Difference between revisions of "Colton"
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|hp=6 | |hp=6 | ||
|at=4 (contact)<br>3 (bullet) | |at=4 (contact)<br>3 (bullet) | ||
| − | |weak=[[Sakugarne]]{{2}}<br>[[Tornado Blow]], [[Thunder Beam]]{{3}}<br>[[Chill Spike]], [[Slash Claw]], [[Wheel Cutter]], [[Sakugarne]]{{24H}}<br>[[Gemini Laser]]{{1R}}<br>[[Salt Water]], [[Concrete Shot]]{{48H}}<br>[[Grab Buster]], [[Wire Adaptor]], [[Super Arm]], [[Chill Spike]], [[Plant Barrier]]{{Megamix}} | + | |weak=[[Sakugarne]]{{2}}<br>[[Tornado Blow]], [[Thunder Beam]]{{3}}<br>[[Chill Spike]], [[Slash Claw]], [[Wheel Cutter]], [[Sakugarne]]{{24H}}<br>[[Gemini Laser]]{{1R}}<br>[[Salt Water]], [[Concrete Shot]]{{48H}}<br>[[Flame Chip]]{{EZ}}<br>[[Grab Buster]], [[Wire Adaptor]], [[Super Arm]], [[Chill Spike]], [[Plant Barrier]]{{Megamix}} |
|category=Semi Bulky | |category=Semi Bulky | ||
| − | |location='''MaGMML2:'''<br>[[Mix & Match]]<br>[[Sheriff Man (stage)|Sheriff Man]]<br>[[Identity Crisis]]<br>[[Water Ducts]]<br>[[Inner Sanctum]]<br>[[Reality Core]]<br>[[Coyote Man (stage)|Coyote Man]]<br>[[The Pit of Pits]]<br>[[Null and Void (MaGMML2)|Null and Void]]<br>'''MaG24HMML:'''<br>[[Flooded Temple]]<br>[[Up 'n' Duck]]<br>'''MaGMML1R:'''<br>[[Flashback Database]] | + | |location='''MaGMML2:'''<br>[[Mix & Match]]<br>[[Sheriff Man (stage)|Sheriff Man]]<br>[[Identity Crisis]]<br>[[Water Ducts]]<br>[[Inner Sanctum]]<br>[[Reality Core]]<br>[[Coyote Man (stage)|Coyote Man]]<br>[[The Pit of Pits]]<br>[[Null and Void (MaGMML2)|Null and Void]]<br>'''MaG24HMML:'''<br>[[Flooded Temple]]<br>[[Up 'n' Duck]]<br>'''MaGMML1R:'''<br>[[Flashback Database]]<br>'''MaGMML: Episode Zero:'''<br>[[Toxic Tunnels]]<br>[[Shift Posting]] |
|OffAppear=[[Mega Man 6]] | |OffAppear=[[Mega Man 6]] | ||
| − | |MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Enemy)<br>[[Make a Good 24 Hour Mega Man Level|MaG24HMML]] (Enemy)<br>[[Make a Good Mega Man Level Remastered|MaGMML1R]] (Enemy) | + | |MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Enemy)<br>[[Make a Good 24 Hour Mega Man Level|MaG24HMML]] (Enemy)<br>[[Make a Good Mega Man Level Remastered|MaGMML1R]] (Enemy)<br>[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Enemy) |
|appear2= | |appear2= | ||
|sprite=[[File:Colton.png]] | |sprite=[[File:Colton.png]] | ||
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'''Colton''' is an enemy from ''[[Mega Man 6]]''. It is a cowboy-like robot designed to be an extra in robot westerns. | '''Colton''' is an enemy from ''[[Mega Man 6]]''. It is a cowboy-like robot designed to be an extra in robot westerns. | ||
| − | Colton was first made available in the devkit for ''[[Make a Good Mega Man Level 2]]'', where it appeared in the entries [[Mix & Match]], [[Sheriff Man (stage)|Sheriff Man]], and [[Identity Crisis]], as well as the Wily stages [[Water Ducts]], [[Inner Sanctum]], and [[Reality Core]], the [[Tier X (MaGMML2)|Tier X]] stage [[Coyote Man (stage)|Coyote Man]], the [[The Pit of Pits|Pit of Pits]] sub-levels "Magic Crash-Pit Ride" and "WIIIILLLLLLDDDDD West", and in [[Null and Void (MaGMML2)|Null and Void]]. It also appeared in the ''[[Make a Good 24 Hour Mega Man Level]]'' entry [[Flooded Temple]] and fortress stage [[Up 'n' Duck]], | + | Colton was first made available in the devkit for ''[[Make a Good Mega Man Level 2]]'', where it appeared in the entries [[Mix & Match]], [[Sheriff Man (stage)|Sheriff Man]], and [[Identity Crisis]], as well as the Wily stages [[Water Ducts]], [[Inner Sanctum]], and [[Reality Core]], the [[Tier X (MaGMML2)|Tier X]] stage [[Coyote Man (stage)|Coyote Man]], the [[The Pit of Pits|Pit of Pits]] sub-levels "Magic Crash-Pit Ride" and "WIIIILLLLLLDDDDD West", and in [[Null and Void (MaGMML2)|Null and Void]]. |
| + | |||
| + | It also appeared in the ''[[Make a Good 24 Hour Mega Man Level]]'' entry [[Flooded Temple]] and fortress stage [[Up 'n' Duck]], in ''[[Make a Good Mega Man Level Remastered]]'' in the remade Wily stage [[Flashback Database]], and in the ''[[Make a Good Mega Man Level: Episode Zero]]'' levels [[Toxic Tunnels]] and [[Shift Posting]]. The latter game also included a few Colton variants in addition to the original (detailed below). | ||
==Behavior== | ==Behavior== | ||
Coltons fire bullets, waiting to fire each bullet until the previous one either despawns or is nullified in some way (e.g. absorbed by the [[Black Hole Bomb]] or reflected by the [[Jewel Satellite]]). | Coltons fire bullets, waiting to fire each bullet until the previous one either despawns or is nullified in some way (e.g. absorbed by the [[Black Hole Bomb]] or reflected by the [[Jewel Satellite]]). | ||
| + | |||
| + | In the [[Megamix Engine]], the object a Colton fires can be changed using the "obj" variable in creation code, allowing it to shoot things other than the usual bullet. | ||
==Variants== | ==Variants== | ||
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| style="text-align: center;"|3 | | style="text-align: center;"|3 | ||
| style="text-align: center;"|4 (contact)<br>3 (bullet) | | style="text-align: center;"|4 (contact)<br>3 (bullet) | ||
| + | |- | ||
| + | | style="text-align: center;"|[[File:ColtonContraBase.png]] | ||
| + | | style="text-align: center;"|Colton (Contra Base) | ||
| + | | style="text-align: center;"|''[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]'' | ||
| + | | style="text-align: center;"|[[Contra Base]] | ||
| + | | style="text-align: center;"|A pink Colton that fires a standard shot aimed directly at [[Zero]] instead of its usual bullet. | ||
| + | | style="text-align: center;"|[[SilvernixSP]] | ||
| + | | style="text-align: center;"|1 | ||
| + | | style="text-align: center;"|4 (contact)<br>4 (projectile) | ||
| + | |- | ||
| + | | style="text-align: center;"|[[File:WinterColton.png]] | ||
| + | | style="text-align: center;"|Winter Colton | ||
| + | | style="text-align: center;"|''[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]'' | ||
| + | | style="text-align: center;"|[[BlocBunker]] | ||
| + | | style="text-align: center;"|A Colton styled after a Soviet soldier. It uses a rifle instead of an arm revolver. | ||
| + | | style="text-align: center;"|[[Mabrick]] | ||
| + | | style="text-align: center;"|3 | ||
| + | | style="text-align: center;"|4 (contact)<br>3 (bullet) | ||
| + | |- | ||
| + | | style="text-align: center;"|[[File:Carroton.png]] | ||
| + | | style="text-align: center;"|Carroton | ||
| + | | style="text-align: center;"|''[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]'' | ||
| + | | style="text-align: center;"|[[Null and Void (Episode Zero)|Null and Void]] | ||
| + | | style="text-align: center;"|A purple Colton that fires aimed carrots identical to a [[Robo-Rabbit]]'s instead of a bullet. | ||
| + | | style="text-align: center;"|[[Big Fish (user)|Big Fish]], [[CSketch]], & [[DeltaMudkip]] | ||
| + | | style="text-align: center;"|6 | ||
| + | | style="text-align: center;"|4 (contact)<br>2 (carrot) | ||
|- | |- | ||
|} | |} | ||
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|notes= | |notes= | ||
}} | }} | ||
| − | |||
===Make a Good Mega Man Level Remastered=== | ===Make a Good Mega Man Level Remastered=== | ||
{{Damagetable1R | {{Damagetable1R | ||
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|notes= | |notes= | ||
}} | }} | ||
| − | |||
===Make a Good Mega Man Level 2=== | ===Make a Good Mega Man Level 2=== | ||
{| class="wikitable" | {| class="wikitable" | ||
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| colspan="10" |*Top row is damage in ''MaGMML2''; bottom row is damage from ''MaGMML2'' weapons in the Megamix Engine | | colspan="10" |*Top row is damage in ''MaGMML2''; bottom row is damage from ''MaGMML2'' weapons in the Megamix Engine | ||
|} | |} | ||
| − | |||
===Make a Good Mega Man Level 3=== | ===Make a Good Mega Man Level 3=== | ||
{{Damagetable3 | {{Damagetable3 | ||
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|notes= | |notes= | ||
}} | }} | ||
| − | |||
===Make a Good 24 Hour Mega Man Level=== | ===Make a Good 24 Hour Mega Man Level=== | ||
{{Damagetable24H | {{Damagetable24H | ||
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|notes=Top row is damage in ''MaG24HMML''; bottom row is damage from ''MaG24HMML'' and ''MaGMML2'' weapons in the Megamix Engine<br>*Not in the current build of the Megamix Engine. | |notes=Top row is damage in ''MaG24HMML''; bottom row is damage from ''MaG24HMML'' and ''MaGMML2'' weapons in the Megamix Engine<br>*Not in the current build of the Megamix Engine. | ||
}} | }} | ||
| − | |||
===Make a Good 48 Hour Mega Man Level=== | ===Make a Good 48 Hour Mega Man Level=== | ||
{{Damagetable48H | {{Damagetable48H | ||
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|notes= | |notes= | ||
}} | }} | ||
| − | + | ===Make a Good Mega Man Level: Episode Zero=== | |
| + | {{DamagetableEZ | ||
| + | |buster=1 | ||
| + | |saber=1 | ||
| + | |burst=2 | ||
| + | |drive=99 | ||
| + | |cutbuster=1 | ||
| + | |cutsaber=1 | ||
| + | |cutburst=2 | ||
| + | |cutdrive=2 | ||
| + | |flamebuster=2 | ||
| + | |flamesaber=3 | ||
| + | |flameburst=3 | ||
| + | |flamedrive=2 | ||
| + | |icebuster=1 | ||
| + | |icesaber=1 | ||
| + | |iceburst=2 | ||
| + | |icedrive=1 | ||
| + | |zapbuster=1 | ||
| + | |zapsaber=1 | ||
| + | |zapburst=2 | ||
| + | |zapdrive=2 | ||
| + | |psybuster=1 | ||
| + | |psysaber=1 | ||
| + | |psyburst=2 | ||
| + | |psydrive=2 | ||
| + | |notes= | ||
| + | }} | ||
===Megamix Engine=== | ===Megamix Engine=== | ||
{{DamagetableM | {{DamagetableM | ||
Revision as of 21:33, 16 October 2020
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Colton is an enemy from Mega Man 6. It is a cowboy-like robot designed to be an extra in robot westerns.
Colton was first made available in the devkit for Make a Good Mega Man Level 2, where it appeared in the entries Mix & Match, Sheriff Man, and Identity Crisis, as well as the Wily stages Water Ducts, Inner Sanctum, and Reality Core, the Tier X stage Coyote Man, the Pit of Pits sub-levels "Magic Crash-Pit Ride" and "WIIIILLLLLLDDDDD West", and in Null and Void.
It also appeared in the Make a Good 24 Hour Mega Man Level entry Flooded Temple and fortress stage Up 'n' Duck, in Make a Good Mega Man Level Remastered in the remade Wily stage Flashback Database, and in the Make a Good Mega Man Level: Episode Zero levels Toxic Tunnels and Shift Posting. The latter game also included a few Colton variants in addition to the original (detailed below).
Contents
Behavior
Coltons fire bullets, waiting to fire each bullet until the previous one either despawns or is nullified in some way (e.g. absorbed by the Black Hole Bomb or reflected by the Jewel Satellite).
In the Megamix Engine, the object a Colton fires can be changed using the "obj" variable in creation code, allowing it to shoot things other than the usual bullet.
Variants
| Sprite | Name | MaGMML Appearance(s) | Location(s) | Description | Designer(s) | HP | Attack Damage |
|---|---|---|---|---|---|---|---|
| Rifle Koopa | MaGMML2 | SMB3 Reality Core Deep Thoughts |
A Colton reskinned into a Koopa Troopa armed with a rifle. | Lizardcommando | 3 | 4 (contact) 3 (bullet) | |
| Colton (Contra Base) | MaGMML: Episode Zero | Contra Base | A pink Colton that fires a standard shot aimed directly at Zero instead of its usual bullet. | SilvernixSP | 1 | 4 (contact) 4 (projectile) | |
| Winter Colton | MaGMML: Episode Zero | BlocBunker | A Colton styled after a Soviet soldier. It uses a rifle instead of an arm revolver. | Mabrick | 3 | 4 (contact) 3 (bullet) | |
| Carroton | MaGMML: Episode Zero | Null and Void | A purple Colton that fires aimed carrots identical to a Robo-Rabbit's instead of a bullet. | Big Fish, CSketch, & DeltaMudkip | 6 | 4 (contact) 2 (carrot) |
Damage Table
Make a Good Mega Man LevelMegamix Only
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| 1/1/3 | 1 | 3 | 2 | 3 | 0.5 | 3 | 1/5 | 2 |
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Make a Good Mega Man Level Remastered
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| 1/1/3 | 1 | 3 | 2 | 3 | 1 | 3 | 1/20 | 2 | 3 |
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Make a Good Mega Man Level 2
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| Colton* | 1/2/3 1/1/3 |
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Y Y |
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| Rifle Koopa | 1/2/3 | 2 | 1 | 1 | 1 | Y | 1 | 1 | 4 | 1 | 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
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| 1/1/3 | 1 | 1 | 1 | 4 | 3 | 2 | 2 | 2 | ||||||||||||
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Make a Good 24 Hour Mega Man Level
Make a Good 48 Hour Mega Man Level
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| 1/1/3 | 2 | 2 | 0 | 2 | 1/1/2 | 3 | 3 | 2 | ||
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Make a Good Mega Man Level: Episode Zero
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Megamix Engine
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| 1/1/3 | Y | 2 | 4 | 2 | 2 | |||||
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