User:MrYokaiAndWatch902/mega man maker mod possibilities

Because why not? It's gonna be called "Mega Man Maker Expand".

Before We Start
This dude has wonderful ways of solving Robot Master problems and making the Robot Masters compatible (except, Block Man is not known). However, there's a few other non-gear problems...
 * Aside from the hitbox (not collision box) and health bar, his battle might've been designed for a box. He runs forward and jumps forward, throw bricks, and at technically his third phase, he will jump to the far left and right.
 * Impact Man's "Transform" attack. This has Impact Man laying down three pointy spikes down. "So?" He does it very specifically.
 * Fuse Man, aside from the power grid, has another problem; does the word "teleport" sound familiar to you?
 * Torch Man is more punch-kick-erratic movements.

Bosses

 * Mega Man 7
 * Freeze Man: Taunts you if you don't do anything. Once you do something he'll throw ice and run around.
 * Burst Man: Will burst your bubble via Danger Wrapping you. Jumps two.
 * Mega Man 8/Mega Man & Bass
 * Frost Man: HE'LL GONNA CRUSH YOU... HE'S GONNA BEAT YOU... BUT ESPECIALLY HE'LL MAKE A POPSICLE OUT OF YOU!
 * Aqua Man: Or Handsome Guy. Jumps around, doing Water Column, Cannon, or Balloon. No one said we had to be so complicated.
 * Burner Man: Throws grenades. Dives and causes fire. Uses a flamethrower. Sets up not-so traps. Nice hunting, and forest killing.
 * Magic Man: A magic show to behold, Card Magic uses he and sues shi staff.
 * Mega Man 9
 * Magma Man: Now just jumps left and right at varying distances firing off fireballs. Weakness cools him down.
 * Splash Woman: Will sing, luring fish in, and try and poke you with her trident. On land, it's only the singing part.
 * Mega Man 10
 * Commando Man: Oil-eating robot that fires bombs and causes earthquakes.
 * Strike Man: Throws balls which crazily bounce around and tries to strike you out.
 * Mega Man 11
 * Acid Man: Sets up an Acid Barrier and jumps around. Speed Gear makes chemistry happen if there's water.
 * Tundra Man: Skates around gracefully, most of the time spinning. Speed Gear makes him dash.
 * Torch Man: Uses a bunch of torch-jitsu moves. Power Gear fires him up.
 * Impact Man: Tries to spike you in every way possible, very heavy. Power Gear pushes through.

Enemies

 * Mega Man 7
 * Bomb Sleigh: A sleigh filled with bombs that jump out, how convenient!
 * Kintot: Swims in liquids, or hops around in liquids. Yeah, also hops on land.
 * Properide: By putting something heavy on it, it will decide to shoot.
 * Ragger: Throws its blade like a boomerang. Sadly we had budget cuts so it just starts out fighting.
 * Stegorus: IT'S A STEGOSAURUS! Shoots back scales and fire missiles!
 * Tamagodon: Starts out in an egg, once it hatches it tries to kill you.
 * Truck Joe: Sniper Joe riding a truck trying to spike you. Run.
 * Shirokumachine GTV: A very complicated name, they shove ice blocks and cause icicles. Well, only if you want them to.
 * Mega Man 8/Mega Man & Bass
 * Ammoner: Swims peacefully, when shot will roll until it falls. Does nothing on land.
 * Gorithree: Throws bombs, spiked balls, or boulders, depending on the color. Not actual name.
 * Kaizock: Walks around, trying to collide with Mega Man. What were we thinking about again?
 * Shururun: Likes to hide in pits and surprise you when you get near them.
 * Sydecka: A very large... thing that shoots its horn or tries to bash you.
 * Snoler: Inhales, and shoots out snowman robots. Will try and land on you.
 * Mega Man 9
 * Balloonboo: Look, an enemy which suddenly starts flying around when you shoot the balloon! Best to shoot the head!
 * Bunby Catcher: Can suddenly fall down from the screen and try and slam you into... wherever you want to be slammed!
 * Detarnayappa: Will suddenly come out of a pit and shoot.
 * Jump Roller: Rolls around and jumps. On fire or magma or whatever it'll shoot fire up.
 * Popo Heli: Attacks at spots you won't expect, burning you. Is shi-
 * Scissascissor: Killer gardening equipment which try and attach themselves together. If successful, they will go forward and back. NOT THE SHEARS!
 * Spin Cutter: Will fall from the sky if not placed on ground right away. Afterwards it will crazily move around.
 * Mega Man 10
 * Dockalocker: Disguises as locker and shoots at you. Only makes sense on one background!
 * Garinkou: Ice blocks' worst fear. It not only jumps high but it also does it randomly.
 * Piledan: They just float. Can attach itself ot stuff.
 * Piledan Shield: When a Piledan is on this, it will fly and drop bombs.
 * Piledan Turret: When a Piledan is on this, they will mercilessly shoot.
 * Sepa Roader: Turbo Roader's advanced cousin. Has a cannon which can fly.
 * Shotom: Very valiant. Gobots but it can shoot. BASIC.
 * Shrimparge 91: A boring shrimp which just lunges at you... but it can shoot when blue?
 * Sprinklan: A harder Spine. Shooting or colliding into it causes it to sprinkle projectiles.
 * Waltriot: On surfaces, very basic. Nothing to worry about! Except the missiles.
 * Robotic Transport: It always tries to run over Mega Man, but ends up killing itself. Can be ridden.
 * Robotic Transport 2: I mean, they're big! Why die?!
 * Mega Man 11
 * Mawaru C: Is in a wheel and can only be shot through the wheel. Hmm, why doesn't it destroy ground?
 * Press Don: Stomps around and tries to punch you. Does not like pits so it flies out of them.
 * Fire Server: Shoots soda which is hot. The tank will fly and become pizza upon death.
 * Shimobey: Chases you, even going as far as to kick. Shots will make it blow up.
 * Shpider. Thish Shpider fallsh down and shreleases SHMINI SHPIDERS when not killed!
 * Mini Shpider: Thish Shpider jumpsh around.
 * Shield Attacker: Moves back and forth, has a blue variant that is designed for underwater. Why did we add this again?
 * Droppy: There's Droppy and Brushy and Wipey... but this thing? Will neutrally move in the cardinal directions. Brushy speeds up upon nearing you, Wipey is extra durable.
 * Eye Ice: Drifts downwards and is carried with the wind. BORING!
 * Ice Swan: A winter simulation robot if Hoohoo wasn't enough for you.
 * Robbit: Like the original Robbit, but it doesn't throw carrots at you.
 * Lamper: Lights up the screen and drop fireballs. Flames are not authentic.
 * Tank Oven: A potato which throws carrots. Die, potato!
 * Arc Weldy: Looks solemn but does its job, is bored so it welds and leaves heat.
 * Impact Brothers: They will attack a lot, assaulting you from all ways possible. Look out!
 * Cannonpeller II: The II indicates that it's from Super Mega Man 2. HUH!
 * Bunby Balloon: Floats around in lead balloons, must be charge shot. The balloons preferably.
 * Tosanaizer V: A complicated name to say, it will push you. Makes for some good pushing puzzles.
 * Boyorn: It's (Boyorn) Paradise! Shooting it will make it bounce crazy and when it's green it's cheap. Oh, and you can see it fall from a roof.

Custom-Made Enemies
Here's the Custom-Made Enemies. Not descriptions but what they do.
 * Castle
 * Sir Pokesalot: Holds up a shield when not attacking. Will rush towards Mega Man upon detecting him, not stopping until hitting a wall. Can break Cracked Blocks and push Push Blocks.
 * Spooky
 * Tirips: An enemy which is invisible but shoots Mega Man constantly. Becomes visible when you get near it.
 * Forest
 * Magma
 * Windy
 * Praps Pop: Will fly back and forth and act as a fan from above.
 * Desert
 * Talin: Normally resting, wakes up when it hears a loud noise and chases Mega Man crazily. That loud noise usually includes explosions but also Noise Crush.
 * Space
 * Clockwork
 * Tropical
 * City
 * Beach
 * Electricity
 * Ice
 * Casino
 * Toxic
 * Chemistry
 * ACI9: Acts like a SRU-21/P. The only difference is that it's hovering with its ears. Immediately explodes into acid upon landing in water or land, leaving a chemical pool behind for 3 seconds. If it lands in Chemical Solution it will instead raise its acidity to 4.
 * Poten: Walks around, dripping out acid drops that crawl on the floor and can drop down. Raises acidity level by 1. Red ones raise the acidity level by 2 and have explosive drops. Both variants, upon landing on water or Chemical Solution (raising acidity to 4 in there), will slowly drift downwards, and explodes.

Robot Masters
And Robot Masters!
 * Scoria Woman (Mechanized Volcano Explorer Glob)
 * Thorn Man (Spiked and Liked Robo Scrap)
 * Osmosis Man (Two-One Wet Combo)
 * Mineshaft Man (Gigantic Cargo Carrier)
 * Galvanic Man (The Virus's Worst Fear, His Galvanism)
 * Ace Man (Aerial Siderliner Robot)
 * Emission Man (For Science and Laser Testing)
 * Dragon Man (The Brave and Valiant's Training Dummy)
 * Void Man (Shady Space Endurer)
 * Snow Pixie (Frosty, Delicate, and Helpful Fairy)
 * Mirage Woman (Master of All Things "Magic")

The HARDINATOR
The HARDINATOR (HARDINATOR is in caps) makes Robot Masters MUCH harder than usual. Just place it and you're going to have to fight Hardinated versions.

Hardinated Forms

 * Mega Man 10
 * Commando Man: Has an attack where he causes an earthquake and creates an explosive shockwave. Also causes earthquakes much more.
 * Strike Man: Does not alternate between low-high and high-long bounces. His fastball bounces one more time and he can try and jump into the middle to throw a bunch of Rebound Strikers.
 * Sheep Man: The first cloud launches sparks. Also, the hops release electric sparks that travel along the floor.
 * Pump Man: Can toss his pump handle like a boomerang. Not just that but the Water Shield can't be destroyed and moves more slowly.
 * Mega Man 11
 * Acid Man: Fires four arcing shots, has a more durable Acid Barrier, and fires faster. The waves from his Speed Gear are larger and he shoots more projectiles overall.
 * Impact Man: Faster attacks which do more damage, and has less cooldown. His Power Gear also has him jumping an extra one time.
 * Bounce Man: Faster. Punches faster. Grabs even more.
 * Tundra Man: Will move much more faster, like VERY fast.
 * Torch Man: Attacks faster and does more damage, pauses for a shorter time. Uses Power Gear much earlier in the fight
 * Blast Man: Can activate his Power Gear much earlier on and throws two waves of bombs always.

in the meantime
i cannot watch an authentic no-damage run of Mega Man X7 or X8 without having to run into other languages which i dont understand. this run for instance starts english, but then changes to japanese?

edit: the completionist run got random, it sometimes changes to english and flame hyenard does not say "BURN! BURN TO THE GROUND!" and miraheze says that you can switch to japanese voice acting. either they're not telling me something or i'm missing something.

edit 2: i thought i found an authentic Megaman X8 no damage boss run but then it suddenly played music that i could swear isn't in the game. you know what, i'm just gonna do some mega man maker right now

oh and
Here's some deconfirmed bosses I can find/think of/whatever. Yes also some bosses which I think might make it. https://megamanmaker.com/forum/viewtopic.php?f=6&t=8927 For the ones which aren't added yet that is probably not deconfirmed...
 * MM1
 * Guts Man: I'm thinking they want to stick to the main canon and not the reboot canon where Guts Man gets rocks from the sky. Or... collision errors?
 * MM3
 * Gemini Man: The only one Wrecking decided to deconfirm, it's because his boss was designed for specifically a box.
 * Snake Man: His battlefield... was designed... FOR HIM TO LITERALLY USE SEARCH SNAKE AT SPECIFIC PLACES. Never fear, you can clear that easily... I think!
 * MM4
 * Drill Man: "We should invest in drill based Robot Masters. If they weren't so annoying." Probably it's because of his dig attack? I mean, seriously, how are you supposed to thoroughly make him drill his way to you?
 * MM5
 * Gravity Man: Reverse gravity is now risky and his battle consists of gravity reversing... which if not used will make the fight boring. Simple!
 * MM7
 * Junk Man: While not hard to program, his JUNK SHIELD attack. Before he even gets it, he immediately jumps offscreen into the junk(?) to LAND ON IT. This can be a problem with ceilings!
 * Slash Man: Same here, and he is REQUIRED to be on a wall for his other Slash Claw attack.
 * MM8
 * Search Man: One of his attacks consists of jumping offscreen and hiding behind bushes. A sniper's advantage is stealth. My only suggestion is to try and add a new "boxed in" pattern where the Robot Master would attack only in the box Mega Man is in.
 * Sword Man: "Body Strike" or whatever it's called. How is that supposed to work again?
 * MM&B (no revived robot masters)
 * Ground Man: Please refer to Drill Man.
 * MM9
 * Magma Man: I am not being ridiculous here, he jumps at specific parts of his battlefield. Probably fix this by making him just jump left and right randomly and his distance vary.
 * MM10
 * Solar Man: Same here, he jumps at specific parts of his battlefield. How are YOU going to implement him if we have an entirely flat arena?
 * MM11
 * Block Man: I get the feeling they don't want to implement him because of his Power Gear! Smoke and mirror tricks, anyone?! That might help!
 * MM2
 * Air Man: Despite his battle consisting of him going left/right and using Air Shooter, instead of trying to even follow the canon, why just make him jump towards the direction Mega Man is and not change it once he starts jumping?
 * Flash Man: Now HIS battlefield? Unstable, in fact to the point where it doesn't really have any true symmetry.
 * Heat Man: Charge Man can't jump but he made it, so what about Heat Man? The only problem is having him transform into a streak of fire.
 * Quick Man: He does not care if he has to run straight into a wall. His uneven battlefield IMMEDIATELY proves that.
 * MM3
 * Needle Man: Nobody bothered to test this, but has anyone thought of what might happen if he were to spike the wall?
 * Shadow Man: A good combo of jumping and dashing, it won't hurt to add him.
 * MM4
 * Bright Man: Ridiculous jumps. "How on EARTH am I supposed to implement him thoroughly?" Time Man, people...
 * Dive Man: We need more bosses which work only in underwater. I do not care if they can't jump because Charge Man can't jump yet was implemented. Oh, and Dive Missile!
 * Dust Man: Ridiculous jumps, again. Why not give him the ability to activate plates?
 * MM5
 * Gyro Man: Someone managed to program him. He even flies. My rule of implementing Robot Masters for them - If they fly there chances INCREASE!
 * Star Man: Has big jumps, and Star Crash shouldn't be a problem to program for him. We need more SPACE Robot Masters.
 * Wave Man: How is jumping, Water Waving, and harpoons hard to add? The crocodile though, is quite hard.
 * MM6
 * Blizzard Man: Gentleman, can we all know that Blizzard Attack is literally spawned out of nowhere, in random shapes, and aims for Mega Man?
 * Centaur Man: This guy teleports at somewhat specific places and trots until he hits a wall. He is not impossible, just hard to program.
 * Tomahawk Man: His feather is a neat sliding practice, his tomahawk can be nice, he jumps high so it's practice! "On what?" Sliding.
 * Yamato Man: If you can slightly change the AI, why not just make him have his spearhead returned after 5 seconds?
 * MM7
 * Burst Man: While he does work with terrain, his bubble platform attack would be a problem to try and implement. It comes randomly just for one thing, and he shouldn't be capable of levitating other bosses!
 * Cloud Man: Simple. He has some neat storm attacks but wait! His lightning bolt COULD be a problem!
 * Freeze Man: Read this
 * Turbo Man: I cannot tell if he's gonna have a problem with Scorch Wheel, his only projectile attack. Do more "invisible wall" tricks.
 * MM8
 * Aqua Man: He jumps a lot and the only problem is Water Cannon. Let's not get technical here.
 * Clown Man: Robot Master - Essential Gimmick = PROBLEMS. The swinging part can be bypassed via just ignoring terrain, but what if he can't grab onto something to swing on?
 * Frost Man: Shrink him into like a 3x3 or a 3x2 and remove the ice block gimmick. It's not very essential anyways. Also remove his chest weakness point. Oh and for an extra touch, destroy Cracked Blocks and Ice Blocks via punching them! And probably push Push Blocks via punching them? And... kill Curlingers?
 * Tengu Man: The only problem is that he frequently flies back and forth.
 * MM&B (just in case, no revived robot masters)
 * Burner Man: Neat (i'm not gonna try after him)
 * Cold Man: This entire thread
 * Dynamo Man: While totally possible, his health recharge attack has platforms appear out of nowhere, which due to limits can't happen. Modify Lightning Bolt a bit and it's all good.
 * Magic Man: Neat?
 * MM9