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Tile World: Difference between revisions

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=== Differences in the Lynx emulation ===
=== Differences in the Lynx emulation ===


The Lynx ruleset in Tile World does allow some things the actual Lynx implementation of the game does not. Tile World accepts arbitrary connections of [[button]]s to [[trap]]s and [[clone machine]]s (in the actual Lynx game the connections are made implicitly based on positions of the buttons and targets), a concept borrowed from the MS implementation. North and west [[thin wall]]s, which did not appear in [[Chip's Challenge 1|CC1]], can be used. One can also touch the border in the Lynx emulation without any unpredictable results that would occur in the actual Lynx game. Also, Tile World is not hindered by the limitations of the Atari Lynx hardware, so various limits aren't reproduced. Examples are the maximum of 128 [[monster]]s that can be on screen and having the titles contain no lowercase letters or symbols. The actual Lynx game had a maximum limit of 255 keys of each type, where collecting one more caused the value to wrap around back to 0, but earlier builds of Tile World didn not implement this behavior. Tile World was changed to match the actual Lynx behavior after the release of [[CC2]], since that game also had 255 key maximum despite not being bound as the same hardware limitations as Lynx.  
The Lynx ruleset in Tile World does allow some things the actual Lynx implementation of the game does not. Tile World accepts arbitrary connections of [[button]]s to [[trap]]s and [[clone machine]]s (in the actual Lynx game the connections are made implicitly based on positions of the buttons and targets), a concept borrowed from the MS implementation. North and west [[thin wall]]s, which did not appear in [[Chip's Challenge 1|CC1]], can be used. One can also touch the border in the Lynx emulation without any unpredictable results that would occur in the actual Lynx game. Also, Tile World is not hindered by the limitations of the Atari Lynx hardware, so various limits aren't reproduced. Examples are the maximum of 128 [[monster]]s that can be on screen and having the titles contain no lowercase letters or symbols. The actual Lynx game had a maximum limit of 255 keys of each type, where collecting one more caused the value to wrap around back to 0, but earlier builds of Tile World did not implement this behavior. Tile World was changed to match the actual Lynx behavior after the release of [[CC2]], since that game also had 255 key maximum despite not being bound as the same hardware limitations as Lynx.  


Tile World still includes a command-line option (-P) which turns on ''pedantic'' mode, forcing the Lynx ruleset to emulate the original Lynx game as closely as possible, although this renders some levels unsolvable or unplayable.
Tile World still includes a command-line option (-P) which turns on ''pedantic'' mode, forcing the Lynx ruleset to emulate the original Lynx game as closely as possible, although this renders some levels unsolvable or unplayable.

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