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Tylersontag (talk | contribs) mNo edit summary |
(Remove the RFF mention since they don't depend on RNG in the rulesets being discussed and instead mention green teleports which actually do touch the RNG) |
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{{Infobox | {{Infobox Tile | ||
|image cc1 = [[File:Walker NS.png]] [[File:Walker WE.png]] | |||
|image = [[ | |image cc2 = [[File:WalkerV.gif]] [[File:WalkerH.gif]] | ||
[[ | |||
|cc1 = Yes | |cc1 = Yes | ||
|cc2 = Yes | |cc2 = Yes | ||
|cc1index = 88 ''(N)'' | |cc1index = 88 ''(N)''<br>89 ''(W)''<br>90 ''(S)''<br>91 ''(E)'' | ||
|cc2id = 24 | |||
|multidirectional = Yes | |multidirectional = Yes | ||
|moves = Yes | |moves = Yes | ||
}} | }} | ||
The '''walker''', sometimes known slangly as a '''dumbbell''' or a '''blue planet''', is a [[monster]] that works similar to the [[pink ball]], [[glider]] and [[fireball]], but chooses a ''random'' direction to turn when it runs into something. Like the [[bug]], the walker dies in [[water]] and on [[bomb]]s, and treats [[fire]] as a [[wall]]. | |||
== [[MS ruleset]] == | |||
While [[Lynx ruleset|Lynx]] and [[Ruleset#Steam ruleset (CC2)|Steam]] walkers choose ''any'' random direction (even the one they're blocked in) and will simply idle for a tic if they chose poorly, MS walkers are much more aggressive and will only choose a random ''unblocked'' direction. In most situations, the only difference is a possible brief delay in Lynx that wouldn't exist in MS. However, in the tight corridors of [[Spirals]], this subtle change has such massive consequences that Microsoft felt it necessary to [[Spirals corruption|alter the level]]. | |||
There are three differences for the walker in [[Lynx ruleset|Lynx]] and [[Ruleset#Steam ruleset (CC2)|Steam]]: the walker considers all four directions, even if they aren't all legal moves (the MS walker simply doesn't add it to the random number generator), and if the walker chooses a blocked direction, it counts as the use of a move, finally is that the pseudorandom number generator used in Lynx and Steam resets at the start of each level so walkers will always take the same actions throughout a level no matter how many times its played<ref>Assuming they don't interact with any variable or random elements such as [[blob]]s, or, additionally in CC2, [[green teleport]]s.</ref>. | |||
== Trivia == | == Trivia == | ||
* The first Chip's Challenge level with walkers in it was [[Nice Day]]. Consequently, the route through it is not guaranteed 100%. | |||
* In the [[NES]] port, [[Strange Maze]] is moved up to immediately following [[Lesson 8]], making ''it'' the first level containing walkers. However, all of them are stuck in [[trap]]s that cannot be opened, rendering them mostly harmless. | |||
== Footnotes == |