Site notice
Welcome! Please check To-Do List to see what pages need help, who is working on what, etc.
  • Please do not copy any articles, templates, files, etc. from other wikis.
  • Please include a source when uploading a file.
  • Welcome Indie Wiki Jammers! Check out here for info on the jam.

Dynamo Man Stage

From Mega Man Wiki


This page needs to be rewritten (e.g. replace words with synonyms, make the text more encyclopedic, etc.)

See Mega Man Wiki:Quality Standards for more info.
No details have been given.

This article is a stub from the Classic era. You can help Mega Man Wiki by expanding it.
Template:Place Holder/Header

Stage Info
Dynamo Man Stage from Mega Man & Bass
Dynamo Man Stage from Mega Man & Bass
Stage icon(s).
Appearances
Game(s):Mega Man & Bass
Name(s):Dynamo Man Stage

Description

Enemies

Minor Enemies

Name Image Description HP Damage Stage(s)
Electric Generator A stationary generator for electric sparks that home in on Mega Man/Bass, but can be destroyed. 3 (generator)
1.5 (spark)
4 (contact)
2 (spark)
Dynamo Man Stage
Monopellan A helicopter enemy that hovers mostly in place, shooting at Mega Man/Bass. After destroying it, the rotor remains and will carry off any item dropped by the enemy if it is not collected quickly. 1.5 4 (contact)
2 (projectile)
Robot Museum, Cold Man Stage, Astro Man Stage, Ground Man Stage, Dynamo Man Stage, Magic Man Stage, Wily Stage
Plasma± Two small, stationary robot that create a vertical barrier of electricity between them. If one is destroyed, the barrier disappears, but a new part will soon spawn from the remaining one and take its original position, making it necessary to destroy both halves in short succession to fully eliminate the enemy. 4.5 4 Dynamo Man Stage, King Stage 1, Wily Stage
Fire Metall A Metall with a flame on its head, which occasionally grows into a fire pillar. The flame lingers for a while after it is destroyed. 2.5 2 (contact)
4 (fire pillar)
2 (flame)
Robot Museum, Dynamo Man Stage, King Stage 1
Joe Classic A Joe with a shield like the traditional Sniper Joe, which protects its front. It may shoot forward, jump up at random, or lob a grenade and crouch on the ground until it explodes, putting its shield away during any of these. It can be hurt from above or below with special weapons or by aiming the Bass Buster. 6 (Joe)
3 (grenade)
3 (contact)
2 (projectile)
4 (grenade)
Robot Museum, Astro Man Stage, Ground Man Stage, Burner Man Stage, Dynamo Man Stage, Magic Man Stage, Tengu Man Stage, King Stage 1, King Stage 2, Wily Stage
Telly R A spinning robot that slowly floats towards Mega Man. They are usually spawned endlessly from holes or the edges of the screen. 1 3 Burner Man Stage, Dynamo Man Stage, Tengu Man Stage, King Stage 1, King Stage 2
Bunby Tank DX Drives left and right and periodically stops to turn towards Mega Man/Bass and fire two rockets forward if he is near. Its body and head have a separate health pool - if the body is destroyed first, its head separates as a flying Bunby Top DX, which circles around, then follows. 6 (body)
3 (top)
12 (rockets)
4 (contact)
2 (rockets)
Astro Man Stage, Burner Man Stage, Dynamo Man Stage, King Stage 1
Bunby Top DX The head of a Bunby Tank that separates after it is destroyed. It first circles around quickly, then slowly follows Mega Man/Bass, periodically stopping. 3 4 Astro Man Stage, Burner Man Stage, Dynamo Man Stage, King Stage 1
Batton M64 A bat that starts on the ceiling and waits for Mega Man/Bass to come near, then wakes up and chases after him. Unlike other Batton versions, it does not return to the ceiling. Can only be harmed while it is awake. 1.5 2 Cold Man Stage, Burner Man Stage, Dynamo Man Stage, King Stage 2
Metall SV Hides under its helmet until Mega Man/Bass comes near, then shoots bullets in three directions and wanders around, hiding again after some time or when Mega Man/Bass leaves. It is invulnerable while hiding. 1.5 2 (contact)
2 (projectiles)
Robot Museum, Cold Man Stage, Astro Man Stage, Ground Man Stage, Tengu Man Stage, Wily Stage

Layout

MidBoss

Name Sprite Description Stage Weapon Weakness
Move Cannon A pair of cannons that move up and down the side walls, firing destructible homing projectiles or slime that turn into immobilising puddles. Each closes its eye when attacked, briefly becoming invincible, and destroying one will spawn another cannon until 4 have been destroyed on each side. Alternatively, the hatches at the top can be destroyed directly to prevent more cannons spawning (and end the fight if only one cannon and no hatches are left).

If the Move Cannons are left intact for too long, they can sync up and create a laser beam between them, which moves up and down rapidly and can be impossible to avoid when under it and playing as Bass.

1.5 (cannon)
1.5 (homing projectile)

1.5 (slime)
15 (hatch)
3 (contact)
2 (homing projectile)
1 (slime)
4 (laser)
Dynamo Man Stage

Boss

Name Sprite Description Stage Weapon Weakness
Dynamo Man An electric-themed robot that dashes across the room before using one of several electricity-themed attacks. He may send out floating electric gates in various patterns, summon five energy balls that dart towards Mega Man/Bass (or his Copy Shot clone) after a while, or fire energy into the air, which comes crashing down as lightning in hard-to-predict patterns. The last attack can be averted by provoking him into shooting the energy forward instead.

When he is low on health, Dynamo Man can jump into a device at the top of the room to regenerate health. Both sides of the device must be destroyed to end this effect.

Dynamo Man Stage, Wily Stage (Boss Attack) Lightning Bolt Copy Vision

Items

None

Gallery

See also

In other media

Trivia

References