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Chip interacts with teleports the same way as other objects do. In the context of overriding force floors, they ''are'' considered sliding tiles, as they were in the original Atari Lynx, until stopped on (e.g. by [[partial posting]]). Red and yellow teleports in particular act like force floors, except that the player can always override them when not misaligned, i.e. they do not need to slide on a previous teleport or force floor to do so. | Chip interacts with teleports the same way as other objects do. In the context of overriding force floors, they ''are'' considered sliding tiles, as they were in the original Atari Lynx, until stopped on (e.g. by [[partial posting]]). Red and yellow teleports in particular act like force floors, except that the player can always override them when not misaligned, i.e. they do not need to slide on a previous teleport or force floor to do so. | ||
Traps only push objects out of them on the first tick that they are opened by a trap button. When they are ''held'' open or are opened by an active wire, they are [[acting floor]]. This difference from Lynx is responsible for the change to [[Nightmare]] in the Steam version of [[Chip's Challenge 1|CC1]]. | Traps only push objects out of them on the first tick that they are opened by a trap button. When they are ''held'' open or are opened by an active [[wire]], they are [[acting floor]]. This difference from Lynx is responsible for the change to [[Nightmare]] in the Steam version of [[Chip's Challenge 1|CC1]]. | ||
== See also == | == See also == |