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The teleport is a class of tile in Chip's Challenge that sends movable objects to another part of the level. When an object enters a teleport, it will exit out the next teleport of the same color on the same network if one is available. They generally behave as sliding tiles, except that in Lynx and CC2, objects enter them at their normal walking speed. Each color teleport behaves differently when Chip, Melinda, a monster or another object passes through it, as described below.
The blue teleport, also commonly referred to as simply teleport due to being the only teleport tile in Chip's Challenge 1, is a teleport tile that sends movable objects to another part of the level. When an object enters a blue teleport, it will exit out the opposite side of the next teleport in reverse wrappable reading order - right to left within any row, then moving on to the right of the next row to the north, and so on - assuming the teleport is not covered (except in Lynx, in which case teleport behavior can be glitchy and complicated when multiple are covered), this is a legal move, and the Twice Step Glitch has not been activated. If these assumptions do not hold, the game will continue to search for the next teleport for which they do hold. Should the search reach the northwest corner, it will start over from the southeast corner.
In MSCC, if operating in black-and-white mode, the teleport appears as a white circle with a cross-shaped arrow to let the player know they can enter the teleport in any direction.
Should the search reach the original teleport, different things will happen, depending on the ruleset. In MS, it will act as a non-directional ice tile - the object will slide across it if that move is legal, or bounce back if it is not. However, a block or monster in the latter case will stick on the teleport and the teleport will cease to function. (For a demonstration of this, go to Drawn and Quartered, teleport directly up to the north-east room from the start, and release the fireballs into the teleport.) In Lynx and CC2, if it is blocked on the other side, objects will stop on the tile and then treat it as floor. In Lynx, Chip will be stuck if he gets in this situation and the level must be restarted.
As a teleport slide is involuntary in all rulesets, Chip can boost on his very next move in MS, and the second force floor in a force floor-teleport-force floor sequence, for example, can be overridden in Atari Lynx and CC2 (in TW Lynx, an override like this is not possible; the outcome is otherwise the same).
In MS, teleports beginning on the lower layer of the grid will refuse to function, and work as ice tiles just as if it redirected to itself. In Lynx, blocks that start on teleports will be teleported automatically; they will teleport upwards by default, but if a clone block is used it will teleport in the clone block's direction.
In CC2, blue teleports can be hooked up to wire. Wired blue teleports can only exit to other teleports on the same wire as them. If a blue teleport receives a current from any side, it will relay that current to all four sides of itself. This behavior can be used to create a circuit that splits into four directions, as a wire on floor that travels in four directions only allows the current to move horizontally or vertically.
Usually, unwired blue teleports function together as one network; however, due to a glitch, it is possible for an unwired teleport to send objects to a wired teleport. When the teleport search reaches the top left corner of the level, it "remembers" all teleport networks it has seen since the last unwired teleport, including all wires attached to those networks, but not the fact that it is looking for an unwired teleport. Consequently, the search always assumes that, after restarting from the bottom right, the network of the first teleport it sees (wires do not count this time) that isn't on one of the remembered networks is the current network. If this network has only one teleport, then the movable object will either exit that teleport if it is uncovered (even if the exit direction is blocked) or fail to teleport otherwise. If the network has more than one teleport, then the object will teleport normally as if it entered a teleport on that network, unless all such teleports are blocked or covered, in which case the game freezes and crashes.
In CC2, logic gates on a blue teleport network act as one-ways if their output side is on (not necessarily from the gate itself), and as gaps in the wire if it is off. Logic gates can be "occupied"; the player, monsters, and blocks can be sent to the output of a logic gate even if there's no teleport on the other side, but the next object to enter the teleport can't be sent to the same place until the current one leaves. However, the player loses all control if they switch to a Chip or Melinda in a logic gate, and if anything is in a logic gate when the level is restarted, the game will probably crash. If the game does not crash, then the entity will be in the new level in the same gate.
The game seems to treat logic gates with no entity in them and their output wire on the same as a normal blue teleport, so the first gate in reverse reading order is chosen, provided there are no valid teleports before the gate and the gate itself is valid.
The red teleport is a teleport introduced in Chip's Challenge 2 which, like a blue teleport, can send movable objects to other red teleports in the level. It differs from a blue teleport in that it sends entities to the next teleport in normal reading order.
Entities can exit the next red teleport in any unblocked direction. An entity will exit the next teleport from the opposite direction they entered, like with blue teleports, but if that direction is blocked, it will search clockwise for the next open direction. This means that partial posting cannot be achieved with a red teleport unless all four sides are blocked or the teleport is covered.
Chip and Melinda can override the direction they leave a red teleport by holding any direction before they exit, which is required in the level Thinktank. This allows the player to block slap from the exit teleport as if they were standing on it facing the direction the teleport would normally have them face (including the clockwise search mentioned earlier - call this the "default" exit); however, if the block is in front of the default exit, then the player will attempt to push it away even if the player overrides the exit direction and doesn't follow it, unless the exit teleport is the same as the entrance teleport. All of this applies to monsters and dying as well, including monster slapping.
Red teleports can be attached to wire, in which case they will be "on", or enabled, if and only if the wire is active. All enabled red teleports are on a single network, while each disabled red teleport is on its own, 1-teleport network.
The green teleport is a teleport introduced in Chip's Challenge 2. It sends movable objects to another green teleport chosen pseudorandomly in a direction chosen pseudorandomly. Green teleports share the same pseudo-random number generator (PRNG) as walkers, meaning a small offscreen room containing blobs and green teleports can be used to randomize walker movement.
If the exit teleport's chosen exit direction is blocked, it will try other directions and teleports in a manner similar to that of red teleports. If the search for an exit reaches the teleport that was entered, the search stops, and whatever was trying to enter the teleport instead slides past it, like a blue teleport on its own wired network. As a consequence, not every teleportation attempt will test every green teleport.
The yellow teleport is a teleport introduced in Chip's Challenge 2. They will attempt to send movable objects to another yellow teleport in reverse reading order if the exit direction is not blocked, similar to a blue teleport. Unlike all other teleports, if the exit directions for all other yellow teleports are blocked, the movable object, if it's not an ice block or a directional block, will put the yellow teleport in their inventory. This means that yellow teleports can be dropped elsewhere later. Note that every movable object in CC2 has an inventory just like Chip's: they can hold up to 4 items each, and picking up a 5th will drop the 1st. This usually has no effect, as most monsters can't pick up tools normally, but this can be demonstrated with yellow teleports and Item Bestowal.
Yellow teleports are technically terrain, not static objects, and thus can only be dropped on floor. But because they are also items, they cannot be dropped on a tile containing a static object (with or without a no sign), and if one is dropped on a blank no sign it cannot be collected until the no sign is destroyed. Furthermore, since the move order for CC2 involves (in order) item collection, auto-drop, and terrain effects, an auto-dropped yellow teleport will immediately attempt to teleport the movable object that dropped it; if the object cannot teleport, the teleport will be picked up again immediately, followed by a second auto-drop. However, if collecting a yellow teleport would result in an auto-dropped yellow teleport, the pick-up simply fails; likewise for other items on non-floor terrain. Additionally, if there is only one yellow teleport at the start of the level, it can never be picked up.
Yellow teleports can be overridden in the same way as red teleports. However, yellow teleports can be partial posted with just the opposing direction blocked off, like blue teleports.
- Partial posting, for the process of redirecting teleports.