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[[Image:TileWorld.png|thumb|right|A screenshot of [[Lesson 1]] in Tile World]] | [[Image:TileWorld.png|thumb|right|A screenshot of [[Lesson 1]] in Tile World]] | ||
'''Tile World''' (also known as ''TileWorld'' or '' | '''Tile World''' (also known as ''TileWorld'', ''Tileworld'' or ''tworld'') is a game designed to emulate [[Chip's Challenge]]. It was written by [[Brian Raiter]]. To avoid copyright infringement with Chip's Challenge, the game does not use the original graphics, sound or music. The original level set is not bundled with Tile World, so is legal for use. | ||
== History == | == History == | ||
In 2000, [[Brian Raiter]] decided to make a port of the Microsoft version of Chip's Challenge to Linux. Chuck Sommerville supported his plan and convinced him to make it possible to also emulate the Lynx set of rules, and to also make the program work under MS Windows. | In 2000, [[Brian Raiter]] decided to make a port of the Microsoft version of Chip's Challenge to Linux. Chuck Sommerville supported his plan and convinced him to make it possible to also emulate the Lynx set of rules, and to also make the program work under MS Windows. | ||
The first version of Tile World was released in 2002 for Windows and Linux. | The first public version of Tile World was released in 2002 for Windows and Linux. Brian Raiter continued to maintain Tile World until 2006, when Tile World 1.3.0 was released. | ||
Brian Raiter continued to maintain Tile World until 2006, when Tile World 1.3.0 was released. | |||
In 2010, a new version of Tile World (TW2) was released along [[CCLP3]] by [[Madhav Shanbhag]]. It included [[CCX]] file support and a redesigned interface. Despite becoming more popular than TW1 <ref>http://cczone.invisionzone.com/index.php?/topic/921-chipsexe-tile-world-or-tile-world-2/</ref>, it faced ocasional criticism, as it did not show passwords and had a few minor OS-specific annoyances. | In 2010, a new version of Tile World (TW2) was released along [[CCLP3]] by [[Madhav Shanbhag]]. It included [[CCX]] file support and a redesigned interface. Despite becoming more popular than TW1 <ref>http://cczone.invisionzone.com/index.php?/topic/921-chipsexe-tile-world-or-tile-world-2/</ref>, it faced ocasional criticism, as it did not show passwords and had a few minor OS-specific annoyances. | ||
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On March 27 2014, Tile World 2.1 was released one day before [[CCLP1]]. It was made by [[Eric Schmidt]] with assistance from Madhav Shanbhag. It fixed most of the above issues and added the possibility to change death messages, among other things. It also fixed a few important ruleset glitches that had existed for a long time in both TW1 and TW2. | On March 27 2014, Tile World 2.1 was released one day before [[CCLP1]]. It was made by [[Eric Schmidt]] with assistance from Madhav Shanbhag. It fixed most of the above issues and added the possibility to change death messages, among other things. It also fixed a few important ruleset glitches that had existed for a long time in both TW1 and TW2. | ||
On 24 July 2015, Brian Raiter came back and released Tile World 1.3.1. | On 24 July 2015, Brian Raiter came back and released Tile World 1.3.1. Both branches of Tile World continue to be maintained with largely similar sets of features. | ||
== Features == | == Features == | ||
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The Lynx ruleset in Tile World does allow some things the actual Lynx implementation of the game does not. Tile World accepts arbitrary connections of [[button]]s to [[trap]]s and [[clone machine]]s (in the actual Lynx game the connections are made implicitly based on positions of the buttons and targets), a concept borrowed from the MS implementation. North and west [[thin wall]]s, which did not appear in [[CC1]], can be used. One can also touch the border in the Lynx emulation without any unpredictable results that would occur in the actual Lynx game. Also, Tile World is not hindered by the limitations of the Atari Lynx hardware, so various limits aren't reproduced. Examples are only being able to hold a maximum of 256 [[key]]s, a maximum of 128 [[monster]]s that can be on screen, and having the titles contain no lowercase letters or symbols. | The Lynx ruleset in Tile World does allow some things the actual Lynx implementation of the game does not. Tile World accepts arbitrary connections of [[button]]s to [[trap]]s and [[clone machine]]s (in the actual Lynx game the connections are made implicitly based on positions of the buttons and targets), a concept borrowed from the MS implementation. North and west [[thin wall]]s, which did not appear in [[CC1]], can be used. One can also touch the border in the Lynx emulation without any unpredictable results that would occur in the actual Lynx game. Also, Tile World is not hindered by the limitations of the Atari Lynx hardware, so various limits aren't reproduced. Examples are only being able to hold a maximum of 256 [[key]]s, a maximum of 128 [[monster]]s that can be on screen, and having the titles contain no lowercase letters or symbols. | ||
Tile World still includes a command-line option (-P) which turns on ''pedantic'' mode, forcing the Lynx ruleset to emulate the original Lynx game as closely as possible. | Tile World still includes a command-line option (-P) which turns on ''pedantic'' mode, forcing the Lynx ruleset to emulate the original Lynx game as closely as possible, although this renders some levels unsolvable or unplayable. | ||
In 2015, new glitches in the original Atari Lynx version of Chip's Challenge were discovered, allowing Chip to pick up an item he starts on, and winning instantly if he starts on the exit, among others. As implementing these in the main Lynx ruleset would break several levels, these were added to pedantic Lynx only. | |||
== Tiles == | == Tiles == | ||
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The original 32x32 tiles in the MS version are replaced with 48x48 tiles created by [[Anders Kaseorg]], which also don't use the 4-bit colors (16-color palette) that are used in the MS Chip's Challenge. With the Lynx ruleset, all objects move smoothly from one tile to the next, and animations are included when an [[object]] runs into [[water]], a [[bomb]] explodes, objects are [[Clone machine|cloned]], or Chip [[Death message|is killed]]. Also, [[element]]s except [[ice]] visibly "shimmer" and the [[exit]] continuously pulls its borders inwards as if it were a portal to another world. | The original 32x32 tiles in the MS version are replaced with 48x48 tiles created by [[Anders Kaseorg]], which also don't use the 4-bit colors (16-color palette) that are used in the MS Chip's Challenge. With the Lynx ruleset, all objects move smoothly from one tile to the next, and animations are included when an [[object]] runs into [[water]], a [[bomb]] explodes, objects are [[Clone machine|cloned]], or Chip [[Death message|is killed]]. Also, [[element]]s except [[ice]] visibly "shimmer" and the [[exit]] continuously pulls its borders inwards as if it were a portal to another world. | ||
There are also some differences between the sound effects used for the MS ruleset and the Lynx ruleset. The [[green button]] adds a sound effect identical to the other three buttons; sounds are made when [[block]]s move and when Chip steps over [[element]]s (differing for ice and force floors when Chip has the [[boot]]), [[recessed wall]]s, fake [[blue wall]]s, [[dirt]] and [[trap]]s; the [[computer chip]] has the same sound as the [[key]]s, and the [[socket]] has the same sound as the [[lock]]s. | Tile World's sound effects were created by Brian Raiter using household objects. There are also some differences between the sound effects used for the MS ruleset and the Lynx ruleset. The [[green button]] adds a sound effect identical to the other three buttons; sounds are made when [[block]]s move and when Chip steps over [[element]]s (differing for ice and force floors when Chip has the [[boot]]), [[recessed wall]]s, fake [[blue wall]]s, [[dirt]] and [[trap]]s; the [[computer chip]] has the same sound as the [[key]]s, and the [[socket]] has the same sound as the [[lock]]s. | ||
== Files == | == Files == | ||
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Tile World is written in the C programming language. It uses the SDL library for platform-specific tasks. The platform-independent parts of the code - such as the game logic - are neatly separated from the platform-specific layer that renders the user interface, making it easy to port Tile World to a new platform. | Tile World is written in the C programming language. It uses the SDL library for platform-specific tasks. The platform-independent parts of the code - such as the game logic - are neatly separated from the platform-specific layer that renders the user interface, making it easy to port Tile World to a new platform. | ||
Official releases of Tile World and Tile World 2 include a precompiled Windows binary, and the source code for compilation on Linux. Tile World 1.3.2 is also available in the software repositories of Debian GNU/Linux | |||
macOS support is unofficial, and tends to lag behind Windows and Linux. The Mac port of 1.3.0 was done by Thomas Harte; 1.3.2 is unavailable. The Mac port of 2.1.1 was done by Julian Uy; 2.2 is unavailable. | |||
Tile World was also ported to the PlayStation Portable by Thepixelatedpoo. The latest version of this port is 1.2.1, so it contains several bugs that have since been fixed upstream. | |||
[http:// | Tile World 1.0, the first stable release, was also ported to BeOS. This port is extremely outdated, and BeOS itself has been discontinued. An open-source clone of BeOS called [http://haiku-os.org Haiku] remains under active development, but the Tile World port does not run. | ||
== Trivia == | == Trivia == | ||
[[Chuck Sommerville]], interviewed about Chip's Challenge's origins, notes that ''Tile World'' was the game's original name: "''[Helping other programmers] was not too terribly creative, so in my spare time at home, I started working up an idea for a game I always wanted to do that involved a player moving across [[tile]]s of different types, and interacting with them. I called it "Tile World.''" | [[Chuck Sommerville]], interviewed about Chip's Challenge's origins, notes that ''Tile World'' was the game's original name: "''[Helping other programmers] was not too terribly creative, so in my spare time at home, I started working up an idea for a game I always wanted to do that involved a player moving across [[tile]]s of different types, and interacting with them. I called it "Tile World.''" | ||
==References== | ==References== | ||
<references/> | <references/> | ||
[[Category:Clones]] | |||
== External links == | |||
[https://www.muppetlabs.com/~breadbox/software/tworld/ Official Tile World website] | |||
[http://www.pillowpc2001.net/TW2/about.html Official Tile World 2 website] | |||
[https://packages.debian.org/sid/tworld Tile World Debian package] | |||
[http://cczone.invisionzone.com/topic/1323-tile-world-211-ported-to-qt5-and-cmake-mac-version/ Mac port of Tile World 2] | |||
[http://wololo.net/talk/viewtopic.php?t=32947 PSP port] | |||
[http://pulkomandy.tk/~beosarchive/archive/nosource/games/ BeOS port] | |||
[[Category:Clones]] [[Category:Programs]] |