Mega Man 11

From Make a Good Mega Man Level Contest
Jump to: navigation, search
Mega Man 11
Mega Man 11 cover art.png
Mega Man 11 boxart

Mega Man 11 is the eleventh game in the classic Mega Man series. The game is the first main title in the classic series to use 3D models (though it sticks strictly to 2D gameplay), giving the game a more modern presentation unlike the retro-style presentation used for Mega Man 9 and Mega Man 10. The slide from Mega Man 3 and the charged shot from Mega Man 4 both return as default abilities to match this. The game introduces the Double Gear system, which allows Mega Man to temporarily power himself up by pressing the button/key mapped to the corresponding Gear, though he must cool down after using one, with overuse of either Gear forcing him to spend several seconds cooling down without the ability to use Gears. The Power Gear increases the strength of the Mega Buster, including giving it a second charged shot upon full charge, and it can provide unique power-ups to the Robot Master weapons as well, ranging from an increase in projectile output to an entirely new attribute of the weapon. The Speed Gear temporarily slows down Mega Man's surroundings, allowing him to react and attack faster at the cost of a slight decrease in speed himself (which can be negated with an item available in the shop). If Mega Man's health is low enough, he can use the Double Gear by activating both Gears at the same time, giving him the power-ups of both Gears at the cost of the inability to switch out of it after it's been activated, as well as the inability to use charged shots during the subsequent cooldown period.

The game also provides several changes past the upgraded aesthetics, Double Gear system, and re-implemented slide and charge shot. The Rush Coil and Rush Jet now share an ammo meter, as opposed to having individual meters like in prior Mega Man games. On top of the button-based weapon switching introduced in Mega Man 7, a quick switch option has also been introduced involving the use of the right joystick. Several challenges are also available, ranging from isolated challenge areas reminiscent of the Challenge Mode of Mega Man 10 to challenges that require running through the game's stages while performing specific tasks (such as popping blue balloons while avoiding red ones, or making it through the level with as little jumps as possible).

Representation in MaGMML[edit]

Despite being a numbered classic game, Mega Man 11 is one of the least represented games in the MaGMML series, and (to date) one of the few that doesn't have any devkit assets based on it, with its only representation being a single weapon in the Megamix Engine. A major reason for this is that the release of the Megamix Engine predated the release of 11 by about three months. Even after that, the use of 3D models over sprites in 11 will likely make it difficult for the game to receive representation in potential future MaGMML projects, as custom sprites will almost definitely be necessary.

Weapons[edit]

Weapon
BlockDropperIcon.png
BlockDropperWep.png
Block DropperMegamix Only

Custom Assets[edit]

Enemies[edit]

Enemy
ElectririSprite.png
ElectririEZ

Other[edit]

  • Acid Man appears as a situational NPC in Make a Good Mega Man Level: Episode Zero. If the player's machine doesn't have DirectX9 installed, he will appear at the start of Toxic Tunnels to warn about the added difficulty from the lack of a working shader. He also provides a download link to DirectX9 to help the player fix the problem.
  • A number of enemies from 11 (such as Pipetto, Mash Burner, and Fire Server) appear as NPCs in Make a Good 48 Hour Mega Man Level, despite not being in that game's devkit.


Official Games
Main games
1234567891011
Side games
Dr. Wily's RevengeIIIIIIVVMega Man (DOS)Wily Wars& BassChallenger from the FuturePowered Up