Magnet Man: Difference between revisions

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|caption=Artwork of Magnet Man from ''Rockman Complete Works''
|caption=Artwork of Magnet Man from ''Rockman Complete Works''
|hp=28
|hp=28
|damage=6 (Contact)
|damage=6 (contact)
3 (Magnet Missile)
3 (Magnet Missile)
|description=Pulls you with magnetic abilities and fires semi-homing missiles.
|description=Pulls you with magnetic abilities and fires semi-homing missiles.
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|game=''[[Mega Man 3]]''
|game=''[[Mega Man 3]]''
|appears=
|appears=
''[[Mega Man II]]''
''[[Mega Man II]]'' <br> ''[[Mega Man: The Wily Wars]]''
''[[Mega Man: The Wily Wars]]''
|version=[[1.2.0]]
|version=[[1.2.0]]
|programmer=WreckingPrograms
|programmer=WreckingPrograms
}}
}}
'''DLWN-018/DRWN-018/DWN-018 Magnet Man''' is one of the 8 Robot Masters from [[Mega Man 3]] that is featured in [[Mega Man Maker]] since version [[1.2.0]] He was built by both [[Dr. Light]] and [[Dr. Wily]]. He was one of 8 Robot Masters assigned to travel to different mining planets to gather [[Energy Element]]s and other materials to finish building the peace-keeping robot Gamma. Magnet Man is a master of magnetism, and he is armed with his signature weapon, the [[Magnet Missile]].
'''DLWN-018/DRWN-018/DWN-018 Magnet Man''' is one of the eight Robot Masters from ''[[Mega Man 3]]'' that is featured in ''[[Mega Man Maker]]'' since version [[1.2.0]]. He was built by both [[Dr. Light]] and [[Dr. Wily]]. He was one of eight Robot Masters assigned to travel to different mining planets to gather [[Energy Element]]s and other materials to finish building the peace-keeping robot Gamma. Magnet Man is a master of magnetism, and he is armed with his signature weapon, the [[Magnet Missile]].


He later comes back during [[Mega Man II]] events, where he and 3 other MM3 robot masters are guarding Wily's base where Quint is stationed.
He later comes back during the events of ''[[Mega Man II]]'', where he and three other Robot Masters from ''Mega Man 3'' guard Wily's base where Quint is stationed.


==Behaviour==
==Behaviour==
Magnet Man's attack pattern includes jumping from one side of a screen to the other to try and collide with the player (the second being higher than the first), using his magnetic powers to jump up and stick to the ceiling of a room followed by firing 3 Magnet Missiles in the player's direction that will sharply turn downward once above the player, and stopping in the middle of a room to activate his magnetic shield that blocks projectiles and pulls the player towards him.
Magnet Man's attack pattern includes jumping from one side of a screen to the other to try and collide with the player (the second being higher than the first), using his magnetic powers to jump up and stick to the ceiling of a room followed by firing three Magnet Missiles in the player's direction that will sharply turn downward once above the player, and stopping in the middle of a room to activate his magnetic shield that blocks projectiles and pulls the player towards him.


Magnet Man moves quickly and his magnetism can make things tricky. Sliding or Dashing is a good way to dodge his magnet missiles and resist his magnetic pull. Also beware of getting too close while he has his magnetic shield up, he can start jumping almost instantaneously after he turns the shield off.   
Magnet Man moves quickly and his magnetism can make things tricky. Sliding or Dashing is a good way to dodge his magnet missiles and resist his magnetic pull. Also beware of getting too close while he has his magnetic shield up, he can start jumping almost instantaneously after he turns the shield off.   
    
    
Magnet man's AI can be altered by using [[super arm]] or having him jump into a [[yoku block]] or an [[on off block]]. This will cause him to recalculate his jump distance on the way back pushing him further away.  
Magnet Man's AI can be altered by using [[Super Arm]] or having him jump into a [[Yoku Block]] or an [[On/Off Switch#On/Off Block|On/Off Block]]. This will cause him to recalculate his jump distance on the way back pushing him further away.  
 
==Video Tutorial==
[https://www.youtube.com/shorts/u_l5U8fv7h0 Magnet Man]


==Glitches==
==Glitches==
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</gallery>
</gallery>


{{clr}}
{{Bosses}}
{{V1.2}}
{{MM3}}
{{MM3}}
{{MMII}}
{{MMII}}
[[Category:Bosses]] [[Category:Robot Masters]] [[Category:Mega Man 3 Assets]]
[[Category:Bosses]] [[Category:Robot Masters]] [[Category:Mega Man 3 Assets]]

Latest revision as of 00:59, 1 September 2024

Magnet Man
Artwork of Magnet Man from Rockman Complete Works
Information
Level Builder
Description: Pulls you with magnetic abilities and fires semi-homing missiles.
Category: Boss
Game information
HP: 28
Damage: 6 (contact)

3 (Magnet Missile)

Added in version: 1.2.0
Series information
Game of origin: Mega Man 3
Other appearances: Mega Man II
Mega Man: The Wily Wars
Development
Programmer(s): WreckingPrograms
{{{sprite}}}

DLWN-018/DRWN-018/DWN-018 Magnet Man is one of the eight Robot Masters from Mega Man 3 that is featured in Mega Man Maker since version 1.2.0. He was built by both Dr. Light and Dr. Wily. He was one of eight Robot Masters assigned to travel to different mining planets to gather Energy Elements and other materials to finish building the peace-keeping robot Gamma. Magnet Man is a master of magnetism, and he is armed with his signature weapon, the Magnet Missile.

He later comes back during the events of Mega Man II, where he and three other Robot Masters from Mega Man 3 guard Wily's base where Quint is stationed.

Behaviour

Magnet Man's attack pattern includes jumping from one side of a screen to the other to try and collide with the player (the second being higher than the first), using his magnetic powers to jump up and stick to the ceiling of a room followed by firing three Magnet Missiles in the player's direction that will sharply turn downward once above the player, and stopping in the middle of a room to activate his magnetic shield that blocks projectiles and pulls the player towards him.

Magnet Man moves quickly and his magnetism can make things tricky. Sliding or Dashing is a good way to dodge his magnet missiles and resist his magnetic pull. Also beware of getting too close while he has his magnetic shield up, he can start jumping almost instantaneously after he turns the shield off.

Magnet Man's AI can be altered by using Super Arm or having him jump into a Yoku Block or an On/Off Block. This will cause him to recalculate his jump distance on the way back pushing him further away.

Video Tutorial

Magnet Man

Glitches

  • Occasionally, if Magnet Man missteps on certain uneven geometry while jumping he will sometimes stop being effected by gravity and fly in a straight horizontal line in whatever direction he was traveling, only stopping if he hits a wall. If he does he will be stuck there and become unable to move or attack from this point on. The glitch is inconsistent and difficult to cause intentionally.

Trivia

  • In Mega Man 3, when Magnet Man sticks to the ceiling he's actually supposed to be magnetically standing upside down. However due to technical limitations this couldn't be done so he instead looks as though he is hanging by his head magnet.
  • In Mega Man 3, jumping near Magnet Man when he is pulling would make him stop pulling. This is possible in Mega Man Maker as well. Double Jumping as Bass over Magnet Man's head allows this to happen.
    • Magnet Man will also stop pulling if the player character enters their damaged state for any reason from anything.

Gallery


Bosses
Mega Man Cut ManBomb ManIce ManFire ManYellow Devil
Mega Man Powered Up Time Man
Mega Man 2 Bubble ManQuick ManWood ManCrash ManMetal ManBoobeam Trap
Mega Man 3 Spark ManTop ManMagnet ManHard ManKamegoro Maker
Mega Man 4 Ring ManSkull ManToad ManPharaoh ManCossack CatcherWily Machine 4
Mega Man 5 Stone ManCrystal ManNapalm ManCharge ManDark Man 3Dark Man 4Big Pets
Mega Man 6 Wind ManFlame ManKnight ManYamato ManPlant ManWily Machine 6
Mega Man 7 Spring ManFreeze ManShade ManBurst Man
Mega Man 8 Grenade ManAstro ManTengu Man
Mega Man 9 Concrete ManSplash WomanTornado ManGalaxy ManJewel Man
Mega Man 10 Sheep ManPump ManStrike ManNitro Man
Mega Man 11 Blast ManBounce ManFuse Man
Mega Man & Bass Cold ManBurner ManPirate Man
Game Boy EnkerPunkPluto
Unused Gemini Man
Other Boss DoorEnergy ElementParty BallAI Changes


Version 1.2
Bosses
Bubble ManWood ManMagnet ManHard Man
Enemies
Fly BoyFan FiendShrinkKomasaburoHari HarryCannonWalking BombGyoraiboYambowMag FlyTama
Weapons
Air ShooterLeaf ShieldGemini LaserBlock DropperItem-1Item-2Item-3
Level Objects & Pickups
KeyKey DoorPressCrash LiftWanaanMagnetWeapon Capsule
Major Patches
1.2.11.2.21.2.31.2.4

Mega Man 3
Weapons
Mega BusterSpark ShockSearch SnakeNeedle CannonTop SpinShadow BladeMagnet MissileGemini LaserHard KnuckleRush CoilRush Jet
Enemies
PeterchyPottonHammer JoeMechakkeroPoleNew ShotmanPetit SnakeyKomasaburoHari HarryCannonWalking BombGyoraiboYambowMag FlyElectric GabyoallBubukanNitronElec'nBomb FlierHologranGiant SpringerTama
Level Objects
Moving CogLift PlatformDrop PlatformWanaanMagnetNeedle PressTop Lift
Bosses
Spark ManTop ManMagnet ManHard ManKamegoro Maker
Other Pages
TilesetsBackgroundsMusic


Mega Man II
Weapons
Mega BusterAir ShooterLeaf ShieldClash BomberMetal BladeNeedle CannonTop SpinMagnet MissileHard Knuckle
Enemies
TellyCrazy CannonBattonRobbitFly BoyFan FiendPipiScwormAtomic ChickenHot DogNew ShotmanKomasaburoHari HarryCannonYambowMag FlyGiant SpringerTama
Bosses
Wood ManClash ManMetal ManTop ManMagnet ManHard Man
Other Pages
TilesetsBackgroundsMusic