Pirate Man
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| Artwork by Capcom | |||||||||||||||||||||||||||||||||||||||||||||||
| KGN-004 | |||||||||||||||||||||||||||||||||||||||||||||||
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- "Aye there, buccaneers! Here's another pirate tip from yer good Cap'n, Pirate Man!"
- ―Pirate Man, Make a Good Mega Man Level: Episode Zero
Pirate Man is a Robot Master from Mega Man & Bass. Created by King to attack and pillage cargo ships for his war against humanity, he is a fearless and savage hooligan who will do anything necessary to get what he wants. In addition to a bubble generator, he is armed with a remote-controlled bomb known as the Remote Mine.
In Make a Good Mega Man Level 2, Pirate Man appears as an NPC in Tier 3, standing above the entrance to Candy Panic.
Pirate Man appears in Make a Good Mega Man Level: Episode Zero in a more prominent role, as an optional joke number for the Z-Phone, unlocked (without Zero's consent) by talking to him in Chateau Chevaleresque. Calling his number will bring up his "pirate radio", where he ostensibly gives helpful advice. However, while a select few tips are helpful (such as how to perform ladder-jumping and how certain chips affect Zero's movement), the majority are completely useless; ranging from total non-sequiters, scams, crackpot conspiracy theories, and outright lies.
In Make a Good 48 Hour Mega Man Level, Pirate Man appears as the game's superboss, and can only be battled after clearing the Cartel Hideout and obtaining every Energy Element from every entry stage. By speaking to a Kaizock in the Kickboxing Club after fulfilling these requirements, Mega Man can travel to Pirate Man's ship using Pike and stop his plans to raid the SS Elroy. Defeating Pirate Man unlocks access to the SS Elroy's wheelhouse and subsequently the Cheat Menu; he will also award a giant bolt worth 500 bolts the first time he's defeated.
Battle
Pirate Man is fought in a pool of water, with large sea mines floating through the room atop the water's surface, moving from the right side of the screen to the left. The water level gradually lowers throughout the fight, with the lowest it can go being one 16x16 tile off the ground. Throughout the battle, Pirate Man will choose one of several attacks at random, although if the water level is low enough, he will prioritise refilling it before attacking. His initial list of attacks include:
- Firing three Remote Mines at once, which detonate around Mega Man and leave lingering cluster explosions. One of these Remote Mines directly targets Mega Man, is larger than the others, and leaves a longer-lasting explosion.
- Encasing himself in a bubble and bouncing around the room at 45° angles, with the water surface acting as the top boundary; thus, the lower the water level, the more difficult he is to avoid. While inside the bubble, Pirate Man is shielded from most weapons.
- Mounting a dolphin robot and swimming towards Mega Man two or three times. If he hits Mega Man, Pirate Man will steal one of his Special Weapons, disabling it for the rest of the current battle (though he cannot steal the Rush Coil, Rush Jet, or Beat). If Mega Man is equipped with a weapon at the time, he will always steal that particular weapon. If all possible weapons have been stolen, Pirate Man will steal one of Mega Man's E-Tanks (if he has any), healing himself for 14 bars of HP.
- Jumping towards Mega Man three times, creating a set of green ground waves on either side of him each time he lands.
- Tossing a coin into the air, then firing two buckshots of coins that spread outwards. If Pirate Man has stolen any Special Weapons, he may also fire them alongside the coins.
- Jumping in the air above Mega Man, then slamming straight down to the ground. This gets rid of the water entirely, prompting any onscreen sea mines to drop down and explode upon hitting the floor. Pirate Man always resets the water level afterwards.
- Summoning a sea spirit which resembles a ghostly, pirate-themed Skeleton Joe. The sea spirit follows Pirate Man's movements for a short time, making no direct effort to attack Mega Man.
After depleting two of his four healthbars, Pirate Man covers the ground in green flames while the water flow speeds up, carrying the sea mines across at a faster rate; barrels also appear over the water as platforms. He then bounces around in a bubble inside the water, destroying brown barrels he bounces into, while grey steel barrels are protected from being destroyed. After a while, the flames and water will vanish, causing any onscreen barrels and sea mines to drop down and explode. Once Pirate Man resets the water level, he will perform a new set of attacks:
- Repeating the barrel jump, dolphin charge, and coin buckshot attacks.
- Firing up to ten Remote Mines at random spots, detonating them once they reach their intended location; every fifth Remote Mine directly targets Mega Man.
- Encasing himself in a bubble and rolling around the water in a counter-clockwise whirlpool, occassionally firing Remote Mines at Mega Man.
- Summoning a chain of three sea spirits that float above him, which he then swings down towards Mega Man before jumping at him. He swings this "sword" of spirits four times before it dissipates.
Damage Table
Make a Good 48 Hour Mega Man Level
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| 1/1/3 | 2 | 2* | 2 | 2 | 2/2/2* | 2 | 2 | 2 | 1 | |
| Other Notes | *Can damage Pirate Man through his bubble shield. | |||||||||
Notes
- According to snoruntpyro, the original idea for Pirate Man's calls in MaGMML: Episode Zero was to provide obvious "tips" that weren't very helpful (e.g. "Don't die", "Press the jump button to jump"), which the final game eschewed for mostly complete nonsense.
- Pirate Man was added late into MaG48HMML's development, roughly a month before the game's release.