Colton
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| Artwork by Capcom | |||||||||||||||||||||||||||||||||
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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 |
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| 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 | 6 | 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 |
2 2 |
1 1 |
1 3 |
1 1 |
Y Y |
1 1 |
2 2 |
4 4 |
1 3 |
2 2 |
| 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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1 | 1 | 2 | 99 | ||||||
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2 | 3 | 3 | 2 | ||||||
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1 | 1* | 2 | 2 | ||||||
| Other Notes | *Reflected shots do 2 damage. | |||||||||
Megamix Engine
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| 1/1/3 | Y | 2 | 4 | 2 | 2 | |||||
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