Stinkoman 20X6 Enemy Enhancement/Jaro2

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This enemy has been completed by its owner, Super Sam.

Super Sam's Ultimate Jaro

Version Image Shots to Kill Changes
v1.0 Image:Super Sam Jaro 01.png 1 This is the default version.
v1.1 Image:Super Sam Jaro 02.png 1-2 The Jaro was given two extra sections. This way, the Jaro can jump twice as high. In some cases the two extra sections are found to fortify the Jaro, but in other cases it does not.
v1.2 Image:Super Sam Jaro 03.png 1-2 An additional visor is added to the Jaro, so it can see on both sides. It is also given infra-red technology, so it can see in the dark. Two drills are added, mostly for defense, but also for a short-range attack.
v2.0 Image:Super Sam Jaro 04.png 2 Spikes are added to the top of the Jaro to prevent anything from landing on it. Solar panels are also added, adding to the energy of the Jaro, increasing it's speed and strength.
v2.1 Image:Super Sam Jaro 05.png 2-3 Another section was added on. This allows the Jaro to jump to it's maximum amount - any more sections and there will be mechanical failures. An energy ball has been added to the Jaro, giving it additional fortification, however, it is weak, so sometimes it may have no effect.
v2.2 Image:Super Sam Jaro 06.png 3 The energy ball has been strengthened, giving a definite reinforcement to the Jaro. The Jaro has also been given two guns that fire 5 bullets at a time, with a one second reload time.
v2.3 Image:Super Sam Jaro 07.png 3 A new weapon has been added to the Jaro. It looks like a flamethrower, but it actually shoots out a high-voltage electrical beam. Unfortuantely, due to space restrictions, a gun and drill had to be removed. The electrical beam also takes up a lot of power, however, the energy ball has been modified so it is now at full effiency. All this technology is heavy, so the Jaro now moves at a slower pace, and is unable to jump as high.
v3.0 Image:Super Sam Jaro 08.png 4 The weight and energy problems have been overcome. The solar panels have been moved up on top of the head, increasing energy input by nearly 50%. The energy ball was replaced with an apple, due to the fact that apples contain more energy then energy balls. Using this extra energy, a small jet was addded at the bottom of the Jaro to negate any weight problems. The electrical beam has also been changed - it now shoots out of an electrical plug. A flamethrower was added on the left side, and the other gun was put back on. As well as the gun, a little device was installed that shoots and small balls of energy. When these balls hit somebody, they will stick to them, and release a constant zap. After a few seconds the ball loses power and falls off.
v3.1 Image:Super Sam Jaro 09.png 4-5 The Jaro was given improved strength using a new kind of metal.
v4.0 Image:Super Sam Jaro 10.png 5-6 Recent studies have found that the previous version of the Jaro doesn't have a very long eyesight range. To fix this, a Jaro 1.0 was positioned on top of a pole, which is situated on top of the main Jaro. So the Jaro 1.0 doesn't drain any power from the main Jaro, A seperate solar panel was placed on top of the Jaro 1.0. When it was found out that the higher solar panels are the better they operate, the main solar panel was moved up just underneath the Jaro 1.0. The now-obselete drill was removed, and the energy it used was put into the apple.
v4.1 Image:Super Sam Jaro 11.png 6 Some genetic engineering allowed the energy apple to hold more energy. The apple know provides energy for the entire Jaro, including the Jaro 1.0. This is possible by the energy from the solar panel on top of the Jaro 1.0 combining with the energy from the main solar panel in the apple. Unfortuantely, this means that weak spots have been developed. The apple cannot be hit directly, but if the pole is hit three times, it will be destroyed, meaning that the apple can no longer get energy from the solar panels. This will weaken the apple, and three shots at the apple will destroy the Jaro. Fortuantely, no matter how damaged the Jaro is, all weapons are still functional.