Super Mario Galaxy Object Database

Objects | Configs | Occurrences

Config: CrystalCageMoving

A large rotating crystal containing a Yellow Luma. It can be destroyed upon contact with the player while in certain rush states, caused by objects such as MarioLauncher, SuperSpinDriver, and GCaptureTarget.

Arguments

NameTypeGamesRequired?DescriptionValues
Path_arg0IntegerSMG1False

Pose Type: The object's pose while moving on the path.

  • -1: Retains initial rotation
  • 1: Rotation affected by normal gravity (front is rough path direction, up is negated gravity)
  • 2: Rotation affected by normal gravity (front is path direction, up is rough negated gravity)
  • 3: Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)
Path_arg1IntegerSMG1False

Movement Type: How the object behaves once it reaches the last path point.

  • -1: Stops at last point
  • 1: Moves back towards first point
  • 2: Warps back to first point
Path_arg2IntegerSMG1False

Indicator Dots Type: Specifies whether the orange indicator dots should be used and how they are displayed.

  • -1: Don't use indicator dots
  • 1: Draw dots on path
  • 2: Draw dots but disappear one by one when passed by
  • 3: Use bigger dots for path points
Path_arg4IntegerSMG1False

Initial Position Type: The object's initial position.

  • -1: Start at nearest position on path
  • 1: Start at nearest path point
  • 2: Start at first path point
Point_arg0IntegerSMG1False

Movement Speed / Time: The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.

    Point_arg1IntegerSMG1False

    Acceleration Time: The time in frames it takes for the object to reach the movement speed set at this point.

      Point_arg5IntegerSMG1False

      Stop Time: The time in frames the object waits at this point before it continues moving again.

        Point_arg7IntegerSMG1False

        Speed Type: Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.

        • -1: Point_arg0 specifies movement speed
        • 1: Point_arg0 specifies time until next point

        MapParts arguments

        NameGamesRequired?DescriptionValues
        SignMotionTypeSMG1False

        Shake Start Type: Specifies whether the object will shake before it starts moving or not.

        • 0: Don't shake
        • 1: Shakes before moving
        • 2: Shakes before moving
        • 3: Don't shake
        • 4: Shakes before moving
        • 5: Shakes before moving

        Switches

        NameGamesRequired?Description
        SW_BSMG1False

        If used, the object won't move until this switch gets activated.

        SW_APPEARSMG1False

        Appears when this switch is activated. A giant Luma will take its place beforehand.

        SW_AWAKESMG1False

        Enables rendering and resumes updates when this switch is active. A giant Luma will take its place beforehand.

        Setup

        NameGamesRequired?DescriptionValues
        RailSMG1False

        The path that it moves on.

          DemoCastSMG1False

          Can take part in a cutscene. The game will freeze upon destroying the crystal if this object is not part of a cutscene.