Yambow

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Yambow
Artwork by Capcom
Artwork by Capcom
Information
In-Game Information
HP: 3
Attack Damage: 3 (contact)
Weakness(es): Gemini Laser, Top Spin, Pharaoh Shot, Magic Card1
Top Spin, Thunder Wool, Black Hole Bomb Power Orb1R
Sakugarne2
Spark Chaser, Tornado Blow, Thunder Beam, Ice Wall3
Flame Mixer, Concrete Shot48H
Psycho Chip (Z-Saber, Z-Burst, Blank Drive)EZ
Metal Blade, Wheel Cutter, Wire Adaptor, Power Stone, Plant Barrier, Block DropperMegamix Only
Category: Flying, Nature
Location(s): MaGMML(1R):
Level
MaGMML2:
A Mega Man for All Seasons
Ruined Lab
Donut Observation Center
Swiss Hotel
The Pit of Pits
Null and Void
MaGMML: Episode Zero:
Abandoned Lab
Toxic Tunnels
Looping Growth Garden
Misc. Information
Script: ヤンボー
Romaji: Yanbō
Programmer(s): snoruntpyro
Series Information
Official Game Appearances: Mega Man 3
Mega Man II
Mega Man III
Mega Man: The Wily Wars
MaGMML Game Appearances: MaGMML(1R) (Enemy)
MaGMML2 (Enemy)
MaGMML: Episode Zero (Enemy)
Megamix Engine
Yambow.png

Yambow is an enemy from Mega Man 3. It is a crop protection robot, one more popular than Mechakkero as it doesn't accidentally flatten crops when deterring pests.

Yambow was first made available in the devkit for the original Make a Good Mega Man Level, where it appeared in the entry Level. It is also one of the enemies created by the Ghost of Mega Man 3.

Yambow returned in Make a Good Mega Man Level 2, and appeared in the entries A Mega Man for All Seasons, Ruined Lab, and Donut Observation Center. It also appeared in the Tier X stage Swiss Hotel, the Pit of Pits sublevels "Night Way" and "Tower Climbing", and in Null and Void. It also appeared in the Make a Good Mega Man Level: Episode Zero levels Abandoned Lab, Toxic Tunnels, and Looping Growth Garden.

Behavior[edit]

When Mega Man gets close enough to a Yambow's spawn point, it will fly down from the top of the screen, then fly to the opposite side. After a pause, it will dive down to Mega Man's height, and after another pause it flies straight ahead in an attempt to crash into him. However, they can be lured into flying over him should he jump while they're descending.

By default, Yambows are red, but by setting "col = 1" in a Yambow's creation code, it will turn blue.

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
3
4
1
2
2
3
3
2
2
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 3 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
6
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 3 1 1 6 3 2 4 2
M.Tape L.Flare P.Laser B.Tiller R.Can B.Wail P.Vortex E.Cable T.Shoes R.Guard B.Bobber P.Line
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 4 2 0 2 1/1/2 2 5 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 2 3 3 2
Icicle Chip 2 2 2 2
Zap Chip 2 3 2 3
Psycho Chip 3 4 4 4
Other Notes

Megamix Engine[edit]

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

Related Enemies[edit]