Teleport: Difference between revisions

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→‎Blue teleport: added info on blue teleport wrong warp
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The '''blue teleport''', also commonly referred to as simply '''teleport''' due to being the only teleport tile in [[Chip's Challenge|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 teleports 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.
The '''blue teleport''', also commonly referred to as simply '''teleport''' due to being the only teleport tile in [[Chip's Challenge|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 [[Microsoft's version of Chip's Challenge|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.
In [[Microsoft's version of Chip's Challenge|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.
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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.
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 [[Boosting|boost]] on his very next move in MS, and the second force floor in a [[force floor]]-teleport-force floor sequence can be overridden in Lynx and CC2.
As a teleport slide is involuntary in all rulesets, Chip can [[Boosting|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 Lynx and CC2.


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, [[block]]s 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 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, [[block]]s 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.
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.


=== Logic Gates ===
=== Logic Gates ===


<!--A diagram would be best here.-->
<!--A diagram would be best here.-->
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.
In CC2, [[logic gate]]s 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.
 


== Red teleport ==
== Red teleport ==
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