Crystal Joe
Crystal Joe is an enemy from Mega Man 5. It is a Sniper Joe with the ability to create crystals.
Crystal Joe was first made available in the devkit for Make a Good Mega Man Level 2, where it appeared in the entries Airflow Hubble, Rush City, MegaLondo, Starman Recreation, Aurora Man, Escape Sequence, and Misty Lake, as well as the Wily stage Reality Core, and in Null and Void. It reappears in the Make a Good 24 Hour Mega Man Level entry X Factory, as well as in the same level's appearance in the Make a Good Mega Man Level 3 Judge Application Levels. It also appears in the Make a Good Mega Man Level: Episode Zero stage Midnight Aurora.
In Make a Good 48 Hour Mega Man Level, a Crystal Joe appears in Tier 11 as an NPC, but is otherwise unused as an enemy outside of a fleeting appearance in the game's Weapon Tutorials.
By contrast, Crystal Joe was abundantly prominent as an enemy in Make a Good Mega Man Level 3. There, it appeared in 11 entries (not counting variants), the Contest Weapon Playground, and the NEO Pit of Pits sublevels "Megaman Crushes the Competition!", Mine Layer Madness", "The Top 10 Most Commonly Used Enemies in MaGMML3, in Increasing Order" (where it is ranked #9), "SCROLL JOES!", and "Swinging Mine".
Contents
Behavior[edit]
Crystal Joes will charge up energy, eventually forming a crystal that deflects projectiles, which it will fire forward shortly after creating. When the crystal has gone off-screen, been destroyed, or been reflected by Jewel Satellite, the Crystal Joe will continue charging up energy.
Variants[edit]
Sprite | Name | MaGMML Appearance(s) | Location(s) | Description | Designer(s) | HP | Attack Damage |
---|---|---|---|---|---|---|---|
Crystal Joe (Contra Base) | MaGMML: Episode Zero | Contra Base | A modified Crystal Joe that replaces its crystal for a stream of four bullets. It lacks the original's shielding, and so is always vulnerable to damage. | SilvernixSP | 3 | 3 (contact) 2 (projectile) |
Damage Table[edit]
Make a Good Mega Man LevelMegamix Only[edit]
1/1/3 | 1 | 1 | 2 | 3 | 0.5 | 3 | 1/5 | 4 | |
Other Notes |
Make a Good Mega Man Level 2[edit]
1/1/3 1/1/3 |
1 1 |
1 1 |
1 1 |
1 1 |
Y Y |
4 4 |
1.5 2 |
4 4 |
1 3 |
2 2 |
Other Notes | Top row is damage in MaGMML2; bottom row is damage from MaGMML2 weapons in the Megamix Engine. |
Make a Good Mega Man Level 3[edit]
1/1/3 | 1 | 4 | 1 | 4 | 3 | 1 | 2 | 2 | ||||||||||||
2/1/Y | 1 | 2/3/4 | 2 | 4/3 | 5 | 0.5 | 1 | 1 | 3 | 3/1 | 1 | |||||||||
Other Notes |
Make a Good 24 Hour Mega Man Level[edit]
1/1/3 1/1/3 |
2 N/A† |
Y N/A† |
?/?* 4/2 |
1/3 1/5 |
2 1 |
2 1 |
1 2 |
2 1 |
1 3 |
1 2 |
Y Y |
10 2 |
3 2 |
4 2 |
1 99 |
Other Notes | Top row is damage in MaG24HMML; bottom row is damage from MaG24HMML and MaGMML2 weapons in the Megamix Engine. *Not usable in any scenario involving Crystal Joes in MaG24HMML. †Not in the current build of the Megamix Engine. |
Make a Good 48 Hour Mega Man Level[edit]
N/A* 1/1/3 |
N/A* 2 |
2 2 |
N/A* 0 |
N/A* 2 |
N/A* 1/1/2 |
N/A* 2 |
N/A* 3 |
N/A* 2 |
N/A* N/A† | |
Other Notes | Top row is damage in MaG48HMML; bottom row is damage from MaG48HMML weapons in the Megamix Engine. *Not usable in any scenario involving Crystal Joe in MaG48HMML. †Not in the current build of the Megamix Engine. |
Make a Good Mega Man Level: Episode Zero[edit]
1 | 4 | 2 | 99 | |||||||
2 | 4 | 3 | 4 | |||||||
1 | 1 | 2 | 1 | |||||||
1 | 1 | 2 | 1 | |||||||
1 | 1 | 2 | 2 | |||||||
1 | 1* | 2 | 2 | |||||||
Other Notes | *Reflected shots do 2 damage. |
Megamix Engine[edit]
1/1/3 | Y | 2 | 4 | 2 | 2 | |||||
Other Notes |