Difference between revisions of "Count Bomb"
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|romaji=Kaunto Bomu | |romaji=Kaunto Bomu | ||
|altname=Count Bomb NEO (''Mega Man 7'')<br>Count Bomb GEO (''Mega Man 8'') | |altname=Count Bomb NEO (''Mega Man 7'')<br>Count Bomb GEO (''Mega Man 8'') | ||
| − | |programmer=[[Blyka]]{{1}}<br>[[ | + | |programmer=[[Blyka]]{{1}}<br>[[Sharb]]{{2}}{{3}} |
|artist= | |artist= | ||
|hp= | |hp= | ||
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|location='''MaGMML(1R):'''<br>[[Sunset Siege]]<br>[[Wily Combo]]<br>[[Thunderclyffe Plant]]<br>[[Dr. Wily's Incinerator Chute]]<br>[[Everything's Blowing Up]]<br>[[Flashback Database]]<br>'''MaGMML2:'''<br>[[Quirky Unconsistent Incomprehensible Nonsensical Track]]<br>[[Gigavolt Man]]<br>[[Colorful Hall]]<br>[[Chomp Man (stage)|Chomp Man]]<br>[[MegaLondo]]<br>[[Combust Man (stage)|Combust Man]]<br>[[Taco Man (stage)|Taco Man]]<br>[[Forgotten Fortress]]<br>[[Joe Destruction Co.]]<br>[[Shovel Knight]]<br>[[Poorly Named Level]]<br>[[Joe Man (stage)|Joe Man]]<br>[[Nitrogen Man]]<br>[[But It Lacked the Depth to Convince Me That This is Really Hell]]<br>[[Bouncy Castle]]<br>[[Sector Upsilon 6]]<br>[[Classic Castle]]<br>[[Reality Core]]<br>[[Coyote Man (stage)|Coyote Man]]<br>[[The Quickening 2]]<br>[[Swiss Hotel]]<br>[[The Pit of Pits]]<br>[[Null and Void (MaGMML2)|Null and Void]]<br>'''MaG24HMML:'''<br>[[Abyss Balcony]]<br>'''MaGMML3 Judge Application Levels:'''<br>[[Space Crusade]] | |location='''MaGMML(1R):'''<br>[[Sunset Siege]]<br>[[Wily Combo]]<br>[[Thunderclyffe Plant]]<br>[[Dr. Wily's Incinerator Chute]]<br>[[Everything's Blowing Up]]<br>[[Flashback Database]]<br>'''MaGMML2:'''<br>[[Quirky Unconsistent Incomprehensible Nonsensical Track]]<br>[[Gigavolt Man]]<br>[[Colorful Hall]]<br>[[Chomp Man (stage)|Chomp Man]]<br>[[MegaLondo]]<br>[[Combust Man (stage)|Combust Man]]<br>[[Taco Man (stage)|Taco Man]]<br>[[Forgotten Fortress]]<br>[[Joe Destruction Co.]]<br>[[Shovel Knight]]<br>[[Poorly Named Level]]<br>[[Joe Man (stage)|Joe Man]]<br>[[Nitrogen Man]]<br>[[But It Lacked the Depth to Convince Me That This is Really Hell]]<br>[[Bouncy Castle]]<br>[[Sector Upsilon 6]]<br>[[Classic Castle]]<br>[[Reality Core]]<br>[[Coyote Man (stage)|Coyote Man]]<br>[[The Quickening 2]]<br>[[Swiss Hotel]]<br>[[The Pit of Pits]]<br>[[Null and Void (MaGMML2)|Null and Void]]<br>'''MaG24HMML:'''<br>[[Abyss Balcony]]<br>'''MaGMML3 Judge Application Levels:'''<br>[[Space Crusade]] | ||
|OffAppear=[[Mega Man 6]]<br>[[Mega Man 7]]<br>[[Mega Man 8]]<br>[[Mega Man 10]]<br>[[Mega Man III]]<br>[[Mega Man Powered Up]] | |OffAppear=[[Mega Man 6]]<br>[[Mega Man 7]]<br>[[Mega Man 8]]<br>[[Mega Man 10]]<br>[[Mega Man III]]<br>[[Mega Man Powered Up]] | ||
| − | |MaGMMLAppear=[[Make a Good Mega Man Level]] ([[Make a Good Mega Man Level Remastered| | + | |MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]])<br>[[Make a Good Mega Man Level 2|MaGMML2]]<br>[[Make a Good 24 Hour Mega Man Level|MaG24HMML]]<br>[[Make a Good Mega Man Level 3 Judge Application Levels|MaGMML3 Judge Application Levels]]<br>[[Megamix Engine]] |
|appear2= | |appear2= | ||
|sprite=[[File:CountBomb.png]] | |sprite=[[File:CountBomb.png]] | ||
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The creation code value "time" can be used to set the number a Count Bomb starts at before it counts down. By default, the number is 3. | The creation code value "time" can be used to set the number a Count Bomb starts at before it counts down. By default, the number is 3. | ||
| − | ==Related | + | ==Related Articles== |
*[[Alabell]] | *[[Alabell]] | ||
*[[Landmine]] | *[[Landmine]] | ||
Latest revision as of 01:40, 13 October 2024
The Count Bomb is a gimmick introduced in Mega Man III, which later appeared with a more commonly-used redesign in Mega Man 6. It is an explosive platform activated by pressing a button.
Count Bombs were first made available in the devkit for the original Make a Good Mega Man Level, where they appeared in the entries Sunset Siege, Wily Combo, and Thunderclyffe Plant, as well as the Wily stages Dr. Wily's Incinerator Chute, Everything's Blowing Up, and Flashback Database.
Count Bombs returned in Make a Good Mega Man Level 2, where they appeared in 16 entries, as well as the Wily stages Classic Castle and Reality Core, the Tier X stages Coyote Man, The Quickening 2 and Swiss Hotel, the Pit of Pits sub-levels "Deja Vu", "Hot Mess", "Stone Man Rip-off", and "You know the Drill.", and in Null and Void. They also appeared in the Make a Good 24 Hour Mega Man Level Wily stage Abyss Balcony and the Make a Good Mega Man Level 3 Judge Application Level Space Crusade.
Behavior
Count Bombs will initially serve as solid objects, which will deflect most projectiles. If Mega Man presses the button, the bomb will count down, exploding shortly after reaching 0. Starting in MaGMML2, the explosions will damage Mega Man.
The creation code value "time" can be used to set the number a Count Bomb starts at before it counts down. By default, the number is 3.