Difference between pages "Mega Man II" and "Thunder Claw"

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[[File:Megamanii.jpg|thumb|right|Box art for Mega Man II]]
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'''''Mega Man II''''' (released in Japan as "Rockman World 2") is the second Mega Man installment on the Game Boy. It was released in Japan on December 20, 1991 and in North America in February 1992.
|name=[[File:ThunderClawIcon.png|left]] Thunder Claw [[File:ThunderClawIcon.png|right]]
|image=[[File:MM8ThunderClawSprite.png]]
|caption=Weapon Get sprite for Thunder Claw in ''[[Mega Man 8]]''.
|description=This electric claw can grab poles and make you quite the acrobat.
|damage=3
|game=''[[Mega Man 8]]''
|version=[[1.5.0]]
|programmer=[[WreckingPrograms]]
|spriter=[[Zedicon]]
}}
Thunder Claw is Clown Man's signature weapon, originating from ''[[Mega Man 8]]''. It is featured in ''[[Mega Man Maker]]'' as of version [[1.5.0]].


Like its prequel, [[Mega Man: Dr. Wily's Revenge]], there are two sets of four Robot Masters, however, this time there are four from Mega Man 2 and four from Mega Man 3. Mega Man II is the also first game in the Game Boy series to have eight Robot Master stages compared to only four in Mega Man: Dr. Wily's Revenge. Mega Man's reprogrammed future self Quint (also known alternatively as Quintet in some promotional material) debuts as a major rival for Mega Man.
It lets the user extend an electric tether from their buster that reaches eight tiles out before returning to the user. If the tip strikes an enemy with more than 3 HP or their shield, it will immediately return instead. The claw will pass through most reflective objects such as unmarked [[Weapon Blocks]], and the user is rooted in place if the weapon is fired while grounded. Since it's an electric-based weapon, it can power [[Fuse Crosser]]/Xtenders, deactivate [[Fire Met]] Spawners, and trigger [[Spring Man]]'s electromagnetism.


The game is commonly criticized for its large number of glitches and design mistakes compared to most other Mega Man games.
One of Thunder Claw's main features is to allow the user to latch on to [[Thunder Claw Poles]] and swing underneath them. While swinging, the claw can still damage anything that comes in contact with it, but the user cannot change their direction until they finish or cancel the swing. Additionally, the user can cling on to poles as long as any part of Thunder Claw comes in contact with it, rather than just the tip.
{{clr}}
[[Category:Weapons]] [[Category:Electric weapons]]
==In Mega Man Maker==
Some modifications made to certain assets from Mega Man II have been implemented into Mega Man Maker.
 
*[[Tama]]'s 4 HP contact damage in Mega Man Maker likely used Tama's 5 HP contact damage in ''Mega Man II'' as a benchmark, as all other Mega Man games that feature Tama have impractical contact damage values.
*Tama has a contact damage of 0 HP in Mega Man 3 and essentially functions as if there was a giant invisible wall around the enemy, while Tama has a contact damage of 28 HP in Mega Man: The Wily Wars and will instantly defeat the player if collided with. These damage values were probably not practical to use in ''Mega Man Maker''.
*[[Hot Dog]]'s AI behavior in ''Mega Man Maker'' where it always shoots the same number of fireballs is likely based off how Hot Dog's AI attacks the same way in Mega Man II.
*[[Crazy Cannon]]'s AI behavior in ''Mega Man Maker'' where each of the enemy's two sets of six shots are always shot at the same arced angle is likely based off how Crazy Cannon's AI shoots the same way in Mega Man II.
*By comparison, in ''Mega Man 2'', each shot in a set of six fired by Crazy Cannon can vary slightly in angle arc, with some shots traveling slightly farther horizontally than others. This variant of the Crazy Cannon AI is not used in ''Mega Man Maker''.
 
===Enemies===
 
===Level Objects===
 
===Backgrounds===
*Clash BG
*Metal BG
*Metal BG (Alt)
*Metal BG 2
*Metal BG 2 (Alt)
*Metal BG 3
*Metal BG 3 (Alt)
*Air BG
*Wood BG
*Wood BG (Alt)
*Wood BG 2
*Wood BG 2 (Alt)
*Wily II BG
*Hard BG
*Hard BG 2
*Hard BG 3
*Top BG
*Needle BG
*Needle BG (Alt)
*Needle BG 2
*Needle BG 2 (Alt)
*Needle BG 3
*Needle BG 3 (Alt)
*Needle BG 4
*Needle BG 4 (Alt)
*Magnet BG
 
===Tilesets===
*Clash Tile
*Clash Tile (Alt)
*Clash Tile 2
*Clash Tile 2 (Alt)
*Metal Tile
*Metal Tile (Alt)
*Metal Tile 2
*Metal Tile 2 (Alt)
*Metal Tile 3
*Air Tile
*Air Tile (Alt)
*Wood Tile
*Wood Tile (Alt)
*Hard Tile
*Hard Tile (Alt)
*Hard Tile 2
*Hard Tile 2 (Alt)
*Top Tile
*Top Tile 2
*Needle Tile
*Needle Tile (Alt)
*Magnet Tile
*Magnet Tile (Alt)
*Wily II Tile
*Wily II Tile 2
*Wily II Tile 3
*Wily II Tile 4
 
===Ladders===
*Clash Ladder GB
*Clash Ladder GB (Alt)
*Metal Ladder GB
*Metal Ladder GB (Alt)
*Wood Ladder GB
*Wood Ladder GB (Alt)
*Wily Ladder GB II
*Wily Ladder GB II (Alt)
 
===Spikes===
*Clash Spike GB
*Clash Spike GB (Alt)
 
===Water===
*Wood Water GB
*Wood Water GB (Alt)
*Top Water GB
*Top Water GB (Alt)
 
===Music===
*Clash Man
*Metal Man
*Air Man
*Wood Man
*Hard Man
*Top Man
*Needle Man
*Magnet Man
*Wily Stage 1 (GB2)
*Wily Stage 2 (GB2)
*Robot Master (GB2)
 
[[Category:Official games]] [[Category:Game Boy Games]]

Revision as of 20:41, 3 January 2023

ThunderClawIcon.png
Thunder Claw
ThunderClawIcon.png
MM8ThunderClawSprite.png
Weapon Get sprite for Thunder Claw in Mega Man 8.
Information
Game information
Description: This electric claw can grab poles and make you quite the acrobat.
Damage: 3
Added in version: 1.5.0
Series information
Game of origin: Mega Man 8
Development
Programmer(s): WreckingPrograms
Spriter(s): Zedicon

Thunder Claw is Clown Man's signature weapon, originating from Mega Man 8. It is featured in Mega Man Maker as of version 1.5.0.

It lets the user extend an electric tether from their buster that reaches eight tiles out before returning to the user. If the tip strikes an enemy with more than 3 HP or their shield, it will immediately return instead. The claw will pass through most reflective objects such as unmarked Weapon Blocks, and the user is rooted in place if the weapon is fired while grounded. Since it's an electric-based weapon, it can power Fuse Crosser/Xtenders, deactivate Fire Met Spawners, and trigger Spring Man's electromagnetism.

One of Thunder Claw's main features is to allow the user to latch on to Thunder Claw Poles and swing underneath them. While swinging, the claw can still damage anything that comes in contact with it, but the user cannot change their direction until they finish or cancel the swing. Additionally, the user can cling on to poles as long as any part of Thunder Claw comes in contact with it, rather than just the tip.