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Sliding tile: Difference between revisions
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A '''sliding tile''' is any | A '''sliding tile''' is any [[tile]] that normally causes [[object]]s to move involuntarily: [[force floor]]s, [[ice]], and [[teleport]]s, and [[trap]]s in [[Lynx ruleset|Lynx]] (as well as [[MS ruleset|MS]] and [[Steam ruleset|Steam]] in special cases). They have special properties when interacting with these objects which differ based on the [[ruleset]]. | ||
== MS == | == MS == | ||
Sliding tiles in MS always slide objects at 10 [[m/s]], unless [[Chip]] is stepping with the appropriate [[boot]]. Even though [[blob]]s and [[teeth]] move at a mere 2.5 m/s on any non-sliding tile, they still quadruple to 10 m/s. | |||
[[Block]]s treat traps as sliding tiles, but only if they enter a trap by sliding into it. This was a deliberate (though perhaps last-minute) decision by the MS developers to make sure [[Torturechamber]] is solvable. | |||
If a block slides into a trap or teleport, it will treat the tile like a force floor pointed in the direction the block is facing, though it will stay stuck in a trap if the trap is closed. Other objects besides Chip will also only attempt to exit the tile in the direction they are facing, but in the case of traps, they will not be on the [[sliplist]]. | |||
== [[Lynx | [[Boosting]] is a result of passing over sliding tiles. [[Chip's Challenge]] allows only one voluntary move every turn; this ''does'' happen, but since the voluntary move is still within the same turn as the last sliding tile, it can be performed immediately after the last involuntary move - and if that voluntary move ended a turn, a [[spring slide]] can be used, adding ''yet another'' extra move. Consequently, a spring slide can be used any time Chip exits a teleport. <!--Confusing paragraph, needs rewrite.--> | ||
Blocks can be [[ram]]med on sliding tiles; if Chip attempts to push a block into a [[Acting wall#Block-acting walls|block-acting wall]] while the block is sliding, the block will be removed from the sliplist and it will stay on its tile until actually pushed off. This behavior is what makes [[After the Rainstorm]] solvable. | |||
== Lynx == | |||
In Lynx, all objects slide at twice their normal speed except on teleports. This means blobs actually slide at 5 m/s; teeth, on the other hand, actually move at 5 m/s but only attempt to move every 4 out of 8 [[tick]]s (the 4 [[Odd and even step|even+X]] ticks) - only ''averaging'' 2.5 m/s - so their involuntary speed is still 10 m/s. | |||
Objects moving onto teleports only move at their normal walking speed. Although open traps also double the speed of all objects, they do so by skipping different frames of animation. Traps, as well as teleports in [[Tile World#Differences in the Lynx emulation|Tile World Lynx]], are not considered sliding tiles in the context of overriding force floors. | |||
As in MS, objects (unconditionally this time) on traps will treat them as force floors pointed in the direction they are facing. Chip is the only one that can change his direction in a trap, and even then only when it is closed or the exit direction is blocked. Objects on teleports treat the tiles as floor (they teleport just before landing on the tile), except Chip, who will be stuck if he ever stays still on a teleport. <!--At least in TW Lynx. Atari Lynx has some differences in teleport behavior but idk what they are.--> | |||
== Steam == | |||
Sliding tiles in Steam and [[Chip's Challenge 2|CC2]] function almost identically as in Lynx, but there are some notable differences. | |||
CC2 attempts to move objects off of sliding tiles every [[frame]], as opposed to every tick (3 frames) in Lynx. | |||
Teleports behave identically between Chip and other objects. They ''are'' considered sliding tiles in the context of overriding force floors, as they were in the original Atari Lynx. Red and yellow teleports in particular act exactly like force floors in the context of overriding force floors, except that the player can always override red and yellow teleports. | |||
Traps only push objects out of them on the first tick that they are opened by a trap button. When they are ''held'' open or are opened by an active wire, they are [[acting floor]]. | |||
Sliding tiles only attempt to move you once you’re fully on them. Normally, this is every other movement frame, or every 6th frame. When you bump into a wall on a sliding tile, the first bump costs 0 frames, but each subsequent bump on the same tile costs 1 frame (contrast with CC1 Lynx, where you lose one movement tick, or 3 frames). As such, you can be “misaligned” with the movement frames, as when you’re sliding without bumping into things, the sliding tiles will still move you every 6th frame. You can also become misaligned by dropping suction boots on a force floor and not overriding immediately. When this happens, you are unable to perform any actions, including dropping items, overriding force floors, and switching characters. You can become “realigned” by either bumping into some more walls or reaching a non-sliding tile (teleports don’t count, like in (20)). | |||
This manifests in a number of ways. See: (66); tickets 13, 37 (?), 66 (?) | |||
[[Category:Tile groups]] | [[Category:Tile groups]] |
Revision as of 06:51, 24 March 2020
A sliding tile is any tile that normally causes objects to move involuntarily: force floors, ice, and teleports, and traps in Lynx (as well as MS and Steam in special cases). They have special properties when interacting with these objects which differ based on the ruleset.
MS
Sliding tiles in MS always slide objects at 10 m/s, unless Chip is stepping with the appropriate boot. Even though blobs and teeth move at a mere 2.5 m/s on any non-sliding tile, they still quadruple to 10 m/s.
Blocks treat traps as sliding tiles, but only if they enter a trap by sliding into it. This was a deliberate (though perhaps last-minute) decision by the MS developers to make sure Torturechamber is solvable.
If a block slides into a trap or teleport, it will treat the tile like a force floor pointed in the direction the block is facing, though it will stay stuck in a trap if the trap is closed. Other objects besides Chip will also only attempt to exit the tile in the direction they are facing, but in the case of traps, they will not be on the sliplist.
Boosting is a result of passing over sliding tiles. Chip's Challenge allows only one voluntary move every turn; this does happen, but since the voluntary move is still within the same turn as the last sliding tile, it can be performed immediately after the last involuntary move - and if that voluntary move ended a turn, a spring slide can be used, adding yet another extra move. Consequently, a spring slide can be used any time Chip exits a teleport.
Blocks can be rammed on sliding tiles; if Chip attempts to push a block into a block-acting wall while the block is sliding, the block will be removed from the sliplist and it will stay on its tile until actually pushed off. This behavior is what makes After the Rainstorm solvable.
Lynx
In Lynx, all objects slide at twice their normal speed except on teleports. This means blobs actually slide at 5 m/s; teeth, on the other hand, actually move at 5 m/s but only attempt to move every 4 out of 8 ticks (the 4 even+X ticks) - only averaging 2.5 m/s - so their involuntary speed is still 10 m/s.
Objects moving onto teleports only move at their normal walking speed. Although open traps also double the speed of all objects, they do so by skipping different frames of animation. Traps, as well as teleports in Tile World Lynx, are not considered sliding tiles in the context of overriding force floors.
As in MS, objects (unconditionally this time) on traps will treat them as force floors pointed in the direction they are facing. Chip is the only one that can change his direction in a trap, and even then only when it is closed or the exit direction is blocked. Objects on teleports treat the tiles as floor (they teleport just before landing on the tile), except Chip, who will be stuck if he ever stays still on a teleport.
Steam
Sliding tiles in Steam and CC2 function almost identically as in Lynx, but there are some notable differences.
CC2 attempts to move objects off of sliding tiles every frame, as opposed to every tick (3 frames) in Lynx.
Teleports behave identically between Chip and other objects. They are considered sliding tiles in the context of overriding force floors, as they were in the original Atari Lynx. Red and yellow teleports in particular act exactly like force floors in the context of overriding force floors, except that the player can always override red and yellow teleports.
Traps only push objects out of them on the first tick that they are opened by a trap button. When they are held open or are opened by an active wire, they are acting floor.
Sliding tiles only attempt to move you once you’re fully on them. Normally, this is every other movement frame, or every 6th frame. When you bump into a wall on a sliding tile, the first bump costs 0 frames, but each subsequent bump on the same tile costs 1 frame (contrast with CC1 Lynx, where you lose one movement tick, or 3 frames). As such, you can be “misaligned” with the movement frames, as when you’re sliding without bumping into things, the sliding tiles will still move you every 6th frame. You can also become misaligned by dropping suction boots on a force floor and not overriding immediately. When this happens, you are unable to perform any actions, including dropping items, overriding force floors, and switching characters. You can become “realigned” by either bumping into some more walls or reaching a non-sliding tile (teleports don’t count, like in (20)). This manifests in a number of ways. See: (66); tickets 13, 37 (?), 66 (?)