Similar to the X and Zero series, it was planned that the player would be able to wall-jump and dash in the game. These sprites show Mega Man wall-jumping and dash-shooting. Animations 0C and 14 show unused animations which detail mechanics which were dropped early on in the game. The same controls apply, only the Start button here changes styles. The idle animation sprite acts like a regular Mettaur and the running one acts like the Satellite enemy. Its deletion animation behaves just like the Floshell where there is leftover sprite.Īlso among unused enemies, the unused old Mega Man sprites have proper collisions and even behaviors. When it was an enemy, it behaved much the same way except the player could damage it and delete it. They do appear in stages, but became a stage object, since it is found in the same sprite category. The Handy virus, which holds the TimeBomb, was also scrapped around the same time. Deleting it leaves sprite artifacts, meaning this part wasn't complete yet. The shield does not block attacks and it drops bomb chips. It has regular damage and collisions, as opposed to some of the other unused enemies. After attacking, it does not attack again. It seems to attack, but a projectile cannot be loaded. Floshell is one of the only enemies which seems to have been scrapped a little later. The regular Swordy, large blue Swordy, large Cannon, large Spikey, and large Ammonicule still function normally, fully intact. The following enemies cannot be hit and insta-kill the player at a very small collision point: the spinning bomb, Dominderd, Hard Head, and Gaia. Hacking the enemies into the stage (See this video) gets them to appear. There is also a sprite for a large Spikey, Cannon, Ammonicule, and blue-colored Swordy, though these have full animations. It has 1 animation and that is of it slamming its hammer. There are also several unused large enemies.
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