Difference between revisions of "Hammer Joe"

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|hp=8
 
|hp=8
 
|at=4 (contact)<br>3 (hammer){{1}}<br>2 (hammer){{2}}{{3}}
 
|at=4 (contact)<br>3 (hammer){{1}}<br>2 (hammer){{2}}{{3}}
|weak=[[Pharaoh Shot]]{{1}}<br>[[Magic Card]]{{1R}}<br>[[Sakugarne]]{{2}}<br>[[Laser Trident]]{{3}}<br>[[Slash Claw]]{{Megamix}}
+
|weak=[[Pharaoh Shot]]{{1}}<br>[[Magic Card]]{{1R}}<br>[[Sakugarne]]{{2}}<br>[[Laser Trident]]{{3}}<br>[[Concrete Shot]]{{48H}}<br>[[Z-Saber]] (No Chip), [[Cutter Chip]] (Z-Saber, [[Blank Drive]]){{EZ}}<br>[[Slash Claw]]{{Megamix}}
 
|category=Joes
 
|category=Joes
|location='''MaGMML(1R):'''<br>[[City War]]<br>[[Chroma Key]]<br>[[Midnight Snow]]<br>[[Napalm Forest and Caves]]<br>[[Spiky Meltdown]]<br>[[Thunderclyffe Plant]]<br>[[Flashback Database]]{{1R}}<br>'''MaGMML2:'''<br>[[Colorful Hall]]<br>[[Something Original]]<br>[[Joe Destruction Co.]]<br>[[Jungle Base]]<br>[[Elec Dam]]<br>[[Quint Stage]]<br>[[Nitrogen Man]]<br>[[Duwang]]<br>[[Ruined Lab]]<br>[[Conveyor Mayhem]]<br>[[City Under Siege]]<br>[[Escape Sequence]]<br>[[Sheriff Man (stage)|Sheriff Man]]<br>[[The Stage Nobody Asked For]]<br>[[Identity Crisis]]<br>City War<br>[[Inner Sanctum]]<br>[[Reality Core]]<br>[[Deep Thoughts]]<br>[[Swiss Hotel]]<br>[[The Pit of Pits]]<br>[[Null and Void (MaGMML2)|Null and Void]]
+
|location='''MaGMML(1R):'''<br>[[City War]]<br>[[Chroma Key]]<br>[[Midnight Snow]]<br>[[Napalm Forest and Caves]]<br>[[Spiky Meltdown]]<br>[[Thunderclyffe Plant]]<br>[[Flashback Database]]{{1R}}<br>'''MaGMML2:'''<br>[[Colorful Hall]]<br>[[Something Original]]<br>[[Joe Destruction Co.]]<br>[[Jungle Base]]<br>[[Elec Dam]]<br>[[Quint Stage]]<br>[[Nitrogen Man]]<br>[[Duwang]]<br>[[Ruined Lab]]<br>[[Conveyor Mayhem]]<br>[[City Under Siege]]<br>[[Escape Sequence]]<br>[[Sheriff Man (stage)|Sheriff Man]]<br>[[The Stage Nobody Asked For]]<br>[[Identity Crisis]]<br>City War<br>[[Inner Sanctum]]<br>[[Reality Core]]<br>[[Deep Thoughts]]<br>[[Swiss Hotel]]<br>[[The Pit of Pits]]<br>[[Null and Void (MaGMML2)|Null and Void]]<br>'''MaGMML: Episode Zero:'''<br>[[Kingdom Crisis]]<br>[[When Spike Drops Freeze Over]]
 
|OffAppear=[[Mega Man 3]]<br>[[Mega Man II]]<br>[[Mega Man III]]<br>[[Mega Man: The Wily Wars]]
 
|OffAppear=[[Mega Man 3]]<br>[[Mega Man II]]<br>[[Mega Man III]]<br>[[Mega Man: The Wily Wars]]
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (Enemy)<br>[[Make a Good Mega Man Level 2|MaGMML2]] (Enemy)
+
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (Enemy)<br>[[Make a Good Mega Man Level 2|MaGMML2]] (Enemy)<br>[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Enemy)<br>[[Megamix Engine]]
 
|appear2=
 
|appear2=
 
|sprite={{MirrorDiv|mirror=[[File:HammerJoe.png]]}}
 
|sprite={{MirrorDiv|mirror=[[File:HammerJoe.png]]}}
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Hammer Joe was first made available in the devkit for the original ''[[Make a Good Mega Man Level]]'', where it appeared in the entries [[City War]], [[Chroma Key]], [[Midnight Snow]], [[Napalm Forest and Caves]], [[Spiky Meltdown]], and [[Thunderclyffe Plant]]. In ''[[Make a Good Mega Man Level Remastered]]'', it also appears in the Wily stage [[Flashback Database]].
 
Hammer Joe was first made available in the devkit for the original ''[[Make a Good Mega Man Level]]'', where it appeared in the entries [[City War]], [[Chroma Key]], [[Midnight Snow]], [[Napalm Forest and Caves]], [[Spiky Meltdown]], and [[Thunderclyffe Plant]]. In ''[[Make a Good Mega Man Level Remastered]]'', it also appears in the Wily stage [[Flashback Database]].
  
It returned in ''[[Make a Good Mega Man Level 2]]'', where it appeared in 17 entries, as well as in the recreation of City War, the Wily stages [[Inner Sanctum]] and [[Reality Core]], the Tier X levels [[Deep Thoughts]] and [[Swiss Hotel]], and [[Null and Void (MaGMML2)|Null and Void]]. Hammer Joe also appeared in several rooms of the [[The Pit of Pits|Pit of Pits]]; specifically "Chroma Key?", "Citadel Attic", "Game Over - Return of Fire", "Hot Liquid Sector", "Spiky Meltdown?", "Spinning Top Disposal Room", "The Top 10 Most Commonly Used Enemies, In Increasing Order" (where it is placed as number one), "Tower Climbing", "Tselinoyarsk 20XX", and "Typical Miniboss Fights".
+
It returned in ''[[Make a Good Mega Man Level 2]]'', where it appeared in 17 entries, as well as in the recreation of City War, the Wily stages [[Inner Sanctum]] and [[Reality Core]], the Tier X levels [[Deep Thoughts]] and [[Swiss Hotel]], and [[Null and Void (MaGMML2)|Null and Void]]. Hammer Joe also appeared in several rooms of the [[The Pit of Pits|Pit of Pits]]; specifically "Chroma Key?", "Citadel Attic", "Game Over - Return of Fire", "Hot Liquid Sector", "Spiky Meltdown?", "Spinning Top Disposal Room", "The Top 10 Most Commonly Used Enemies, In Increasing Order" (where it is placed as number one), "Tower Climbing", "Tselinoyarsk 20XX", and "Typical Miniboss Fights". Its appearances in ''[[Make a Good Mega Man Level: Episode Zero]]'' were more sparse in comparison, only appearing in [[Kingdom Crisis]] and [[When Spike Drops Freeze Over]].
  
 
==Behavior==
 
==Behavior==
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| style="text-align: center;"|8
 
| style="text-align: center;"|8
 
| style="text-align: center;"|4 (contact)<br>2 (hammer)
 
| style="text-align: center;"|4 (contact)<br>2 (hammer)
 +
|-
 +
| style="text-align: center;"|[[File:SparkyHammerJoe.png]]
 +
| style="text-align: center;"|Sparky Hammer Joe
 +
| style="text-align: center;"|''[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]''
 +
| style="text-align: center;"|[[Lightningrod Lab]]
 +
| style="text-align: center;"|A Hammer Joe whose hammer drops a trail of electric sparks as it flies in the air. The sparks destroy themselves when hitting a solid surface. Unlike regular Hammer Joes, Sparky Hammer Joes never close their eyes, making them always vulnerable.
 +
| style="text-align: center;"|[[PhazonMotherBrain]]
 +
| style="text-align: center;"|4
 +
| style="text-align: center;"|4 (contact)<br>2 (hammer)<br>4 (spark)
 
|-
 
|-
 
|}
 
|}
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|phar=1/1/8<br>1/5
 
|phar=1/1/8<br>1/5
 
|magic=2<br>4
 
|magic=2<br>4
|notes=Top row is damage in ''MaGMML''; bottom row is damage from ''MaGMML'' weapons in the Megamix Engine
+
|notes=Top row is damage in ''MaGMML''; bottom row is damage from ''MaGMML'' weapons in the Megamix Engine.
 
}}
 
}}
 
 
===Make a Good Mega Man Level Remastered===
 
===Make a Good Mega Man Level Remastered===
 
{{Damagetable1R
 
{{Damagetable1R
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|notes=
 
|notes=
 
}}
 
}}
 
 
===Make a Good Mega Man Level 2===
 
===Make a Good Mega Man Level 2===
 
{{Damagetable2
 
{{Damagetable2
 
|buster=1/2/3<br>1/1/3
 
|buster=1/2/3<br>1/1/3
|hornet=2<br>1
+
|hornet=1<br>1
 
|jewel=1<br>1
 
|jewel=1<br>1
 
|grab=1<br>1
 
|grab=1<br>1
 
|triple=1<br>1
 
|triple=1<br>1
 
|flash=Y<br>Y
 
|flash=Y<br>Y
|slash=1<br>4
+
|slash=4<br>4
|wheel=2<br>2
+
|wheel=1.5<br>2
 
|sakugarne=4<br>4
 
|sakugarne=4<br>4
 
|wire=1<br>3
 
|wire=1<br>3
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|notes=Top row is damage in ''MaGMML2''; bottom row is damage from ''MaGMML2'' weapons in the Megamix Engine
 
|notes=Top row is damage in ''MaGMML2''; bottom row is damage from ''MaGMML2'' weapons in the Megamix Engine
 
}}
 
}}
 
 
===Make a Good Mega Man Level 3===
 
===Make a Good Mega Man Level 3===
 
{{Damagetable3
 
{{Damagetable3
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|notes=
 
|notes=
 
}}
 
}}
 
 
===Make a Good 24 Hour Mega Man Level{{Megamix}}===
 
===Make a Good 24 Hour Mega Man Level{{Megamix}}===
 
{{Damagetable24HM
 
{{Damagetable24HM
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|notes=
 
|notes=
 
}}
 
}}
 
 
===Make a Good 48 Hour Mega Man Level===
 
===Make a Good 48 Hour Mega Man Level===
 
{{Damagetable48H
 
{{Damagetable48H
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|notes=
 
|notes=
 
}}
 
}}
 
+
===Make a Good Mega Man Level: Episode Zero===
 +
{{DamagetableEZ
 +
|buster=1
 +
|saber=4
 +
|burst=2
 +
|drive=99
 +
|cutbuster=2
 +
|cutsaber=4
 +
|cutburst=3
 +
|cutdrive=4
 +
|flamebuster=1
 +
|flamesaber=1
 +
|flameburst=2
 +
|flamedrive=1
 +
|icebuster=1
 +
|icesaber=1
 +
|iceburst=2
 +
|icedrive=1
 +
|zapbuster=1
 +
|zapsaber=1
 +
|zapburst=2
 +
|zapdrive=2
 +
|psybuster=1
 +
|psysaber=1*
 +
|psyburst=2
 +
|psydrive=2
 +
|notes=*Reflected shots do 2 damage.
 +
}}
 
===Megamix Engine===
 
===Megamix Engine===
 
{{DamagetableM
 
{{DamagetableM

Revision as of 17:24, 18 May 2021

For the article on the custom enemy from Mega Man World, see Hammer Joe (Mega Man World).
Hammer Joe
Artwork by Capcom
Artwork by Capcom
Information
In-Game Information
HP: 8
Attack Damage: 4 (contact)
3 (hammer)1
2 (hammer)23
Weakness(es): Pharaoh Shot1
Magic Card1R
Sakugarne2
Laser Trident3
Concrete Shot48H
Z-Saber (No Chip), Cutter Chip (Z-Saber, Blank Drive)EZ
Slash ClawMegamix Only
Category: Joes
Location(s): MaGMML(1R):
City War
Chroma Key
Midnight Snow
Napalm Forest and Caves
Spiky Meltdown
Thunderclyffe Plant
Flashback Database1R
MaGMML2:
Colorful Hall
Something Original
Joe Destruction Co.
Jungle Base
Elec Dam
Quint Stage
Nitrogen Man
Duwang
Ruined Lab
Conveyor Mayhem
City Under Siege
Escape Sequence
Sheriff Man
The Stage Nobody Asked For
Identity Crisis
City War
Inner Sanctum
Reality Core
Deep Thoughts
Swiss Hotel
The Pit of Pits
Null and Void
MaGMML: Episode Zero:
Kingdom Crisis
When Spike Drops Freeze Over
Misc. Information
Script: ハンマージョー
Romaji: Hanmā Jō
Programmer(s): SnoruntPyro1
Renhoek23
Series Information
Official Game Appearances: Mega Man 3
Mega Man II
Mega Man III
Mega Man: The Wily Wars
MaGMML Game Appearances: MaGMML(1R) (Enemy)
MaGMML2 (Enemy)
MaGMML: Episode Zero (Enemy)
Megamix Engine
HammerJoe.png
"An armored joe that doesn't need a shield."
―Note in Hammer Joe's code, Megamix Engine

Hammer Joe is an enemy from Mega Man 3. It is a type of Sniper Joe with a wide body, and the ability to throw hammers (referring to the hammer used in the "hammer throw" sport, as opposed to the tool).

Hammer Joe was first made available in the devkit for the original Make a Good Mega Man Level, where it appeared in the entries City War, Chroma Key, Midnight Snow, Napalm Forest and Caves, Spiky Meltdown, and Thunderclyffe Plant. In Make a Good Mega Man Level Remastered, it also appears in the Wily stage Flashback Database.

It returned in Make a Good Mega Man Level 2, where it appeared in 17 entries, as well as in the recreation of City War, the Wily stages Inner Sanctum and Reality Core, the Tier X levels Deep Thoughts and Swiss Hotel, and Null and Void. Hammer Joe also appeared in several rooms of the Pit of Pits; specifically "Chroma Key?", "Citadel Attic", "Game Over - Return of Fire", "Hot Liquid Sector", "Spiky Meltdown?", "Spinning Top Disposal Room", "The Top 10 Most Commonly Used Enemies, In Increasing Order" (where it is placed as number one), "Tower Climbing", "Tselinoyarsk 20XX", and "Typical Miniboss Fights". Its appearances in Make a Good Mega Man Level: Episode Zero were more sparse in comparison, only appearing in Kingdom Crisis and When Spike Drops Freeze Over.

Behavior

By default, Hammer Joes will stand still, swinging their hammers. They will periodically open their eyes, and throw their hammer a split second after. They only take damage from most projectiles when their eye is open, and their hammers can also deflect shots when thrown.

Variants

Sprite Name MaGMML Appearance(s) Location(s) Description Designer(s) HP Attack Damage
FatHammerBro.png Fat Hammer Bro MaGMML2 SMB3
Reality Core
Deep Thoughts
A Hammer Joe reskinned to resemble a Sledge Bro from the Super Mario Bros. series. Lizardcommando 8 4 (contact)
2 (hammer)
SparkyHammerJoe.png Sparky Hammer Joe MaGMML: Episode Zero Lightningrod Lab A Hammer Joe whose hammer drops a trail of electric sparks as it flies in the air. The sparks destroy themselves when hitting a solid surface. Unlike regular Hammer Joes, Sparky Hammer Joes never close their eyes, making them always vulnerable. PhazonMotherBrain 4 4 (contact)
2 (hammer)
4 (spark)

Damage Table

Make a Good Mega Man Level

M.Buster M.Blade G.Laser S.Blaze T.Spin T.Wool B.H.Bomb P.Shot M.Card
1/1/3
1/1/3
2
1
3
1
2
2
0
3
5
0.5
1
3
1/1/8
1/5
2
4
Other Notes Top row is damage in MaGMML; bottom row is damage from MaGMML weapons in the Megamix Engine.

Make a Good Mega Man Level Remastered

M.Buster M.Blade G.Laser S.Blaze T.Spin T.Wool B.H.Bomb P.Shot M.Card P.Orb
1/1/3 1 1.5 2 3 1 3 1/20 4 3
Other Notes

Make a Good Mega Man Level 2

M.Buster H.ChaserH.Pumpkin J.SatelliteB.Barrier G.BusterN.BombL.Rocket T.BladeT.Cluster F.StopperC.Distorter S.ClawF.Beam W.CutterH.Trapper SakugarneM.Blast W.AdaptorC.Claw S.Arrow
1/2/3
1/1/3
1
1
1
1
1
1
1
1
Y
Y
4
4
1.5
2
4
4
1
3
2
2
Other Notes Top row is damage in MaGMML2; bottom row is damage from MaGMML2 weapons in the Megamix Engine

Make a Good Mega Man Level 3

M.Buster S.Chaser L.Trident W.Shield T.Blow T.Beam M.Shockwave I.Wall B.Dash
1/1/3 1 4 1 4 3 1 2 2
M.Tape L.Flare P.Laser B.Tiller R.Can B.Wail P.Vortex E.Cable T.Shoes R.Guard B.Bobber P.Line
Other Notes

Make a Good 24 Hour Mega Man LevelMegamix Only

M.Buster S.Arm C.Spike Skeletup n' Pakkajoe
1/1/3 4/2 1/5 99
Other Notes

Make a Good 48 Hour Mega Man Level

M.Buster F.Mixer R.Flush S.Shock S.Snake T.Blade S.Water C.Shot H.Sniper Beat
1/1/3 2 2 0 2 1/1/2 2 3 2
Other Notes

Make a Good Mega Man Level: Episode Zero

Z-Buster Z-Saber Z-Burst Blank Drive
No Chip 1 4 2 99
Cutter Chip 2 4 3 4
Flame Chip 1 1 2 1
Icicle Chip 1 1 2 1
Zap Chip 1 1 2 2
Psycho Chip 1 1* 2 2
Other Notes *Reflected shots do 2 damage.

Megamix Engine

M.Buster T.Stopper P.Stone P.Barrier B.Dropper I.Slasher
1/1/3 Y 2 4 2 2
Other Notes