Area object: Difference between revisions
m →Types of zones: Title terminology fix |
→Variants: Added mention of checkpoint areas |
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* Loading a different stage when Mario contacts it; these are called [[Loading zone|loading zones]]. Loading zones are ultimately invisible as all area objects are, but many exist in the same region of space as a solid white or black texture, giving the impression that the loading zone has an opaque color. | * Loading a different stage when Mario contacts it; these are called [[Loading zone|loading zones]]. Loading zones are ultimately invisible as all area objects are, but many exist in the same region of space as a solid white or black texture, giving the impression that the loading zone has an opaque color. | ||
* Transporting Mario to a different location in the same stage upon contacting it. These are sometimes also referred to as loading zones, despite not actually loading a new stage. | * Transporting Mario to a different location in the same stage upon contacting it. These are sometimes also referred to as loading zones, despite not actually loading a new stage. | ||
* Killing Mario; these are often referred to as '''death planes''' ( | * Killing Mario; these are often referred to as '''death areas''' or '''death planes''' (the latter being a misnomer since the region is not flat). | ||
* Triggering various actions in the stage, such as starting a boss fight or [[cutscene]] or causing situational changes in the level; these are often called '''trigger | * Triggering various actions in the stage, such as starting a boss fight or [[cutscene]] or causing situational changes in the level; these are often called '''trigger areas''' or '''trigger zones'''. | ||
* Setting a checkpoint that Mario can respawn at after dying. These can be found in the [[Underground Temple]] and [[Underground Moon Caverns]]. | |||
* Placing Mario in a [[bubble]] upon leaving the area object. | * Placing Mario in a [[bubble]] upon leaving the area object. | ||
* Preventing or forcing camera movement while inside the area object. | * Preventing or forcing camera movement while inside the area object. |