Spring Man: Difference between revisions
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{{ImageNeeded|In-game images}} | |||
{{Asset | {{Asset | ||
|image=[[File:SpringMan.png|250px]] | |image=[[File:SpringMan.png|250px]] | ||
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2 (Wild Coil) | 2 (Wild Coil) | ||
|version=[[1.4.0]] | |version=[[1.4.0]] | ||
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|game=''[[Mega Man 7]]'' | |game=''[[Mega Man 7]]'' | ||
|programmer=[[Luigi]] | |programmer=[[Luigi]] | ||
|spriter=[[Gaem]]<br>[[Sodacoma]]<br>[[Aze]] (magnetized effect) | |spriter=[[Gaem]]<br>[[Sodacoma]]<br>[[Aze]] (magnetized effect)<br>Mend (sprites from ''Rockman 7 FC'' as a base)<ref>[https://discord.com/channels/328222878489247744/527589721707380757/1280517366819848274 GamerFromTheWeb mentions that although the team had permission to use sprites from ''Rockman 7 FC'', the creator, Mend, was not credit in ''Mega Man Maker'']</ref> | ||
|sfx=[[CosmicGem]] | |sfx=[[CosmicGem]] | ||
}} | }} | ||
'''DWN-053 Spring Man''' is a Robot Master built by Dr. Wily that consists of over 2000 springs. He is one of the 8 Robot Masters in ''[[Mega Man 7]]'' featured in ''[[Mega Man Maker]]'' as of its version [[1.4.0]] update. Spring Man utilizes his light weight and springy body to jump high into the air. He can use springs in his arms to extend his limbs to punch foes from far away and utilizes his signature [[weapon]], the [[Wild Coil]], to throw bouncing springs at the [[player]]. | |||
'''DWN-053 | |||
==Appearance== | ==Appearance== | ||
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==Behavior== | ==Behavior== | ||
Spring Man will usually jump around the room with high hops only stopping to perform one of two attacks. One attack he will occasionally do is jump extra high and stay at the top of the room, where he he will then spin around briefly and then throw out two long-ranged punches one after the other at the player. The punches will stretch all the way to the player character's current location no matter how far away, even if they are multiple screens apart from each other. Once the | Spring Man will usually jump around the room with high hops only stopping to perform one of two attacks. One attack he will occasionally do is jump extra high and stay at the top of the room, where he he will then spin around briefly and then throw out two long-ranged punches one after the other at the player. The punches will stretch all the way to the player character's current location no matter how far away, even if they are multiple screens apart from each other. Once the second punch returns to Spring Man he will drop back down and resume jumping. The other attack Spring Man will perform will have him stand still and then point one of his arms at the ground before firing out a Wild Coil in both directions. He will then resume jumping as the two Wild Coils bounce around the room until they are destroyed, acting similar to the balls of yarn created by [[Tama]] but only having 2 health. | ||
===Starting Pattern=== | ===Starting Pattern=== | ||
Spring Man's starting pattern consists of doing one jump towards the player, and then a second jump to attempt to reach the center of the screen on the x-axis, and will then stop and float in the air. When he is in the air, he rotates his arms, and launch his extendable right arm at the player, rotate his arms again, and launch his extendable right arm at the player again, then land on the ground. The time of each Spring Man's punch is slower than in Mega Man 7. After falling to the ground, he will then fire two Wild Coils out of his left arm buster at his feet, with one bouncing to the left and the other bouncing to the right. | Spring Man's starting pattern consists of doing one jump towards the player, and then a second jump to attempt to reach the center of the screen on the x-axis, and will then stop and float in the air. When he is in the air, he rotates his arms, and launch his extendable right arm at the player, rotate his arms again, and launch his extendable right arm at the player again, then land on the ground. The time of each Spring Man's punch is slower than in ''Mega Man 7''. After falling to the ground, he will then fire two Wild Coils out of his left arm buster at his feet, with one bouncing to the left and the other bouncing to the right. | ||
Upon finishing the '''"Starting Pattern"''', Spring Man will then transition into using his main pattern. | Upon finishing the '''"Starting Pattern"''', Spring Man will then transition into using his main pattern. | ||
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==Other Information== | ==Other Information== | ||
{{SourceNeeded|Source for "'''Due to possible problems with rooms and lack of time to restructure the attack,''' Spring Man's technique of grabbing the player and slamming him into the ceiling was omitted."}} | |||
If Spring Man fails to reach the center coordinate on the x-axis on the specific jump he is supposed to, he will keep doing jumps towards the center coordinate on the x-axis until he reaches it. If he does 15 jumps and still fails to reach the center x coordinate, he gives up and moves on to his next behavior anyways. This quirk is most noticeable in boss rooms with low ceilings. | If Spring Man fails to reach the center coordinate on the x-axis on the specific jump he is supposed to, he will keep doing jumps towards the center coordinate on the x-axis until he reaches it. If he does 15 jumps and still fails to reach the center x coordinate, he gives up and moves on to his next behavior anyways. This quirk is most noticeable in boss rooms with low ceilings. | ||
The Wild Coils can be trapped inside Danger Wrap's bubble. This can be used against Spring Man or an enemy in the zone. This was not possible in Mega Man 7, where Danger Wrap just destroyed the coils. Due to possible problems with | The Wild Coils can be trapped inside Danger Wrap's bubble. This can be used against Spring Man or an enemy in the zone. This was not possible in ''Mega Man 7'', where Danger Wrap just destroyed the coils. Due to possible problems with rooms and lack of time to restructure the attack,<sup>[source needed]</sup> Spring Man's technique of grabbing the player and slamming him into the ceiling was omitted. | ||
Like in ''Mega Man 7'', Spring Man can be magnetized by anything electric. Weapons | Like in ''Mega Man 7'', Spring Man can be magnetized by anything electric. Weapons consisting of electrical charges like [[Thunder Beam]] will do it, so long as they are not set as his primary or secondary weakness. Enemies or bosses with electrical attacks also magnetize him. In this phase, Spring Man will stand still and become invincible for a short amount of time and strongly pull the player towards him to damage him before resuming the fight. [[Thunder Claw]] is one of the few weapons that can pierce Spring Man's magnetic field, which is ironic considering it can induce it. | ||
Magnetized | Magnetized Spring Man can also compound the speed of the pull if more than one of Spring Man are all magnetized together. This is called [[Spring Man Tech]] and is often used as a level type in ''[[Mega Man Maker]]''. | ||
Spring Man's fists can destroy Ice Blocks completely regardless of their status. | Spring Man's fists can destroy Ice Blocks completely regardless of their status. | ||
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==Trivia== | ==Trivia== | ||
* In Mega Man Maker Spring Man's "Spring Punch" has unlimited range | * In ''Mega Man Maker'', Spring Man's "Spring Punch" has unlimited range and can hit the player 49 or more screens away with the right setups. | ||
* Spring Man | * Spring Man was nicknamed '''"Supuringuman"''' in the [[Mega Man Maker Forums]] as an intentional misspelling. | ||
* Metal Man and Spring Man are the only Mega Man Maker bosses that can jump backwards (ignoring the fact that bosses turn around if the player goes past them). | * Metal Man and Spring Man are the only ''Mega Man Maker'' bosses that can jump backwards (ignoring the fact that bosses turn around if the player goes past them). | ||
* If Spring Man is weak to [[Time Slow]] and is attacked with that weapon while magnetized, the magnet's force will not slow down. | |||
==Glitches== | ==Glitches== | ||
* Wild Coils can occasionally get stuck to walls, possibly caused by some kind of clipping issue. | * Wild Coils can occasionally get stuck to walls, possibly caused by some kind of clipping issue. | ||
* Spring Man will occasionally clip through solid tiles when in tight spaces. | * Spring Man will occasionally clip through solid tiles when in tight spaces. | ||
==References== | |||
<references/> | |||
{{clr}} | {{clr}} | ||
==Navigation== | |||
{{Bosses}} | {{Bosses}} | ||
{{V1.4}} | {{V1.4}} | ||
{{MM7}} | {{MM7}} | ||
[[Category:Bosses]] [[Category:Robot Masters]] [[Category:Mega Man 7 Assets]] | [[Category:Bosses]] [[Category:Robot Masters]] [[Category:Mega Man 7 Assets]] |
Latest revision as of 11:22, 22 September 2024
This article needs an image or multiple images. Once suitable images are added to the appropriate section(s), remove this notice. Image(s) needed: In-game images |
Spring Man | ||||||||||||||||||||||||||||||||||||||
Official artwork of Spring Man from Mega Man 7 | ||||||||||||||||||||||||||||||||||||||
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DWN-053 Spring Man is a Robot Master built by Dr. Wily that consists of over 2000 springs. He is one of the 8 Robot Masters in Mega Man 7 featured in Mega Man Maker as of its version 1.4.0 update. Spring Man utilizes his light weight and springy body to jump high into the air. He can use springs in his arms to extend his limbs to punch foes from far away and utilizes his signature weapon, the Wild Coil, to throw bouncing springs at the player.
Appearance
Spring Man's body consists of mostly silver and orange coloured springs, and minimal armor mostly in bright warm colours such as red, pink, orange, and yellow. His body also has some lights and decorations in the colours blue and green. He has a buster on his right arm.
Behavior
Spring Man will usually jump around the room with high hops only stopping to perform one of two attacks. One attack he will occasionally do is jump extra high and stay at the top of the room, where he he will then spin around briefly and then throw out two long-ranged punches one after the other at the player. The punches will stretch all the way to the player character's current location no matter how far away, even if they are multiple screens apart from each other. Once the second punch returns to Spring Man he will drop back down and resume jumping. The other attack Spring Man will perform will have him stand still and then point one of his arms at the ground before firing out a Wild Coil in both directions. He will then resume jumping as the two Wild Coils bounce around the room until they are destroyed, acting similar to the balls of yarn created by Tama but only having 2 health.
Starting Pattern
Spring Man's starting pattern consists of doing one jump towards the player, and then a second jump to attempt to reach the center of the screen on the x-axis, and will then stop and float in the air. When he is in the air, he rotates his arms, and launch his extendable right arm at the player, rotate his arms again, and launch his extendable right arm at the player again, then land on the ground. The time of each Spring Man's punch is slower than in Mega Man 7. After falling to the ground, he will then fire two Wild Coils out of his left arm buster at his feet, with one bouncing to the left and the other bouncing to the right.
Upon finishing the "Starting Pattern", Spring Man will then transition into using his main pattern.
Main Pattern
This consists of doing three jumps towards the player, one away from the player, and then a final jump to attempt to reach the center of the screen on the x-axis.
Spring Man then repeats the movement of jumping to the center, launch two extendable punches and falling. When he is in the floor again, he will then only fire two Wild Coils if all previously fired Wild Coils are either destroyed or despawned. If at least one Wild Coil remains active, he will skip this attack altogether.
Upon finishing the "Main Pattern", Spring Man will then repeat the "Main Pattern" from the beginning.
Other Information
This article contains information from an unknown source. While this information may be true, its validity needs to be confirmed. You can help by locating the origin of this info and linking the source next to the relevant text as a reference. Reason: Source for "Due to possible problems with rooms and lack of time to restructure the attack, Spring Man's technique of grabbing the player and slamming him into the ceiling was omitted." |
If Spring Man fails to reach the center coordinate on the x-axis on the specific jump he is supposed to, he will keep doing jumps towards the center coordinate on the x-axis until he reaches it. If he does 15 jumps and still fails to reach the center x coordinate, he gives up and moves on to his next behavior anyways. This quirk is most noticeable in boss rooms with low ceilings.
The Wild Coils can be trapped inside Danger Wrap's bubble. This can be used against Spring Man or an enemy in the zone. This was not possible in Mega Man 7, where Danger Wrap just destroyed the coils. Due to possible problems with rooms and lack of time to restructure the attack,[source needed] Spring Man's technique of grabbing the player and slamming him into the ceiling was omitted.
Like in Mega Man 7, Spring Man can be magnetized by anything electric. Weapons consisting of electrical charges like Thunder Beam will do it, so long as they are not set as his primary or secondary weakness. Enemies or bosses with electrical attacks also magnetize him. In this phase, Spring Man will stand still and become invincible for a short amount of time and strongly pull the player towards him to damage him before resuming the fight. Thunder Claw is one of the few weapons that can pierce Spring Man's magnetic field, which is ironic considering it can induce it.
Magnetized Spring Man can also compound the speed of the pull if more than one of Spring Man are all magnetized together. This is called Spring Man Tech and is often used as a level type in Mega Man Maker.
Spring Man's fists can destroy Ice Blocks completely regardless of their status.
Video Tutorial
Trivia
- In Mega Man Maker, Spring Man's "Spring Punch" has unlimited range and can hit the player 49 or more screens away with the right setups.
- Spring Man was nicknamed "Supuringuman" in the Mega Man Maker Forums as an intentional misspelling.
- Metal Man and Spring Man are the only Mega Man Maker bosses that can jump backwards (ignoring the fact that bosses turn around if the player goes past them).
- If Spring Man is weak to Time Slow and is attacked with that weapon while magnetized, the magnet's force will not slow down.
Glitches
- Wild Coils can occasionally get stuck to walls, possibly caused by some kind of clipping issue.
- Spring Man will occasionally clip through solid tiles when in tight spaces.
References
Version 1.4 | |
---|---|
Major Features | |
Wily Challenge | |
Bosses | |
Wind Man • Flame Man • Spring Man • Shade Man | |
Enemies | |
Bubukan • Katonbyon • Curlinger • SRU-21/P • Gabgyo • Pooker • Cyber Gabyoall • Yaffu • Squidon • Tripropellan • Icicle Teck • Trio the Wheel • Baccone • Tom Daddy • Frisk Cannon • Gockroach S • Turbo Roader • Kaminari Kogoro • Cyorown • Gobots • Tsuaranattori | |
Weapons | |
Shadow Blade • Blizzard Attack • Flame Blast • Knight Crusher • Wild Coil • Noise Crush • Danger Wrap • Jet Adaptor • Power Adaptor • Super Adaptor | |
Level Objects & Pickups | |
Cracked Block • Push Block • Oil • Fan • Floor Light • Jet Platform • Punch Block • Weapon Remover • Yashichi | |
Major Patches | |
1.4.1 • 1.4.2 |
Mega Man 7 | |
---|---|
Weapons | |
Mega Buster • Wild Coil • Noise Crush • Danger Wrap • Freeze Cracker • Scorch Wheel • Rush Coil • Rush Jet • Super Adaptor | |
Enemies | |
Tripropellan • Icicle Teck • Trio The Wheel • Baccone • Tom Daddy • Frisk Cannon • Gockroach S • Gockroach S Nest • Turbo Roader • Kaminari Kogoro • Cyorown • Gabgyo • Gobots • Tsuranattor • Swim Metall DX • Astro Zombieg | |
Level Objects | |
Floor Light • Jet Platform • Punch Block • Junk Dropper • Cracked Ice Platform • Invisible Tile • Tel Tel • Burst Water | |
Bosses | |
Spring Man • Freeze Man • Shade Man • Burst Man | |
Other Pages | |
Tilesets • Backgrounds • Music |