Difference between revisions of "Big Eye"
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* Big Eye's additional jump frames are a holdover from the Mega Engine, which ''MaGMML2'' used. These frames are also used in ''Mega Man Maker'', another fangame using the Mega Engine. | * Big Eye's additional jump frames are a holdover from the Mega Engine, which ''MaGMML2'' used. These frames are also used in ''Mega Man Maker'', another fangame using the Mega Engine. | ||
| − | * Big Eye uses Power Muscler's landing sound effect in '' | + | * Big Eye uses Power Muscler's landing sound effect in ''MaGMML1'', and the sound it makes in the PAL/Anniversary Collection versions of ''Mega Man'' in ''MaGMML2''. The latter is most likely another holdover from the Mega Engine. |
==Related Enemies== | ==Related Enemies== | ||
Latest revision as of 22:57, 16 March 2025
Big Eye is an enemy from the original Mega Man. It is a large and bulky cycloptic robot that moves by jumping.
Big Eye was first made available in the devkit for the original Make a Good Mega Man Level, where it appeared in the levels Sky Ziggurat and Thunderclyffe Plant. In Make a Good Mega Man Level Remastered, it makes additional appearances in the remade Wily stage Flashback Database.
It returned in Make a Good Mega Man Level 2, and appeared in the entries Snow Man, Cardinal Man, Colorful Hall, Candy Panic, Forgotten Fortress, Volcanic Furnace, City Under Siege, Sector Upsilon 6, Neapolitan Man, and The Stage Nobody Asked For, as well as the Wily stages Classic Castle and Reality Core. It also appeared in the Make a Good Mega Man Level: Episode Zero stages Kingdom Crisis and Null and Void.
In Make a Good 48 Hour Mega Man Level, Big Eyes were used in the entries Make a 48 Minute Mega Man Level, Seahorse City, Oh No! More Compactors, One Night in Xanadu, and Darkwing City. They also appeared in the game's Weapon Tutorials, and in the Cartel Hideout stage Pandora's Parlor.
Big Eye was somewhat prominent in Make a Good Mega Man Level 3, appearing in the entries Hunter Tower, Cutman's New Warehouse, The Return of Veteran Z, Air man's ultimate weapon, Gilded Man, Glass Factory, Chaos Light City, Undead Fortress, and Malware Man. Additionally, they were used in the Weapon Tutorials, the Tier X stage HI-R@SE BOTANIX, the NEO Pit of Pits sublevels "Child's Play", "Flopside Pit", "Mosh Pit of Pits", "Questionable Quarry", and "Some Factory Dr. Wily Built", and the Shrine of Nebula room "Restored Beta".
Contents
Behavior
Big Eyes jump constantly towards Mega Man, alternating between high and low jumps at random. They also take a considerable amount of damage to kill without using weapons. Because of this, the safest and most reliable means of getting past them is to slide under them.
Starting with MaGMML2, Big Eye closes its eye when it's preparing to do a high jump, making it easier to tell when to get by them with minimal issue.
By default, Big Eyes are red with a white eye, but setting "col = #" in a Big Eye's creation code will change its color (1 makes it blue with a white eye, 2 makes it red with an orange eye).
Damage Table
Make a Good Mega Man Level
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2 1 |
4 1 |
2 2 |
0 3 |
2 0.5 |
1 3 |
1/1/99 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
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| 1/1/3 | 1 | 1 | 2 | 3 | 1 | 3 | 1/20 | 2 | 3 |
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Make a Good Mega Man Level 2
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| 1/1/3 1/1/3 |
1 1 |
1 1 |
1 1 |
3 3 |
Y Y |
1 1 |
2 2 |
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
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| 1/1/3 | 1 | 1 | 1 | 4 | 3 | 4 | 2 | 2 | ||||||||||||
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| 2/3/Y | 1 | 1/2/3 | 4 | 4/3 | 4 | 0.5 | 1 | 0.5 | 3 | 3/1 | 1 | |||||||||
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Make a Good 24 Hour Mega Man LevelMegamix Only
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| 1/1/3 | 4/2 | 1/5 | 99 |
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Make a Good 48 Hour Mega Man Level
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| 1/1/3 | 2 | 2 | 0 | 2 | 1/1/2 | 4 | 3 | 2 | 2 | |
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Make a Good Mega Man Level: Episode Zero
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1 | 1 | 2 | 99 | ||||||
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2 | 4 | 4 | 2 | ||||||
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2 | 3 | 3 | 3 | ||||||
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Megamix Engine
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| 1/1/3 | Y | 2 | 4 | 2 | 2 | |||||
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Notes
- Big Eye's additional jump frames are a holdover from the Mega Engine, which MaGMML2 used. These frames are also used in Mega Man Maker, another fangame using the Mega Engine.
- Big Eye uses Power Muscler's landing sound effect in MaGMML1, and the sound it makes in the PAL/Anniversary Collection versions of Mega Man in MaGMML2. The latter is most likely another holdover from the Mega Engine.