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m (→Monster slapping: removed contraction) |
(moved a piece from CC2 to Lynx; rewrote and expanded parts of the Lynx and CC2 explanations) |
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== Background == | == Background == | ||
Lynx, unlike [[MS_ruleset|MS]], will read two keys held simultaneously in the process of moving as moving in the first direction pressed. The second direction is a ''subordinate keystroke'', which will take effect only in two situations. The first situation is that when, during a straight run, the primary keystroke becomes illegal but the secondary keystroke is legal, they will reverse priority and [[Chip]] will move in the previously subordinate direction (more generally, which keystroke is considered primary depends solely on the direction Chip is currently facing, so sliding can also reverse priority). The second situation is that if there is a block in the subordinate direction, block slapping can occur. | |||
== What happens == | == What happens == | ||
When the | When the direction Chip is facing and a perpendicular direction are held on a [[tick]] when Chip is fully on a tile, a block is next to Chip in the perpendicular direction, and Chip is able to enter the tiles in both directions normally (even if deadly), the block in question will be moved one space in the subordinate direction, as if it had been [[flick]]ed. This is more easily done in constant motion, in which the primary direction is likely already held down and the player only needs to start pressing the subordinate direction sometime before reaching the block, rather than make sure they press two directions at the same time. | ||
[[File:Block slapping.png]] | [[File:Block slapping.png]] | ||
In this cut from [[Zartacla]], using Lynx rules, Chip can get block 2 off the [[fire]] space without being killed, and therefore exit the level in a total of five seconds. Chip would come onto [10, 0] playing through the level as normal, and when he moves D, within half a move the L key is also hit. The combination of this is such that when Chip moves 2D, block 2 moves L, such that block 3 or 1 links to its [[dirt]] and Chip can exit the level. Note that if the exit and hidden fire were on row 1 in the above diagram, and there was a wall above [10, 0], this would be impossible to do. However, block slapping could be performed by running vertically instead. | In this cut from [[Zartacla]], using Lynx rules, Chip can get block 2 off the [[fire]] space without being killed, and therefore exit the level in a total of five seconds. Chip would come onto [10, 0] playing through the level as normal, and when he moves D, within half a move the L key is also hit. The combination of this is such that when Chip moves 2D, block 2 moves L, such that block 3 or 1 links to its [[dirt]] and Chip can exit the level. Note that if the exit and hidden fire were on row 1 in the above diagram, and there was a wall above [10, 0], this would be impossible to do. However, block slapping could be performed by running vertically instead. | ||
Note that, because Chip never enters the tile underneath the block, said tile remains unchanged; for example, [[item]]s would remain uncollected, and [[lock]]s would remain unopened. The latter example is an interesting case, because while Chip needs the corresponding key, he retains the key after the block slap. Also note that real [[blue wall]]s and [[hidden wall]]s are considered enter-able until revealed, even though they can never actually be emtered. This allows blocks to be flicked off those tiles almost exactly like in MS. | |||
== Why it happens == | == Why it happens == | ||
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== In Chip's Challenge 2 == | == In Chip's Challenge 2 == | ||
As in Lynx, the ability to slap a block depends on whether the player can enter the tile underneath. For example, [[Melinda]] cannot slap a block on [[gravel]] without [[hiking boots]], and Chip cannot slap a block on a [[female-only sign]]. Unlike Lynx, however, CC2 does not consider real blue walls and hidden walls enter-able. To emulate the Lynx behavior in CC2, such walls must be replaced with [[recessed wall]]s—and even then, level designers must be wary of [[spring mining]]. (To emulate block-on-recessed wall Lynx behavior in CC2, a level designer can place a block on a [[thief]] and give the player an item that must be kept. If the item must be a tool, the designer can place [[no sign]]s, which can be empty, in the relevant areas.) | |||
Block slapping in CC2 is strictly more flexible than in [[Tile World#Differences in the Lynx emulation|TW Lynx]], but less so than in Atari Lynx. More precisely, in addition to the slaps possible in TW Lynx, if the player is not directly facing a block that is directly above or below, they can slap the block while moving left or right. <!--Need to expand this section with a breakdown of what this sentence means, maybe with an example.--> | Block slapping in CC2 is strictly more flexible than in [[Tile World#Differences in the Lynx emulation|TW Lynx]], but less so than in Atari Lynx. More precisely, in addition to the slaps possible in TW Lynx, if the player is not directly facing a block that is directly above or below, they can slap the block while moving left or right. <!--Need to expand this section with a breakdown of what this sentence means, maybe with an example.--> | ||
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{{stub}} | {{stub}} | ||
[[Category:Mechanics]] | [[Category:Mechanics]] | ||
[[Category:Terminology]] | [[Category:Terminology]] |