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Force floor: Difference between revisions
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|cc1index = 13 ''(S)''<br >18 ''(N)''<br >19 ''(E)''<br >20 ''(W)''<br >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 | ||
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=== Steam === | === Steam === | ||
In [[ | 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.) | ||
[[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. | [[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. | ||
== Random force floor == | == 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 | 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. | ||
== Trivia == | == Trivia == |
Latest revision as of 11:48, 1 June 2021
MSCC Image(s) | |
---|---|
CC2 Image(s) | |
Found in | |
MSCC Index | 13 (S) 18 (N) 19 (E) 20 (W) 50 (Random) |
Steam ID | 10 (N) 11 (W) 12 (S) 13 (E) 70 (Random) |
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[edit]
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[edit]
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.
Lynx[edit]
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.
Steam[edit]
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 floor[edit]
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.
Trivia[edit]
- 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.