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fusion:data_maps:clipdata [2021/01/26 09:46] felixwrightfusion:data_maps:clipdata [2021/01/31 05:58] (current) – old revision restored (2021/01/29 08:58) caauyjdp
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 [[fusion:basic_guides:mage|Back to Metroid Fusion - MAGE Tutorial]] [[fusion:basic_guides:mage|Back to Metroid Fusion - MAGE Tutorial]]
  
-Note: Unlisted clipdata values are ones that are  in Metroid Fusion. 
 ---------------------------------------- ----------------------------------------
 ==== 1 - Basic Blocks ==== ==== 1 - Basic Blocks ====
  
 ^ID   ^Name   ^Description   ^ ^ID   ^Name   ^Description   ^
-|00|Air| | +|00|Air|Default block. Has no collision.
-|10|Solid block| | +|10|Solid block|Standard square block. Has collision on all four sides.
-|11|/ steep floor slope| | +|11|/ steep floor slope|Slope with a 45° (degree) angle. Slopes should have solid blocks on both ends.
-|12|\ steep floor slope| | +|12|\ steep floor slope|Slope with a (negative) -45° (degree) angle. Slopes should have solid blocks on both ends.
-|13|/ lower slight floor slope| | +|13|/ lower slight floor slope|Lower half of a slope with a 23° (degree) angle. Slopes should have solid blocks on both ends.
-|14|/ upper slight floor slope| | +|14|/ upper slight floor slope|Upper half of a slope with a 23° (degree) angle. Slopes should have solid blocks on both ends.
-|15|\ upper slight floor slope| | +|15|\ upper slight floor slope|Upper half of a slope with a (negative) -23° (degree) angle. Slopes should have solid blocks on both ends.
-|16|\ lower slight floor slope| | +|16|\ lower slight floor slope|Lower half of a slope with a (negative) -23° (degree) angle. Slopes should have solid blocks on both ends.
-|18|Ceiling ladder| | +|18|Ceiling ladder|Solid block. Pressing up while touching it in the air will make Samus grab on. Requires 3 blocks of clearance below.
-|19|Right wall ladder| | +|19|Right wall ladder|Solid block. Pressing right while touching it in the air will make Samus grab on. Requires 1 block of clearance.
-|1A|Left wall ladder| | +|1A|Left wall ladder|Solid block. Pressing left while touching it in the air will make Samus grab on. Requires 1 block of clearance.
-|1B|Water| | +|1B|Water|Restricts movement and stops speedbooster, spacejump, and bombjumping without Gravity Suit.
-|1C|Wet ground| | +|1C|Wet ground|Solid block with splashing noises and graphics when walked over.
-|1D|Dusty ground| | +|1D|Dusty ground|Solid block with dusty noises and puffs of small dust clouds when walked over, larger when fallen on.
-|21|\ steep ceiling slope (air)| | +|21|\ steep ceiling slope (air)|Ceiling slope with a (negative) -45° (degree) angle. Ceiling slopes currently have no programmed behavior, acting like air.
-|22|/ steep ceiling slope (air)| | +|22|/ steep ceiling slope (air)|Ceiling slope with a 45° (degree) angle. Ceiling slopes currently have no programmed behavior, acting like air.
-|23|\ upper slight ceiling slope (air)| | +|23|\ upper slight ceiling slope (air)|Upper half of a slope with a (negative) -23° (degree) angle. Ceiling slopes currently have no programmed behavior, acting like air.
-|24|\ lower slight ceiling slope (air)| | +|24|\ lower slight ceiling slope (air)|Lower half of a slope with a (negative) -23° (degree) angle. Ceiling slopes currently have no programmed behavior, acting like air.
-|25|/ lower slight ceiling slope (air)| | +|25|/ lower slight ceiling slope (air)|Lower half of a ceiling slope with a 23° (degree) angle. Ceiling slopes currently have no programmed behavior, acting like air.
-|26|/ upper slight ceiling slope (air)| | +|26|/ upper slight ceiling slope (air)|Upper half of a ceiling slope with a 23° (degree) angle. Ceiling slopes currently have no programmed behavior, acting like air.
-|2C|Bubbly ground| | +|2C|Bubbly ground|Solid block with a silent bubbling up animation when fallen on.
-|2D|Very dusty ground| | +|2D|Very dusty ground|Solid block with dusty noises and puffs of large dust clouds when walked over, larger when fallen on.
 +FIXME 11, 12, 13, 14, 15, 16 -- Math might be wrong\\ 
 +FIXME 21, 22, 23, 24, 25, 26 -- Math might be wrong\\
  
 ---------------------------------------- ----------------------------------------
Line 37: Line 37:
  
 ^ID   ^Name   ^Description   ^ ^ID   ^Name   ^Description   ^
-|20|Door transition block| | +|20|Door transition block|Air block placed over door objects, for room transitions.
-|27|Vertical up transition block| | +|27|Vertical up transition block|Air block placed at the top of vertical shafts for room transitions.
-|28|Vertical down transition block| | +|28|Vertical down transition block|Air block placed at the bottom of vertical shafts for room transitions.
-|29|Elevator up block| | +|29|Elevator up block|Solid block that acts as an invisible upward elevator when up is pressed. Combine this with the elevator sprite.
-|2A|Elevator down block| | +|2A|Elevator down block|Solid block that acts as an invisible downward elevator when up is pressed. Combine this with the elevator sprite.
-|30|White door slot 1| | +|30|White door slot 1|Solid block. Level 0 Hatch. Opens with any weapon. Door 1 of maximum 6 per room.
-|31|White door slot 2| | +|31|White door slot 2|Solid block. Level 0 Hatch. Opens with any weapon. Door 2 of maximum 6 per room.
-|32|White door slot 3| | +|32|White door slot 3|Solid block. Level 0 Hatch. Opens with any weapon. Door 3 of maximum 6 per room.
-|33|White door slot 4| | +|33|White door slot 4|Solid block. Level 0 Hatch. Opens with any weapon. Door 4 of maximum 6 per room.
-|34|White door slot 5| | +|34|White door slot 5|Solid block. Level 0 Hatch. Opens with any weapon. Door 5 of maximum 6 per room.
-|35|White door slot 6| | +|35|White door slot 6|Solid block. Level 0 Hatch. Opens with any weapon. Door 6 of maximum 6 per room.
-|36|Blue door slot 1| | +|36|Blue door slot 1|Solid block. Level 1 Hatch. Opens with any weapon. Door 1 of maximum 6 per room.
-|37|Blue door slot 2| | +|37|Blue door slot 2|Solid block. Level 1 Hatch. Opens with any weapon. Door 2 of maximum 6 per room.
-|38|Blue door slot 3| | +|38|Blue door slot 3|Solid block. Level 1 Hatch. Opens with any weapon. Door 3 of maximum 6 per room.
-|39|Blue door slot 4| | +|39|Blue door slot 4|Solid block. Level 1 Hatch. Opens with any weapon. Door 4 of maximum 6 per room.
-|3A|Blue door slot 5| | +|3A|Blue door slot 5|Solid block. Level 1 Hatch. Opens with any weapon. Door 5 of maximum 6 per room.
-|3B|Blue door slot 6| | +|3B|Blue door slot 6|Solid block. Level 1 Hatch. Opens with any weapon. Door 6 of maximum 6 per room.
-|3C|Red door slot 1| | +|3C|Red door slot 1|Solid block. Level 4 Hatch. Opens with any weapon. Door 1 of maximum 6 per room.
-|3D|Red door slot 2| | +|3D|Red door slot 2|Solid block. Level 4 Hatch. Opens with any weapon. Door 2 of maximum 6 per room.
-|3E|Red door slot 3| | +|3E|Red door slot 3|Solid block. Level 4 Hatch. Opens with any weapon. Door 3 of maximum 6 per room.
-|3F|Gray door| | +|3F|Gray door|Solid block. Used for navigation room doors. Can be used for one way doors.
-|40|Green door slot 1| | +|40|Green door slot 1|Solid block. Level 2 Hatch. Opens with any weapon. Door 1 of maximum 6 per room.
-|41|Green door slot 2| | +|41|Green door slot 2|Solid block. Level 2 Hatch. Opens with any weapon. Door 2 of maximum 6 per room.
-|42|Green door slot 3| | +|42|Green door slot 3|Solid block. Level 2 Hatch. Opens with any weapon. Door 3 of maximum 6 per room.
-|43|Green door slot 4| | +|43|Green door slot 4|Solid block. Level 2 Hatch. Opens with any weapon. Door 4 of maximum 6 per room.
-|44|Green door slot 5| | +|44|Green door slot 5|Solid block. Level 2 Hatch. Opens with any weapon. Door 5 of maximum 6 per room.
-|45|Green door slot 6| | +|45|Green door slot 6|Solid block. Level 2 Hatch. Opens with any weapon. Door 6 of maximum 6 per room.
-|46|Yellow door slot 1| | +|46|Yellow door slot 1|Solid block. Level 3 Hatch. Opens with any weapon. Door 1 of maximum 6 per room.
-|47|Yellow door slot 2| | +|47|Yellow door slot 2|Solid block. Level 3 Hatch. Opens with any weapon. Door 2 of maximum 6 per room.
-|48|Yellow door slot 3| | +|48|Yellow door slot 3|Solid block. Level 3 Hatch. Opens with any weapon. Door 3 of maximum 6 per room.
-|49|Yellow door slot 4| | +|49|Yellow door slot 4|Solid block. Level 3 Hatch. Opens with any weapon. Door 4 of maximum 6 per room.
-|4A|Yellow door slot 5| | +|4A|Yellow door slot 5|Solid block. Level 3 Hatch. Opens with any weapon. Door 5 of maximum 6 per room.
-|4B|Yellow door slot 6| | +|4B|Yellow door slot 6|Solid block. Level 3 Hatch. Opens with any weapon. Door 6 of maximum 6 per room.
-|4C|Red door slot 4| | +|4C|Red door slot 4|Solid block. Level 4 Hatch. Opens with any weapon. Door 4 of maximum 6 per room.
-|4D|Red door slot 5| | +|4D|Red door slot 5|Solid block. Level 4 Hatch. Opens with any weapon. Door 5 of maximum 6 per room.
-|4E|Red door slot 6| |+|4E|Red door slot 6|Solid block. Level 4 Hatch. Opens with any weapon. Door 6 of maximum 6 per room.|
  
 ---------------------------------------- ----------------------------------------
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 ^ID   ^Name   ^Description   ^ ^ID   ^Name   ^Description   ^
-|50|Top-left shot block (never reform)| | +|50|Top-left shot block (never reform)|The top left corner of a 2x2 shot block. Destroyed by any weapon. Once destroyed, it never reforms.
-|51|Top-right shot block (never reform)| | +|51|Top-right shot block (never reform)|The top right corner of a 2x2 shot block. Destroyed by any weapon. Once destroyed, it never reforms.
-|52|Shot block (never reform)| | +|52|Shot block (never reform)|Shot block. Destroyed by any weapon. Once destroyed, it never reforms.
-|53|Shot block (reform)| | +|53|Shot block (reform)|Shot block. Destroyed by any weapon. Reforms after a short time.
-|54|Missile block (never reform)| | +|54|Missile block (never reform)|Missile block. Revealed by Bombs or Power Bombs. Destroyed with Missiles. Once destroyed, it never reforms.
-|55|Bomb block (never reform)| | +|55|Bomb block (never reform)|Bomb block. Destroyed with Bombs or Power Bombs. Once destroyed, it never reforms.
-|56|Bomb block (reform)| | +|56|Bomb block (reform)|Bomb block. Destroyed with Bombs, Power Bombs, speedbooster, or screw attack. Reforms after a short time.
-|57|Power Bomb block (never reform)| | +|57|Power Bomb block (never reform)|Power bomb block. Revealed by Bombs or Power Bombs. Destroyed with Power Bombs. Once destroyed, it never reforms.
-|58|Speed boost block (no reform)| | +|58|Speed boost block (no reform)|Speed boost block. Revealed by Bombs or Power Bombs. Destroyed with Speed Booster. Once destroyed, it only reforms when the room is reloaded.
-|59|Screw attack block (no reform)| | +|59|Screw attack block (no reform)|Screw attack block. Revealed by Bombs and Power Bombs. Destroyed by screw attack. Once destroyed, it only reforms when the room is reloaded.
-|5A|Crumble block| | +|5A|Crumble block|Crumble block. Breaks when fallen or walked over, and reforms after. Can be ran across using Speed Booster.
-|5B|Shot block (no reform)| | +|5B|Shot block (no reform)|Shot block. Destroyed by any weapon. Once destroyed, it only reforms when the room is reloaded.
-|5C|Top-left shot block (no reform)| | +|5C|Top-left shot block (no reform)|The top left corner of a 2x2 shot block. Destroyed by any weapon. Once destroyed, it only reforms when the room is reloaded.
-|5D|Top-right shot block (no reform)| | +|5D|Top-right shot block (no reform)|The top right corner of a 2x2 shot block. Destroyed by any weapon. Once destroyed, it only reforms when the room is reloaded.
-|5E|Missile block (no reform)| | +|5E|Missile block (no reform)|Missile block. Revealed by Bombs and Power Bombs. Destroyed by missiles or Super missiles. Once destroyed, it only reforms when the room is reloaded.
-|60|Bottom-left shot block (never reform)| | +|60|Bottom-left shot block (never reform)|The bottom left corner of a 2x2 shot block. Once destroyed, it never reforms.
-|61|Bottom-right shot block (never reform)| | +|61|Bottom-right shot block (never reform)|The bottom right corner of a 2x2 shot block. Once destroyed, it never reforms.
-|6B|Speed boost block (reform)| | +|6B|Speed boost block (reform)|Speed boost block. Revealed by Bombs and Power Bombs. Destroyed by Speed Booster. Reforms after a short time.
-|6C|Bottom-left shot block (no reform)| | +|6C|Bottom-left shot block (no reform)|The bottom left corner of a 2x2 shot block. Destroyed by any weapon. Once destroyed, it only reforms when the room is reloaded.
-|6D|Bottom-right shot block (no reform)| | +|6D|Bottom-right shot block (no reform)|The bottom right corner of a 2x2 shot block. Destroyed by any weapon. Once destroyed, it only reforms when the room is reloaded.
-|70|Vertical Bomb chain 1| | +|70|Vertical Bomb chain 1|Bomb block. Revealed by any weapon. Destroyed by Bombs and Power Bombs. Once destroyed, it also destroys adjacent vertical bomb chain blocks, and only reforms when the room is reloaded. Can be tied in with horizontal bomb chain blocks.
-|71|Vertical Bomb chain 2| | +|71|Vertical Bomb chain 2|Bomb block. Revealed by any weapon. Destroyed by Bombs and Power Bombs. Once destroyed, it also destroys adjacent vertical bomb chain blocks, and only reforms when the room is reloaded. Can be tied in with horizontal bomb chain blocks.
-|72|Vertical Bomb chain 3| | +|72|Vertical Bomb chain 3|Bomb block. Revealed by any weapon. Destroyed by Bombs and Power Bombs. Once destroyed, it also destroys adjacent vertical bomb chain blocks, and only reforms when the room is reloaded. Can be tied in with horizontal bomb chain blocks.
-|73|Vertical Bomb chain 4| | +|73|Vertical Bomb chain 4|Bomb block. Revealed by any weapon. Destroyed by Bombs and Power Bombs. Once destroyed, it also destroys adjacent vertical bomb chain blocks, and only reforms when the room is reloaded. Can be tied in with horizontal bomb chain blocks.
-|74|Horizontal Bomb chain 1| | +|74|Horizontal Bomb chain 1|Bomb block. Revealed by any weapon. Destroyed by Bombs and Power Bombs. Once destroyed, it also destroys adjacent horizontal bomb chain blocks, and only reforms when the room is reloaded. Can be tied in with vertical bomb chain blocks.
-|75|Horizontal Bomb chain 2| | +|75|Horizontal Bomb chain 2|Bomb block. Revealed by any weapon. Destroyed by Bombs and Power Bombs. Once destroyed, it also destroys adjacent horizontal bomb chain blocks, and only reforms when the room is reloaded. Can be tied in with vertical bomb chain blocks.
-|76|Horizontal Bomb chain 3| | +|76|Horizontal Bomb chain 3|Bomb block. Revealed by any weapon. Destroyed by Bombs and Power Bombs. Once destroyed, it also destroys adjacent horizontal bomb chain blocks, and only reforms when the room is reloaded. Can be tied in with vertical bomb chain blocks.
-|77|Horizontal Bomb chain 4| |+|77|Horizontal Bomb chain 4|Bomb block. Revealed by any weapon. Destroyed by Bombs and Power Bombs. Once destroyed, it also destroys adjacent horizontal bomb chain blocks, and only reforms when the room is reloaded. Can be tied in with vertical bomb chain blocks.| 
 +FIXME 70, 71, 72, 73 -- Somehow these 4 types of chain blocks interact, not currently sure how\\ 
 +FIXME 74, 75, 76, 77 -- Somehow these 4 types of chain blocks interact, not currently sure how\\
  
 ---------------------------------------- ----------------------------------------
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 ^ID   ^Name   ^Description   ^ ^ID   ^Name   ^Description   ^
-|62|Missile tank| | +|62|Missile tank|Adds +5 Missiles.
-|63|Energy tank| | +|63|Energy tank|Adds +100 Energy.
-|64|Hidden missile tank| | +|64|Hidden missile tank|Missile tank. Revealed by any weapon until room is reloaded.
-|65|Hidden energy tank| | +|65|Hidden energy tank|Energy tank. Revealed by any weapon until room is reloaded.
-|66|Underwater missile tank| | +|66|Underwater missile tank|Missile tank. Otherwise behaves like water.
-|67|Underwater energy tank| | +|67|Underwater energy tank|Energy tank. Otherwise behaves like water.
-|68|Power Bomb tank| | +|68|Power Bomb tank|Adds +2 Power Bombs.
-|69|Hidden Power Bomb tank| | +|69|Hidden Power Bomb tank|Power Bomb tank. Revealed by any weapon until room is reloaded.
-|6A|Underwater Power Bomb tank| |+|6A|Underwater Power Bomb tank|Power Bomb tank. Otherwise behaves like water.|
  
 ---------------------------------------- ----------------------------------------
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 ^ID   ^Name   ^Description   ^ ^ID   ^Name   ^Description   ^
-|01|Block (pass through bottom)| | +|01|Block (pass through bottom)|Solid block. Has collision on the sides and top, but is open on bottom. Can be used as a one way platform.
-|09|Prevents climbing into from ladder| | +|09|Prevents climbing into from ladder|Solid block. Used to cap ladders, preventing players from vaulting into the wall and being forced back out.
-|17|Stop enemy block (air)| |+|17|Stop enemy block (air)|Air block. Solid for enemies, air for Samus.|
  
 ---------------------------------------- ----------------------------------------
- 
-0: Air - An empty block. Allows Samus, enemies, and other sprites to move through it. 
- 
-1: Block (pass through bottom) - A block that is solid on top, but allows Samus to jump through it from the bottom. She can also drop through from the top by holding Down and pressing Jump. Enemies will pass through this block. 
- 
-9: Prevents climbing into from ladder - These are solid blocks that should be placed at the top of any wall ladders which do not have a standable platform directly above the ladder. 
- 
-10: Solid block - A block that does not allow Samus, enemies, etc. to pass through it. Wave Beam will still penetrate solid blocks. 
- 
-11/12: Steep floor slope - A sloped floor that will lift Samus and enemies 1 block higher in the span of a 1-block width. The slash designates which way the slope works when moving from left to right. 
- 
-13-16: Upper/lower slight floor slope - A sloped floor that will lift Samus and enemies 1 block higher in the span of a 2-block width. The slash designates which way the slope works when moving from left to right. For reference, lower blocks would be the bottom of a staircase, while upper blocks would be the top of a staircase. 
- 
-17: Stop enemy block (air) - A block that Samus can pass through like air, but which will stop enemies like a solid block. Look at the rooms around Ridley for usage examples. 
- 
-18: Ceiling ladder - Ceiling-mounted ladders that Samus can climb by jumping into from below and holding Up to grab. She can climb left and right while hanging, and will stop at solid blocks. 
- 
-19/1A: Right/Left wall ladder - Wall-mounted ladders that Samus can climb by pushing into while airborne. Right/Left indicates which direction the player must hold in order to grab onto the ladder. Don't forget that block 9 will stop Samus from climbing on top of the ladder! 
- 
-1B: Water - One full block of water. These will slow down Samus and prevent Bomb jumping if she does not have the Gravity suit. No effect on enemies. 
- 
-1C: Wet ground - A solid block that makes a splash animation when Samus walks over it. 
- 
-1D: Dusty ground - A solid block that makes a dust animation when Samus walks over it. 
- 
-21-26: Ceiling slopes - All of these blocks are functionally equivalent to air blocks. Sadly, ceiling slopes don't actually offer unique collision in Metroid Fusion. Just use air blocks instead. 
- 
-29/2A: Elevator up/down block - These blocks are placed beneath elevator platforms (sprites) and specify which direction you must press in order to use the elevator. 
- 
-2C: Bubbly ground - Floor blocks that release air bubbles when Samus lands on them. 
- 
-2D: Very dusty ground - Like dusty ground blocks, but with a more exaggerated dust effect. 
- 
- 
- 
- 
-20: Door transition block - These are placed within the bounds of door objects (sprites) in order to allow Samus to transition between rooms. 
- 
-27/28: Vertical up/down transition block - Similar to the previous door transition blocks, but for transitions going up/down. The name of the block is the direction Samus needs to go in order to activate them. 
- 
-30-35: White door slots 1-6 - The standard door caps that Adam unlocks after visiting the Quarantine Bay. Note that no two doors can share a slot number, **even if they're different colors or directions.** 
- 
-36-3B: Blue door slots 1-6 - Blue door caps that are unlocked by releasing Level 1 door locks. 
- 
-3F: Gray door - Striped gray hatches specifically used in Navigation rooms. 
- 
-40-45: Green door slots 1-6 - Green door caps that are unlocked by releasing Level 2 door locks. 
- 
-46-4B: Yellow door slots 1-6 - Yellow door caps that are unlocked by releasing Level 3 door locks. 
- 
-3C-3E, 4C-4E: Red door slots 1-6 - Red door caps that are unlocked by releasing Level 4 door locks. 
- 
- 
- 
-50/51, 60/61: Top-left/right, Bottom-left/right shot blocks (never reform) - Four blocks placed together in a 2x2 square. When Samus shoots one of them, all of them will break. These will stay permanently destroyed once shot. 
- 
-52: Shot block (never reform) - A single block that is vulnerable to Beam shots. These will stay permanently destroyed once shot. 
- 
-53: Shot block (reform) - A single shot block. These will respawn after a short delay. 
- 
-54: Missile block (never reform) - A single block that is vulnerable to any type of Missile. These will stay permanently destroyed once broken. 
- 
-55: Bomb block (never reform) - A single block that is vulnerable to Bombs and Power Bombs. These will stay permanently destroyed once broken. 
- 
-56: Bomb block (reform) - A single Bomb block which will respawn after a short delay. 
- 
-57: Power bomb block (never reform) - A single block that is vulnerable only to Power Bombs. These will stay permanently destroyed once broken. 
- 
-58: Speed boost block (no reform) - A single block that can be destroyed by running into it with Speed Booster or a Shinespark. These will only respawn when the room is reloaded. 
- 
-59: Screw attack block (no reform) - A single block that is vulnerable to Screw Attack. These will only respawn when the room is reloaded. 
- 
-5A: Crumble block - A fragile block that will break when Samus steps on it. These will respawn immediately. Samus can run across them with Speed Booster. It is also possible to jump off of a Crumble block on the first frame that Samus is in contact with it. Spring Ball cannot jump off of Crumble blocks. 
- 
-5B: Shot block (no reform) - A single shot block. These will only respawn when the room is reloaded. 
- 
-5C/5D, 6C/6D: Top-left/right, Bottom-left/right shot blocks (no reform) - Four shot blocks placed together in a 2x2 square. When one of them is shot, all of them will break. These will only respawn when the room is reloaded. 
- 
-5E: Missile block (no reform) - A Missile block that will only respawn when the room is reloaded. 
- 
-6B: Speed boost block (reform) - A single block that is vulnerable to Speed Booster or a Shinespark. These will respawn immediately. 
- 
-70-73: Vertical bomb chain 1-4 - Bomb blocks that, when destroyed, will also destroy Bomb blocks that are directly above or below them. These can even trigger Horizontal bomb chain blocks, allowing for some complex bomb block patterns. 
- 
-74-77: Horizontal bomb chain 1-4 - Bomb blocks that, when destroyed, will also destroy Bomb blocks that are directly beside them. These can even trigger Vertical bomb chain blocks, allowing for some complex bomb block patterns. 
- 
- 
- 
-62: Missile Tank - Increases your maximum Missile count by 5 upon contact. Does not respawn. 
- 
-63: Energy Tank - Permanently increases your energy by 100 upon contact. Does not respawn. 
- 
-64: Hidden missile tank - A shot block that reveals a Missile tank when shot. It behaves like a (no reform) block until the tank is collected. 
- 
-65: Hidden energy tank - A shot block that reveals an Energy tank when shot. It behaves like a (no reform) block until the tank is collected. 
- 
-66: Underwater missile tank - A Missile tank within a water block. The water block will remain after the tank is collected, even after a room reload. 
- 
-67: Underwater energy tank - An Energy tank within a water block. The water block will remain after the tank is collected, even after a room reload. 
- 
-68: Power bomb tank - Increases your maximum Power Bombs by 2 upon contact. Does not respawn. 
- 
-69: Hidden power bomb tank - A shot block that reveals a Power Bomb tank when shot. It behaves like a (no reform) block until the tank is collected. 
- 
-6A: Underwater power bomb tank - A Power Bomb tank within a water block. The water block will remain after the tank is collected, even after a room reload. 
fusion/data_maps/clipdata.1611654388.txt.gz · Last modified: 2021/01/26 09:46 by felixwright