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In [[Tile World]], the hint has its own panel within the game window. Tile World 2 can also accommodate additional text between levels through [[CCX]] files, used primarily for storytelling. | In [[Tile World]], the hint has its own panel within the game window. Tile World 2 can also accommodate additional text between levels through [[CCX]] files, used primarily for storytelling. | ||
In [[Chip's Challenge 2]] and the Lynx release of Chip's Challenge, text is written directly to the main viewport in yellow. This only slightly obscures the screen in CC2. | |||
== Mechanics == | == Mechanics == | ||
Under the [[MS ruleset]], hint tiles are [[acting floor]] to all moving [[object]]s; however, in [[Lynx ruleset|Lynx mode]] and | Under the [[MS ruleset]], hint tiles are [[acting floor]] to all moving [[object]]s; however, in [[Lynx ruleset|Lynx mode]] and Chip's Challenge 2, hints serve as [[acting wall]]s to most [[monster]]s and [[block]]s. In CC2, however, this rule comes with a few exceptions: namely [[ice block]]s, [[directional block]]s, [[ghost]]s, [[rover]]s, and [[player mirror]]s, all of which treat hints as acting floor tiles. | ||
In Chip's Challenge 1, the hint is set for each ''level'', not for each hint ''tile''; therefore, a level cannot have multiple different hints even if it had multiple different hint tiles. However, in Chip's Challenge 2, each hint tile ''can'' have its own hint; thus, there can be multiple hints per level in CC2, as seen in the seven lesson levels. | In Chip's Challenge 1, the hint is set for each ''level'', not for each hint ''tile''; therefore, a level cannot have multiple different hints even if it had multiple different hint tiles. However, in Chip's Challenge 2, each hint tile ''can'' have its own hint; thus, there can be multiple hints per level in CC2, as seen in the seven lesson levels. |