Difference between revisions of "Junk Machine"

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Latest revision as of 02:31, 13 October 2024

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

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