Bosses/AI Changes: Difference between revisions

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Found this linked and figured I'd fill it out. I probably missed things, so feel free to edit.
 
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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]]'' ==


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{| 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]]'' ==


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|<center>[[File:SparkIcon.png]]</center>
|<center>[[File:SparkIcon.png]]</center>
|[[Spark Man]]
|[[Spark Man]]
|
|Faces the player when jumping. Only jumps 1-3 times.
|
|
|-
|-
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|[[Hard Man]]
|[[Hard Man]]
|
|
|[[Hard Knuckle|Hard Knuckles]] no longer despawn when offscreen.
|
|-
|-
|<center>[[File:KamegoroIcon.png]]</center>
|<center>[[File:KamegoroIcon.png]]</center>
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|}
|}


== [[Mega Man 4]] ==
== ''[[Mega Man 4]]'' ==


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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]]'' ==


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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]]'' ==


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|}
|}


== [[Mega Man 7]] ==
== ''[[Mega Man 7]]'' ==


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|<center>[[File:SpringIcon.png]]</center>
|<center>[[File:SpringIcon.png]]</center>
|[[Spring Man]]
|[[Spring Man]]
|One of Spring Man's attacks is unimplemented in [[Mega Man Maker]].
|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]]'' ==


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{| 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 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]]
|
|
|
|
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|}
|}


== [[Mega Man 9]] ==
== ''[[Mega Man 9]]'' ==


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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]]'' ==


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|[[Sheep Man]]
|[[Sheep Man]]
|
|
|Sheep Man uses his hard mode AI from Mega Man 10.
|
|-
|-
|<center>[[File:PumpIcon.png]]</center>
|<center>[[File:PumpIcon.png]]</center>
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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]]'' ==


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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, you 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.
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]]'' ==


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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 Games]] ==
== [[:Category:Game Boy Games|Game Boy games]] ==


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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

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