Force floor: Difference between revisions

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{{Infobox Game Tile
{{Infobox Tile
|name =
|image cc1 = [[File:Force floor N.png]]<br/>[[File:Force floor W.png]][[File:Force floor Random.png]][[File:Force floor E.png]]<br/>[[File:Force floor S.png]]
|image = [[Image:Force Floor N.png]]<br />[[Image:Force Floor W.png]][[Image:Force Floor Random.png]][[Image:Force Floor E.png]]<br />[[Image:Force Floor S.png]]<br />[[Image:Force Floor N.png]]<br />[[Image:Force Floor W.png]][[Image:Force-Floor-Random-CC2.gif]][[Image:Force Floor E.png]]<br />[[Image:Force Floor S.png]]
|image cc2 = [[File:Force floor N.png]]<br />[[File:Force floor W.png]][[File:Force floor Random (CC2).gif]][[File:Force floor E.png]]<br />[[File:Force floor S.png]]
|cc1 = Yes
|cc1 = Yes
|cc2 = Yes
|cc2 = Yes
|cc1index  = 13 ''(S)'', 18 ''(N)'', 19 ''(E)'', 20 ''(W)'', 50 ''(Random)''
|cc1index  = 13 ''(S)''<br >18 ''(N)''<br >19 ''(E)''<br >20 ''(W)''<br >50 ''(Random)''
|cc2id = 10 ''(N)'' <br/> 11 ''(W)'' <br/> 12 ''(S)'' <br/> 13 ''(E)'' <br/> 70 ''(Random)''
|multidirectional = Yes
|multidirectional = Yes
|moves = No
|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]].


[[Image:Force Floor E.png]] 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 [[Busted level|busts]] in levels, such as the famed 6-second solution in [[Scoundrel]].


== MS ==
=== 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, [[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.
In [[MS ruleset|MS]], Chip can only override force floors if his last move was involuntary, even if that move was directly into a wall. The [[Headbanger Rule]] is an extension of the latter, where a sliding [[block]] one space ahead of Chip will be hit by Chip and, in the case of force floors, stop Chip from moving for [[Directional notation#.5Bnumber.5D|&#x5B;1/2&#x5D;]]. [[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.
=== Lynx ===
In [[Lynx ruleset|Lynx]], Chip is more limited than in MS: only when he was previously on another force floor during his current slide can Chip override, and he can never override backwards. He ''can'', however, override forwards, which allows Chip to [[block slap]] while sliding. If Chip, a [[monster]], or a block starts the level on a force floor, it will be allowed to override the force floor on the first [[tick]], treating the tile as a [[thin wall]] facing the backside of the force floor, then start sliding. [[Blob]]s, like on [[ice]], slide at half of the speed of other creatures.


== Lynx ==
If Chip attempts to override a force floor in an illegal direction (backwards, or sideways if the sides are [[Acting wall#Chip-acting_walls|walled off]]), he will oof in that direction while staying on the tile for 1 tick, then lose the ability to override for the next tick and slide.
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. Also, like on ice, [[blob]]s 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.
=== Steam ===
In [[Steam ruleset|Steam]], force floors generally behave like in Lynx, but with a few differences. Backwards overrides are possible, like in MS. The rules for when Chip or [[Melinda]] can override are the same as in Lynx, but overrides are only possible on movement [[frame]]s. If Chip or Melinda become "misaligned", they will be unable to do anything, including overriding force floors, until they are realigned.<ref>https://docs.google.com/document/d/1jH8N1aQv0Uoq44UdFJklv1n-2dXeKthkM6tyvtqt1XU/edit</ref> (See the reference or the [[sliding tile]] article for more information.)


== Chip's Challenge 2 ==
[[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.
In [[Chip's Challenge 2]], force floors generally behave like in Lynx, but with a few differences. Backwards overrides are possible when the first sliding tile Chip or Melinda entered is another force floor. [[Rover]]s, like blobs, slide at half the speed of other creatures. Ghosts treat force floors as [[acting floor]]s, regardless of whether they have [[suction boots]] or not. [[Speed boots]] have no impact on sliding speed. If Chip or Melinda atempt to move backwards on a long slide, they will remain largely motionless, staying on only two tiles like in MS.


== Random force floors ==
== Random force floor ==
 
Force floors that depict 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 MS only. Its override conditions are identical to normal force floors. In Lynx and Steam, random force floors circle clockwise in their chosen direction each time an object slides on one, which gives them the somewhat popular nickname of '''multidirectional force floors''', and the chosen direction is always shared by every random force floor in a level. The direction cycling carries over between levels and level attempts; if the player dies, exits, or restarts with random force floors pointing West, for example, the next attempt at any level will start with them pointing West. The cycle only resets when the game closes. The default initial direction is ''East'' in Lynx and ''North'' in Steam. In versions 1.3.1 and above of [[Tile World]], before starting a level, the player can choose the direction the first directional force floor will take using the "F" key.
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 CC2, random force floors circle clockwise in their chosen direction. As of version 1.3.1 of [[Tile World]], the player can choose the direction the first random force floor will take using the F key.
 
== In action ==
 
A demonstration of the properties of force floors can be found in the diagram below:
 
[[File:Force floor demo.png]]
 
If Chip steps R, he will always slide >R, but can then step in any legal direction off [3, 1]. Assuming he steps U, he is then subject to a >L move, and can then override [2, 0]. However, since [1, 0] is an east force floor, Chip will not be able to reach the exit unless he has [[suction boots]]. Chip also cannot exit by starting with an U move, because his last move was voluntary.


== Trivia ==
== 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.
* 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.


== See also ==
== See also ==
* [[Ram]], a glitch in MS that can cause blocks to stop sliding when pushed.
* [[Ice]]
* [[Ice]]
* [[Boosting]]
* [[Boosting]]
== References ==


[[Category:Tiles]]
[[Category:Tiles]]

Latest revision as of 11:48, 1 June 2021

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 behaviorsEdit

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.

MSEdit

In MS, Chip can only override force floors if his last move was involuntary, even if that move was directly into a wall. The Headbanger Rule is an extension of the latter, where a sliding block one space ahead of Chip will be hit by Chip and, in the case of force floors, stop Chip from moving for [1/2]. 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.

LynxEdit

In Lynx, Chip is more limited than in MS: only when he was previously on another force floor during his current slide can Chip override, and he can never override backwards. He can, however, override forwards, which allows Chip to block slap while sliding. If Chip, a monster, or a block starts the level on a force floor, it will be allowed to override the force floor on the first tick, treating the tile as a thin wall facing the backside of the force floor, then start sliding. Blobs, like on ice, slide at half of the speed of other creatures.

If Chip attempts to override a force floor in an illegal direction (backwards, or sideways if the sides are walled off), he will oof in that direction while staying on the tile for 1 tick, then lose the ability to override for the next tick and slide.

SteamEdit

In Steam, force floors generally behave like in Lynx, but with a few differences. Backwards overrides are possible, like in MS. The rules for when Chip or Melinda can override are the same as in Lynx, but overrides are only possible on movement frames. If Chip or Melinda become "misaligned", they will be unable to do anything, including overriding force floors, until they are realigned.[1] (See the reference or the sliding tile article for more information.)

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.

Random force floorEdit

Force floors that depict 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 MS only. Its override conditions are identical to normal force floors. In Lynx and Steam, random force floors circle clockwise in their chosen direction each time an object slides on one, which gives them the somewhat popular nickname of multidirectional force floors, and the chosen direction is always shared by every random force floor in a level. The direction cycling carries over between levels and level attempts; if the player dies, exits, or restarts with random force floors pointing West, for example, the next attempt at any level will start with them pointing West. The cycle only resets when the game closes. The default initial direction is East in Lynx and North in Steam. In versions 1.3.1 and above of Tile World, before starting a level, the player can choose the direction the first directional force floor will take using the "F" key.

TriviaEdit

  • 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.

See alsoEdit

  • Ram, a glitch in MS that can cause blocks to stop sliding when pushed.
  • Ice
  • Boosting

ReferencesEdit