Imorm

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Imorm
Artwork by Capcom
Artwork by Capcom
Information
In-Game Information
HP: 2
Attack Damage: 4 (contact)
Weakness(es): Metal Blade, Gemini Laser, Solar Blaze, Top Spin, Thunder Wool, Magic Card1
Solar Blaze, Top Spin, Black Hole Bomb, Magic Card, Power Orb1R
Hornet Chaser, Wheel Cutter, Sakugarne, Wire Adaptor, Super Arrow2
Tornado Blow, Thunder Beam, Magnetic Shockwave, Ice Wall, Break Dash3
Flame Mixer, Rain Flush, Search Snake, Tengu Blade, Salt Water, Concrete Shot, Homing Sniper48H
Power Stone, Plant Barrier, Block Dropper, Ice SlasherMegamix Only
Category: Grounded
Location(s): MaGMML(1R):
Cannon Deck1
MaGMML2:
Mix & Match
Orbital Station
Cossack's Other Citadel
Launch Man & Shuttle Man
Water Ducts
Reality Core
The Pit of Pits
Null and Void
Misc. Information
Script: イモーム
Romaji: Imōmu
Programmer(s): SnoruntPyro
Series Information
Official Game Appearances: Mega Man 4
Mega Man III
MaGMML Game Appearances: MaGMML(1R) (Enemy)
MaGMML2 (Enemy)
Megamix Engine
Imorm.png

Imorm is an enemy from Mega Man 4. It is a robot created by Dr. Wily after being inspired by a caterpillar suddenly dropping onto him.

Imorm was first made available in the devkit for the original Make a Good Mega Man Level, but it didn't appear in any entries, only appearing in the Wily stage Cannon Deck; Make a Good Mega Man Level Remastered removes it from the redesigned version of the latter, but preserves it in its Old Style version.

Imorm returned in Make a Good Mega Man Level 2, and appeared in the entries Mix & Match, Orbital Station, Cossack's Other Citadel, and Launch Man & Shuttle Man, as well as the Wily stages Water Ducts and Reality Core, the Pit of Pits sublevel "Gambly Night", and in Null and Void.

Behavior[edit]

Imorm hangs in the air until Mega Man gets close enough to its position, at which point it will drop down (or up, if Mega Man's gravity is reversed). Once on the ground, it will crawl back and forth, turning around when reaching an edge or hitting a wall.

By default, Imorms are invisible until they drop down, but by setting hideWhileHanging to false in creation code, they can be seen before they drop down.

Variants[edit]

Sprite Name MaGMML Appearance(s) Location(s) Description Designer(s) HP Attack Damage
Glowing Imorm.png Glowing Imorm MaGMML: Episode Zero String Theory An Imorm with a tail that glows in the dark. The glow makes them unable to hide in ceilings. Gannio 2 4

Damage Table[edit]

Make a Good Mega Man Level[edit]

M.Buster M.Blade G.Laser S.Blaze T.Spin T.Wool B.H.Bomb P.Shot M.Card
1/1/3
1/1/3
2
1
4
1
2
2
2
3
2
0.5
1
3
1/1/4
1/5
3
2
Other Notes Top row is damage in MaGMML; bottom row is damage from MaGMML weapons in the Megamix Engine

Make a Good Mega Man Level Remastered[edit]

M.Buster M.Blade G.Laser S.Blaze T.Spin T.Wool B.H.Bomb P.Shot M.Card P.Orb
1/1/3 1 1 2 3 1 3 1/20 2 3
Other Notes

Make a Good Mega Man Level 2[edit]

M.Buster H.ChaserH.Pumpkin J.SatelliteB.Barrier G.BusterN.BombL.Rocket T.BladeT.Cluster F.StopperC.Distorter S.ClawF.Beam W.CutterH.Trapper SakugarneM.Blast W.AdaptorC.Claw S.Arrow
1/2/3
1/1/3
2
2
1
1
1
1
1
1
Y
Y
1
1
2
3
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]

M.Buster S.Chaser L.Trident W.Shield T.Blow T.Beam M.Shockwave I.Wall B.Dash
1/1/3 1 1 1 4 3 2 2 3
Other Notes

Make a Good 24 Hour Mega Man LevelMegamix Only[edit]

M.Buster S.Arm C.Spike Skeletup n' Pakkajoe
1/1/3 4/2 1/5 99
Other Notes

Make a Good 48 Hour Mega Man Level[edit]

M.Buster F.Mixer R.Flush S.Shock S.Snake T.Blade S.Water C.Shot H.Sniper Beat
1/1/3 2 2 0 3 1/1/2 2 3 2
Other Notes

Make a Good Mega Man Level: Episode Zero[edit]

Z-Buster Z-Saber Z-Burst Blank Drive
No Chip 1 1 2 99
Cutter Chip 1 1 2 2
Flame Chip 1 1 2 1
Icicle Chip 2 3 2 3
Zap Chip 2 4 3 4
Psycho Chip 1 1 2 2
Other Notes Damage pertains to Glowing Imorm.

Megamix Engine[edit]

M.Buster T.Stopper P.Stone P.Barrier B.Dropper I.Slasher
1/1/3 Y 2 4 2 2
Other Notes