Puzzle Elements: Difference between revisions
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Dimondheart1 (talk | contribs) (Removed page links for individual pieces, separated bounce block from bounce switch) |
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==Switches== | ==Switches== | ||
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| [[File:bounce_switch.png]] | | [[File:bounce_switch.png]] | ||
| | | Bounce Switch | ||
| To activate this switch, it must be hit by a Charged Ball that has already hit all associated Bounce | | To activate this switch, it must be hit by a [[Charged Ball]] that has already hit all associated bounce blocks. | ||
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| Bounce Block | |||
| Associated with a bounce switch. All must be hit by the same [[Charged Ball]] as the bounce switch for it to activate. | |||
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| This switch must be hit by an enemy projectile to activate. [[Miniturret]]s and Repeater Turrets are known to work with it. | | This switch must be hit by an enemy projectile to activate. [[Miniturret]]s and Repeater Turrets are known to work with it. | ||
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==Environment Features== | ==Environment Features== | ||
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| Changes the direction of all projectiles that hit it. | | Changes the direction of all projectiles that hit it. | ||
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==Other Features== | ==Other Features== |
Revision as of 00:41, 8 July 2015
This page contains details on the interactive and puzzle features found in CrossCode.
Switches
Name | Description | |
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Switch | The basic switch. Must be hit with a Ball or Melee attack to activate. |
Multi-hit Switch | This switch must be hit several times in quick succession to activate. Charged Balls are not fast enough, so it can't be activated from around a corner. | |
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Two-position Switch | This switch has two settings, and toggles back and forth between them with each hit. |
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Bounce Switch | To activate this switch, it must be hit by a Charged Ball that has already hit all associated bounce blocks. |
Bounce Block | Associated with a bounce switch. All must be hit by the same Charged Ball as the bounce switch for it to activate. | |
Linked Switch | Identical in appearance to the basic Switch. All Switches in the group must be hit in a short timespan in order to activate them. | |
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Enemy Switch | This switch must be hit by an enemy projectile to activate. Miniturrets and Repeater Turrets are known to work with it. |
Environment Features
Name | Description | |
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Corner Block | An angled block that can be summoned and removed. Used to direct Charged Balls around corners. | |
Blue Wall | A wall that can be summoned and removed. It is possible to run along the top, although this was only shown in the TechDemo++. | |
Orange Wall | Similar to the Blue Wall, but Balls can pass through an Orange Wall, allowing switches on the other side of it to be activated. | |
Moving Block | A large block that is controlled by switches to move between two positions. | |
Moving Platform | A platform that moves along a predefined path. May be stopped or started by switches. | |
Sinking Platform | A platform that moves down half a level when a Push Block is placed on top of it. | |
Jump Panel | Propels anyone standing on it to the top of the adjacent cliff. | |
Hovering Arrow | Changes the direction of all projectiles that hit it. |
Other Features
Name | Description | |
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Target Robot | These invulnerable robots are used multiple times as ranged targets in training sequences. | |
Enemy Counter | A panel in the floor that activates a switch effect when the displayed number of enemies are defeated. Some of them cause new enemies to spawn on reaching predefined thresholds, allowing for gauntlet-type challenges. | |
Push Block | A large block that can be directly interacted with to push or pull it in a straight line. | |
Ball Redirector | These devices change the direction of travel of any Balls that pass through them. | |
Repeater Turret | Only seen in the TechDemo. These robots fire a ranged attack at the player whenever they are hit. As last seen, they are indestructible and harmless, so they aren't currently counted as enemies. |