Being present in instruction manuals, the term "Robot Master" was used by many gaming magazines and websites, the term became popular among fans and it was expanded to be used for most humanoid robots from the original series besides those from the stage select screen. However, there isn't an official classification of what defines if a robot is or not a Robot Master. To avoid discrepancies, in this wiki it is mainly used as a comprehensive term for all known Numbers, robots with advanced A.I. that possess a unique known identification code, consisting of a two-letter "series code" followed by one of "N", "No.", or "#", then a three-digit "serial number", the Light Numbers being the first to appear.[3] Other humanoid bosses such as Copy Robot, Doc Robot, and the four Dark Man robots are considered special bosses instead of Numbers.[4] Exceptions for this are robots included in the book Mega Man: Robot Master Field Guide (Doc Robot, the Dark Man series, Duo, King, Fake Man, and Sunstar) and similar characters, specially if they are bosses from the stage select, have "Man"/"Woman" in the end of their name (enemies like Pickelman, Shotman, and Shadow Mega Man are not considered), and have a Special Weapon. If they don't fit these criteria, they will not be referred as Robot Masters even if they are humanoid robots with advanced AI, such as Auto, Plum, Fan, Karate 003, etc.
Ninja Blade Game Serial Number WORK
Each Robot Master from Dr. Light and Dr. Wily have a serial number, listed in the format of DLN-000, DLN000, or DLN. 000. Certain series only have two digits (the MWN series, specifically), whereas the rest have three digit serial codes. Those robots have different serials, but share the same numbering sequence. They are numbered by order of creation.[4]
In Archie Comics' Mega Man comic book series, Robot Masters are numbered after the time of their conception, not of their creation.[7] For example, DWN-018 Magnet Man was finished before DWN-017 Needle Man in the comic. Additionally, several Robot Masters featured in other games, like Plant Man, Centaur Man, and Pump Man, are shown to have been constructed some time before the events based on Mega Man 3, and some have a serial number not present in the games, like Time Man and Oil Man.
Time Man and Oil Man were not given a serial number in Mega Man Powered Up. In the second story arc of Archie Comics' Mega Man comic book series, they are referred to as DLN-00A (Time Man) and DLN-00B (Oil Man), which is an experimental line-up.
With the exception of Shadow Man, the robots from Mega Man 3 were supposedly created by Dr. Wily and Dr. Light together,[8] however, they are still listed as part of the DWN series. The Mega Man: Official Complete Works shows artwork of an RW logo (right image), suggesting they planned to make apparent the doctors' cooperative effort in the game. Moreover, this logo can be seen in Magnet Man's stage.
These robots have a variety of manufacturers, including Tundra Man's Cossack Robot Laboratories, but their numbers continue the DWN pattern from Mega Man 10. Dr. Wily kidnaps all eight robots at the start of the game, reprograms them, and equips each of them with his Double Gear System device.
The WWN (Wily Wars Number)[13] series, known in Japan as the MWN (Mega World Number) series, are the three robots from the Genesis Unit, known as Mega World Corps (メガワールドぐんだん, Mega Wārudo Gundan) in Japan, that appeared on the Wily Tower mode in Mega Man: The Wily Wars (known as Rockman Mega World in Japan). The three are based on the characters of the Chinese novel Journey to the West. In some sources, like the Japanese Rockman & Forte database, their serials only have 2 numbers instead of three. Mega Man doesn't obtain a Special Weapon after defeating them.
Sam seemed to be on good terms with the members of Desperado during his involvement in their operations; having commonly worked together with Sundowner as well as conversing with Monsoon in their spare time. In particular, Sam and Sundowner seem to be well-acquainted, as implied by the casual tone of their conversations, most notably after Sundowner's defeat in which the two conversed about Raiden's skills, with Sundowner remarking that Sam would get his "wish" of having a worthy battle with Raiden. Sam also seemed to harbor a dark sense of humor relating to cutting-related puns, which was demonstrated twice: The first time in the final moments of Desperado's ambush at Africa, where Sam, after blocking Raiden from attempting to save N'mani with his Murasama blade, asked if Raiden "mind[ed] if [Sam] cut in?" The second time was when Sundowner was killed by Raiden, in which he jokingly opened their conversation by saying "Cut yourself shaving?", at which point the dying Sundowner, having been cut to pieces earlier, sarcastically laughed it off. This morbid sense of humor was also demonstrated when Sam was recruited by Armstrong, when the two were shown laughing hysterically after Armstrong offered him his right hand in a handshake, despite Armstrong greatly damaging Sam's right arm a few moments before.
Sam did not have many cybernetic enhancements, as Raiden discovered upon killing him, having maintained most of his original body. Instead, he was equipped with a powered exoskeleton (serial number 977-AZQEE) that enhanced his strength, durability, speed and agility to incredible superhuman levels, as a means of matching up to other cyborgs. Sam's only cybernetic replacement was his right arm, although he displayed great skill in the use of his Murasama sword prior to this.
He was primarily designed by Kenichirou Yoshimura, and acted as one of the first Metal Gear Rising characters designed by him. He had initially planned on leaving Platinum Games early in the development process of the game after it was handed over to them. However, three days before he was scheduled to leave, Yoshimura by chance stumbled on what some of the concept artists were working on regarding Metal Gear Rising when asking if they needed any suggestions. He ended up enraged that they weren't taking the Metal Gear concept seriously in the development process and demanded to the art director that Platinum Games "cannot place this in a Metal Gear game!", so he decided to stay for half a year beyond schedule until he was certain that it was up to the standards of Metal Gear. He was tasked by the art director to make a character who was "Samurai-like." After initial designs, Yoshimura concluded that the character needed a lot of asymmetrical angles in his design, as well as having his samurai hilt have something of a guntrigger. He also wanted a Black Body/White Arm design for Sam's cyborg body, although a contest concluded that a White Body/Black Arm was more suitable to give a direct contrast between him and Raiden's Black cyborg body. As he wanted the design to be as close to Metal Gear as possible, he also utilized some of Yoji Shinkawa's artbooks as inspiration. Shinkawa, while not the main designer for Sam, did briefly draw a sketch during a meeting. Shinkawa also told Yoshimura when asked about the design that it "freed his mind," leaving Yoshimura very relieved.[9]
The Murasama blade originally appeared in the RPG Wizardry as the strongest weapon in the game. The developers were confused between Muramasa and Murasame and thus the mistake. In the Japanese version of Wizardry, the name was fixed to Muramasa. From the 5th installation onwards, it has been fixed to Muramasa in the Western releases as well. According to developer notes for Sam's concept artwork in the Collector's Edition of the Piggyback Guide, the name for the Murasama was actually the fault of the Rodrigues family, as they got the name wrong. The creators also deliberately misnamed the blade in order to pay homage to Western misunderstandings of Japanese culture. They also likened him to a free-radical samurai in his views, although they admitted that Raiden and Sam were closer to swordsmen than actual samurai, and that their final duel was a combination of Western gunmen duels and the duels fought by Miyamoto Musashi.
Limited Run Games produces small batches of officially licensed physical versions of your favorite digital and retro games. Curated and limited in number, each release is highly collectable and only gets printed in one batch. Pick it up while you can and enjoy it for years to come, #ForeverPhysical.
Method:In Japan, you had the capability of pre-ordering a special Double Pack. This Double Pack provided both Omega Ruby & Alpha Sapphire, as well as the special pre-order figures. However, with each of the two games, you will receive a serial code that provides a download of 100 Potions. With the Double Pack, this means you get two codes, one for each game.In North America, a similar pack was sold in Best Buy and Amazon stores exclusively. Like the Japanese one, this contained two codes for 100 Potions each.
He and his robotic counter-parts, Sektor and Smoke, began as palette-swapped characters to work around technical limitations to increase the number of playable characters. Since their appearances in the MK3 series, each character's appearance has evolved independently. Of late, they have only appeared in Mortal Kombat: Armageddon together all in robotic form. While Sektor and Cyrax were playable in Mortal Kombat Gold, only Cyrax was playable in Mortal Kombat: Deadly Alliance, while Sektor appeared in Mortal Kombat: Tournament Edition. Smoke was playable as part of a tag-team with Noob Saibot in Mortal Kombat: Deception. However, they all have returned for Mortal Kombat: Armageddon as individual characters. However in Mortal Kombat (2011) Sektor, Cyrax and Smoke (through a free DLC) are also all playable in robotic form. Also in Mortal Kombat X in a DLC form Sektor, Cyrax and Smoke fuse together to make Triborg (Cyber Sub-Zero as well). 2ff7e9595c
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