attack.
Cossack Catcher Cossack is formidable, he will attempt to grab and slam you to the floor. 1.8.0
Wily Machine 4 Fires multiple energy shots, has two phases.

Mega Man 5

Icon Name In-Game Description Added in Version
Stone Man Jumps and stomps near you, sometimes sending out two orbiting stones. 1.0.0
Crystal Man Jumps around and shoots either a small shot or expensive bouncing crystals. 1.3.0
Napalm Man Jumps, then either shoots 3 missiles forward, or lobs explosives upwards. 1.0.0
Charge Man Charges at you and sends down coals, causing confusion and delay. 1.3.0
Dark Man 3 Creeps forward, will freeze you in place when close enough and shoot you. 1.8.0
Dark Man 4 Has energy shields which follow him as he moves and shoots. Selectable intros.
Big Pets Shoots enemies at timed intervals. Can be placed with or without it's platforms.
Big Pets Body Platform This platform will extend forward when it is shot.

Mega Man 6

Icon Name In-Game Description Added in Version
Wind Man Flies over your head to stomp you, can also suck you in at two different speeds. 1.4.0
Flame Man Fires volleys of 3 fireballs and spawns flame pillars across the room.
Knight Man His shield protects him from harm. Who knew he had it in him? 1.0.0
Yamato Man Throws spears in vollies, sometimes while jumping, then runs to retrieve them. 1.7.0
Plant Man Makes a barrier, throws it, then walks a distance before reactivating it. 1.0.0
Wily Machine 6 Jumps back and forth as it shoots. Has multiple selectable phases. 1.8.0

Mega Man 7

Icon Name In-Game Description Added in Version
Spring Man Bounces around, shoots spiky springs and fires spring fists. Likes electricity. 1.4.0
Freeze Man Jumps when you shoot. Can create icicles and freeze the floor. :thinking: 1.7.0
Shade Man Spooky vampire that swoops to grab you and drains health. Can fire sound waves. 1.4.0

Burst Man Makes bubbles that trap you or bounce you around. Mash to escape death! 1.9.0

Burst Bubble Bubbles that bounce the player around when touched. Boiing!

Mega Man 8

Icon Name In-Game Description Added in Version
Grenade Man Lobs grenades, mines and rushes at you for a very hectic fight, hee hee. 1.5.0
Astro Man Dives or launches projectiles, yeah. Beware of his Astro Crush!

Tengu Man A flying boss. Dives to attack, and shoots wind gusts that push you away. 1.9.0

Mega Man 9

Icon Name In-Game Description Added in Version
Concrete Man Aggressively dashes and stomps around, sometimes shooting concrete. 1.5.0
Splash Woman Summons deadly piranhas and rains piercing tridents onto you from above 1.7.0

Jewel Man Jumps when you jump. His jewels reflect projectiles and can be fired at you. 1.9.0

Galaxy Man Voted in by you! Flies, teleports and makes black holes that suck you in.
Tornado Man Summons tornadoes while jumping and hovering around. 1.5.0

Mega Man 10

Icon Name In-Game Description Added in Version
Sheep Man Fluffy electricity-based bot who attacks only with lightning. 1.6.0
Pump Man Fills up his water shield, jumps around 1-3 times and fires it, then repeats
Strike Man Throws rebounding baseballs and curls into a ball to bounce around. YOU'RE OUT! 1.7.0

Nitro Man A motorcycle robot who rides back and forth, even through uneven terrain. 1.9.0

Mega Man 11

Icon Name In-Game Description Added in Version
Blast Man Likes to jump and rain death from above. Power Gear gives him more firepower. 1.6.0
Bounce Man Bounces around, punches and slams the floor. Speed Gear turbos his speed.

Fuse Man Teleport and shoots electricity. Click on him to see where he can teleport. 1.9.0

Mega Man & Bass

Icon Name In-Game Description Added in Version
Cold Man Ice cold homie, pushes ice walls and jumps sometimes. Spawns cloud friend at half HP. 1.8.0
Burner Man Dashes around, uses a flamethrower and throws bombs.
Pirate Man Yo Ho! Controls water, hurls explosives, and bounces in a bubble.

Mega Man Game Boy

Icon Name In-Game Description Added in Version
Enker Runs & jumps, absorbing projectiles when his spear is raised. Canonically xenophobic! 1.8.0
Punk He himself is a saw, can destroy various objects in his path.
Pluto Shoots, dashes and clings to walls. Much like a cat. What do you mean they can't?

Misc

Icon Name In-Game Description Added in Version
Boss Door[1] Usually leads to a boss arena. Locks when a midboss or boss is present. 1.0.0
Energy Element Touch this to end the level.
Party Ball Shoot this to end the level with some confetti.
Boss Suppressor Requires that all active bosses must be dead before ending the level. 1.5.0

Unused bosses

Icon Name In-Game Description Added in Version
Gemini Man N/A 1.0.0

Multiple bosses

Prior to 1.5.0, a level could only have one boss at the time. At the time, some players tampered with the files to get multiple bosses; however, the boss music would not play. If one intended to put another boss in the level editor, the previous boss would disappear and its settings would be passed on the newly created boss.

Since version 1.5.0, bosses can be programmed to leave items after defeat though this will cause defeating them to no longer finish the stage. To activate this functionality on a specific boss, the designer must click on the skull icon at the bottom left of the boss menu and select an item to drop if the boss is defeated. The three groups of possibilities are: a new pickup, a change in the weapon roster and a change on the player character. However, these possibilities are not mutually exclusive even if the options in the category are.

If a pickup is selected, different things will happen depending on the item. Most pickups will be left where the boss was defeated, while Keys will travel to the player's position before being collected. A change of weapons, be it an unlock or removal, or a player character change is triggered instantly upon a boss' defeat. Following the addition of Key colors in 1.7.0, a button can be used to change the color of the Key the boss will spawn upon defeat.

In addition to those options, since version 1.7.0 a boss can also be set to change the stage music upon defeat.

On a screen, the maximum number of bosses is 10. An eleventh boss added will not be recognized by the program. In the whole stage, the limit for multiple bosses is 200.

Special interactions

Certain bosses exhibit special behaviors when hit by certain types of weapons or by weapons set as a weakness or immunity.

  • As of version 1.9.2.2, Metal Man and Bounce Man are the only bosses who have a special behavior when hit exclusively by their primary weakness:
    • Bounce Man will split apart, making his parts bounce around the room.
    • Metal Man will be killed instantly if the chosen primary weakness is Metal Blade or will be killed in two hits if Metal Blade set as a secondary weakness.
  • Quick Man will pause in place and block any weapons set as an immunity.
  • Cold Man and Freeze Man will regain health if they are hit by an ice weapon not set as a weakness
    • Before regaining health, Freeze Man will freeze the player in place and will perform a pose.
  • Burst Man takes knockback and launches four bombs when hit by a fire weapon, an ice weapon, a charged buster shot or a weapon set as a weakness.
  • When Spring Man is hit by an electric weapon, he will temporarily cause a magnetic effect that attracts the player towawrds him.
  • When Tengu Man is hit by the player's Ice Wave and lands on ground, he will be frozen in place temporarily.
  • Cut Man is the only boss as of version 1.9.0 to experience knockback regardless of whatever he is hit by.

Trivia

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While this information may be true, its validity needs to be confirmed. You can help by locating the origin of this info and linking the source next to the relevant text as a reference.
Reason: "During the early development of Mega Man Maker, Guts Man was planned to be in the game alongside Cut Man but was replaced by Bomb Man."
  • Every major update since 1.0.0 with the exceptions of 1.1.0, 1.7.0, 1.8.0, and 1.9.0 has added two bosses from two games each for a total of four bosses.
  • During the early development of Mega Man Maker, Guts Man was planned to be in the game alongside Cut Man but was replaced by Bomb Man.[source needed]
    • Gemini Man was also cut due to technical issues as his AI did not work well with customizable terrain; however, a Level Builder icon for him exists in the game's files. He can be placed in levels through special setups though no AI is programmed into him.
  • Prior to version 1.3.3, Skull Man's description was simply "Kills", a reference to the Mega Man fangame Skull Man Kills. The description was updated with information about his attack patterns in version 1.3.3 to be more consistent with the rest of the Robot Master descriptions while still keeping in the reference.
  • According to Luigi, the music changer was planned to be added alongside the boss overhaul in 1.5.0 as the two features were similar thematically but was put aside due to the scope of the update.
  • Mega Man 11's Robot Masters—Blast Man, Bounce Man, and Fuse Man—retain their Double Gear abilities in Mega Man Maker.
  • If a boss is placed between a screen transition, screens with a hard transition will not lock thus allowing the player to pass through them like normal. This allows the player to activate more than 10 bosses by traveling to a different screen to activate another boss. However, a screen with a hard transition will lock if a boss that is not placed between a screen transition is activated.
  • Skull Man and Freeze Man are the only bosses as of version 1.9.0 to not move when spawned in until the player moves.
    • Freeze Man sparkles and wags his finger, inviting the player to make the first move.
  • As of version 1.9.2.2, only two Robot Master bosses have options unique to them:
    • Metal Man's option to enable or disable the switching of directions of Conveyor Belts
    • Fuse Man's options to change the size of the rails on which the two fuse projectiles travel and enable or disable them

Footnotes

  1. Boss doors appear in every subcategory in the Level Builder except the "Misc" category

Navigation

Bosses
Mega Man Cut ManBomb ManIce ManFire ManYellow Devil
Mega Man Powered Up Time Man
Mega Man 2 Bubble ManQuick ManWood ManCrash ManMetal ManBoobeam Trap
Mega Man 3 Spark ManTop ManMagnet ManHard ManKamegoro Maker
Mega Man 4 Ring ManSkull ManToad ManPharaoh ManCossack CatcherWily Machine 4
Mega Man 5 Stone ManCrystal ManNapalm ManCharge ManDark Man 3Dark Man 4Big Pets
Mega Man 6 Wind ManFlame ManKnight ManYamato ManPlant ManWily Machine 6
Mega Man 7 Spring ManFreeze ManShade ManBurst Man
Mega Man 8 Grenade ManAstro ManTengu Man
Mega Man 9 Concrete ManSplash WomanTornado ManGalaxy ManJewel Man
Mega Man 10 Sheep ManPump ManStrike ManNitro Man
Mega Man 11 Blast ManBounce ManFuse Man
Mega Man & Bass Cold ManBurner ManPirate Man
Game Boy EnkerPunkPluto
Unused Gemini Man
Other Boss DoorEnergy ElementParty BallAI Changes