Junk Machine

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Junk Machine
Information
In-Game Information
Type: Switch, Special Interaction
Location(s): MaGMML: Episode Zero:
Entrance Succession
Programmer(s): PhazonMotherBrain
Artist(s): Unconfirmed
Series Information
Official Game Appearances: Mega Man 7
MaGMML Game Appearances: MaGMML: Episode Zero
Megamix Engine
JunkMachine.png

The Junk Machine is a gimmick in Mega Man 7, found in Junk Man's stage. It is a machine powered by electricity that provides power to other objects.

Junk Machines are included in the Megamix Engine, and are planned to appear as a devkit gimmick in Make a Good Mega Man Level 3 and Make a Good 48 Hour Mega Man Level. Before either games' release, it was used in the Make a Good Mega Man Level: Episode Zero level Entrance Succession.

Behavior[edit]

Junk Machines are inactive by default. Hitting the machine with specific objects will power the machine on, causing it to power on any objects it shares a flag with. Hitting with with such an object again will power it off.

Junk Machines have two creation code values:

  • myFlag - Objects with the same flag value as the Junk Machine's flag value will power on or off when the Junk Machine does. Default value is 0.
  • powerSource[#] - What objects activate/deactivate the Junk Machine, with the # replaced with a number. The default instances of this value are:

Related Gimmicks[edit]