Difference between revisions of "Double Damage"

From Mega Man Maker
Jump to: navigation, search
(Added Green Force Beam trivia.)
 
Line 5: Line 5:
  
 
== In Mega Man Maker ==
 
== In Mega Man Maker ==
When the ability was adapted to Mega Man Maker, the additional penalty of double knockback was removed, and now only caused double the inflicted damage. This ability for Proto Man in Mega Man Maker can be enabled or disabled at any time in the [[Level Builder]]'s settings.
+
When the ability was adapted to Mega Man Maker, the additional penalty of double knockback was removed, and now only caused double the inflicted damage. This ability for Proto Man in ''Mega Man Maker'' can be enabled or disabled at any time in the [[Level Builder]]'s settings.
  
 
The ability allows players to potentially create more difficult levels focused around Proto Man, as Proto Man would need to be more careful managing his health, [[E-Tank]]s, and [[M-Tank]]s, as well as avoiding sources of damage.
 
The ability allows players to potentially create more difficult levels focused around Proto Man, as Proto Man would need to be more careful managing his health, [[E-Tank]]s, and [[M-Tank]]s, as well as avoiding sources of damage.

Latest revision as of 16:42, 1 April 2020

Double Damage is an an optional ability exclusive to Proto Man in Mega Man Maker.

In Official Games

The ability, which originates from Mega Man 9, causes Proto Man to take double the damage and double the knockback when hurt by any type of hazard. The ability in its original incarnation was always enabled, and could not be disabled. It would later return in Mega Man 10 but without the double knockback.

In Mega Man Maker

When the ability was adapted to Mega Man Maker, the additional penalty of double knockback was removed, and now only caused double the inflicted damage. This ability for Proto Man in Mega Man Maker can be enabled or disabled at any time in the Level Builder's settings.

The ability allows players to potentially create more difficult levels focused around Proto Man, as Proto Man would need to be more careful managing his health, E-Tanks, and M-Tanks, as well as avoiding sources of damage.

The ability, despite having negative effects, pairs well with most of Proto Man's other abilities:

  • Proto Shield allows Proto Man to avoid and reflect the majority of projectiles, meaning taking double the damage will not occur as often.
  • Both Charge Shot and Proto Strike allows Proto Man to get rid of some enemies and bosses slightly faster, so there is less risk of taking double the damage.
  • Slide both temporarily gives Proto Man a short boost of speed and deceases the vertical size of his hitbox, possibly allowing him to escape the danger of being hit and taking double the damage in some situations.

Trivia

  • The double knockback was removed from the ability in Mega Man Maker because it was also removed in Mega Man 10, likely to ensure Proto Man wouldn't get knocked into inescapable spike pits or bottomless pits as much, while still retaining the higher difficulty that would come from taking additional damage from being hit.
  • The health draining effect of Green Force Beams is not impacted by the effect of the Double Damage ability.