Magnet and Ball
| Magnet and Ball | |||||||
|---|---|---|---|---|---|---|---|
| |||||||
| Technique | 23 | ||||||
| Set | Yellow | ||||||
| Objective | Make an object stick to the magnet when it gets close! | ||||||
| Edit | Object Ball, AI 1 Action | ||||||
| |||||||
Magnet and Ball is one of the Assembly Dojo techniques in WarioWare: D.I.Y. It is the seventh technique in the yellow set, and the twenty-third overall in the game. The goal of this technique is to have an object attach to another object while in motion.
Overview[edit]
At the start of Assembly, the player is presented with two Objects. One is a gray ball labeled "Ball", starting at the bottom center of the stage. The other, a red and blue magnet labeled "Magnet", starts in a random area along the top of the stage. When starting the microgame, the magnet will approach the area above the ball, and after a delay, move upwards.
Objects[edit]
- Ball
| AI # | Effect |
|---|---|
| 1 | While MAGNET switch is ON:
? |
- Magnet
| AI # | Effect |
|---|---|
| 1 | When time 1-1 is hit:
Go to (area above Ball). |
| 2 | When MAGNET touches (area above Ball):
Turn MAGNET switch ON. |
| 3 | When time 6-3 is hit:
Go NORTH. |
The first action of the Object "Ball" may be modified by the player.
Solution[edit]
To complete the technique, Object "Ball"'s first action must be set to "Travel > Target > Magnet", and set the location directly below the Magnet. The speed must be set to either Normal, Fast, or Fastest.
In-game text[edit]
- Description – "There's a small metal ball. So what would happen if a magnet got close? It's up to you to make it look real!"
- Hint #1 – "You want to make the ball move, so surely you want to use travel."
- Hint #2 – "There's a perfect type of travel to make it stick to the magnet."
- Notes (Page 1) – "The Target type of travel can be extremely handy. Of course, you can make objects target stationary objects, but you can also make them target and follow moving objects."
- Notes (Page 2) – "The magnet in this challenge doesn't have a particularly difficult travel pattern... But you may sometimes have an object with an unpredictable travel pattern that you want another object to follow."
- Notes (Page 3) – "Using a target action is tailor-made for that kind of thing. By doing so, you could even change the AI of the object being followed, and you wouldn't have to change the AI of the object targeting it."
Names in other languages[edit]
| Language | Name | Meaning | Note(s) | Ref. |
|---|---|---|---|---|
| Japanese | じしゃくとてつのたま Jishaku to tetsu no tama |
Magnet and iron ball | [1] | |
| French | Bille et aimant | Ball and magnet | [1] | |
| German | Anziehend! | Attractive! | [1] | |
| Italian | Come una calamita | Like a magnet | [1] | |
| Spanish | Bola e imán | Ball and magnet | [1] |
References[edit]
- ^ a b c d e In-game microgame name, via WarioWare, Inc. → Assembly Dojo (29 Apr. 2009–30 Apr. 2010). WarioWare: D.I.Y. by Nintendo SPD and Intelligent Systems. Nintendo.
| Techniques in WarioWare: D.I.Y. | |
|---|---|
| Green set | Stick on Contact! • Drop Like a Rock! • Beep Beep Beep Ding! • Touch Anywhere To... • Victory Confetti • Thud! • Swap Magic! • All or Nothing |
| Blue set | Roll Down the Hill • Rocket Launch! • Go on Green! • Go on Green 2 • Deadly Spikes • Vanishing Magic • Perfect Fit! • Pick Any One |
| Yellow set | Count to Four • Don't Touch! • Once and Done • No Multi-Tapping! • Mid-Air Tap! • Back and Forth • Magnet and Ball • On, Then Off |
| Red set | Count to Eight • Round and Round • One-in-Three Chance • Random Direction • Right or Left • Shoo the Fly Away • Hit in Order • Odd Man Out |
