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« on: December 13, 2010, 08:27:47 AM »
Before I start this topic off, please note that I do NOT know how to sprite/code/etc. I only made this topic for the sake of talking about an interesting idea I had not too long ago.
Now, on to the topic. Recently, I've been thinking "What if one robot master fused with another?", an idea that came from Doc Robot's ability to use the robot master weapons from MM2. And then I began thinking "What if I could make an entire game out of fused robot masters?", and that is where this topic comes from.
If you could "fuse" two Mega Man games/robots together, which ones would you combine?
Mega Man 2/3 were the Mega Man games I've played since childhood, so they're the most I know about. That, and since MM3 had a cameo for the MM2 robot masters in the first place, I decided to fuse all of the robot masters from both games as if I were making an entirely new Mega Man game/hack of my own. Granted, I came across a few problems. The main problem being that the Mega Man 3 weapon select was probably the worst one in the entire series overall. So, even though I tried to be creative with all of the new "fusion weapons", there are still ones I am not too fond of...hopefully, you'll enjoy it anyways.
New "Fusion" Robot Masters w/modified weapons (Mega Man games 2 & 3)
Fusion 1: Crash Man and Magnet Man
Weapon: "Crash Missile". Works just like the Magnet Missile does in MM3, but after the Magnet Missile hits an enemy/destroyable object, it'll explode just like the Crash Bombs do. This weapon would be a buff to Magnet Missiles by making them feel more powerful, as well as being a buff to Crash Bombs with Magnet Missile's ammo capacity of 14 shots (instead of 7).
Robot Master AI: He would use Magnet Man's AI ('cause Crash Man is a joke...), but the Magnet Missiles he fires at the ground would explode just like the Crash Bombs do.
Fusion 2: Flash Man and Spark Man
Weapon: "Spark Stopper". Instead of freezing everything on-screen, it would only affect all the enemies on-screen (it won't stop enemy bullets/Quick Lasers). After the weapon flash, all on-screen enemies would have the stun affect holding them in place...as if they were hit by a Spark Shock. This is both a buff and a nerf to Time Stopper, by gaining the ability to use the weapon more than once along with being able to switch the weapon while enemies are still stunned, but losing the ability to skip Quick Laser rooms. It also wouldn't be able to affect stronger enemies like mid-bosses, and Robot Masters that aren't weak against the fusion weapon. The drawbacks to this weapon would be that stunned enemies would still hurt you if you touch them, and that the weapon itself will do no real damage. It will have an ammo capacity of 8 shots (3 1/2 units of energy per use).
Robot Master AI: <Undecided>
Fusion 3: Heat Man and Needle Man
Weapon: "Atomic Cannon". Works just like Atomic Fire, but fires three shots instead of one. The two extra shots would appear diagonally above Mega Man's helmet, and below the foot that's facing the same direction he is. All three shots fire in the same direction. This weapon is a buff to Atomic Fire by allowing you to shoot three fully-charged shots at a time. It would also have a small energy consumption buff as well. Half a unit of energy for uncharged shots instead of a full one, 4 units of energy for semi-charged shots instead of 6, and 7 units of energy for fully-charged shots instead of 10.
Robot Master AI: He would use Needle Man's AI, but would do the flame tackle Heat Man does instead of the Needle Headbutt. To top that off, he would fire MUCH less needles, but the needles that he does fire would create the fire towers that Heat Man normally throws at you.
Fusion 4: Air Man and Top Man
Weapon: "Top Shooter". Essentially an Air Shooter buff, as well as a method to remove Mega Man's invulnerability when using the Top Spin. This weapon would add Top Spin hitboxes around the 3 Air Shooter tornadoes, allowing them to plow through any enemies until the tornadoes themselves come into contact with something (and not the Top Spin hitboxes they're hiding inside). Once the tornado comes into contact with an enemy/destroyable object, it will disappear along with the Top Spin hitbox it had. The drawback to this weapon is that it would have less ammo capacity than the Air Shooter, wasting 3 1/2 bars of energy per shot (8 total) instead of 2 per shot (14 total).
Robot Master AI: He would use Air Man's AI. When he fires the volley of tornadoes that Air Man normally throws at you, the wind effect will pull you TOWARDS the boss instead of away from him. To prevent this from being annoying, Mega Man would be able to slide in this game just like he did in MM3. Also, instead of bouncing to the other side of the screen (Air Man), he would spin to the other side of the screen like Top Man. The difference is that when he's charging towards you, he would create a wind effect pushing you away from him...which would make him harder to jump over as he's moving to the other side of the screen.
Fusion 5: Metal Man and Hard Man
Weapon: "Blade Knuckle". Essentially a Metal Blade nerf (lol), but also a Hard Knuckle buff. It would work like the Metal Blades do, being how you're able to have 3 on the screen at one time, as well as being able to fire them in all 8 directions. However, the projectiles themselves would be Hard Knuckles. They would pause a bit before shooting off, but they would be extremely powerful. So, although you'd have to be more defensive when using the weapon, it would be able to kill the stronger enemies much more quickly than the Metal Blade would. Lastly, it would use a single unit of energy per shot, as opposed to 1/4 an energy bar (Metal Blade; 112 shots total) or 2 energy bars (Hard Knuckle; 14 shots). This would give the weapon a new total of 28 shots.
Robot Master AI: Epilepsy (I have no idea...)
Fusion 6: Wood Man and Shadow Man
Weapon: "Shadow Shield". This weapon wouldn't necessarily work like any of the shield weapons currently in the series, let alone the Leaf Shield. When firing the weapon, it fires a Shadow Blade in each of the 8 directions (Up, down, left, right, and the diagonal directions). This is also a characteristic also not known for the Shadow Blade, as you used to not be able to fire it down. Outside of that, all 8 projectiles are just like the Shadow Blades in every way. After they're fired, they'll quickly travel a small distance before returning to the spot where they were originally fired (even if Mega Man moves away from that spot). The Shadow Shield will have an ammo capacity of 14 shots.
Robot Master AI: He would use Shadow Man's AI, and hop/slide around the screen...but instead of throwing 2 Shadow Blades (one forward and one diagonally up), he will stop in place to summon a shield just like how Wood Man would. This would make him summon 4 projectiles to fall from the ceiling before he throws his shield; exactly like Wood Man. The only difference would be a graphical one...with the leaves being replaced by Shadow Blade sprites.
Fusion 7: Quick Man and Snake Man
Weapon: "Search Boomerang". This weapon would rapidly fire up to five Search Snakes at a time. However, unlike the normal Search Snake weapon, the Search Boomerang projectiles will immediately turn around and head in the opposite direction they were fired in after touching a wall/floor. Meaning that after they've fired, they'll "boomerang" back towards you, but still keep going. This gives Mega Man the ability to fire at enemies even as he's running away; a property that's pretty rare as far as traditional Mega Man weapons go. The drawback to this weapon would be the fact that players would have to get used to the snakes going in the opposite direction after being fired.
Robot Master AI: He would use Quick Man's AI, but instead of firing 3 boomerang that home-in after Mega Man, he would fire 3 "Search Boomerang" snake projectiles that would go in the opposite direction after touching a wall/floor.
Fusion 8: Bubble Man and Gemini Man
Weapon: "Bubble Laser". This is probably the only weapon which I wasn't pleased with, since Bubble Lead doesn't really add any interesting properties to any of the MM3 weapons. Regardless, the Bubble Laser will allow you to fire up to 3 (as opposed to 2...I think) Bubble Lead shots that lob slightly up before falling back down. However, unlike the normal Bubble Lead weapon, these projectiles will begin to bounce off walls/floors at a 45 degree angle and continue in a single direction (after hitting the first wall/floor); just like the Gemini Laser. This is a buff to the Gemini Laser as it would let you have three projectiles on-screen instead of just one, and as a general change, the Bubble Laser shots would travel faster than the Gemini Laser projectiles. The biggest advantages to using this weapon would be that it would still have 56 shots total, along with the ability to switch weapons even if the screen still has Bubble Laser projectiles on it. This also includes all the other "fusion weapons" I've listed thus far. However, after pausing the screen, all projectiles Mega Man has fired will disappear off the screen (excluding the stunned properties any enemies would get from the Spark Stopper).
Robot Master AI: He would use Bubble Man's AI, but the bubbles he fires will bounce like Gemini Lasers after hitting the floor, as opposed to bouncing up and falling down as they travel to the other side of the screen.
Weakness Chain:
Crash Missile > Metal Man/Hard Man Fusion
Blade Knuckle > Air Man/Top Man Fusion
Top Shooter > Wood Man/Shadow Man Fusion
Shadow Shield > Bubble Man/Gemini Man Fusion
Bubble Laser > Heat Man/Needle Man Fusion
Atomic Cannon > Quick Man/Snake Man Fusion
Search Boomerang > Flash Man/Spark Man Fusion
Spark Stopper > Crash Man/Magnet Man Fusion