Difference between revisions of "Melody Response Cannon"

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Revision as of 07:19, 3 September 2019

Melody Response Cannon
Information
In-Game Information
HP: --
Attack Damage: 6 (contact)
4 (projectile)
Misc. Information
Script: メロディ対応砲台
Romaji: Merodi Taiō Hōdai
Alt. Name(s): Passworder
Programmer(s): ACESpark
Artist(s): ACESpark
Series Information
Official Game Appearances: Mega Man & Bass
MaGMML Game Appearances: MaGMML3 (Midboss)
MaG48HMML (Midboss)
MelodyResponseCannon.png

Melody Response Cannon is a midboss from Mega Man & Bass. It is a ceiling-mounted cannon that attacks intruders who fail to successfully match its musical sequence.

Melody Response Cannon was first available with the release of the Megamix Engine, and is planned to appear in the devkits for Make a Good Mega Man Level 3 and Make a Good 48 Hour Mega Man Level.

Behavior

Melody Response Cannon doesn't attack Mega Man directly; instead it triggers a sequence with a series of buttons, causing them to light up in a random order. Mega Man must then jump on the buttons in the same order to destroy the cannon, as it is completely immune to all weapons. If he presses a wrong button, the cannon will retaliate by quickly firing two volleys of bullets covering the width of the room, and a new sequence will be generated. A door object can be placed to prevent Mega Man from leaving the room until the Melody Response Cannon is defeated.

Melody Response Cannon buttons can be used to seal off its door without Melody Response Cannon itself being present. If this is the case, there is no penalty for screwing up the music sequence other than having to redo it. Conversely, it can be present without any buttons; in this case, it will automatically fire its projectiles at frequent intervals.

Melody Response Cannon has two creation code values, both of which it shares with its door object (though the door's variables are ignored if a cannon exists):

  • allButtons - If set to true (which it is by default), the musical sequence will use every button in the room in a random order.
  • buttonsToPress - The number of button presses to use in the sequence (by default, five). This variable is completely ignored if allButtons is set to true.

Trivia