Difference between revisions of "Switch Block"

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(Created page with "{{gimmick |align=right |name=Switch Block |image= |caption= |jname= |script= |romaji= |altname= |programmer=Renhoek |artist=Unconfirmed |hp= |at= |type=Platform, Toggled |...")
 
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|romaji=
 
|romaji=
 
|altname=
 
|altname=
|programmer=[[Renhoek]]
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|programmer=[[Sharb]]
 
|artist=Unconfirmed
 
|artist=Unconfirmed
 
|hp=
 
|hp=
 
|at=
 
|at=
 
|type=Platform, Toggled
 
|type=Platform, Toggled
|location=
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|location='''MaGMML: Episode Zero:'''<br>[[Defeat the Giant Spear Man!]]<br>[[Kingdom Crisis]]<br>[[Twilight Terrace]]<br>[[Null and Void (Episode Zero)|Null and Void]]
 
|OffAppear=[[Mega Man Powered Up]]
 
|OffAppear=[[Mega Man Powered Up]]
|MaGMMLAppear=
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|MaGMMLAppear=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]<br>[[Megamix Engine]]
 
|appear2=
 
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|sprite=[[File:SwitchBlock.png]]
 
|sprite=[[File:SwitchBlock.png]]
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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.
 
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]]''.
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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''<nowiki>'s</nowiki> Kaeru Blocks), [[Kingdom Crisis]], [[Twilight Terrace]], and [[Null and Void (Episode Zero)|Null and Void]]; the latter of which also used custom Switch Spikes.
  
 
==Behavior==
 
==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).
 
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).
  
==Trivia==
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==Notes==
* In all devkits Switch Balls have appeared in to date, they are named "objPUSwitchBlockRed" and "objPUSwitchBlockBlue".
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* In all devkits that Switch Balls have appeared in to date, they are named "objPUSwitchBlockRed" and "objPUSwitchBlockBlue".
  
 
==Related Gimmicks==
 
==Related Gimmicks==

Latest revision as of 14:13, 16 March 2025

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