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Force floor: Difference between revisions
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A '''force floor''' is a [[sliding tile]] that differs from [[ice]] in two different ways. Unlike ice, the direction of a force floor is determined by the direction of its contours, and Chip can step off force floors in ''any'' legal direction when specific conditions apply. Chip can walk on force floors the same way he walks on ordinary floors with a pair of [[suction boots]], but at the expense of moving at only 5 [[m/s]]. | A '''force floor''' is a [[sliding tile]] that differs from [[ice]] in two different ways. Unlike ice, the direction of a force floor is determined by the direction of its contours, and Chip can step off force floors in ''any'' legal direction when specific conditions apply. Chip can walk on force floors the same way he walks on ordinary floors with a pair of [[suction boots]], but at the expense of moving at only 5 [[m/s]]. | ||
== MS == | == Ruleset exclusive behaviors == | ||
In [[MS]], Chip can only override force floors if his last move was involuntary, or in some cases after hitting a Chip-[[acting wall]]. If a force floor pushes Chip ''directly'' into a wall, Chip can override. The [[Headbanger Rule]] is an extension of the latter, where a sliding block one space behind Chip will be hit by Chip and, in the case of force floors, stop Chip from moving for [1/2]. Also, [[object]]s beginning a level on force floors will not be affected by them as long as they stay on the square. Blocks beginning on force floors will affect Chip as normal, and the block is also pushed normally. | Force floors behave very differently depending on what [[ruleset]] is in use. In some cases, the differences between rulesets can lead to large [[Busted level|busts]] in levels, such as the famed 6 second solution in [[Scoundrel]]. | ||
=== MS === | |||
In [[MS ruleset|MS]], Chip can only override force floors if his last move was involuntary, or in some cases after hitting a Chip-[[acting wall]]. If a force floor pushes Chip ''directly'' into a wall, Chip can override. The [[Headbanger Rule]] is an extension of the latter, where a sliding block one space behind Chip will be hit by Chip and, in the case of force floors, stop Chip from moving for [1/2]. Also, [[object]]s beginning a level on force floors will not be affected by them as long as they stay on the square. Blocks beginning on force floors will affect Chip as normal, and the block is also pushed normally. | |||
If Chip attempts to move backwards on a long slide, he can remain largely motionless, staying on only two tiles. | If Chip attempts to move backwards on a long slide, he can remain largely motionless, staying on only two tiles. | ||
== Lynx == | === Lynx === | ||
In [[Lynx]], Chip is more limited than in MS: only when he was previously on another force floor can Chip override, and he can never override backwards. If Chip, a monster or a block starts the level on a force floor, it will start sliding immediately. | In [[Lynx ruleset|Lynx]], Chip is more limited than in MS: only when he was previously on another force floor can Chip override, and he can never override backwards. If Chip, a monster or a block starts the level on a force floor, it will start sliding immediately. [[Blob]]s, like on [[ice]], slide at half of the speed of other creatures. | ||
If Chip attempts to move backwards on a long slide, he will slow down, but will keep sliding. | If Chip attempts to move backwards on a long slide, he will slow down, but will keep sliding. | ||
== Chip's Challenge 2 == | === Chip's Challenge 2 === | ||
In [[Chip's Challenge 2]], force floors generally behave like in Lynx, but with a few differences. Backwards overrides are possible when one of the sliding tiles Chip or Melinda entered is another force floor. [[Rover]]s, like | In [[Chip's Challenge 2]], force floors generally behave like in Lynx, but with a few differences. Backwards overrides are possible when one of the sliding tiles Chip or [[Melinda]] entered is another force floor, akin to MS. [[Rover]]s, like [[blob]]s, slide at half the speed of other creatures. [[Ghost]]s treat force floors as [[acting floor]], regardless of whether or not they have [[suction boots]]. [[Speed boots]] have no impact on sliding speed. If Chip or Melinda attempt to move backwards on a long slide, they will remain largely motionless, staying on only two tiles like in MS. | ||
== Random and directional force floors == | |||
Force floors that are shaped in a spiral-like formation are ''random force floors'', which take Chip and [[block]]s in a random direction; [[monster]]s treat random force floors as acting walls in the [[MS ruleset]] only. Its override conditions are identical to normal force floors. In Lynx and [[Chip's Challenge 2|CC2]], random force floors circle clockwise in their chosen direction, which gives them the somewhat popular nickname of ''directional force floors''. The default direction is ''East'', which then cycles through ''North'', ''West'', and ''South''. In versions 1.3.1 and above of [[Tile World]], the player can choose the direction the first directional force floor will take using the "F" key. | |||
== Trivia == | == Trivia == |
Revision as of 10:48, 19 June 2019
MSCC Image(s) | |
---|---|
CC2 Image(s) | |
Found in | |
MSCC Index | 13 (S) 18 (N) 19 (E) 20 (W) 50 (Random) |
Steam ID | Unknown edit |
Multi-directional? | Yes |
Moves? | No |
A force floor is a sliding tile that differs from ice in two different ways. Unlike ice, the direction of a force floor is determined by the direction of its contours, and Chip can step off force floors in any legal direction when specific conditions apply. Chip can walk on force floors the same way he walks on ordinary floors with a pair of suction boots, but at the expense of moving at only 5 m/s.
Ruleset exclusive behaviors
Force floors behave very differently depending on what ruleset is in use. In some cases, the differences between rulesets can lead to large busts in levels, such as the famed 6 second solution in Scoundrel.
MS
In MS, Chip can only override force floors if his last move was involuntary, or in some cases after hitting a Chip-acting wall. If a force floor pushes Chip directly into a wall, Chip can override. The Headbanger Rule is an extension of the latter, where a sliding block one space behind Chip will be hit by Chip and, in the case of force floors, stop Chip from moving for [1/2]. Also, objects beginning a level on force floors will not be affected by them as long as they stay on the square. Blocks beginning on force floors will affect Chip as normal, and the block is also pushed normally.
If Chip attempts to move backwards on a long slide, he can remain largely motionless, staying on only two tiles.
Lynx
In Lynx, Chip is more limited than in MS: only when he was previously on another force floor can Chip override, and he can never override backwards. If Chip, a monster or a block starts the level on a force floor, it will start sliding immediately. Blobs, like on ice, slide at half of the speed of other creatures.
If Chip attempts to move backwards on a long slide, he will slow down, but will keep sliding.
Chip's Challenge 2
In Chip's Challenge 2, force floors generally behave like in Lynx, but with a few differences. Backwards overrides are possible when one of the sliding tiles Chip or Melinda entered is another force floor, akin to MS. Rovers, like blobs, slide at half the speed of other creatures. Ghosts treat force floors as acting floor, regardless of whether or not they have suction boots. Speed boots have no impact on sliding speed. If Chip or Melinda attempt to move backwards on a long slide, they will remain largely motionless, staying on only two tiles like in MS.
Random and directional force floors
Force floors that are shaped in a spiral-like formation are random force floors, which take Chip and blocks in a random direction; monsters treat random force floors as acting walls in the MS ruleset only. Its override conditions are identical to normal force floors. In Lynx and CC2, random force floors circle clockwise in their chosen direction, which gives them the somewhat popular nickname of directional force floors. The default direction is East, which then cycles through North, West, and South. In versions 1.3.1 and above of Tile World, the player can choose the direction the first directional force floor will take using the "F" key.
Trivia
- In the original Lynx game, the force floors were magnetic floors forcing Chip to follow their movement, and the boot was a magnet allowing Chip to repel their force and move normally.