Difference between revisions of "Rush Coil"
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|user=[[Mega Man]] | |user=[[Mega Man]] | ||
|at= | |at= | ||
| − | |cost=1{{1}}<br>2{{2}}{{3}} | + | |cost=1{{1}}<br>2{{1R}}{{2}}{{3}}{{24H}} |
| − | |capacity=28{{1}}<br>14{{2}}{{3}} | + | |capacity=28{{1}}<br>14{{1R}}{{2}}{{3}}{{24H}} |
|type=Support | |type=Support | ||
|OffAppear=[[Mega Man 3]]<br>[[Mega Man 4]]<br>[[Mega Man 7]]<br>[[Mega Man 9]]<br>[[Mega Man 10]]<br>[[Mega Man 11]]<br>[[Mega Man II]]<br>[[Mega Man III]]<br>[[Mega Man IV]]<br>[[Mega Man V]]<br>[[Mega Man: The Wily Wars]]<br>[[Rockman & Forte: Mirai Kara no Chousensha]]<br>Mega Man (Game Gear) | |OffAppear=[[Mega Man 3]]<br>[[Mega Man 4]]<br>[[Mega Man 7]]<br>[[Mega Man 9]]<br>[[Mega Man 10]]<br>[[Mega Man 11]]<br>[[Mega Man II]]<br>[[Mega Man III]]<br>[[Mega Man IV]]<br>[[Mega Man V]]<br>[[Mega Man: The Wily Wars]]<br>[[Rockman & Forte: Mirai Kara no Chousensha]]<br>Mega Man (Game Gear) | ||
| − | |appearances=[[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 Mega Man Level 3|MaGMML3]]<br>[[Make a Good 24 Hour Mega Man Level|MaG24HMML]]<br>[[Make a Good 48 Hour Mega Man Level|MaG48HMML]]<br>[[Megamix Engine]] | + | |appearances=[[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 Mega Man Level 3|MaGMML3]]<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>[[Make a Good 48 Hour Mega Man Level|MaG48HMML]]<br>[[Megamix Engine]] |
|sprite=[[File:RushCoilWep.png]] | |sprite=[[File:RushCoilWep.png]] | ||
}} | }} | ||
| − | The '''Rush Coil''' (ラッシュコイル ''Rasshu Koiru'') is a support item introduced in ''[[Mega Man 3]]'', which has reappeared in numerous other ''Mega Man'' titles. When activated, [[Rush]] teleports in front of [[Mega Man]] and bounces him into the air if jumped on. Mega Man can also fire his Mega Buster while Rush is present. After being jumped on or being left alone for long enough, Rush will teleport away. There must be solid ground in front of Mega Man for Rush Coil to be activated properly. | + | The '''Rush Coil''' (ラッシュコイル ''Rasshu Koiru'') is a support item introduced in ''[[Mega Man 3]]'', which has reappeared in numerous other ''Mega Man'' titles. When activated, [[Rush]] teleports in front of [[Mega Man]] and bounces him into the air if jumped on. Mega Man can also fire his [[Mega Buster]] while Rush is present. After being jumped on or being left alone for long enough, Rush will teleport away. There must be solid ground in front of Mega Man for Rush Coil to be activated properly. |
| − | Rush Coil has appeared in every ''Make a Good Mega Man Level'' production to date, and does not function differently in any of | + | Rush Coil has appeared in nearly every ''Make a Good Mega Man Level'' production to date, and does not function differently in any of the games it is present in, aside from a minor weapon energy consumption increase following the first game. It and [[Rush Jet]] were decided for the original ''[[Make a Good Mega Man Level]]'' separately from the weapon poll, but the two were voted into ''[[Make a Good Mega Man Level 2]]'' via the poll, being two of the four support weapons voted in (the other two being [[Wire Adaptor]] and [[Super Arrow]]). ''[[Make a Good Mega Man Level 3]]'' returns to adding the two weapons separately from the poll, with only two support weapons being decided via polling. ''[[Make a Good 24 Hour Mega Man Level]]'' and ''[[Make a Good 48 Hour Mega Man Level]]'' follow this decision as well. |
{{MaGMML}} | {{MaGMML}} | ||
Revision as of 14:24, 3 June 2021
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| Rush in his Rush Coil form. | ||||||||||||||||||||||||||||
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The Rush Coil (ラッシュコイル Rasshu Koiru) is a support item introduced in Mega Man 3, which has reappeared in numerous other Mega Man titles. When activated, Rush teleports in front of Mega Man and bounces him into the air if jumped on. Mega Man can also fire his Mega Buster while Rush is present. After being jumped on or being left alone for long enough, Rush will teleport away. There must be solid ground in front of Mega Man for Rush Coil to be activated properly.
Rush Coil has appeared in nearly every Make a Good Mega Man Level production to date, and does not function differently in any of the games it is present in, aside from a minor weapon energy consumption increase following the first game. It and Rush Jet were decided for the original Make a Good Mega Man Level separately from the weapon poll, but the two were voted into Make a Good Mega Man Level 2 via the poll, being two of the four support weapons voted in (the other two being Wire Adaptor and Super Arrow). Make a Good Mega Man Level 3 returns to adding the two weapons separately from the poll, with only two support weapons being decided via polling. Make a Good 24 Hour Mega Man Level and Make a Good 48 Hour Mega Man Level follow this decision as well.
| Make a Good 24 Hour Mega Man Level | |
|---|---|
| Characters | |
| Mega Man • Dr. Wily | |
| Special Weapons | |
| Water Wave • Time Slow • Super Arm • Chill Spike • Rush Coil • Rush Jet | |
| Alternative Weapons | |
| Hornet Chaser • Jewel Satellite • Grab Buster • Triple Blade • Flash Stopper • Slash Claw • Wheel Cutter • Sakugarne • Wire Adaptor • Super Arrow • Match Blast • Skeletup N' Pakkajoe | |
| Entries | |
| Air Trick • Breaking Ground • Flooded Temple • Nauseous Greenhouse • Pollution Park • X Factory | |
| Wily Castle | |
| Abyss Balcony • Up 'n' Duck • Wily 3 | |
| Robot Masters | |
| Centaur Man • Metal Man • Quick Man • Toad Man • Top Man | |
| Fortress Guardians | |
| Giga Count • Cloud Devil • Wily Machine Arc | |