Difference between revisions of "Big Eye"
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|artist= | |artist= | ||
|hp=20 | |hp=20 | ||
− | |at=8 (contact){{1}}<br>10 (contact){{2}}{{3}} | + | |at=8 (contact){{1}}<br>10 (contact){{1R}}{{2}}{{3}} |
− | |weak=[[Gemini Laser]], [[Pharaoh Shot]]{{1}}<br>[[Sakugarne]]{{2}}<br>[[Magnetic Shockwave]]{{3}}<br>[[Salt Water]]{{48H}}<br>[[Super Arm]], [[Chill Spike]], [[Plant Barrier]]{{Megamix}} | + | |weak=[[Gemini Laser]], [[Pharaoh Shot]]{{1}}<br>[[Pharaoh Shot]]{{1R}}<br>[[Sakugarne]]{{2}}<br>[[Magnetic Shockwave]]{{3}}<br>[[Salt Water]]{{48H}}<br>[[Super Arm]], [[Chill Spike]], [[Plant Barrier]]{{Megamix}} |
|category=Big Eye, Bulky | |category=Big Eye, Bulky | ||
− | |location=''' | + | |location='''MaGMML(1R):'''<br>[[Sky Ziggurat]]<br>[[Flashback Database]]{{1R}}<br>'''MaGMML2:'''<br>[[Snow Man]]<br>[[Cardinal Man]]<br>[[Colorful Hall]]<br>[[Candy Panic]]<br>[[Forgotten Fortress]]<br>[[Volcanic Furnace]]<br>[[City Under Siege]]<br>[[Sector Upsilon 6]]<br>[[Neapolitan Man (stage)|Neapolitan Man]]<br>[[The Stage Nobody Asked For]]<br>[[Classic Castle]]<br>[[Reality Core]] |
|OffAppear=[[Mega Man 1|Mega Man]]<br>[[Mega Man: Dr. Wily's Revenge]]<br>[[Mega Man: The Wily Wars]]<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=[[Make a Good Mega Man Level|MaGMML]] (Enemy)<br>[[Make a Good Mega Man Level 2|MaGMML2]] (Enemy) | + | |MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (Enemy)<br>[[Make a Good Mega Man Level 2|MaGMML2]] (Enemy) |
|appear2= | |appear2= | ||
|sprite=[[File:BigEye.png]] | |sprite=[[File:BigEye.png]] | ||
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'''Big Eye''' is an enemy from the original ''[[Mega Man 1|Mega Man]]''. It is a large and bulky cycloptic robot that moves by jumping. | '''Big Eye''' is an enemy from the original ''[[Mega Man 1|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]]'' | + | Big Eye was first made available in the devkit for the original ''[[Make a Good Mega Man Level]]'', where it only appeared in the level [[Sky Ziggurat]]. 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]]'', | + | 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 (stage)|Neapolitan Man]], and [[The Stage Nobody Asked For]], as well as the Wily stages [[Classic Castle]] and [[Reality Core]]. |
==Behavior== | ==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. | 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 | + | Starting with ''Make a Good Mega Man Level 2'', 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). | 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). | ||
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|notes=Top row is damage in ''MaGMML''; bottom row is damage from ''MaGMML'' weapons in the Megamix Engine | |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=== | ||
+ | {{Damagetable1R | ||
+ | |buster=1/1/3 | ||
+ | |metal=1 | ||
+ | |gemini=1 | ||
+ | |solar=2 | ||
+ | |top=3 | ||
+ | |wool=1 | ||
+ | |black=3 | ||
+ | |phar=1/20 | ||
+ | |magic=2 | ||
+ | |orb=3 | ||
+ | |notes= | ||
+ | }} | ||
+ | |||
===Make a Good Mega Man Level 2=== | ===Make a Good Mega Man Level 2=== | ||
{{Damagetable2 | {{Damagetable2 | ||
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|notes=Top row is damage in ''MaGMML2''; bottom row is damage from ''MaGMML2'' weapons in the Megamix Engine | |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=== | ===Make a Good Mega Man Level 3=== | ||
{{Damagetable3 | {{Damagetable3 | ||
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|ice=2 | |ice=2 | ||
|break=2 | |break=2 | ||
− | |notes=}} | + | |notes= |
+ | }} | ||
+ | |||
===Make a Good 24 Hour Mega Man Level{{Megamix}}=== | ===Make a Good 24 Hour Mega Man Level{{Megamix}}=== | ||
{{Damagetable24HM | {{Damagetable24HM | ||
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|notes= | |notes= | ||
}} | }} | ||
+ | |||
===Make a Good 48 Hour Mega Man Level=== | ===Make a Good 48 Hour Mega Man Level=== | ||
{{Damagetable48H | {{Damagetable48H | ||
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|concrete=3 | |concrete=3 | ||
|homing=2 | |homing=2 | ||
− | |notes=}} | + | |notes= |
+ | }} | ||
+ | |||
===Megamix Engine=== | ===Megamix Engine=== | ||
{{DamagetableM | {{DamagetableM |
Revision as of 15:34, 19 October 2019
Big Eye | |||||||||||||||||||||||||||||||||
Artwork by Capcom | |||||||||||||||||||||||||||||||||
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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 only appeared in the level Sky Ziggurat. 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.
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 Make a Good Mega Man Level 2, 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
1/1/3 1/1/3 |
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
1/1/3 | 1 | 1 | 2 | 3 | 1 | 3 | 1/20 | 2 | 3 |
Other Notes |
Make a Good Mega Man Level 2
1/1/3 1/1/3 |
2 2 |
1 1 |
1 1 |
1 1 |
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
1/1/3 | 1 | 1 | 1 | 4 | 3 | 4 | 2 | 2 | ||
Other Notes |
Make a Good 24 Hour Mega Man LevelMegamix Only
1/1/3 | 4/2 | 1/5 | 99 |
Other Notes |
Make a Good 48 Hour Mega Man Level
1/1/3 | 2 | 2 | 0 | 2 | 1/1/2 | 4 | 3 | 2 | ||
Other Notes |
Megamix Engine
1/1/3 | Y | 2 | 4 | 2 | 2 | |||||
Other Notes |