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* Elements like the [[toggle door]], which are really a collection of multiple tiles (the "open" and "closed" states are internally distinct in every Chip's Challenge game), but which act like a single entity that changes state. | * Elements like the [[toggle door]], which are really a collection of multiple tiles (the "open" and "closed" states are internally distinct in every Chip's Challenge game), but which act like a single entity that changes state. | ||
* An element ''and'' its facing direction, especially when editing for the [[DAT]] format. For example, a west-facing [[glider]] is an available tile, encoded in DAT as the byte <code>0x51</code>. | * An element ''and'' its facing direction, especially when editing for the [[DAT]] format. For example, a west-facing [[glider]] is an available tile, encoded in DAT as the byte <code>0x51</code>. | ||
* A | * A combination of tiles that functions as a single unit, especially if it alters the behavior of its parts. For example, a "fireball cloner" is really a [[fireball]] on top of a [[clone machine]] (which prevents the fireball from moving), and a "no green keys" sign is really a [[green key]] beneath a [[no sign]] (which prevents the key from being picked up). | ||
* One of the square positions within the grid of a level, which may contain multiple elements. For example, "[[invalid tile]]" can refer to a ''stack'' of tiles expressible in a [[DAT]] level but that would be impossible on the original [[Lynx]] game. More pedantically known as a '''cell'''. | * One of the square positions within the grid of a level, which may contain multiple elements. For example, "[[invalid tile]]" can refer to a ''stack'' of tiles expressible in a [[DAT]] level but that would be impossible on the original [[Lynx]] game. More pedantically known as a '''cell'''. | ||
* One individual square of artwork used by any version of the game. Also known as a '''sprite'''. | * One individual square of artwork used by any version of the game. Also known as a '''sprite'''. |