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
Mega Man 2
Mega Man 3
Mega Man 4
Mega Man 5
Mega Man 6
Mega Man 7
Mega Man 8
Mega Man 9
Mega Man 10
Mega Man 11
Mega Man & Bass
Mega Man Gameboy
Other
Unused 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.
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.