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Under the seventh tab are special components that includes pads, rings, portals, collectibles, text and various animated components (these are mentioned on other sections of this page). | Under the seventh tab are special components that includes pads, rings, portals, collectibles, text and various animated components (these are mentioned on other sections of this page). | ||
Revision as of 13:13, 4 February 2017
Under the seventh tab are special components that includes pads, rings, portals, collectibles, text and various animated components (these are mentioned on other sections of this page).
Pads and rings influence the direction of travel. Making contact with a pad will automatically execute its effect, while a ring requires a click/tap while a player is in range. They may be positioned so that they redirect the icon into a hazard, needing to be avoided in such instances.
Pads and rings also emit identically coloured pixel effects to themselves (with the exception of yellow rings, which emit white particles). They also cause an expanding circle effect when used which is also the same colour.
In Update 2.1 4 new special gameplay blocks were added; shown with the letters "D", "J", "S" and "H" respectively in the level editor.
Pads
| Type | Pad | Introduced | Meltdown | World | Description |
|---|---|---|---|---|---|
| Yellow | File:YellowPad.png | Back On Track | Viking Arena (formally) The Seven Seas (coin) |
Beast Mode | Launches the player a medium height, for each form:
|
| Cyan | File:CyanPad.png | xStep (formally) Back On Track (coin) |
Round 1 | Inverts the player's gravity and abruptly forces it towards the opposite gravity that the player was before hitting the pad. | |
| Magenta | File:MagentaPad.png | Theory of Everything (formally) Can't Let Go (coin) |
Monster Dance Off | Launches the player a small height, for each form:
| |
| Red | File:RedPad.png | Fingerdash | Launches the player a large height, for each form:
|
Rings
| Type | Ring | Introduced | Meltdown | World | Description |
|---|---|---|---|---|---|
| Yellow | File:YellowRing.png | Polargeist | Airborne Robots | Machina | Launches the player a medium height (roughly identical to a regular cube jump), for each form:
|
| Cyan | File:CyanRing.png | xStep | Round 1 | Inverts the player's gravity and abruptly forces it towards the opposite gravity that the player was before hitting the ring. | |
| Magenta | File:MagentaRing.png | Theory of Everything (formally) Time Machine (coin) |
The Challenge | Launches the player a small height, for each form:
| |
| Green | File:GreenRing.png | Deadlocked | The Challenge | Inverts the gravity of the player and launches the player a medium height (the same with the yellow ring), for each form:
| |
| Red | File:RedRing.png | Fingerdash | Launches the player a large height, for each form:
| ||
| Black | File:BlackRing.png | Fingerdash | Forces the player towards the gravity that the player currently is. If the ring is hit once the player is grounded, it will have no effect. In case of upside-down ship and UFO, this acts as a red jump ring. | ||
| Green Arrow | File:GreenArrow.png | Fingerdash | The Challenge | Suspends the player in linear motion. | |
| Magenta Arrow | File:MagentaArrow.png | Fingerdash | The Challenge | Suspends the player in linear motion and inverts the gravity once hit. | |
| Custom | File:CustomRing.png | Acts as a toggle trigger once hit by the player. |
Trivia
- Prior to their formal introduction, the yellow pad is encountered in The Seven Seas, the cyan pad in Back On Track and Polargeist, the magenta pad in Can't Let Go, and the magenta ring in Time Machine, as part of collecting Secret Coins.
- The magenta pad, despite launching the icon a smaller height, is of a larger size than the yellow pad.
- The green and black rings are the only ring to not have a pad equivalent.
- Because green/black pads will just force the player to the ground, and therefore no use of being a PAD, which should launch.
- If the green ring is placed in a block, interacting with it will result in a crash. If the black ring is placed in a block, interacting with it will not have any additional effect.
- Because green/black pads will just force the player to the ground, and therefore no use of being a PAD, which should launch.
- Arrows can be rotated to send the icon in an angled direction, the rotation limit being ±70°.
- The limit can theoretically be 89.9999° (or 89° since the game doesn't use decimal places for the rotation), but then the linear movement reaches ludicrous speeds.
- Using angles 90° and 270° is necessarily prohibited due to the fact that the tangent of 90° and 270° is not defined and therefore meaning that the player would crash or land on the ground in an instant. It could potentially cause the game to crash due to the tangent not being defined.
- Using angles between 90° and 270° would mean to invert the speed of the player to go to the left (or right in mirror mode) for as long as the orbs are active.
- The arrow orbs can be held on to indefinitely, propelling the player for as long as it is held. They will only stop when the player hits a S block. Portals do NOT cancel the dash orb effect, contrary to popular belief.
- This belief was caused by Fingerdash, in which RobTop put the S block along with a gravity portal corresponding to the gravity that the player is intended to finish on so as to prevent abusing of the dash orbs in the level.
- Making contact with yellow and magenta pads and rings with the wave will trigger their animation despite the wave not interacting.
- Hitting a green ring using the wave will invert its gravity but will not obscure its diagonal travel.
- The red pad is thicker than the yellow pad. It also sinks below the block by 1 pixel.
- The magenta arrow was previously red as shown on the sneak peeks for 2.1, and still has red particles. All arrow orbs were also triangular.
- The green arrow help button when selecting the "Edit Special" button displays "help text" rather than explaining the properties of the options shown.