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Galleom appears to be a giant, purple robot/cyborg which has simian features, and is also capable of transforming into a jet propelled tank labelled as his "Tank Form". He is covered head to toe in a heavy mechanized arsenal, possessing two rocket launchers as shoulder weapons, and powerful jets on his feet. He wears an iron mask that covers his face, as well as metallic arm braces over his bulky forearms. He is also quite agile in his simian form, capable of performing extremely large jumps, leading to the possibility that his jumps are jet propelled.
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In his tank form, he is much more compact, only being able to attack by either firing the missiles on his back, or simply by ramming into his foe at a high speed. As a last resort, he can set off a Subspace Bomb hidden within his head. Galleom is the fourth boss introduced in The Subspace Emissary.
Marth, Ike, and Meta Knight were the first to spot Galleom as he was traveling through the desert in his tank form. The trio quickly caught up to him, causing Galleom to transform and fight the heroes. He was defeated and then jumps off the cliff to make a tactical retreat, only for him to land onto unstable ground which gave way, and Galleom landed in the Ruined Hall, where Lucas and the Pokémon Trainer challenge him.
They manage to defeat him, and, in a last desperate attempt, Galleom grabs both Lucas and the Pokémon Trainer, starts the countdown on his emergency Subspace Bomb, then jets into the sky. Lucas manages to free both himself and the Pokémon Trainer by using PK Thunder, but in the process causes them both to fall a great distance as Galleom explodes. Meta Knight manages to catch the duo just before they land, then fly them away from the Subspace Bomb's blast. Galleom is then sucked into The Great Maze, along with the trophy of Wario, and revived; he must eventually be fought again in the Maze. Like all bosses Galleom is controllable with hacks in Boss Battles Mode.
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The start button will, like all bosses, self-destruct him. Its attacks are very powerful, and several of them gain OHKO power on the higher difficulties, usually Hard and above, and even on the higher difficulties in Boss Battles. This is Galleom's fastest and least telegraphed attack, but it is also one of his least powerful (though still strong enough to KO at 60% on Intense and around 100% on Easy). Galleom spins, then punches the ground with both fists to create a shockwave.
The fists hit has extreme power, inflicting up to 55%, and can OHKO on the higher difficulties (Very Hard and above, or Intense in Boss Battles). The three shockwaves deal decent damage (up to 25% each) and carry the player away, potentially past the blast lines for a guaranteed KO. However, they don't deal any knockback and are quite easy to avoid - although it is extremely difficult to jump away after being caught.
They don't cover the lenght of the entire stage, thus it is possible to survive without jumping off, as long as the side blast line is not reached. All hitboxes landing (only possible on lower difficulties) can inflict more than 100% damage.
Galleom slams his fists on both sides of him, similar to Donkey Kong's Down Smash. This is one of Galleom's fastest attacks, though it can be avoided by just being right near Galleom. On Intense difficulty it can OHKO on its sweetspot, dealing 46% damage.
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If the player hits the lower part of Galleom's arms, he could potentially be meteor smashed. Noticeable windup, but the uppercut travels fast when unleashed. The fist is a sweetspot with extreme knockback, strong enough to OHKO on Intense difficulty and inflicting up to 48%. In Boss Battles this attack is curiously made much faster, unlike all the others. If Galleom is fought as one of the last three bosses before Tabuu, it is even swifter and really unpredictable. However, it is also his most nerfed move, with the sweetspot KOing at 35% on Intense. It creates a very powerful vacuum to suck players in, though its range is very short and it lasts briefly; furthermore, any character can just walk away to not get sucked in even on Intense difficulty. If players get sucked in near the beginning of the attack and multiple hits chain, they will sustain an extreme amount of damage (quite over 150%) with guaranteed OHKO power on the higher difficulties (Hard or above and Very Hard or above in Boss Battles). The last KOing hit deals perfectly vertical knockback. Galleom jumps high, and then lands with a big stomp.
Regardless of where he lands, he will slide to the side opposite of where he jumped. It deals up to 52% and can OHKO on the higher difficulties (Very Hard or Intense in Boss Battles).