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Euro-Gam

Euro-Gam is a boss enemy from Cannon Dancer, serving as the final boss in Stage 5.

Euro-Gam is a large security robot found right at the door to Jack Layzon's chambers in Prague. With a vaguely humanoid shape, Euro-Gam stands as a big, red-colored machine with a round cockpit area, a curved "spine" serving as its main body and a large "leg"-like lower half ended in a 3-wheeled contraption that allows it to rush forward at high speed. It has a limb ended in a machine gun and a large plasma cannon on its chest, which shoots large plasma pulses forward. The machine is controlled by a Foot Soldier wearing white armor, visible sitting on the cockpit at the top of Euro-Gam.

Euro-Gam is the final obstacle Kirin confronts before he can face the traitorous Layzon in the next room. Kirin eventually destroys it, leaving the pilot on its own, trembling in Kirin's presence. THe white-armored soldier acts like the lowest rank Foot Soldiers and escapes Kirin, until he reaches the entrance to the next area, where he stops and squats and cowers in fear. Kirin can choose to let him be or murder him on the spot.

Although unconfirmed, Euro-Gam may be related to Slaver's defense machine Gamran, possibly being an modern or upgraded model.

Information

Euro-Gam is one of the hardest bosses in the game to defeat without incurring damage or resorting to the Star Festival special move, having a very straight-forward pattern that requires patience in order to beat. Euro-Gam has only two means of attack: a constant spray of its machine gun arm and large plasma pulses it shoots from its chest. Euro-Gam remains in place constantly shooting its machine gun, the bullets reflecting off the ground and going up into the ceiling. At random intervals, Euro-Gam dashes forward against Kirin, stopping its shooting to ram Kirin and leaving a small window to attack. In this brief moment, Kirin can strike once or twice before being forced to retreat (by quickly sliding back) as Euro-Gam resumes its shooting spree. Euro-Gam starts shooting plasma blasts any moment Kirin is in mid-air, making it harder to avoid a hit when attacking its body.

The recommended strategy is to wait just in front of the machine gun fire for its ramming attack. A particular sound serves as a call sign before Euro-Gam rushes forward. In the brief moment it stops shooting, Kirin should jump, perform a few quick attacks and quickly slide away once it reaches the floor, moving quickly out of the air to avoid the plasma strikes and the machine gun spray as Euro-Gam retreats. Shadow clones allows for extra damage, as Kirin can place them in mid-air and then attack as he slides away.

Once the pattern is understood, it is a matter of waiting for the dash in order to chip away at its health, although its quick attacks are still a danger if not paying attention. Euro-Gam can also be hit at different parts of its body in a similar way to Gamran, but the parts can't be destroyed and there are no separate life for each of them, so any hit counts towards reducing his health bar.

Attacks

  • Machine Gun: Euro-Gam shoots a spray of several bullets from its machine gun arm. As the arm is always aimed low, these strike the ground in front of it and reflect up, making a "V"-shaped trajectory that covers a good range in front of it. Euro-Gam constantly shoots this spray, only stopping briefly when it dashes forward. The way to avoid being hit by the bullets is to learn how the bullets move and jump at Euro-Gam's body just as they leave the screen, leaving enough time to slide away before the next volley is shot.
  • Plasma Blast: Euro-Gam shoots a large plasma blast from the cannon in its body, covering most of the upper half of the screen. The projectiles are fast and come out in a straight line. Euro-Gam only shoots them if Kirin jumps, and doesn't stop until he falls back into the ground. As attacking its body requires jumping, Kirin is often in the line of these projectiles, and must quickly reach down, crouch and slide away to avoid both the blasts and machine gun fire.
  • Dash: Euro-Gam rushes forward a short distance, hitting Kirin if he's close. The Dash is prefaced by an acceleration sound, hinting at the moment it springs forward. As Euro-Gam stops shooting for a brief moment while rushing forward, it leaves it open to be struck in its body/upper half. As it reels back from the attack, the machine gun starts shooting again, the bullets going in wider angles as they reflect off the ground.

References

Cannon Dancer
Kirin
Moves: BunshinCartwheel JumpPlasma WhirlwindSlideTaijutsu
Stage Enemies
Foot SoldierSpider WeaponFlying WeaponGuardianTigerDesert creaturesDraftBlack Commander
MizuchiT-TankIjiryuFlame Fairy
Bosses
MaterialComputerGamranViseteHerioSandoraEuro-GamFake
TianonCannonsWillfDie Rudel TaktikSlaver
Locations
AgadanSlaver TempleCabilIndian OceanWoods & PragueSaskiraf
Related Articles
The Federation (Jack Layzon) • Slaver (cult)Teki