Difference between revisions of "Beat"
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{{Weapondata | {{Weapondata | ||
| − | |align= right | + | |align=right |
| − | |imagebg= #FFFFFF | + | |imagebg=#FFFFFF |
| − | |name= [[File:BeatIcon.png|left]][[File:BeatIcon.png|right]]Beat | + | |name=[[File:BeatIcon.png|left]][[File:BeatIcon.png|right]]Beat |
| − | |image= [[File:BeatArt.png|250px]] | + | |image=[[File:BeatArt.png|250px]] |
|caption=Artwork by Capcom | |caption=Artwork by Capcom | ||
|programmer=[[PhazonMotherBrain]] | |programmer=[[PhazonMotherBrain]] | ||
| Line 11: | Line 11: | ||
|at= | |at= | ||
|cost=Variable | |cost=Variable | ||
| − | |capacity= 28 | + | |capacity=28 |
|type=Homing, Support | |type=Homing, Support | ||
|OffAppear=[[Mega Man 5]]<br>[[Mega Man 6]]<br>[[Mega Man IV]]<br>[[Mega Man 7]]<br>[[Mega Man 8]]<br>[[Mega Man & Bass]]<br>[[Rockman & Forte: Mirai Kara no Chousensha]]<br>[[Mega Man 9]]<br>[[Mega Man 10]]<br>[[Mega Man 11]] | |OffAppear=[[Mega Man 5]]<br>[[Mega Man 6]]<br>[[Mega Man IV]]<br>[[Mega Man 7]]<br>[[Mega Man 8]]<br>[[Mega Man & Bass]]<br>[[Rockman & Forte: Mirai Kara no Chousensha]]<br>[[Mega Man 9]]<br>[[Mega Man 10]]<br>[[Mega Man 11]] | ||
| − | |appearances=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (NPC)<br>[[Make a Good Mega Man Level 2|MaGMML2]] (NPC)<br>[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] | + | |appearances=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (NPC)<br>[[Make a Good Mega Man Level 2|MaGMML2]] (NPC)<br>[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] (support unit)<br>[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (cameo) |
|sprite=[[File:BeatWep.png]] | |sprite=[[File:BeatWep.png]] | ||
}} | }} | ||
| Line 24: | Line 24: | ||
Unlike the rest of ''MaG48HMML'''s weapons, Beat was not included in the [[Megamix Engine]], nor even the ''48 Hour'' devkit. Rather, he was included as an extra weapon available at the very start of the game – Mega Man is in fact railroaded into finding him at the Avian Kingdom before he can access any levels. At his most basic, Beat works like a hybrid between his ''Mega Man 5'' and ''[[Mega Man 6]]'' appearances: Like the latter, he will target and attack enemies while ignoring bosses, but like the former, he won't kill everything in one hit, and each hit costs a set amount of ammo. | Unlike the rest of ''MaG48HMML'''s weapons, Beat was not included in the [[Megamix Engine]], nor even the ''48 Hour'' devkit. Rather, he was included as an extra weapon available at the very start of the game – Mega Man is in fact railroaded into finding him at the Avian Kingdom before he can access any levels. At his most basic, Beat works like a hybrid between his ''Mega Man 5'' and ''[[Mega Man 6]]'' appearances: Like the latter, he will target and attack enemies while ignoring bosses, but like the former, he won't kill everything in one hit, and each hit costs a set amount of ammo. | ||
| − | With upgrades from Deleuze Pipi, Beat can perform additional functions, all of which can be | + | With upgrades from Deleuze Pipi, Beat can perform additional functions, all of which can be toggled on or off from the pause menu. The full list is as follows: |
* '''Beat Attack:''' Available from the start, Beat will target the nearest enemy and fly towards it, dealing damage before returning to Mega Man. With the Enhanced Sensors upgrade, Beat will target and damage bosses as well, and the Drill Beak upgrade boosts his attack (but not against bosses) while letting him pierce shields. This attack costs 2 bars of ammo by default. | * '''Beat Attack:''' Available from the start, Beat will target the nearest enemy and fly towards it, dealing damage before returning to Mega Man. With the Enhanced Sensors upgrade, Beat will target and damage bosses as well, and the Drill Beak upgrade boosts his attack (but not against bosses) while letting him pierce shields. This attack costs 2 bars of ammo by default. | ||
| − | * '''Beat Rescue:''' When Mega Man falls into a bottomless pit, Beat will pull him back out, saving him from death. However, he has to land on solid ground before Beat tires out and drops him – Beat will not rescue him again if he falls while Beat is recovering from a previous rescue attempt, nor if he lacks sufficient ammo. This function costs 7 bars of ammo by default, though in the hub he can do this infinitely. | + | * '''Beat Rescue:''' When Mega Man falls into a bottomless pit, Beat will pull him back out, saving him from death. However, he has to land on solid ground before Beat tires out and drops him – Beat will not rescue him again if he falls while Beat is recovering from a previous rescue attempt, nor if he lacks sufficient ammo. With the Legendary Wings upgrade, Beat can carry Mega Man for a longer period of time before dropping him. This function costs 7 bars of ammo by default, though in the hub he can do this infinitely. |
* '''Beat Roost:''' By holding both the Down and Shoot keys when below full health, Beat will circle Mega Man and gradually restore health. Normally, this costs only 1 ammo per healthbar restored, but if Mega Man takes damage, he will waste 4 bars of ammo. Beat Roost will not work if Beat Medic is in effect. | * '''Beat Roost:''' By holding both the Down and Shoot keys when below full health, Beat will circle Mega Man and gradually restore health. Normally, this costs only 1 ammo per healthbar restored, but if Mega Man takes damage, he will waste 4 bars of ammo. Beat Roost will not work if Beat Medic is in effect. | ||
| − | * '''Beat Fetch:''' Beat will target any onscreen items and carry them to Mega Man, excluding Keys, Key Coins, and [[Energy Element]]s. With the Fortified Talons, he will carry E-Tanks, W-Tanks, and M-Tanks (at an extra ammo cost). This function costs 1 bar of ammo for each item obtained. | + | * '''Beat Fetch:''' Beat will target any onscreen items and carry them to Mega Man, excluding Keys, Key Coins, and [[Energy Element]]s. With the Fortified Talons upgrade, he will carry E-Tanks, W-Tanks, and M-Tanks (at an extra ammo cost). This function costs 1 bar of ammo for each item obtained. |
* '''Beat Medic:''' By holding down both the Down and Shoot keys when below full health, Beat will create large health pickups and drop them on Mega Man. This move costs 4 bars of ammo per health pickup. This function acts as an upgraded Beat Roost, which it disables entirely if enabled. | * '''Beat Medic:''' By holding down both the Down and Shoot keys when below full health, Beat will create large health pickups and drop them on Mega Man. This move costs 4 bars of ammo per health pickup. This function acts as an upgraded Beat Roost, which it disables entirely if enabled. | ||
As a weapon, Beat has no special damage values; by default, he deals 2 points of damage to all enemies, and only 1 to the vast majority of bosses, with only a few exceptions. | As a weapon, Beat has no special damage values; by default, he deals 2 points of damage to all enemies, and only 1 to the vast majority of bosses, with only a few exceptions. | ||
| − | == | + | ===Damage Table=== |
| + | ====Devkit Bosses==== | ||
| + | {{BosstableDevkit48H | ||
| + | |cut=1 | ||
| + | |guts=1 | ||
| + | |bomb=1 | ||
| + | |fire=1 | ||
| + | |oil=1 | ||
| + | |metal=1 | ||
| + | |air=1 | ||
| + | |bubble=1 | ||
| + | |quick=1 | ||
| + | |crash=1 | ||
| + | |flash=1 | ||
| + | |heat=1 | ||
| + | |wood=1 | ||
| + | |gemini=1 | ||
| + | |top=1 | ||
| + | |spark=1 | ||
| + | |kamegoro=1 | ||
| + | |toad=1 | ||
| + | |pharaoh=1 | ||
| + | |dust=1 | ||
| + | |metall=1 | ||
| + | |gravity=1 | ||
| + | |stone=1 | ||
| + | |gyro=1 | ||
| + | |dark4=3 | ||
| + | |blizzard=1 | ||
| + | |plant=1 | ||
| + | |rounder=1 | ||
| + | |piston=1 | ||
| + | |megamech=1 | ||
| + | |honey=1 | ||
| + | |commando=1 | ||
| + | |chill=1 | ||
| + | |solar=1 | ||
| + | |enker=1 | ||
| + | |quint=1 | ||
| + | |punk=1 | ||
| + | |suzy=1 | ||
| + | |ballade=1 | ||
| + | |huntera=1 | ||
| + | |mercury=1 | ||
| + | |saturn=1 | ||
| + | |uranus=1 | ||
| + | |iron=1 | ||
| + | |grey=1 | ||
| + | |dangan=1 | ||
| + | |komuso=1 | ||
| + | |sonic=1 | ||
| + | |dyna=1 | ||
| + | }} | ||
| + | ====Custom Bosses==== | ||
| + | {{Bosstable48H | ||
| + | |kamikamin=1 | ||
| + | |dockalocker=1 | ||
| + | |blocky=1 | ||
| + | |square=1 | ||
| + | |bombEXE=1 | ||
| + | |bandana=2 | ||
| + | |quicklight=1 | ||
| + | |quickdark=1 | ||
| + | |darkwing=1 | ||
| + | |berserker=2 | ||
| + | |fireemoji=1 | ||
| + | |lich=1 | ||
| + | |elysia=1 | ||
| + | |notnapalm=1 | ||
| + | |statue=1 | ||
| + | |seaking=1 | ||
| + | |shinsopod=1 | ||
| + | |atetemino=1/2 | ||
| + | |imposter=1 | ||
| + | |pirate=1 | ||
| + | }} | ||
| + | * For [[Don Atetemino]], damage is listed for his first phase, then his second. | ||
| + | |||
| + | ==Notes== | ||
* Beat's ''MaG48HMML'' appearance was first revealed to the public in the game's first trailer, as a brief clip of him next to Mega Man in [[Ancient Ziggurat]]. Surprisingly, no-one noticed him for some time; the first one who did, [[MaestroSinc]], had a [[Peat]] NPC in [[Sarge]]'s Special Weapon Bootcamp named after him in his honour. | * Beat's ''MaG48HMML'' appearance was first revealed to the public in the game's first trailer, as a brief clip of him next to Mega Man in [[Ancient Ziggurat]]. Surprisingly, no-one noticed him for some time; the first one who did, [[MaestroSinc]], had a [[Peat]] NPC in [[Sarge]]'s Special Weapon Bootcamp named after him in his honour. | ||
<br> | <br> | ||
{{MaG48HMML}} | {{MaG48HMML}} | ||
| − | [[Category:Weapons]][[Category:Make a Good 48 Hour Mega Man Level]] | + | [[Category:Weapons]][[Category:Make a Good 48 Hour Mega Man Level Weapons]] |
Latest revision as of 01:29, 15 March 2025
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| Artwork by Capcom | ||||||||||||||||||||||||||||||
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Beat (ビート Bīto) is a support robot who first appeared in Mega Man 5, and has reappeared in multiple games since. Created by Dr. Cossack to aid Mega Man's efforts to preserve world peace, he has filled numerous roles since his debut; whether it be attacking enemies from a distance, saving Mega Man from bottomless pits, or providing shields to him on the field.
Beat first appeared in the original Make a Good Mega Man Level and its remake as an NPC; a role he reprised in Make a Good Mega Man Level 2. In Make a Good 48 Hour Mega Man Level, he returns to a more prominent role as a support item. Primarily, he attacks enemies as he did in Mega Man 5, but by purchasing upgrades from Deleuze Pipi, he can perform additional actions.
Contents
Make a Good 48 Hour Mega Man Level
Unlike the rest of MaG48HMML's weapons, Beat was not included in the Megamix Engine, nor even the 48 Hour devkit. Rather, he was included as an extra weapon available at the very start of the game – Mega Man is in fact railroaded into finding him at the Avian Kingdom before he can access any levels. At his most basic, Beat works like a hybrid between his Mega Man 5 and Mega Man 6 appearances: Like the latter, he will target and attack enemies while ignoring bosses, but like the former, he won't kill everything in one hit, and each hit costs a set amount of ammo.
With upgrades from Deleuze Pipi, Beat can perform additional functions, all of which can be toggled on or off from the pause menu. The full list is as follows:
- Beat Attack: Available from the start, Beat will target the nearest enemy and fly towards it, dealing damage before returning to Mega Man. With the Enhanced Sensors upgrade, Beat will target and damage bosses as well, and the Drill Beak upgrade boosts his attack (but not against bosses) while letting him pierce shields. This attack costs 2 bars of ammo by default.
- Beat Rescue: When Mega Man falls into a bottomless pit, Beat will pull him back out, saving him from death. However, he has to land on solid ground before Beat tires out and drops him – Beat will not rescue him again if he falls while Beat is recovering from a previous rescue attempt, nor if he lacks sufficient ammo. With the Legendary Wings upgrade, Beat can carry Mega Man for a longer period of time before dropping him. This function costs 7 bars of ammo by default, though in the hub he can do this infinitely.
- Beat Roost: By holding both the Down and Shoot keys when below full health, Beat will circle Mega Man and gradually restore health. Normally, this costs only 1 ammo per healthbar restored, but if Mega Man takes damage, he will waste 4 bars of ammo. Beat Roost will not work if Beat Medic is in effect.
- Beat Fetch: Beat will target any onscreen items and carry them to Mega Man, excluding Keys, Key Coins, and Energy Elements. With the Fortified Talons upgrade, he will carry E-Tanks, W-Tanks, and M-Tanks (at an extra ammo cost). This function costs 1 bar of ammo for each item obtained.
- Beat Medic: By holding down both the Down and Shoot keys when below full health, Beat will create large health pickups and drop them on Mega Man. This move costs 4 bars of ammo per health pickup. This function acts as an upgraded Beat Roost, which it disables entirely if enabled.
As a weapon, Beat has no special damage values; by default, he deals 2 points of damage to all enemies, and only 1 to the vast majority of bosses, with only a few exceptions.
Damage Table
Devkit Bosses
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| 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
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| 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
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| 1 | 1 | 1 | 1 | 3 | 1 | 1 | 1 | 1 | 1 |
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| 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
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| 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Custom Bosses
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|---|---|---|---|---|---|---|---|---|---|
| 1 | 1 | 1 | 1 | 1 | 2 | 1 | 1 | 1 | 2 |
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| 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1/2 | 1 | 1 |
- For Don Atetemino, damage is listed for his first phase, then his second.
Notes
- Beat's MaG48HMML appearance was first revealed to the public in the game's first trailer, as a brief clip of him next to Mega Man in Ancient Ziggurat. Surprisingly, no-one noticed him for some time; the first one who did, MaestroSinc, had a Peat NPC in Sarge's Special Weapon Bootcamp named after him in his honour.