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Enemy catalog.

See each enemy, what has been verified and what is missing. Each entry's status comes from the X1 checklist and changes with it.

Each animation is assembled from the original cartridge’s own data, complete and outside of gameplay: nothing cut off, no damage frames and no flashing. When no picture has been assembled yet, the entry shows “Image being prepared”.

Game

An enemy that is identical in more than one game appears once, with one badge per game; a different version is listed inside the same entry. In the comparison of the three games' code, no Mega Man X enemy showed up whole, with the same code, in X2 or X3 (one of them is too short to decide). The pictures have not been compared yet; for now, every entry is from Mega Man X.

46 of 46 entries in this selection

Verified partPartial / to validateNeeds measurement or integration

A ✓ applies to the step it describes: an enemy is only done when every one of its steps is verified. First time here? Start with the guide →

Enemy · 0x15

Flying spike ball

Armored Armadillo · Chill Penguin · Intro Highway · Sigma's fortress, stage 1 · Sigma's fortress, stage 2

  • X1
Flying spike ball
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 3×.

Animations shown: 0x15 — 5 of 5.

↻ 5 of 6 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
  • Other steps: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

See it in the engine

X defeats the Spiked sphere in Chill Penguin’s stage

Generated on 2026-09-24 by our game, which runs the original cartridge’s code translated to C++, replaying a recorded playthrough of Chill Penguin’s stage. Every frame of this clip matches the original game.

  1. 0–2 s — X defeats the Spiked sphere

The video has no sound and shows only this moment of the playthrough; it does not show all of the enemy’s attacks or every situation in which it appears.

Technical details

ROM-first mode: the game’s code is generated from the original ROM; the picture is drawn by the LakeSnes video core.

Download this capture as a GIF

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    39 of 40 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

  • Other steps · Verified part

    Constant leftward drift without vertical bobbing

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Enemy · 0x29

Cannon robot OID 0x29

Intro Highway · Sigma's fortress, stage 1 · Spark Mandrill · Storm Eagle

  • X1
Cannon robot OID 0x29
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 2×.

Animations shown: 0x29 — 3 of 3.

↻ 5 of 6 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
  • Other steps: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

See it in the engine

X defeats the Blue Highway robot in Storm Eagle’s stage

Generated on 2026-09-24 by our game, which runs the original cartridge’s code translated to C++, replaying a recorded playthrough of Storm Eagle’s stage. Every frame of this clip matches the original game.

  1. 0–2 s — X defeats the Blue Highway robot

The video has no sound and shows only this moment of the playthrough; it does not show all of the enemy’s attacks or every situation in which it appears.

Technical details

ROM-first mode: the game’s code is generated from the original ROM; the picture is drawn by the LakeSnes video core.

Download this capture as a GIF

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    42 of 43 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

  • Other steps · Verified part

    Stationary attack with shot at the measured instant

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Enemy · 0x0F

Helicopter OID 0x0F

Intro Highway

  • X1
Helicopter OID 0x0F
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 3×.

Animations shown: 0x0F — 3 of 3.

↻ 1 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Partial / to validate
  • Attacks: Partial / to validate
  • Collision: Partial / to validate
  • Death and respawn: Verified part
STILL TO VERIFY
  • Activation, movement and facing
  • Attacks and projectiles, or proven absence
  • Contact, HP and weapon response
  • Rendering, animation and audio
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    62 of 64 parts

  • Movement · Partial / to validate

    Activation, movement and facing

    16 of 17 parts

  • Attacks · Partial / to validate

    Attacks and projectiles, or proven absence

    17 of 18 parts

  • Collision · Partial / to validate

    Contact, HP and weapon response

    18 of 19 parts

  • Death and respawn · Verified part

    Death, drops, culling and respawn

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Enemy · 0x0B

Axe Max

Chill Penguin · Sting Chameleon

  • X1
Axe Max
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 2×.

Animations shown: 0x0B — 6 of 6.

↻ 7 of 8 steps verified
  • Art: Verified part
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
  • Other steps: Partial / to validate
STILL TO VERIFY
  • Body, launch and death sounds, or proven silence
Checklist steps and how to help

See it in the engine

Axe Max in the Chill Penguin stage

Recorded on 2026-09-24 in our game running the original cartridge’s code, translated to C++, during David’s playthrough of the Chill Penguin stage. Every frame of this clip is identical to the original game’s. The sound also comes from the original code.

  1. 0–3 s — Segment of the recorded playthrough

It runs on the original code in this recording but does not count as verified yet: the same enemy appears in other stages that have not been checked.

Technical details

ROM-first mode: the game’s code is generated from the original ROM; the picture is drawn by the LakeSnes video core.

Download this capture as a GIF

See this family in the completion plan →

Checklist steps

  • Art · Verified part

    Body and axe: composition and anchor

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

  • Other steps · Verified part

    Opening-stack collision through measured log boxes

  • Other steps · Verified part

    Two-log volley sequence and flight speed

  • Other steps · Partial / to validate

    Body, launch and death sounds, or proven silence

    3 of 4 parts

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Enemy · 0x51

Walker

Chill Penguin

  • X1
Walker
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 3×.

Animations shown: 0x51 — 4 of 4.

↻ 5 of 6 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
  • Other steps: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

See it in the engine

Walker in the Chill Penguin stage

Recorded on 2026-09-24 in our game running the original cartridge’s code, translated to C++, during David’s playthrough of the Chill Penguin stage. Every frame of this clip is identical to the original game’s. The sound also comes from the original code.

  1. 0–3 s — Segment of the recorded playthrough

Movement, attack and contact were checked in this recording. The look-and-sound, defeat and respawn steps are not credited yet.

Technical details

ROM-first mode: the game’s code is generated from the original ROM; the picture is drawn by the LakeSnes video core.

Download this capture as a GIF

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    19 of 24 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

  • Other steps · Verified part

    Measured first hop, initial facing and support

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Enemy · 0x19

Mine-dropping bat (0x19)

Chill Penguin · Intro Highway

  • X1
Mine-dropping bat (0x19)
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 3×.

Animations shown: 0x19 — 1 of 1.

↻ 6 of 7 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
  • Other steps: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

See it in the engine

X defeats the Mine-dropping bat in Chill Penguin’s stage

Generated on 2026-09-24 by our game, which runs the original cartridge’s code translated to C++, replaying a recorded playthrough of Chill Penguin’s stage. Every frame of this clip matches the original game.

  1. 0–2 s — X defeats the Mine-dropping bat

The video has no sound and shows only this moment of the playthrough; it does not show all of the enemy’s attacks or every situation in which it appears.

Technical details

ROM-first mode: the game’s code is generated from the original ROM; the picture is drawn by the LakeSnes video core.

Download this capture as a GIF

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    37 of 45 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

  • Other steps · Verified part

    Horizontal patrol and mine-dropping hover

  • Other steps · Verified part

    Two mines at the measured hover moments

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Enemy · 0x2D

Drifting bat (0x2D)

Armored Armadillo · Chill Penguin · Sigma's fortress, stage 2 · Sigma's fortress, stage 3

  • X1
Drifting bat (0x2D)
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 3×.

Animations shown: 0x2D — 4 of 4.

↻ 5 of 6 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
  • Other steps: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

See it in the engine

Bat in the Chill Penguin stage

Recorded on 2026-09-24 in our game running the original cartridge’s code, translated to C++, during David’s playthrough of the Chill Penguin stage. Every frame of this clip is identical to the original game’s.

  1. 0–3 s — Segment of the recorded playthrough

It runs on the original code in this recording but does not count as verified yet: the same enemy appears in other stages that have not been checked.

Technical details

ROM-first mode: the game’s code is generated from the original ROM; the picture is drawn by the LakeSnes video core.

Download this capture as a GIF

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    53 of 55 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

  • Other steps · Verified part

    Hang and drift along measured directions

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Enemy · 0x53

Snow Shooter

Chill Penguin

  • X1
Snow Shooter
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 3×.

Animations shown: 0x53 — 2 of 2.

↻ 4 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

See it in the engine

Snow Shooter in the Chill Penguin stage

Recorded on 2026-09-24 in our game running the original cartridge’s code, translated to C++, during David’s playthrough of the Chill Penguin stage. Every frame of this clip is identical to the original game’s.

  1. 0–3 s — Segment of the recorded playthrough

Movement, attack and contact were checked in this recording. The look-and-sound, defeat and respawn steps are not credited yet.

Technical details

ROM-first mode: the game’s code is generated from the original ROM; the picture is drawn by the LakeSnes video core.

Download this capture as a GIF

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    16 of 18 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

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Enemy · 0x49

Rotor drone (0x49)

Flame Mammoth · Launch Octopus · Storm Eagle

  • X1
Rotor drone (0x49)
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 3×.

Animations shown: 0x49 — 3 of 3.

↻ 5 of 6 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
  • Other steps: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

See it in the engine

X defeats the Drone rotor in Storm Eagle’s stage

Generated on 2026-09-24 by our game, which runs the original cartridge’s code translated to C++, replaying a recorded playthrough of Storm Eagle’s stage. Every frame of this clip matches the original game.

  1. 0–2 s — X defeats the Drone rotor

The video has no sound and shows only this moment of the playthrough; it does not show all of the enemy’s attacks or every situation in which it appears.

Technical details

ROM-first mode: the game’s code is generated from the original ROM; the picture is drawn by the LakeSnes video core.

Download this capture as a GIF

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    19 of 20 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

  • Other steps · Verified part

    Horizontal flight in both directions without duplicate movement

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Enemy · 0x2E

Shielded Met (0x2E)

Armored Armadillo · Sigma's fortress, stage 1 · Storm Eagle

  • X1
Shielded Met (0x2E)
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 4×.

Animations shown: 0x2E — 4 of 4.

↻ 4 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

See it in the engine

X defeats the Shielded Met in Storm Eagle’s stage

Generated on 2026-09-24 by our game, which runs the original cartridge’s code translated to C++, replaying a recorded playthrough of Storm Eagle’s stage. Every frame of this clip matches the original game.

  1. 0–2 s — X defeats the Shielded Met

The video has no sound and shows only this moment of the playthrough; it does not show all of the enemy’s attacks or every situation in which it appears.

Technical details

ROM-first mode: the game’s code is generated from the original ROM; the picture is drawn by the LakeSnes video core.

Download this capture as a GIF

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    22 of 23 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

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Enemy · 0x04

Stretch bird OID 0x04

Armored Armadillo · Chill Penguin · Sigma's fortress, stage 2 · Spark Mandrill

  • X1
Stretch bird OID 0x04
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 2×.

Animations shown: 0x04 — 3 of 3.

↻ 4 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

See it in the engine

X defeats the Stretch Bird in Chill Penguin’s stage

Generated on 2026-09-24 by our game, which runs the original cartridge’s code translated to C++, replaying a recorded playthrough of Chill Penguin’s stage. Every frame of this clip matches the original game.

  1. 0–2 s — X defeats the Stretch Bird

The video has no sound and shows only this moment of the playthrough; it does not show all of the enemy’s attacks or every situation in which it appears.

Technical details

ROM-first mode: the game’s code is generated from the original ROM; the picture is drawn by the LakeSnes video core.

Download this capture as a GIF

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    56 of 57 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

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Enemy · 0x27

Strider OID 0x27

Intro Highway · Sigma's fortress, stage 1 · Spark Mandrill · Storm Eagle

  • X1
Strider OID 0x27
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 2×.

Animations shown: 0x27 — 5 of 5.

↻ 5 of 6 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
  • Other steps: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

See it in the engine

X defeats the Strider in Storm Eagle’s stage

Generated on 2026-09-24 by our game, which runs the original cartridge’s code translated to C++, replaying a recorded playthrough of Storm Eagle’s stage. Every frame of this clip matches the original game.

  1. 0–2 s — X defeats the Strider

The video has no sound and shows only this moment of the playthrough; it does not show all of the enemy’s attacks or every situation in which it appears.

Technical details

ROM-first mode: the game’s code is generated from the original ROM; the picture is drawn by the LakeSnes video core.

Download this capture as a GIF

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    44 of 57 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

  • Other steps · Verified part

    Walk in pose-linked steps and choose facing at birth

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Enemy · 0x41

Robot OID 0x41 — identity under review

Storm Eagle

  • X1

Image being prepared

Technical details

No picture yet: the cartridge data has not yet shown which graphics block object 0x41 loads, and without it the animation cannot be assembled.

? 0 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Partial / to validate
  • Attacks: Partial / to validate
  • Collision: Partial / to validate
  • Death and respawn: Partial / to validate
STILL TO VERIFY
  • Activation, movement and facing
  • Attacks and projectiles, or proven absence
  • Contact, HP and weapon response
  • Rendering, animation and audio
  • Death, drops, culling and respawn
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    62 of 79 parts

  • Movement · Partial / to validate

    Activation, movement and facing

    4 of 5 parts

  • Attacks · Partial / to validate

    Attacks and projectiles, or proven absence

    5 of 6 parts

  • Collision · Partial / to validate

    Contact, HP and weapon response

    4 of 7 parts

  • Death and respawn · Partial / to validate

    Death, drops, culling and respawn

    5 of 7 parts

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Enemy · 0x50

Turret OID 0x50

Storm Eagle

  • X1
Turret OID 0x50
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 3×.

Animations shown: 0x50 — 2 of 2.

↻ 3 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Partial / to validate
STILL TO VERIFY
  • Rendering, animation and audio
  • Death, drops, culling and respawn
Checklist steps and how to help

See it in the engine

X defeats the Armored turret in Storm Eagle’s stage

Generated on 2026-09-24 by our game, which runs the original cartridge’s code translated to C++, replaying a recorded playthrough of Storm Eagle’s stage. Every frame of this clip matches the original game.

  1. 0–2 s — X defeats the Armored turret

The video has no sound and shows only this moment of the playthrough; it does not show all of the enemy’s attacks or every situation in which it appears.

Technical details

ROM-first mode: the game’s code is generated from the original ROM; the picture is drawn by the LakeSnes video core.

Download this capture as a GIF

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    30 of 31 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Partial / to validate

    Death, drops, culling and respawn

    5 of 7 parts

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Enemy · 0x56

Storm Eagle eaglet

  • X1
Storm Eagle eaglet
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 4×.

Animations shown: 0x56 — 1 of 1.

↻ 4 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    5 of 7 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

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Enemy · 0x54

Snowball OID 0x54

Chill Penguin

  • X1
Snowball OID 0x54
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 4×.

Animations shown: 0x54 — 3 of 3.

↻ 4 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

See it in the engine

Snowball in the Chill Penguin stage

Recorded on 2026-09-24 in our game running the original cartridge’s code, translated to C++, during David’s playthrough of the Chill Penguin stage. Every frame of this clip is identical to the original game’s.

  1. 0–1.5 s — Segment of the recorded playthrough

Movement, attack and contact were checked in this recording. The look-and-sound, defeat and respawn steps are not credited yet.

Technical details

ROM-first mode: the game’s code is generated from the original ROM; the picture is drawn by the LakeSnes video core.

Download this capture as a GIF

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    19 of 20 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

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Enemy · 0x2A

FM blue robot / junk heap (0x2A, two subtypes)

Flame Mammoth

  • X1
FM blue robot / junk heap (0x2A, two subtypes)
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 2×.

Animations shown: 0x2A — 5 of 5.

↻ 4 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    76 of 79 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

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Enemy · 0x01

Object 0x01 (label hoganmer): SC, FM, SE, BK, Sigma 1, Sigma 2

Sting Chameleon · Flame Mammoth · Storm Eagle · Boomer Kuwanger · Sigma's fortress, stage 1 · Sigma's fortress, stage 2

  • X1
Object 0x01 (label hoganmer): SC, FM, SE, BK, Sigma 1, Sigma 2
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 2×.

Animations shown: 0x01 — 4 of 4.

↻ 4 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

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Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    23 of 28 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

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Enemy · 0x06

Object 0x06 (label boomerKuwanger): SC

Sting Chameleon

  • X1
Object 0x06 (label boomerKuwanger): SC
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 4×.

Animations shown: 0x06 — 3 of 3.

↻ 4 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

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Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    49 of 53 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

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Enemy · 0x0D

Object 0x0D (label rushRoader): SM, Sigma 3

Spark Mandrill · Sigma's fortress, stage 3

  • X1

Image being prepared

Technical details

No picture yet: the poses of object 0x0D use graphics the stage does not load in this assembly (0 of 4 animations can be assembled).

↻ 4 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    16 of 19 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

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Enemy · 0x10

Object 0x10 (label sineFaller): BK, Sigma 1, Sigma 2, Sigma 3

Boomer Kuwanger · Sigma's fortress, stage 1 · Sigma's fortress, stage 2 · Sigma's fortress, stage 3

  • X1
Object 0x10 (label sineFaller): BK, Sigma 1, Sigma 2, Sigma 3
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 4×.

Animations shown: 0x10 — 2 of 2.

↻ 4 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

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Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    41 of 42 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

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Enemy · 0x11 · 0x1A · 0x12 · 0x1B

Object 0x11 (label roadAttacker) with 0x1A, 0x12, 0x1B: IH

Intro Highway

  • X1
Object 0x11 (label roadAttacker) with 0x1A, 0x12, 0x1B: IH
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, at original size.

Animations shown: 0x11 — 2 of 3 · 0x1A — no animation to assemble · 0x12 — 6 of 7 · 0x1B — 3 of 3.

An animation that draws nothing is left out.

↻ 3 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Partial / to validate
STILL TO VERIFY
  • Rendering, animation and audio
  • Death, drops, culling and respawn
Checklist steps and how to help

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Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    313 of 379 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Partial / to validate

    Death, drops, culling and respawn

    8 of 10 parts

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Enemy · 0x13

Object 0x13 (label dodgeBlaster): BK, Sigma 1, Sigma 2

Boomer Kuwanger · Sigma's fortress, stage 1 · Sigma's fortress, stage 2

  • X1
Object 0x13 (label dodgeBlaster): BK, Sigma 1, Sigma 2
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 4×.

Animations shown: 0x13 — 2 of 2.

↻ 4 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    18 of 19 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

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Enemy · 0x17

Object 0x17 (label turnCanon): SM, BK, Sigma 1, Sigma 2, Sigma 3

Spark Mandrill · Boomer Kuwanger · Sigma's fortress, stage 1 · Sigma's fortress, stage 2 · Sigma's fortress, stage 3

  • X1
Object 0x17 (label turnCanon): SM, BK, Sigma 1, Sigma 2, Sigma 3
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 4×.

Animations shown: 0x17 — 4 of 4.

✓ Every step verified
  • Art: Verified part
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Verified part

    Rendering, animation and audio

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

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Enemy · 0x18

Object 0x18 (label fallingRocks): SC

Sting Chameleon

  • X1
Object 0x18 (label fallingRocks): SC
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 4×.

Animations shown: 0x18 — 1 of 1.

↻ 4 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

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Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    16 of 18 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

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Enemy · 0x1C

Object 0x1C (label seaAttacker): LO

Launch Octopus

  • X1
Object 0x1C (label seaAttacker): LO
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 3×.

Animations shown: 0x1C — 4 of 4.

↻ 4 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    18 of 19 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

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Enemy · 0x1D

Object 0x1D (label gulpferd): LO, Sigma 3

Launch Octopus · Sigma's fortress, stage 3

  • X1
Object 0x1D (label gulpferd): LO, Sigma 3
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 2×.

Animations shown: 0x1D — 7 of 7.

↻ 4 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    65 of 67 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

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Enemy · 0x1E · 0x1F

Mad Pecker (0x1E) with its worms (0x1F): SC

Sting Chameleon

  • X1
Mad Pecker (0x1E) with its worms (0x1F): SC
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 4×.

Animations shown: 0x1E — 2 of 2 · 0x1F — 2 of 2.

↻ 3 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Partial / to validate
STILL TO VERIFY
  • Rendering, animation and audio
  • Death, drops, culling and respawn
Checklist steps and how to help

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Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    36 of 37 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Partial / to validate

    Death, drops, culling and respawn

    6 of 8 parts

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Enemy · 0x20

Object 0x20 (label amenHopper): LO, SC

Launch Octopus · Sting Chameleon

  • X1
Object 0x20 (label amenHopper): LO, SC
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 3×.

Animations shown: 0x20 — 5 of 5.

↻ 4 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    32 of 39 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

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Enemy · 0x2F

Object 0x2F (label armorSoldir): SC, CP, Sigma 2

Sting Chameleon · Chill Penguin · Sigma's fortress, stage 2

  • X1
Object 0x2F (label armorSoldir): SC, CP, Sigma 2
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, at original size.

Animations shown: 0x2F — 12 of 12.

↻ 2 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Partial / to validate
  • Collision: Partial / to validate
  • Death and respawn: Verified part
STILL TO VERIFY
  • Attacks and projectiles, or proven absence
  • Contact, HP and weapon response
  • Rendering, animation and audio
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    106 of 118 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Partial / to validate

    Attacks and projectiles, or proven absence

    11 of 13 parts

  • Collision · Partial / to validate

    Contact, HP and weapon response

    13 of 14 parts

  • Death and respawn · Verified part

    Death, drops, culling and respawn

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Enemy · 0x30

Object 0x30 (label digLouber): AA, FM, Sigma 2, Sigma 3

Armored Armadillo · Flame Mammoth · Sigma's fortress, stage 2 · Sigma's fortress, stage 3

  • X1
Object 0x30 (label digLouber): AA, FM, Sigma 2, Sigma 3
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 4×.

Animations shown: 0x30 — 2 of 3.

An animation that only appears after the enemy is hit is left out.

✓ Every step verified
  • Art: Verified part
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Verified part

    Rendering, animation and audio

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

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Enemy · 0x34

Object 0x34 (label cragMan): SC

Sting Chameleon

  • X1
Object 0x34 (label cragMan): SC
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 4×.

Animations shown: 0x34 — 4 of 4.

↻ 3 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Partial / to validate
STILL TO VERIFY
  • Rendering, animation and audio
  • Death, drops, culling and respawn
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    40 of 43 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Partial / to validate

    Death, drops, culling and respawn

    5 of 7 parts

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Enemy · 0x35

Object 0x35 (label metalWing): AA

Armored Armadillo

  • X1
Object 0x35 (label metalWing): AA
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 2×.

Animations shown: 0x35 — 4 of 4.

↻ 4 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    59 of 61 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

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Enemy · 0x36

Object 0x36 (label jamminger): IH, SC, BK, CP, Sigma 1

Intro Highway · Sting Chameleon · Boomer Kuwanger · Chill Penguin · Sigma's fortress, stage 1

  • X1
Object 0x36 (label jamminger): IH, SC, BK, CP, Sigma 1
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 4×.

Animations shown: 0x36 — 2 of 2.

✓ Every step verified
  • Art: Verified part
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Verified part

    Rendering, animation and audio

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

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Enemy · 0x37

Object 0x37 (label hotarion): SM

Spark Mandrill

  • X1
Object 0x37 (label hotarion): SM
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 3×.

Animations shown: 0x37 — 1 of 1.

↻ 3 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Partial / to validate
STILL TO VERIFY
  • Rendering, animation and audio
  • Death, drops, culling and respawn
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    7 of 8 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Partial / to validate

    Death, drops, culling and respawn

    6 of 7 parts

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Enemy · 0x3B

Object 0x3B (label ladderJadder): BK

Boomer Kuwanger

  • X1
Object 0x3B (label ladderJadder): BK
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 4×.

Animations shown: 0x3B — 4 of 4.

↻ 4 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    19 of 20 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

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Enemy · 0x3F

Object 0x3F (label slidePlatform): BK

Boomer Kuwanger

  • X1
Object 0x3F (label slidePlatform): BK
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 3×.

Animations shown: 0x3F — 2 of 2.

↻ 3 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Partial / to validate
STILL TO VERIFY
  • Rendering, animation and audio
  • Death, drops, culling and respawn
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    14 of 15 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Partial / to validate

    Death, drops, culling and respawn

    6 of 7 parts

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Enemy · 0x40

Object 0x40 (label spring): Sigma 1

Sigma's fortress, stage 1

  • X1
Object 0x40 (label spring): Sigma 1
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 4×.

Animations shown: 0x40 — 2 of 2.

↻ 2 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Partial / to validate
  • Death and respawn: Partial / to validate
STILL TO VERIFY
  • Contact, HP and weapon response
  • Rendering, animation and audio
  • Death, drops, culling and respawn
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    27 of 30 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Partial / to validate

    Contact, HP and weapon response

    9 of 10 parts

  • Death and respawn · Partial / to validate

    Death, drops, culling and respawn

    5 of 7 parts

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Enemy · 0x44

Object 0x44 (label laserTrap): BK, Sigma 1, Sigma 3

Boomer Kuwanger · Sigma's fortress, stage 1 · Sigma's fortress, stage 3

  • X1
Object 0x44 (label laserTrap): BK, Sigma 1, Sigma 3
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 4×.

Animations shown: 0x44 — 2 of 2.

↻ 2 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Partial / to validate
  • Death and respawn: Partial / to validate
STILL TO VERIFY
  • Contact, HP and weapon response
  • Rendering, animation and audio
  • Death, drops, culling and respawn
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    20 of 26 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Partial / to validate

    Contact, HP and weapon response

    14 of 15 parts

  • Death and respawn · Partial / to validate

    Death, drops, culling and respawn

    5 of 7 parts

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Enemy · 0x46

Object 0x46 (label airPortGasTank): SE

Storm Eagle

  • X1

Image being prepared

Technical details

No picture yet: the cartridge data has not yet shown which graphics block object 0x46 loads, and without it the animation cannot be assembled.

? 0 of 5 steps verified
  • Art: Needs measurement or integration
  • Movement: Partial / to validate
  • Attacks: Partial / to validate
  • Collision: Partial / to validate
  • Death and respawn: Partial / to validate
STILL TO VERIFY
  • Activation, movement and facing
  • Attacks and projectiles, or proven absence
  • Contact, HP and weapon response
  • Rendering, animation and audio
  • Death, drops, culling and respawn
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Needs measurement or integration

    Rendering, animation and audio

  • Movement · Partial / to validate

    Activation, movement and facing

    6 of 7 parts

  • Attacks · Partial / to validate

    Attacks and projectiles, or proven absence

    7 of 8 parts

  • Collision · Partial / to validate

    Contact, HP and weapon response

    7 of 9 parts

  • Death and respawn · Partial / to validate

    Death, drops, culling and respawn

    5 of 7 parts

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Enemy · 0x4F

Object 0x4F (label rollingGabyool): FM

Flame Mammoth

  • X1
Object 0x4F (label rollingGabyool): FM
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 3×.

Animations shown: 0x4F — 3 of 3.

↻ 3 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Partial / to validate
STILL TO VERIFY
  • Rendering, animation and audio
  • Death, drops, culling and respawn
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    11 of 14 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Partial / to validate

    Death, drops, culling and respawn

    6 of 7 parts

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Enemy · 0x57 · 0x3A

Object 0x57 (label igloo) with 0x3A: CP

Chill Penguin

  • X1
Object 0x57 (label igloo) with 0x3A: CP
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 3×.

Animations shown: 0x57 — 1 of 1 · 0x3A — 4 of 4.

↻ 3 of 5 steps verified
  • Art: Verified part
  • Movement: Verified part
  • Attacks: Partial / to validate
  • Collision: Partial / to validate
  • Death and respawn: Verified part
STILL TO VERIFY
  • Attacks and projectiles, or proven absence
  • Contact, HP and weapon response
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Verified part

    Rendering, animation and audio

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Partial / to validate

    Attacks and projectiles, or proven absence

    10 of 11 parts

  • Collision · Partial / to validate

    Contact, HP and weapon response

    10 of 12 parts

  • Death and respawn · Verified part

    Death, drops, culling and respawn

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Enemy · 0x59 · 0x58 · 0x5A

Object 0x59 (label longPillar) with 0x58, 0x5A: SE

Storm Eagle

  • X1
Object 0x59 (label longPillar) with 0x58, 0x5A: SE
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, at original size.

Animations shown: 0x59 — 1 of 1 · 0x58 — 4 of 4 · 0x5A — 1 of 1.

↻ 2 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Partial / to validate
  • Death and respawn: Partial / to validate
STILL TO VERIFY
  • Contact, HP and weapon response
  • Rendering, animation and audio
  • Death, drops, culling and respawn
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    25 of 29 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Partial / to validate

    Contact, HP and weapon response

    6 of 7 parts

  • Death and respawn · Partial / to validate

    Death, drops, culling and respawn

    7 of 9 parts

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Enemy · 0x5B

Object 0x5B (label megaTortoise): LO, SM, BK, Sigma 1, Sigma 3

Launch Octopus · Spark Mandrill · Boomer Kuwanger · Sigma's fortress, stage 1 · Sigma's fortress, stage 3

  • X1
Object 0x5B (label megaTortoise): LO, SM, BK, Sigma 1, Sigma 3
Technical details

Assembled outside of gameplay from the original cartridge’s tables, on an empty canvas, scaled 2×.

Animations shown: 0x5B — 3 of 3.

↻ 4 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Verified part
STILL TO VERIFY
  • Rendering, animation and audio
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    28 of 29 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Verified part

    Death, drops, culling and respawn

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Enemy · 0x6A · 0x68

Object 0x6A (label vileFinalForm) with 0x68: Sigma 4

Sigma's fortress, stage 4

  • X1

Image being prepared

Technical details

No picture yet: the cartridge data has not yet shown which graphics block object 0x6A loads, and without it the animation cannot be assembled.

↻ 3 of 5 steps verified
  • Art: Partial / to validate
  • Movement: Verified part
  • Attacks: Verified part
  • Collision: Verified part
  • Death and respawn: Partial / to validate
STILL TO VERIFY
  • Rendering, animation and audio
  • Death, drops, culling and respawn
Checklist steps and how to help

See this family in the completion plan →

Checklist steps

  • Art · Partial / to validate

    Rendering, animation and audio

    19 of 22 parts

  • Movement · Verified part

    Activation, movement and facing

  • Attacks · Verified part

    Attacks and projectiles, or proven absence

  • Collision · Verified part

    Contact, HP and weapon response

  • Death and respawn · Partial / to validate

    Death, drops, culling and respawn

    7 of 8 parts

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Boss · 0x0C

Flame Mammoth

Trunk and head receive X's shots

  • X1

Image being prepared

Technical details

No picture yet: the boss (object 0x0C) is outside the table used for the enemies, and its 30 animations do not yet tell the hurt ones apart from the others.

✓ Has verified steps

The boss can now be encountered after both doors, with another attempt after dying. Body placement was corrected so he stands on the conveyor. The introduction, camera and attacks still do not reproduce the complete original fight.

  • Art: Verified part
  • Movement: Partial / to validate
  • Attacks: Needs measurement or integration
  • Collision: Verified part
  • Reference: Partial / to validate
  • Tests: Verified part
NEXT TASK

Compare the whole fight with the original game, including attacks, damage and defeat.

Checklist, tasks, and how to help

See it in the engine

A behavior capture is not available for this entry yet. The thumbnail above only shows the artwork.

Behavior belongs to the enemy family. Each stage still needs its placement, activation and environment interactions checked.

See this family in the completion plan →

Checklist by area

  • Art · Verified part

    The normal and damage atlases have orientation and palette compared with the original; this does not settle the timing of each animation.

  • Movement · Partial / to validate

    The boss uses the engine's generic flow. The fight's specific rules have not yet been authenticated.

  • Attacks · Needs measurement or integration

    The attack list is declarative. Triggers, transitions, and the identity of attack objects still need measurement.

  • Collision · Verified part

    X's shots reach the trunk and head with the 38 × 58 hitbox. X's collision with the body is a separate question.

  • Reference · Partial / to validate

    Captures and hit, body, and palette data exist. Each attack and its objects still need to be explained.

  • Tests · Verified part

    Atlas and shot-hitbox contracts cover the fixes; they do not prove parity for the complete fight.

Where to find it

Flame Mammoth · boss fight

Needed contributions

  • Tests — Compare the whole fight with the original game, including attacks, damage and defeat.
  • Research — Record the stage, appearance and time of any difference so it can be compared.

How to verify the deliverable

Compare the same section running the original code, identifying covered situations and any remaining differences.

Files and evidence

Code links open public files. References that are not distributed are marked as private materials.

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