Difference between pages "Flame Man" and "Spring Man"

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{{Asset
{{Asset
|image=[[File:FlameManCW.png|250px]]
|image=[[File:SpringMan.png|250px]]
|caption=Artwork of Flame Man from ''Rockman Complete Works''
|caption=Official artwork of Spring Man from ''[[Mega Man 7]]''
|description=Bounces around, shoots spiky springs and fires spring fists. Likes electricity.
|category=[[Boss]]
|hp=28
|hp=28
|damage=4 (contact)
|damage=6 (Contact)
4 (Flame Blast)
3 (Punch)
3 (fire ball)
2 (Wild Coil)
|description=Fires volleys of 3 fireballs and spawns flame pillars across the room.
|category=[[Boss]]
|game=''[[Mega Man 6]]''
|version=[[1.4.0]]
|version=[[1.4.0]]
|programmer=[[WreckingPrograms]]
|game=''[[Mega Man 7]]''
|programmer=[[Luigi]]
|spriter=[[Gaem]]<br>[[Sodacoma]]<br>[[Aze]] (magnetized effect)
|sfx=[[CosmicGem]]
}}
}}
'''MRX-043/DWN-043 Flame Man''' is one of the 8 Robot Masters from [[Mega Man 6]] that is featured in [[Mega Man Maker]] as of version [[1.4.0]]. He is equipped with his signature weapon, the [[Flame Blast]].


He was a thermal energy generating robot that was turned into fighting robot for the first annual robot tournament. But during events of Mega Man 6, he was reprogrammed by [[Dr. Wily|Mr. X]] and used for his evil plans. He was later beaten by Mega Man.
'''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 his enemies.
 
==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==
==Behavior==
Flame Man has three attacks, of which he will choose to use at random.
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 2nd 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 hp.
 
===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.


The first attack involves Flame Man jumping high into the air and attempting to land on the player from above.
==Other Information==
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 second attack involves Flame Man firing a barrage of three fireballs that travel slowly horizontally through the air in front of Flame Man. This attack is able to go through walls.
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 ceilingless 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.


The third attack is Flame Man's signature move, Flame Blast, where Flame Man will send his thermal energy into the ground to cause two-tile tall pillars of flames to burst out of the ground at various locations. Flame Man's, Flame Blast is capable of traveling downhill, but not capable of traveling uphill.
Like in ''Mega Man 7'', Spring Man can be magnetized by anything electric. Weapons consisiting on electrical charges like [[Thunder Beam]] will do it, so long as they are not 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.


Flame Man's AI can, at most, do the same attack twice in a row, before being forced to pick a different attack.
Magnetized spring man can also compound the speed of the pull if more spring men are all magnetized together. This is called [[Spring Man Tech]] and is often used as a level type in [[Mega Man Maker]].


Both the fireballs and Flame Blast's flame pillars can be deflected by [[Shine]] and Proto Man's shield.
Spring Man's fists can destroy Ice Blocks completely regardless of their status.


==Trivia==
==Trivia==
*In Mega Man Maker, Flame Man's Flame Blast attack is given a visual tell to make it easier to dodge, this is absent in his original Mega Man 6 boss fight.
* 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.
*Every Robot Master in Mega Man 6 represents a certain country. It is commonly theorized that Flame Man is meant to represent Saudi Arabia due to the presence of oil in his stage and how Saudia Arabia is the largest oil exporter in the world.
* Spring Man has been nicknamed '''"Supuringuman"''' in the Mega Man Maker Forums as an intentional misspelling.
*Flame Man's Flame Blast functions differently when used by the player.
* 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).


==Gallery==
==Glitches==
<gallery>
* Wild Coils can occasionally get stuck to walls, possibly caused by some kind of clipping issue.
File:FlameMan.png|thumb|Official artwork from Mega Man 6
* Spring Man will occasionally clip through solid tiles when in tight spaces.
</gallery>
* If Spring Man is weak to Time Slow and is attacked with that weapon while magnetized, the magnet's force will not slow down.
* The game crashes if Thunder Wool is used on him and it is set as a secondary weakness.




{{V1.4}}
{{V1.4}}
{{MM6}}
{{MM7}}
[[Category:Bosses]] [[Category:Robot Masters]] [[Category:Mega Man 6 Assets]]
[[Category:Bosses]] [[Category:Robot Masters]] [[Category:Mega Man 7 Assets]]

Revision as of 20:24, 21 January 2024

Spring Man
SpringMan.png
Official artwork of Spring Man from Mega Man 7
Information
Game information
Description: Bounces around, shoots spiky springs and fires spring fists. Likes electricity.
Category: Boss
HP: 28
Damage: 6 (Contact)

3 (Punch) 2 (Wild Coil)

Added in version: 1.4.0
Series information
Game of origin: Mega Man 7
Development
Programmer(s): Luigi
Spriter(s): Gaem
Sodacoma
Aze (magnetized effect)
Sound effect creator(s): 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 his enemies.

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 2nd 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 hp.

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

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 ceilingless 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.

Like in Mega Man 7, Spring Man can be magnetized by anything electric. Weapons consisiting on electrical charges like Thunder Beam will do it, so long as they are not 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 spring men 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.

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 has been 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).

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.
  • If Spring Man is weak to Time Slow and is attacked with that weapon while magnetized, the magnet's force will not slow down.
  • The game crashes if Thunder Wool is used on him and it is set as a secondary weakness.


Version 1.4
Major Features
Wily Challenge
Bosses
Wind ManFlame ManSpring ManShade Man
Enemies
BubukanKatonbyonCurlingerSRU-21/PGabgyoPookerCyber GabyoallYaffuSquidonTripropellanIcicle TeckTrio the WheelBacconeTom DaddyFrisk CannonGockroach STurbo RoaderKaminari KogoroCyorownGobotsTsuaranattori
Weapons
Shadow BladeBlizzard AttackFlame BlastKnight CrusherWild CoilNoise CrushDanger WrapJet AdaptorPower AdaptorSuper Adaptor
Level Objects & Pickups
Cracked BlockPush BlockOilFanFloor LightJet PlatformPunch BlockWeapon RemoverYashichi
Major Patches
1.4.11.4.2

Mega Man 7
Weapons
Mega BusterWild CoilNoise CrushDanger WrapFreeze CrackerRush CoilRush JetSuper Adaptor
Enemies
TripropellanIcicle TeckTrio The WheelBacconeTom DaddyFrisk CannonGockroach SGockroach S NestTurbo RoaderKaminari KogoroCyorownGabgyoGobotsTsuranattor
Level Objects
Floor LightJet PlatformPunch Block
Bosses
Spring ManFreeze ManShade Man
Other Pages
TilesetsBackgroundsMusic