Difference between revisions of "Switch Block"
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| − | |location= | + | |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]] |
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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]]''. | + | 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 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 Switch Balls have appeared in to date, they are named "objPUSwitchBlockRed" and "objPUSwitchBlockBlue". | + | * 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
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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.
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".