Switch Block

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Switch Block
Information
In-Game Information
Type: Platform, Toggled
Location(s): MaGMML: Episode Zero:
Defeat the Giant Spear Man!
Kingdom Crisis
Twilight Terrace
Null and Void
Programmer(s): Sharb
Artist(s): Unconfirmed
Series Information
Official Game Appearances: Mega Man Powered Up
MaGMML Game Appearances: MaGMML: Episode Zero
Megamix Engine
SwitchBlock.png

The Switch Block is a gimmick from Mega Man Powered Up. It is a small block that can be disabled or enabled through the use of switches.

Switch Blocks were first included in the Megamix Engine, and subsequently the devkits for Make a Good Mega Man Level 3 and Make a Good 48 Hour Mega Man Level. The first game to use them was Make a Good Mega Man Level: Episode Zero, in the levels Defeat the Giant Spear Man! (which resprited them to resemble Wario Land 4's Kaeru Blocks), Kingdom Crisis, Twilight Terrace, and Null and Void; the latter of which also used custom Switch Spikes.

Behavior

Switch Blocks are solid blocks that will be either "on" or "off" depending on the switch they're tied to; this is assigned by giving a Switch Block the same "myFlag" value as that of the switch to use via creation code. If a Switch Block isn't currently active, it will take on a darker colour and stop being solid until it is turned on again. Switch Blocks come in two colours; blue (which is active if the switch is in its "off" state) and red (which is active if the switch is in its "on" state).

Notes

  • In all devkits that Switch Balls have appeared in to date, they are named "objPUSwitchBlockRed" and "objPUSwitchBlockBlue".

Related Gimmicks