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Buttons: Difference between revisions
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If it is connected to a clone block without a clone machine under it, it will clone only one copy of the block before the original clone block disappears and reveals anything that may be underneath the clone block, assuming once again that the direction of the clone block is legal. If it is illegal, nothing happens. | If it is connected to a clone block without a clone machine under it, it will clone only one copy of the block before the original clone block disappears and reveals anything that may be underneath the clone block, assuming once again that the direction of the clone block is legal. If it is illegal, nothing happens. | ||
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The brown button is the only button not affected by the [[Button Smash Glitch]] in a specific case. Only currently trapped items will fail to be released when the button is "smashed". | The brown button is the only button not affected by the [[Button Smash Glitch]] in a specific case. Only currently trapped items will fail to be released when the button is "smashed". | ||
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Toggle walls are not fatal to [[Chip]] or [[monster]]s if they turn closed when Chip or monster is on them, but they will protect Chip from [[monster]] impacts and sliding [[block]]s, and the [[wall]] rather than the monster will take effect if Chip tries to step onto the closed toggle/monster tile. | Toggle walls are not fatal to [[Chip]] or [[monster]]s if they turn closed when Chip or monster is on them, but they will protect Chip from [[monster]] impacts and sliding [[block]]s, and the [[wall]] rather than the monster will take effect if Chip tries to step onto the closed toggle/monster tile. | ||
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Tanks will not be reversed if they are standing on [[ice]] or [[force floor|force floors]], unless Chip touched the blue button on his initial move, or landed on it after sliding over one ice, force floor, or [[teleport]]. Tanks standing on [[clone machine|clone machines]] will only switch in the MS version or the most recent [[Tile World]] emulation, and only under specialized circumstances. When this happens, the [[Frankenstein Glitch]] has occurred. This glitch is seen in [[David Stolp]]'s ''table of contents'' and ''ode to a cloned tank, pointed the wrong way''. | Tanks will not be reversed if they are standing on [[ice]] or [[force floor|force floors]], unless Chip touched the blue button on his initial move, or landed on it after sliding over one ice, force floor, or [[teleport]]. Tanks standing on [[clone machine|clone machines]] will only switch in the MS version or the most recent [[Tile World]] emulation, and only under specialized circumstances. When this happens, the [[Frankenstein Glitch]] has occurred. This glitch is seen in [[David Stolp]]'s ''table of contents'' and ''ode to a cloned tank, pointed the wrong way''. | ||
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Revision as of 03:58, 18 January 2019
A button is a utility tile connected to one or more other tiles, such as walls, monsters, traps, wiring, clone machines and more. The color of a button determines its specific function, however all buttons share the following characteristics:
- Buttons are pressed when Chip, Melinda, a block or any monster enters the same tile as a button.
- Buttons can be held down as long as the player, a block or any monster remains on the same tile. Holding down a button may have no effect depending on the color button and to what the button is connected.
- In most versions of the game, an audible noise is made when a button is pressed. One notable exception is the green button in the original Microsoft version of Chip's Challenge 1. This noise can be helpful feedback if a button is being pressed out of sight of the player.
- There is no guarantee a button is connected to something nearby. Many levels use buttons as an element of the puzzle where the player must determine its effect through trial and error. Occasionally, button presses can introduce hazards to the player and need to be avoided.
Machine Buttons
Red Button
The red button, sometimes called a clone button, is a tile in Chip's Challenge that activates a corresponding clone machine specified by the designer. While more than one red button may activate the same clone machine, a single red button cannot activate more than one clone machine. If the designer connects it to more than one clone machine, only the first connection is valid. To change the connection to a different clone machine in a level editor, either erase the clone machine and red button and reconnect them (in ChipEdit), or go to the "Clone Connections" menu and disconnect the tiles (in CCEdit or CCLD). In addition, ChipEdit will automatically connect a clone button to a clone machine if one is created directly after the other.
Under the pedantic Lynx ruleset and in Chip's Challenge 2, red buttons are automatically connected to the next clone machine in reading order. In Chip's Challenge 2, red buttons cannot be wired to clone machines, but pink buttons can.
Various things happen when a red button is connected to a tile that is not on top of a clone machine. To clone, the tile must be a monster or clone block, and the direction it is cloning has to be clear, or the clone will have no effect and the button must be pressed again.
If the red button is connected to a monster that is not in the monster list, the red button will add that monster to the monster list and also cause it to start moving in the specified direction, assuming that move is legal. If the move is illegal, or if the monster is already in the monster list, the red button will have no effect.
If it is connected to a clone block without a clone machine under it, it will clone only one copy of the block before the original clone block disappears and reveals anything that may be underneath the clone block, assuming once again that the direction of the clone block is legal. If it is illegal, nothing happens.
Brown Button
The brown button or trap button is a tile that releases the trap to which it is connected, if any, when moved to the lower layer by any object (it is unconditional acting floor) or if it already starts on the lower layer. If the brown button does not have a connected trap, it has no effect when stepped on. More than one brown button can release the same trap, but more than one trap cannot be released by the same button.
Under the pedantic Lynx ruleset and in Chip's Challenge 2, brown buttons are automatically connected to the next clone machine in reading order. In Chip's Challenge 2, brown buttons cannot be wired to clone machines, but pink buttons can.
The brown button is the only button not affected by the Button Smash Glitch in a specific case. Only currently trapped items will fail to be released when the button is "smashed".
State Toggling Buttons
Green Button
The green button, informally known as a toggle button, is a tile in Chip's Challenge that causes all toggle walls contained in a level to switch state. If a green button is touched by any moving object, the walls switch, but two separate presses of different buttons on the same turn will cancel each other out. Therefore, if an odd number of presses occur on the same turn, the wall will switch; if it is an even number, nothing at all happens (the latter case is one of the only two possible ways to solve Perfect Match in CC1, the other being the Concussion Rule).
In Chip's Challenge 2, green buttons cause green chips and green bombs to switch state in addition to toggle walls.
Green buttons do not switch toggle walls on clone machines or toggle walls that began the level on the lower layer under anything other than a monster, although they will switch toggle walls that become displaced to the lower layer.
Toggle walls are not fatal to Chip or monsters if they turn closed when Chip or monster is on them, but they will protect Chip from monster impacts and sliding blocks, and the wall rather than the monster will take effect if Chip tries to step onto the closed toggle/monster tile.
Grey Button
The grey button is a button introduced in Chip's Challenge 2. It changes the state of objects in a 5 by 5 square centered at the button, even if the tiles are already wired. Tiles that can be changed include toggle walls, flame jets, force floors, swivel doors, train tracks. Traps, green chips, and green bombs are not affected by grey buttons.
Orange Button
The orange button is a button introduced in Chip's Challenge 2. When held down, they invert the state of a corresponding flame jet from its start state. An orange button connects to a flame jet in a diamond grow pattern, prioritizing the rightmost flame jet and then travelling in a counterclockwise fashion.
Tank Control Buttons
Blue Button
The blue button, sometimes called a tank button, reverses the direction of all moving tanks, with some exceptions, in the current level when stepped on. If there are no moving tanks remaining in the level, with one of the same exceptions, the blue button has no effect.
Tanks will not be reversed if they are standing on ice or force floors, unless Chip touched the blue button on his initial move, or landed on it after sliding over one ice, force floor, or teleport. Tanks standing on clone machines will only switch in the MS version or the most recent Tile World emulation, and only under specialized circumstances. When this happens, the Frankenstein Glitch has occurred. This glitch is seen in David Stolp's table of contents and ode to a cloned tank, pointed the wrong way.
Yellow Button
The yellow button is a button introduced in Chip's Challenge 2. When pressed, every yellow tank in the level will attempt to move in the same direction as the object that pressed it.
Wiring Buttons
Pink Button
The pink button is a button introduced in Chip's Challenge 2. When stepped on by Chip, Melinda, blocks, and monsters, it will activate any wire it is connected to.
Black Button
The black button is a button introduced in Chip's Challenge 2. It has the opposite behavior of a pink button: it will activate any wire it is connected to except when stepped on by Chip, Melinda, blocks, and monsters.