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#i had so much fun drawing those shitty microsoft paint mega men lmao
zosonils · 3 years
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Crossover you say 👀
OKAY SO. SONIC COLOURS/MEGA MAN CROSSOVER
i don't have much in mind story wise, but i'm thinking it takes place under the same conditions as worlds collide, which i insist on believing also happened nearly identically offscreen in the game timeline because nobody can tell me otherwise. fairly basic setup of eggman and wily teaming up to cause problems on purpose and sonic and rock working together to stop them, and now there's wisps in the mix >:O i'm sure i could think up a fun excuse plot for why sonic colours happens twice and also mega man is here now, but mostly this was just an excuse to put the special interest in the hyperfixation and come up with some fun weapons for rock based on my first and favourite sonic game
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each robot master is based on a wisp from either version of the original colours, which causes a little confusion given that you end up with two burst men and drill men but these ones have different EWN-XXX serial numbers and are entirely unrelated to their canon mega man counterparts. i haven't actually drawn the robot masters yet or thought up designs or personalities, just come up with their weapons and what stage they'd inhabit, but maybe i'll do that sometime. the robot masters are something like this
EWN-010 BURST MAN - weak to drill dash, gives bursting blaze, sweet mountain stage
EWN-011 ROCKET MAN - weak to cubic satellite, gives rocket jump, terminal velocity stage
EWN-012 DRILL MAN - weak to spike spin, gives drill dash, tropical resort stage
EWN-013 HOVER MAN - weak to rocket jump, gives hovering shockwave, starlight carnival stage
EWN-014 LASER MAN - weak to frenetic void, gives prism laser, aquarium park stage
EWN-015 CUBE MAN - weak to prism laser, gives cubic satellite, wii game land stage
EWN-016 VOID MAN - weak to bursting blaze, gives frenetic void, asteroid coaster stage
EWN-017 SPIKE MAN - weak to hovering shockwave, gives spike spin, planet wisp stage
i wrote up some really detailed information on how all the weapons work but i'll put that under a cut to prevent this post from getting too long! if you don't feel like reading massive paragraphs of game design ideas, here's the microsoft paint scribblings i did of all of them [sonic is there too]
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BURSTING BLAZE
a chargeable attack that blasts out a sphere of fire to deal damage. charging it longer sends the fire out further and increases its damage output, but costs more weapon energy. without any charging it's a pretty standard low-range attack, but at maximum charge it functions as a screen nuke on par with the likes of rain flush, tornado blow, or astro crush. if rock takes damage while charging bursting blaze, he'll automatically release it at whatever charge level it was at when he got hit. in addition to the obvious usefulness of a fucking screen nuke, a less- or uncharged bursting blaze can be a handy way to quickly get some personal space in a tight situation.
cost: 1 unit when uncharged, 7 when fully charged [28 uses uncharged or 4 fully charged from a full gauge]. has five in-between charge levels costing 2, 3, 4, 5, and 6 units from least to most powerful.
i came up with this name first because i wanted it to have blaze in it because i fucking love blaze the cat.
ROCKET JUMP
an explosion that launches rock much higher than a normal jump would take him, about the height of one screen. in addition to the explosion at the bottom dealing damage, rock's body deals contact damage until his upward momentum stops, which tears through enemies with low health or a weakness to rocket jump but doesn't protect him against bulkier foes or stage hazards. while he can still move left or right while rocketing upwards, the only way for rock to stop moving upwards is to either naturally run out of momentum, hit a ceiling, or take damage.
some platforms can only be reached by using rocket jump.
cost: 3 units per use [10 uses from a full gauge]
obviously a joke based on the rocket jump technique in a lot of video games, lmao. rock blows himself up and ragdolls so hard he clips out of the interstellar amusement park and sonic watches as he falls past every kill plane and into infinity forever
DRILL DASH
a dash attack slightly faster than the slide going straight down, sideways, or diagonally down-left or down-right, similar to the pile driver but shorter and without upwards reach. has fairly low attack power, equivalent to two mega buster shots, but pushes surviving enemies back, allowing them to be hit again and again with a chain of drill dashes. underwater, it moves significantly faster and further, and can be fired up as well as down, unlocking eight-directional dashing.
if rock hits a solid wall he'll bounce off of it, but if he hits certain types of dirt-like walls he'll drill into them, which can uncover helpful items like health and weapon refills and occasionally 1-ups or e-tanks [probably in scripted locations].
cost: 2 units per use [14 uses from a full gauge]
i've never played mighty no. 9 but i've seen footage of like the dash thingy he can do? because it probably looks kinda like that.
HOVERING SHOCKWAVE
fires a shockwave that doesn't hurt any more than a standard mega buster shot [unless the enemy in question is weak to it], but stuns most enemies and has a fairly decent range. if you fire it in midair and then hold down the attack button, rock's falling speed will decrease dramatically, and he'll continue to float until either he hits the ground, the attack button is released, or he takes damage. hovering will cost additional energy, and if hovering shockwave is used in midair it can't be used again until rock hits the ground at least once.
cost: 1.5 units per use [19 uses from a full gauge], plus an extra 3 units per second of hovering, for a total of a little under 9 seconds of hovering taking the initial shot into account.
this one's pretty directly lifted from the hover wispon in sonic forces.
PRISM LASER
a laser projectile that either bounces off or goes through anything it hits a set number of times, maybe three to five. if it destroys an enemy its movement is unchanged; if it hits a wall or an enemy that doesn't immediately die to it then it bounces instead. can be fired in all eight directions, but once fired its trajectory is out of the player's hands. basically imagine gemini laser, then imagine it being obscenely better in every conceivable way. best used in enclosed rooms where it can bounce around a lot and doesn't have much opportunity to get lost offscreen.
some rooms have prisms in them like the ones in colours that automatically redirect prism laser, guiding them to destroy enemies blocking paths and the like.
cost: 6 units per use [5 uses from a full gauge]
cyan laser was my favourite colour power when i was a little baby because haha bright colour funny sound go wheeee. prism laser is probably overpowered because of this bias lmao.
CUBIC SATELLITE
summons four [?] orbiting cubes that shield rock from one hit each. they deal damage to enemies they touch unless said enemy is immune to the power. standard shield weapon, blue cube is a lame overly situational gimmick and i couldn't think of anything better. rock can still fire and charge his mega buster while shielded, but obviously can't use any special weapons. every time a cube is destroyed, the remaining ones spin faster, looking something like the tubinaut badnik from sonic mania. that's just a visual effect i don't know what else to write here it's a shield weapon.
cost: 3.5 units per use [8 units from a full gauge]
i think i'd like shield weapons more if i knew how to use the attacking ones to actually attack. i used leaf shield about 3 times in mega man 2 and every time i flung it in the wrong direction and got hit anyway.
FRENETIC VOID
sucks in any enemies that rock is facing for as long as the attack button is held down, drawing them to a point just in front of him. when released, the blasters on his arms [which in this form morph to look like the purple frenzy mouth] crunch down in front of him, dealing slightly more damage than a charged mega buster shot to anything that's been pulled in close enough and knocking back anything that isn't destroyed. rock can't move while using frenetic void, and if anything hits him while he's vaccuuming he drops the move without the finishing bite or knockback. this move can also draw in most types of bullets, which are absorbed and disappear if they reach the void, or continue in whatever direction they were pulled in if the move ends before they get there.
cost: 3 units per use [10 units from a full gauge]
i thought it'd be cool to combine purple frenzy and violet void somehow. i used void for the robot master name because i believe in sonic colours ds port supremacy, but the decision was ultimately pretty arbitrary.
SPIKE SPIN
what top spin wishes it was. a close-range attack where spikes emerge from rock's body as he does a speen, giving him a somewhat bigger hitbox. when he hits an enemy, he bounces off of it in a manner similar to the way sonic bounces off of everything he hits. the move lasts as long as the attack button is held down, draining weapon energy over time, and rock can still walk and jump while speening. some projectiles will bounce off of spike spin [generally small bullets like those from mets or sniper joes will bounce off while anything stronger will still hurt], and holding the move makes rock immune to spikes, allowing him to walk over them safely until his weapon energy depletes.
some items may be tucked away in places that are difficult or impossible to reach without walking over spikes, requiring the use of spike spin to reach them.
cost: 4 units per second, for a total of 7 seconds of spinning from a full gauge. the first unit is depleted the moment the button is pressed so the move can't be scummed into lasting longer.
honestly now that i'm thinking about this i might change spike spin to act a little more like how pink spike spindashes, but i was overcome by a desire for justice for top man.
i don't know how to end this post lmao but i've been thinking about this crossover for days on end. i know damn well it's a pipe dream but right now i'm in just the right mode of hyperfixation that if sega and capcom announced a sonic/mega man crossover in a video game that isn't smash lmao i would ASCEND
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