Difference between revisions of "Spine"
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|location='''MaGMML1:'''<br>[[The Quickening]]<br>[[Sky Ziggurat]]<br>[[Wily Combo]]<br>[[Napalm Forest and Caves]]<br>[[Hard to See Land]]<br>[[Maze of Death]]<br>[[Spiky Meltdown]]<br>[[SnoruntPyro's Stage]]<br>[[Final Stage]]<br>'''MaGMML2:'''<br>[[Cardinal Man]]<br>[[Gigavolt Man]]<br>[[Colorful Hall]]<br>[[Something Original]]<br>[[Candy Panic]]<br>[[Forgotten Fortress]]<br>[[Orbital Station]]<br>[[Volcanic Furnace]]<br>[[Elec Dam]]<br>[[Duwang]]<br>[[Classic Castle]]<br>[[Reality Core]]<br>[[So Good]]<br>[[Null and Void]]<br>[[The Pit of Pits]] | |location='''MaGMML1:'''<br>[[The Quickening]]<br>[[Sky Ziggurat]]<br>[[Wily Combo]]<br>[[Napalm Forest and Caves]]<br>[[Hard to See Land]]<br>[[Maze of Death]]<br>[[Spiky Meltdown]]<br>[[SnoruntPyro's Stage]]<br>[[Final Stage]]<br>'''MaGMML2:'''<br>[[Cardinal Man]]<br>[[Gigavolt Man]]<br>[[Colorful Hall]]<br>[[Something Original]]<br>[[Candy Panic]]<br>[[Forgotten Fortress]]<br>[[Orbital Station]]<br>[[Volcanic Furnace]]<br>[[Elec Dam]]<br>[[Duwang]]<br>[[Classic Castle]]<br>[[Reality Core]]<br>[[So Good]]<br>[[Null and Void]]<br>[[The Pit of Pits]] | ||
| − | |OffAppear=[[Mega Man 1]]<br>[[Mega Man: Dr. Wily's Revenge]]<br>[[Mega Man Powered Up]] | + | |OffAppear=[[Mega Man 1|Mega Man]]<br>[[Mega Man: Dr. Wily's Revenge]]<br>[[Mega Man: The Wily Wars]]<br>[[Mega Man Powered Up]] |
|MaGMMLAppear= | |MaGMMLAppear= | ||
|appear= | |appear= | ||
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==Behavior== | ==Behavior== | ||
| − | Spines will initially move forward slowly, turning around when they reach a ledge or wall. If [[Mega Man]] is on its Y plane, it will move at a different speed. If a Spine is hit with a weapon that deals no damage to it, it will absorb the hit instead of deflecting it, and it will react by freezing temporarily. | + | Spines will initially move forward slowly, turning around when they reach a ledge or wall. If [[Mega Man]] is on its Y plane, it will move at a different speed. If a Spine is hit with a weapon that deals no damage to it, it will absorb the hit instead of deflecting it, and it will react by freezing temporarily. In ''Make a Good Mega Man Level'', certain weapons can freeze it for slightly longer. |
By default, Spines are peach-colored (also considered orange), but by setting "col = 1" in a Spine's creation code, it will turn blue. Creation code can also be used to determine the Spine's normal speed (default is 0.5) and speed when on the same Y plane as Mega Man (default is 2). | By default, Spines are peach-colored (also considered orange), but by setting "col = 1" in a Spine's creation code, it will turn blue. Creation code can also be used to determine the Spine's normal speed (default is 0.5) and speed when on the same Y plane as Mega Man (default is 2). | ||
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===Make a Good Mega Man Level=== | ===Make a Good Mega Man Level=== | ||
{{Damagetable1 | {{Damagetable1 | ||
| − | |buster=0/0/0<br>0/0/0 | + | |buster=0/0/0*<br>0/0/0 |
| − | |metal=0<br>0 | + | |metal=0*<br>0 |
|gemini=4<br>0 | |gemini=4<br>0 | ||
|solar=2<br>0 | |solar=2<br>0 | ||
| Line 44: | Line 44: | ||
|black=1<br>3 | |black=1<br>3 | ||
|phar=0/0/4<br>0/0 | |phar=0/0/4<br>0/0 | ||
| − | |magic=0<br>0 | + | |magic=0*<br>0 |
| − | |notes=Top row is damage in '' | + | |notes=Top row is damage in ''MaGMML''; bottom row is damage from ''MaGMML'' weapons in the Megamix Engine<br>*Weapon can stun Spine for slightly longer than normal}} |
===Make a Good Mega Man Level 2=== | ===Make a Good Mega Man Level 2=== | ||
{{Damagetable2 | {{Damagetable2 | ||
Revision as of 22:06, 4 April 2019
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| Artwork by Capcom | |||||||||||||||||||||||||||||
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- "The first of the floor tracking enemies. Is unique in that it can be hit by any weapon, but will only get killed by some - with others, it will just stop it for a short amount of time. As usual with the enemies, it speeds up if Mega Man is on the same y plane as it."
- ―Note in Spine's code, Megamix Engine
Spine is an enemy from the original Mega Man. It is a short security robot built by Dr. Wily.
Spine was first made available in the devkit for the original Make a Good Mega Man Level contest, where it appeared in the entries City War, Sunset Siege, Wily Combo, Napalm Forest and Caves, Hard to See Land, and Spiky Meltdown, as well as the Final Stage.
Spine returned in Make a Good Mega Man Level 2, where it appeared in ten entries, as well as in the Wily stages Classic Castle and Reality Core, the Tier X stages So Good and Null and Void, and the Pit of Pits sub-levels "Concrete Mix", "Ice Climber", "MEG4KMAN", "Spiky Meltdown?", "Warp Zone", and "What a rush!".
Contents
Behavior
Spines will initially move forward slowly, turning around when they reach a ledge or wall. If Mega Man is on its Y plane, it will move at a different speed. If a Spine is hit with a weapon that deals no damage to it, it will absorb the hit instead of deflecting it, and it will react by freezing temporarily. In Make a Good Mega Man Level, certain weapons can freeze it for slightly longer.
By default, Spines are peach-colored (also considered orange), but by setting "col = 1" in a Spine's creation code, it will turn blue. Creation code can also be used to determine the Spine's normal speed (default is 0.5) and speed when on the same Y plane as Mega Man (default is 2).
Damage Table
Make a Good Mega Man Level
Make a Good Mega Man Level 2
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| 0/0/0 0/0/0 |
0 0 |
1 0 |
0 3 |
0 0 |
Y Y |
1 0 |
2 3 |
4 3 |
0 0 |
0 0 |
| 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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| 0/0/0 | 0 | 0 | 0 | 3 | 3 | 0 | 3 | 3 | ||||||||||||
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Make a Good 24 Hour Mega Man LevelMegamix Only
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| 0/0/0 | 0/0 | 0/3 | 99 |
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Make a Good 48 Hour Mega Man Level
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| 0/0/0 | 0 | 3 | 0 | 3 | 0/0/3 | 0 | 3 | 0 | ||
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Megamix Engine
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| 0/0/0 | Y | 0 | 0 | 0 | 0 | |||||
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