3,329
edits
SchAlternate (talk | contribs) No edit summary |
Capstalker (talk | contribs) (→Origin) |
||
Line 30: | Line 30: | ||
==Origin== | ==Origin== | ||
===Rush Coil=== | |||
[[File:MM3COILspark.png|thumb|Mega Man using Rush Coil in ''Mega Man 3'']] | [[File:MM3COILspark.png|thumb|Mega Man using Rush Coil in ''Mega Man 3'']] | ||
The Rush Coil, and Rush himself, first appeared in ''Mega Man 3''. In this game, Rush could appear at any time, and give Mega Man a boost to reach a high platform. This would cost Mega Man three energy units. However, in later games, this move would only cost two energy units. Rush could also transform into a jet or a submarine. | The Rush Coil, and Rush himself, first appeared in ''Mega Man 3''. In this game, Rush could appear at any time, and give Mega Man a boost to reach a high platform. This would cost Mega Man three energy units. However, in later games, this move would only cost two energy units. Rush could also transform into a jet or a submarine. | ||
===Beat=== | |||
Beat first appeared in ''Mega Man 5'', designed by Dr. Cossack, the unwilling enemy of the previous game, to help Mega Man. In his original appearance, he acts as a weapon, automatically targeting enemies that get close to Mega Man, but this was changed in later games, as it was too powerful. His usual function thereafter as seen in ''Mega Man 7'', ''Mega Man 9'', ''Mega Man 10'', and ''Mega Man 11'' was to act as a safety net, saving Mega Man if he fell down a pit (and [[Proto Man]] in ''Mega Man 10''). He could only be used a set number of times (excluding Newcomer Mode difficulty in ''Mega Man 11'' which has unlimited usage) before having to be re-bought and could not save Mega Man from other instant death traps like spikes and crushers. In ''Mega Man 7'' only, Beat had to be found and rescued before this ability could be used, but in ''Mega Man 9'', ''Mega Man 10'', and ''Mega Man 11'' the Beat item could be bought right away. | Beat first appeared in ''Mega Man 5'', designed by Dr. Cossack, the unwilling enemy of the previous game, to help Mega Man. In his original appearance, he acts as a weapon, automatically targeting enemies that get close to Mega Man, but this was changed in later games, as it was too powerful. His usual function thereafter as seen in ''Mega Man 7'', ''Mega Man 9'', ''Mega Man 10'', and ''Mega Man 11'' was to act as a safety net, saving Mega Man if he fell down a pit (and [[Proto Man]] in ''Mega Man 10''). He could only be used a set number of times (excluding Newcomer Mode difficulty in ''Mega Man 11'' which has unlimited usage) before having to be re-bought and could not save Mega Man from other instant death traps like spikes and crushers. In ''Mega Man 7'' only, Beat had to be found and rescued before this ability could be used, but in ''Mega Man 9'', ''Mega Man 10'', and ''Mega Man 11'' the Beat item could be bought right away. | ||
===Tornado Hold=== | |||
The other variation of the move, Tornado Hold, was introduced in ''Mega Man 8'' as the weapon of Tengu Man. Using this weapon, a fan is placed on the ground to create a tornado to trap and possibly damage enemies. Alternatively, the power could be used as a barrier against projectiles or as a boost to access certain areas. Tornado Hold also functioned as Clown Man's weakness, tangling his arms and leaving him vulnerable. | The other variation of the move, Tornado Hold, was introduced in ''Mega Man 8'' as the weapon of Tengu Man. Using this weapon, a fan is placed on the ground to create a tornado to trap and possibly damage enemies. Alternatively, the power could be used as a barrier against projectiles or as a boost to access certain areas. Tornado Hold also functioned as Clown Man's weakness, tangling his arms and leaving him vulnerable. | ||
{{clear}} | {{clear}} |
edits