Buttons: Difference between revisions

68 bytes added ,  9 March 2020
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'''Buttons''' are utility tiles connected to one or more other tiles, such as walls, monsters, traps, wiring, clone machines and more. The color of a button determines its specific function, however all buttons share the following characteristics:
A '''button''' is a utility [[tile]] connected to one or more other tiles, such as [[Acting_wall|walls]], [[monster]]s, [[trap]]s, [[wire]]s, and [[clone machine]]s. The color of a button determines its specific function, but all buttons share the following characteristics:


* Buttons are pressed when [[Chip]], [[Melinda]], a [[Block|block]] or any monster enters the same tile as a button.
* Buttons are pressed when a [[movable object]] enters the same tile as a button.
* Buttons can be held down as long as the player, a block or any monster remains on the same tile. Holding down a button may have no effect depending on the color button and to what the button is connected.  
* Buttons can be held down as long as a movable object remains on them. Holding down a button may have no effect depending on what color the button is and to what the button is connected.  
* In most versions of the game, an audible noise is made when a button is pressed. One notable exception is the green button in the original Microsoft version of [[Chip's Challenge 1]]. This noise can be helpful feedback if a button is being pressed out of sight of the player.
* In most versions of the game, an audible noise is made when a button is pressed. One notable exception is the green button in the original [[Microsoft's version of Chip's Challenge]]. This noise can be helpful feedback if a button is being pressed [[Viewport|out of sight]] of the player.
* There is no guarantee a button is connected to something nearby. Many levels use buttons as an element of the puzzle where the player must determine its effect through observation or experimentation. Occasionally, button presses can introduce hazards to the player and need to be avoided.  
* There is no guarantee a button is connected to something nearby. Many levels use buttons as an element of the puzzle where the player must determine its effect through observation or experimentation. Occasionally, button presses can introduce hazards to the player and need to be avoided.  


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|cc1 = Yes
|cc1 = Yes
|cc2 = Yes
|cc2 = Yes
|cc1index = 36
|cc1index = 36
|multidirectional = No
|multidirectional = No
|moves = No
|moves = No
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The '''red button''', sometimes called a '''clone button''', activates a corresponding [[clone machine]] as specified by the level designer exactly once. Holding a red button down after initially pressing it has no effect. To activate the clone machine a second time, the presser must leave and return to the tile with the button. While more than one red button may activate the same clone machine, a single red button cannot activate more than one clone machine.  
The '''red button''', sometimes called a '''clone button''', activates a corresponding [[clone machine]] as specified by the level designer exactly once. Holding a red button down after initially pressing it has no effect. To activate the clone machine a second time, the presser must leave and return to the tile with the button. While more than one red button may activate the same clone machine, a single red button cannot activate more than one clone machine.  


If a level designer connects a red button to more than one clone machine, only the first connection is valid. To change the connection to a different clone machine in a [[level editor]], either erase the clone machine and red button and reconnect them (in [[ChipEdit]]), or go to the "Clone Connections" menu and disconnect the tiles (in [[CCEdit]] or [[CCLD]]). In addition, ChipEdit will automatically connect a clone button to a clone machine if one is created ''directly'' after the other.
If a level designer connects a red button to more than one clone machine, only the first connection is valid. To change the connection to a different clone machine in a [[level editor]], either erase the clone machine and red button and re-add them (in [[ChipEdit]]), or go to the "Clone Connections" menu and disconnect the tiles (in [[CCEdit]] or [[CCLD]]). In addition, ChipEdit will automatically connect a clone button to a clone machine if one is created ''directly'' after the other.


Under the [[Ruleset|pedantic Lynx ruleset]] and in [[Chip's Challenge 2]], red buttons are connected to the next clone machine in [[reading order]] at the start of the level. In Chip's Challenge 2, red buttons cannot be [[Wire|wired]] to clone machines, but [[Button#Pink_button|pink buttons]] can.
Under the [[pedantic Lynx|pedantic]] [[Lynx ruleset]] and in [[Chip's Challenge 2]], red buttons are connected to the next clone machine in [[reading order]] at the start of the level. In Chip's Challenge 2, red buttons cannot be [[wire]]d to clone machines, but [[Button#Pink_button|pink buttons]] can.


Various things happen when a red button is connected to a tile that is not on top of a clone machine. To clone, the tile must be a [[monster]] or [[clone block]], and the direction it is cloning has to be clear, or the clone will have no effect and the button must be pressed again.
Various things happen when a red button is connected to a tile that is not on top of a clone machine. To clone, the tile must be a [[monster]] or [[clone block]], and the direction it is cloning has to be clear, or the clone will have no effect and the button must be pressed again.


If the red button is connected to a monster that is not in the monster list, the red button will add that monster to the [[monster list]] and also cause it to start moving in the specified direction, assuming that move is legal. If the move is illegal, or if the monster is already in the monster list, the red button will have no effect.
In [[Ruleset#Microsoft_ruleset|MS]], if the red button is connected to a monster that is not in the monster list, the red button will add that monster to the [[monster list]] and also cause it to start moving in the specified direction, assuming that move is legal. If the move is illegal, or if the monster is already in the monster list, the red button will have no effect.


If it is connected to a clone block without a clone machine under it, it will clone only one copy of the block before the original clone block disappears and reveals anything that may be underneath the clone block, assuming once again that the direction of the clone block is legal. If it is illegal, nothing happens.
If it is connected to a clone block without a clone machine under it, it will clone only one copy of the block before the original clone block disappears and reveals anything that may be underneath the clone block, assuming once again that the direction of the clone block is legal. If it is illegal, nothing happens.
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|cc1 = Yes
|cc1 = Yes
|cc2 = Yes
|cc2 = Yes
|cc1index = 39
|cc1index = 39
|multidirectional = No
|multidirectional = No
|moves = No
|moves = No
}}
}}
The '''brown button''' or '''trap button''' releases the [[trap]] to which it is connected, if any, when pressed by any [[object]]. If the brown button does not have a connected trap, it has no effect when stepped on. More than one brown button can release the same trap, but more than one trap cannot be released by the same button.
The '''brown button''' or '''trap button''' releases the [[trap]] to which it is connected, if any, when pressed by any [[object]]. If the brown button does not have a connected trap, it has no effect when stepped on. More than one brown button can release the same trap, but a single brown button cannot release multiple traps except in [[Ruleset#Microsoft_ruleset|MS]].


Under the [[ruleset|pedantic Lynx ruleset]] and in [[Chip's Challenge 2]], brown buttons are connected to the next trap in reading order at the start of the level. In [[Chip's Challenge 2]], brown buttons cannot be [[Wire|wired]] to traps, but [[Button#Pink_button|pink buttons]] can.
Under the [[pedantic Lynx|pedantic]] [[Lynx ruleset]] and in [[Chip's Challenge 2]], brown buttons are connected to the next trap in [[reading order]] at the start of the level. In [[Chip's Challenge 2]], brown buttons cannot be [[wire]]d to traps, but [[Button#Pink_button|pink buttons]] can.


The brown button is the only button not affected by the [[Button Smash Glitch]] in a specific case. Only currently trapped items will fail to be released when the button is "smashed".
The brown button is the only button not affected by the [[Button Smash Glitch]] in a specific case. Only currently trapped items will fail to be released when the button is "smashed".
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|cc1 = Yes
|cc1 = Yes
|cc2 = Yes
|cc2 = Yes
|cc1index = 35
|cc1index = 35
|multidirectional = No
|multidirectional = No
|moves = No
|moves = No
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|cc1 = Yes
|cc1 = Yes
|cc2 = Yes
|cc2 = Yes
|cc1index = 40
|cc1index = 40
|multidirectional = No
|multidirectional = No
|moves = No
|moves = No
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