Quick Laser

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Quick Laser
Information
In-Game Information
Attack Damage: 666 (Normal)1
28 (Normal, Finite Beam Length)1R2
9999 (Normal, default)3
1 every 8 ticks (Drain)2
1 every 4 frames (Drain, default)3
Type: Damage
Location(s): MaGMML(1R):
The Quickening
Maze of Death
Flashback Database
MaGMML2:
Yggdrasil
Forgotten Fortress
AD 2101
Force Man
Escape Sequence
The Stage Nobody Asked For
Reality Core
Hardcore Parkour
Deep Thoughts
The Quickening 2
The Pit of Pits
Null and Void
MaGMML: Episode Zero:
Force Facility
Entrance Succession
Lily Airpad
Misc. Information
Alt. Name(s): Force Beam (Nintendo Power)
Laser Beam (Game Gear Mega Man manual)
Programmer(s): SnoruntPyro1
Entity1037, The Stove Guy23
Series Information
Official Game Appearances: Mega Man 2
Mega Man: The Wily Wars
Mega Man (Game Gear)
MaGMML Game Appearances: MaGMML(1R)
MaGMML2
MaGMML: Episode Zero
Megamix Engine
Normal
Drain
Finite Beam Length

The Quick Laser, also commonly known as the Force Beam, is a gimmick in Mega Man 2, found in Quick Man's stage. It is a large beam of energy with immense power.

Quick Lasers were first made available in the devkit for the original Make a Good Mega Man Level, where they appeared in the entries The Quickening and Maze of Death, as well as the Wily stage Flashback Database.

Quick Lasers returned in Make a Good Mega Man Level 2, with a new "drain" variant being added. Quick Lasers appeared in the entries Yggdrasil, Forgotten Fortress, AD 2101, Force Man, Escape Sequence and The Stage Nobody Asked For, as well as the Wily stage Reality Core, the Tier X stages Hardcore Parkour, Deep Thoughts, and The Quickening 2, the Pit of Pits sub-levels "A light challenge.", "Greenhouse Lights!", "No Time to Waste", "Serpent's Curse", and "What a rush!", and in Null and Void. AD 2101, Escape Sequence, The Stage Nobody Asked For, and Hardcore Parkour only use the normal "damage" variant, while Forgotten Fortress, The Quickening 2, and all Pit of Pits sub-levels only use the "drain" variant. Force Man has a special "Finite Beam Length" variant that it uses alongside the "damage" variant, and Deep Thoughts uses the "Finite Beam Length" variant exclusively.

In Make a Good Mega Man Level: Episode Zero, Quick Lasers are used in the stages Force Facility, Entrance Succession, and Lily Airpad. Force Facility and Lily Airpad use the "drain" variant, with the former altering it to do 10 damage on contact. Entrance Succession uses the "damage" variant, while also using a custom "tripwire" subvariant.

Behavior[edit]

After a certain period of time, Quick Lasers will appear from the position their spawner was placed in. The engine variant of Quick Laser will remain on-screen permanently unless blocked by solid objects, by the Ice Wall, or by the Concrete Shot. The Black Hole Bomb can also stop the lasers in the original Make a Good Mega Man Level, but this feature is removed in the Megamix Engine, and is not re-implemented for Make a Good Mega Man Level Remastered.

The default variant of Quick Laser deals a fixed amount of damage; the default damage in all three games is equal to or greater than Mega Man's maximum health, 28. It deals 666 damage in the original MaGMML (638 points above maximum health), 28 damage in MaGMML2 and MaGMML1R (exactly the same amount as maximum health), and 9999 damage in the Megamix Engine (9971 points above maximum health).

The "drain" variant of Quick Laser deals constant damage to Mega Man for as long as he's inside it, while not knocking him back or giving him invincibility frames.

The "Finite Beam Length" variant of Quick Laser acts mostly like the default variant, but its spawner will periodically stop creating the beam before continuing to spawn it again.

The "tripwire" variant creates a red laser that reaches across the length/height of the screen. Once Zero passes through this line, it vanishes and the actual Quick Laser (identical to the default variant) fires out soon after.

Starting in the Megamix Engine, Quick Lasers can fire at any angle, and can even rotate. Precise Quick Lasers also exist, which change their shape to match solid surfaces that may be blocking them.

In the Megamix Engine, Quick Laser Spawners have 16 creation code values:

  • useRails - Decides whether or not the spawner will follow rails like those used by Guts Lifts and Crash Lifts. Default value is false.
  • sprite - Sets the sprite for the laser being fired. The value is -1 by default, which sets the laser to use its original Mega Man 2 sprite.
  • imageSpeed - How fast the laser sprite animates. The default laser sprite does not animate, so the value is set to -1 by default.
  • delay - How many frames the spawner waits to fire the Quick Laser. Default value is 30 frames.
  • extendSpeed - The speed the laser travels at. Default value is 4.
  • variation - What variant of Quick Laser to spawn. The default value is 1, which sets the laser as the "drain" variant. Setting this value to 0 makes it the "damage" variant.
  • damage - How much damage the laser deals; only applies to the "damage" variant. Default value is 9999.
  • drainCooldown - How many frames the laser waits before draining another point of health; only applies to the "drain" variant. Default value is 4 frames.
  • rotateSpeed - How fast the laser rotates. Default value is 0.
  • rotateStartDir - The direction the laser rotates in at first. Default value is 0.
  • rotateStartRange - The lowest part of the range the laser rotates in. Default value is 0.
  • rotateEndRange - The highest part of the range the laser rotates in. Default value is 0.
  • rotateAccel - How quickly the laser decelerates or accelerates at the edge of its rotation range. Default value is 0.2.
  • rotatePause - How long the laser waits after reaching the edge of its rotation range before moving again. Default value is 20.
  • pixelPrecise - Setting this value to true makes the spawner create Precise Quick Lasers. Default value is false.
  • doSFX - Decides whether or not the spawner will play the sound of a Quick Laser being fired upon first spawning the laser. Default value is true.

If rotateStartRange and rotateEndRange are set to the same value, the spawner will constantly rotate in a single direction. The spawner's "sprite_index" value can also be customized, with the spawner becoming visible and solid if set to a proper sprite.

Related Gimmicks[edit]