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'''Ice''' is a [[tile]] that makes any moving object move without user interaction and without any control. Whenever an object steps on ice, it will slide in that direction at double its normal speed in Lynx ([[block]]s are considered to be as fast as [[Chip]], since they are always moved by Chip), and at 10 [[m/s]] in MS discounting [[Slide Delay|slide delay]], until the ice stops. The four "ice corners" will turn the object in that direction. | '''Ice''' is a [[tile]] that makes any moving object move without user interaction and without any control. Whenever an object steps on ice, it will slide in that direction at double its normal speed in Lynx ([[block]]s are considered to be as fast as [[Chip]], since they are always moved by Chip), and at 10 [[m/s]] in MS discounting [[Slide Delay|slide delay]], until the ice stops. The four "ice corners" will turn the object in that direction. | ||
If Chip has [[ice skates]], he can step on ice as if it were [[floor]] but at 5 m/s | If Chip has [[ice skates]], he can step on ice as if it were [[floor]] but at 5 m/s. | ||
In [[ | == MS == | ||
In [[MS]], ice corners act as two one-way [[thin wall]]s: Chip can step over them from within the tile if he is wearing ice skates (or starts the level on such a tile, or is otherwise not in a sliding state while on the tile--see [[invalid tile]] and [[data resetting]]) and the move is otherwise legal. | |||
There can be objects on ice, and Chip can pick them up without sliding. | |||
Buried ice corners have unusual properties, stemming from the same programming that allows Chip to skate over them. When [[monster]]s or Chip start on ice corners, they can step over them, but blocks can only do so in a specific situation. The reason for this is that ice corners are mostly programmed to be transparent, but they do not act as transparent to a sliding object because it turns before the transparency takes effect. | Buried ice corners have unusual properties, stemming from the same programming that allows Chip to skate over them. When [[monster]]s or Chip start on ice corners, they can step over them, but blocks can only do so in a specific situation. The reason for this is that ice corners are mostly programmed to be transparent, but they do not act as transparent to a sliding object because it turns before the transparency takes effect. | ||
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Usually, the result is that the block moves ''across'' the ice corner the same direction as Chip was moving and Chip continues sliding, although if this move is illegal a [[ram]] will occur instead. This behavior is termed [[cross-checking]]. | Usually, the result is that the block moves ''across'' the ice corner the same direction as Chip was moving and Chip continues sliding, although if this move is illegal a [[ram]] will occur instead. This behavior is termed [[cross-checking]]. | ||
== Lynx == | |||
In Lynx, Chip cannot walk through ice corners like in MS. Ice corner will always act as two normal thin walls, even if Chip wears ice skates. Boosting, cross-checking, ramming and putting objects on top of ice are also impossible in Lynx. Blobs slide at half the speed of other creatures. If Chip starts the level on ice, he can move in any direction, but if he decides not to move, he will slide down. | |||
== Chip's Challenge 2 == | |||
In [[Chip's Challenge 2]], ice generally behaves the same way it does in Lynx, with a few differences. [[Melinda]] does not slide on ice and behaves the same way as Chip wearing ice skates. [[Rover]]s, like blobs, move at half the speed of other sliding creatures. [[Speed boots]] have no effect on sliding speed. Objects can be placed over ice, and Chip will pick them up while sliding. | |||
== See also == | == See also == | ||
* [[Ice skates]] | * [[Ice skates]] | ||
* [[Force floor]] | * [[Force floor]] |