Bosses: Difference between revisions
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** 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. | ** 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. | ||
* 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. | * 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 | * 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 and Bounce Man, retain their Double Gear abilities from the original game. | * ''Mega Man 11'''s Robot Masters, Blast Man and Bounce Man, retain their Double Gear abilities from the original game. | ||
* 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. |
Revision as of 00:39, 1 September 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). Creators can place one of these Robot Masters in a room for players to fight.
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.
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.
List of Bosses
As of version 1.8.5.2, there are 47 Robot Master bosses and 9 Wily Fortress bosses from Mega Man to Mega Man 11 and 5 other assets related to bosses and ending a level in the Boss category for a total of 56 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.
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 |
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! |
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 | |
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 |
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. |
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? |
Other
Icon | Name | In-Game Description | Added in Version |
---|---|---|---|
Boss Door | 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 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.
In addition to those options, the boss can also be set to change the 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.
Trivia
- Every major update since 1.0.0 with the exceptions of 1.1.0, 1.7.0 and 1.8.0 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.
- 1.7.0, added 6 bosses, namely 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.
- 1.8.0, 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 Machines 4 and 6, Dark Men 3 and 4 and Big Pets. Additionally, each game had 1 boss added, with the exception of Mega Man 4 and Mega Man 5, which respectively added 2 and 3 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.
- 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.
- 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 and Bounce Man, retain their Double Gear abilities from the original game.
- 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 1.8.5.2, 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 if the chosen weapon is Metal Blade. 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. Quick Man and Cold Man also have a special interaction on Immunity to weapons, where Quick Man will pause in place and block the shot, and Cold Man will regain health if he is hit by an ice weapon he is immune to.
- Likewise, Cut Man is the only boss as of version 1.8.5.2 to experience knockback when hit.