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* In Lynx, an animation plays when a [[bomb]] explodes or a block is placed in [[water]], which blocks Chip from stepping on the space for roughly half of a second (specifically, the animation lasts 11-12 ticks, where 20 ticks = 1 second, and usually translates to 10-11 ticks of waiting; this has been reduced to about 5 ticks of waiting in CC2) or unless a [[monster]] touches the space first. This behavior is solely responsible for making [[Teeth (CCLP2 level)|Teeth]] unsolvable. | * In Lynx, an animation plays when a [[bomb]] explodes or a block is placed in [[water]], which blocks Chip from stepping on the space for roughly half of a second (specifically, the animation lasts 11-12 ticks, where 20 ticks = 1 second, and usually translates to 10-11 ticks of waiting; this has been reduced to about 5 ticks of waiting in CC2) or unless a [[monster]] touches the space first. This behavior is solely responsible for making [[Teeth (CCLP2 level)|Teeth]] unsolvable. | ||
* In the original Lynx version, the random seed of | * In the original Lynx version, as well as CC2, the random seed of randomness-based monsters and mechanics (except blobs) is fixed and will not change with successive attempts of the level. In MS, the path is randomly chosen every time the level starts. | ||
* In the Lynx version, the Steam version, and the TW Lynx emulation, holding two directional keys perpendicular to each other at once will cause you to swap directions whenever you hit a wall. However, only in the original Lynx version, holding two directions also forces you to move in the more recently held direction whenever legal. | * In the Lynx version, the Steam version, and the TW Lynx emulation, holding two directional keys perpendicular to each other at once will cause you to swap directions whenever you hit a wall. However, only in the original Lynx version, holding two directions also forces you to move in the more recently held direction whenever legal. |