Magnet Man: Difference between revisions

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'''DLWN-018/DRWN-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 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]].
'''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 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 [[Mega Man II]] events, where he and 3 other MM3 robot masters are guarding Wily's base where Quint is stationed.


==Behaviour==
==Behaviour==

Revision as of 15:56, 8 October 2021

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
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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 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 Mega Man II events, where he and 3 other MM3 robot masters are guarding 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 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 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.

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