Difference between revisions of "Switch Block"

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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 Ball]] 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).
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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