Spring

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SprCatGimmicksIcons 13.png A Spring is a Level Object originally debuting in Mega Man 6 in Plant Man's stage.

Behaviour

Player

When the player lands on a spring they will be bounced upwards at one of two heights:

  • If the player does not hold the jump button: the player will bounce just slightly higher than 2 tiles in height.
  • If the player does hold the jump button: the player will bounce just slightly higher than 7 tiles in height.

When the player lands on a spring while underwater, the effect of the spring's bounce will be increased. The player will be bounced upwards at one of two heights:

  • If the player does not hold the jump button: the player will bounce just slightly higher than 6 tiles in height.
  • If the player does hold the jump button: the player will bounce just slightly higher than 19 tiles in height.

Bass will not regain his Double Jump when landing on a spring immediately after using it.

Player's Weapons

When the player lands on a spring while Star Crash is in use, the effect of the spring's bounce will be increased, identical to that of bouncing on a spring while underwater. The additional spring bounce height from being underwater, and the additional bounce height of having Star Crash in use, will not stack. The player will be bounced upwards at one of two heights:

  • If the player does not hold the jump button: the player will bounce just slightly higher than 6 tiles in height.
  • If the player does hold the jump button: the player will bounce just slightly higher than 19 tiles in height.

Holding the attack button while hitting a spring, while Shine is equipped, will cause the player to get an additional boost to their jump height when bouncing off a spring, even if the jump button is not held. Unlike the higher bounce effects of being underwater and having Star Crash active not being able to stack, the higher bounce effects of being both underwater and having Shine active do stack. This is unknown if this is a glitch or intentional. Shine can be combined with both holding the jump button and being underwater to make the player bounce absurd distances into the air using a spring:

  • Outside water, shine bounce, no jump button held: Just slightly lower than 7 tiles in height.
  • Inside water, shine bounce, no jump button held: Just slightly lower than 18 tiles in height.
  • Outside water, shine bounce, jump button held: Just slightly higher than 22 tiles in height.
  • Inside water, shine bounce, jump button held: Just slightly higher than 57 tiles in height.

All characters will not regain the ability to use Charge Kick or Nado when landing on a spring immediately after using them.

If Bass is in Treble Boost mode and collides with a spring, he will be pushed upwards very slightly (usually 1-2 tiles in height). Knockback depends on the speed and momentum in which the collision with the spring is made. Holding the jump button will not effect the power of the spring's bounce when Bass is in Treble Boost mode.

Hyper Bombs thrown by the player will bounce off of springs. They will always bounce at the height identical to that of the player holding in the jump button when landing on a spring.

Springs will not bounce the player while under the effect of Flash Stopper, acting instead like a tile in that moment.

Enemies and Bosses

Most enemies and bosses will bounce on springs, with some exceptions, such as Giree.

Some entities spawned by enemies will also bounce on springs, usually those in which interact with and/or travel along the floor.

Enemies and bosses that can bounce on springs will always bounce at the height identical to that of the player holding in the jump button when landing on a spring.

Trivia

  • Versions of the Spring would later re-appear in future games, such as Mega Man 7 in Spring Man's stage.

Glitches

  • Ice Man, Bomb Man, Wood Man, Crash Man, Ring Man, Skull Man, Toad Man, Pharaoh Man and Crystal Man, in some way or another, can become trapped in their "jump state" when interacting with springs, completely breaking their AI patterns until they touch solid ground again.
  • If Cut Man starts the boss battle spawning directly on top of springs, Cut Man's behaviour to run in the direction of the player, and attack if the player gets too close, will not activate. This makes Cut Man unable to move horizontally on his own, and unable to react to the player's distance, and leaves him pointlessly bouncing up and down on the springs. Cut Man however will still counter-attack with a Rolling Cutter when damaged, if it is still on his head. This oddity in which part of Cut Man AI does not activate, will persist until he lands on something resembling solid ground.
  • While underwater, if Bubble Man is the descending portion of his "swimming/shooting state" and lands on a spring, Bubble Man will not bounce, he will also be permanently stuck in place on top of the spring unable to leave his "swimming/shooting state".
  • Sometimes, Hyper Bombs thrown by the player that land on springs, will not trigger the springs to bounce the Hyper Bombs upwards.
  • If the player is bouncing on springs while the victory theme starts to play, the "landing" sound effect will play every time the player hits a spring.
  • Time Man, Magnet Man, and Stone Man, when bouncing on springs while right against a wall, may occasionally clip through the walls or floor.