Uploaded May 2020 | Updated September 2026, 3 weeks ago
Mod in progress. This is a Boss Mania variant for Spencer Mansion. Lostdaniel Games already did a boss mania for this stage but I spoke with him to re-edit it. What's new: Popokarimu & Uroboros bosses plus all known bosses.
Uroboros in the past gave me real trouble because of its long death animation, but using a script (made by kamiA, special thanks to him), we can remove dead enemies after a specified amount of seconds.
So using that script, Popokarimus are removed 3 seconds after they die. They disappear. This is very handy because their corpses block the player and other enemies. It was possible to get stuck in this stage if they die next to doors before. Uroboros long death animation is stopped after 3 seconds thanks to this script.
Uroboros Mkono animation however seems to "continue" (not shown in the video) but the player can move, I think (only the camera seems to be fixed). Uroboros can be killed fast with the magnum (I'll improve its health a bit) but Mkono seems to only receive damage if you attack its 3 cores. Of course a rocket launcher is a one-hit kill for this enemy, so probably this is the best option, otherwise you'll need to find flame rounds to damage it.
When Uroboros (both versions) are present in the stage, other enemies stop spawning, but they continue to spawn normally after these are killed.
This mod is incomplete, requires a bit more of ammo, couple more of rpgs, and enemy adjustment for the last kills, removal script for some Uroboros bosses, etc. But this preview is kinda close to the final version.
*Used a trainer to show the stage*
Mod in progress. This is a Boss Mania variant for Spencer Mansion. Lostdaniel Games already did a boss mania for this stage but I spoke with him to re-edit it. What's new: Popokarimu & Uroboros bosses plus all known bosses.
Uroboros in the past gave me real trouble because of its long death animation, but using a script (made by kamiA, special thanks to him), we can remove dead enemies after a specified amount of seconds.
So using that script, Popokarimus are removed 3 seconds after they die. They disappear. This is very handy because their corpses block the player and other enemies. It was possible to get stuck in this stage if they die next to doors before. Uroboros long death animation is stopped after 3 seconds thanks to this script.
Uroboros Mkono animation however seems to "continue" (not shown in the video) but the player can move, I think (only the camera seems to be fixed). Uroboros can be killed fast with the magnum (I'll improve its health a bit) but Mkono seems to only receive damage if you attack its 3 cores. Of course a rocket launcher is a one-hit kill for this enemy, so probably this is the best option, otherwise you'll need to find flame rounds to damage it.
When Uroboros (both versions) are present in the stage, other enemies stop spawning, but they continue to spawn normally after these are killed.
This mod is incomplete, requires a bit more of ammo, couple more of rpgs, and enemy adjustment for the last kills, removal script for some Uroboros bosses, etc. But this preview is kinda close to the final version.
*Used a trainer to show the stage*










