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 ( | |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 | '''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]] | 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 | 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 | 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== | ==Video Tutorial== | ||
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</gallery> | </gallery> | ||
{{clr}} | |||
{{Bosses}} | |||
{{V1.2}} | {{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 | ||||||||||||||||||||||||||||||||||
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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
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
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Official artwork from Mega Man 3
Version 1.2 | |
---|---|
Bosses | |
Bubble Man • Wood Man • Magnet Man • Hard Man | |
Enemies | |
Fly Boy • Fan Fiend • Shrink • Komasaburo • Hari Harry • Cannon • Walking Bomb • Gyoraibo • Yambow • Mag Fly • Tama | |
Weapons | |
Air Shooter • Leaf Shield • Gemini Laser • Block Dropper • Item-1 • Item-2 • Item-3 | |
Level Objects & Pickups | |
Key • Key Door • Press • Crash Lift • Wanaan • Magnet • Weapon Capsule | |
Major Patches | |
1.2.1 • 1.2.2 • 1.2.3 • 1.2.4 |
Mega Man 3 | |
---|---|
Weapons | |
Mega Buster • Spark Shock • Search Snake • Needle Cannon • Top Spin • Shadow Blade • Magnet Missile • Gemini Laser • Hard Knuckle • Rush Coil • Rush Jet | |
Enemies | |
Peterchy • Potton • Hammer Joe • Mechakkero • Pole • New Shotman • Petit Snakey • Komasaburo • Hari Harry • Cannon • Walking Bomb • Gyoraibo • Yambow • Mag Fly • Electric Gabyoall • Bubukan • Nitron • Elec'n • Bomb Flier • Hologran • Giant Springer • Tama | |
Level Objects | |
Moving Cog • Lift Platform • Drop Platform • Wanaan • Magnet • Needle Press • Top Lift | |
Bosses | |
Spark Man • Top Man • Magnet Man • Hard Man • Kamegoro Maker | |
Other Pages | |
Tilesets • Backgrounds • Music |
Mega Man II | |
---|---|
Weapons | |
Mega Buster • Air Shooter • Leaf Shield • Clash Bomber • Metal Blade • Needle Cannon • Top Spin • Magnet Missile • Hard Knuckle | |
Enemies | |
Telly • Crazy Cannon • Batton • Robbit • Fly Boy • Fan Fiend • Pipi • Scworm • Atomic Chicken • Hot Dog • New Shotman • Komasaburo • Hari Harry • Cannon • Yambow • Mag Fly • Giant Springer • Tama | |
Bosses | |
Wood Man • Clash Man • Metal Man • Top Man • Magnet Man • Hard Man | |
Other Pages | |
Tilesets • Backgrounds • Music |