Li'l Marcher: Difference between revisions

375 bytes added ,  5 years ago
no edit summary
No edit summary
No edit summary
Line 7: Line 7:


Li'l Marchers appear when the player triggers an alarm. They follow the player(s) continuously until they activate a yellow switch. They will damage the player(s) if they bump into them, but destroy themselves in the process. The player(s) cannot jump on them because of the spike on their heads, but can be briefly pushed back with a thrown [[Yoshi Egg|egg]]. Li'l Marchers can be defeated temporarily if they bump into each other. If Yoshi deactivates the alarm by stepping on a switch, all Li'l Marchers on the screen will walk away.
Li'l Marchers appear when the player triggers an alarm. They follow the player(s) continuously until they activate a yellow switch. They will damage the player(s) if they bump into them, but destroy themselves in the process. The player(s) cannot jump on them because of the spike on their heads, but can be briefly pushed back with a thrown [[Yoshi Egg|egg]]. Li'l Marchers can be defeated temporarily if they bump into each other. If Yoshi deactivates the alarm by stepping on a switch, all Li'l Marchers on the screen will walk away.
==Names in other languages==
{{foreign names
|Jap=パトランプくん
|JapR=Patoranpu-kun
|JapM=Patrol Lamp-{{wp|Japanese honorifics#Kun|kun}}<br>Derived from 「パトランプ」 (''patoranpu'', {{wp|Emergency vehicle lighting|warning lights}} used for emergencies), a portmanteau of 「パトロール」 (''patororu'', patrol) and 「ランプ」 (''ranpu'', lamp)
}}


==References==
==References==