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(someone pasted over the red button description for brown button and forgot to remove a reference to clone machine - also, buttons in cc2 do not choose a new target if the target is destroyed, so "at the start of the level" is an important distinction) |
(added switch to wiring button section; matched text from wire page to this page; spacing) |
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|moves = No | |moves = No | ||
}} | }} | ||
The '''red button''', sometimes called a '''clone button''', activates a corresponding [[clone machine]] as specified by the level designer exactly once. Holding a red button down after initially pressing it has no effect. To activate the clone machine a second time, the presser must leave and return to the tile with the button. While more than one red button may activate the same clone machine, a single red button cannot activate more than one clone machine. | The '''red button''', sometimes called a '''clone button''', activates a corresponding [[clone machine]] as specified by the level designer exactly once. Holding a red button down after initially pressing it has no effect. To activate the clone machine a second time, the presser must leave and return to the tile with the button. While more than one red button may activate the same clone machine, a single red button cannot activate more than one clone machine. | ||
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=== Brown button === | === Brown button === | ||
{{Infobox Tile | {{Infobox Tile | ||
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|moves = No | |moves = No | ||
}} | }} | ||
The '''brown button''' or '''trap button''' releases the [[trap]] to which it is connected, if any, when pressed by any [[object]]. If the brown button does not have a connected trap, it has no effect when stepped on. More than one brown button can release the same trap, but more than one trap cannot be released by the same button. | The '''brown button''' or '''trap button''' releases the [[trap]] to which it is connected, if any, when pressed by any [[object]]. If the brown button does not have a connected trap, it has no effect when stepped on. More than one brown button can release the same trap, but more than one trap cannot be released by the same button. | ||
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== State Toggling Buttons == | == State Toggling Buttons == | ||
=== Green button === | === Green button === | ||
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|moves = No | |moves = No | ||
}} | }} | ||
The '''green button''', informally known as a '''toggle button''', causes all [[toggle wall]]s contained in a level to switch state. If a green button is pressed by any moving object, the walls switch, but two separate presses of different buttons on the same turn will cancel each other out. Therefore, if an odd number of presses occur on the same turn, the wall will switch; if it is an even number, nothing appears to happen (the latter case is one of the only two possible ways to solve [[Perfect Match]] in CC1, the other being the [[Concussion Rule]]). | The '''green button''', informally known as a '''toggle button''', causes all [[toggle wall]]s contained in a level to switch state. If a green button is pressed by any moving object, the walls switch, but two separate presses of different buttons on the same turn will cancel each other out. Therefore, if an odd number of presses occur on the same turn, the wall will switch; if it is an even number, nothing appears to happen (the latter case is one of the only two possible ways to solve [[Perfect Match]] in CC1, the other being the [[Concussion Rule]]). | ||
<!--"cancel out" is actually not true ^, block off the bees and the fireballs only in Monster Lab and watch what happens--> | <!--"cancel out" is actually not true ^, block off the bees and the fireballs only in Monster Lab and watch what happens--> | ||
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=== Gray button === | === Gray button === | ||
{{Infobox Tile | {{Infobox Tile | ||
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|moves = No | |moves = No | ||
}} | }} | ||
The '''gray button''' is a button introduced in [[Chip's Challenge 2]]. It changes the state of objects in a 5 by 5 square centered at the button, even if the tiles are already [[Wire|wired]]. Tiles that can be changed include [[Toggle wall|toggle walls]], [[Flame jet]]s, [[Force floor|force floors]] (inverses direction), [[Swivel door|swivel doors]], and [[Train track|train tracks]]. [[Clone machine]]s will be activated by gray buttons, even though they have no distinct "switched" state. [[Trap|Traps]], [[Green chip|green chips]], and [[Green bomb|green bombs]] are not affected by gray buttons. | The '''gray button''' is a button introduced in [[Chip's Challenge 2]]. It changes the state of objects in a 5 by 5 square centered at the button, even if the tiles are already [[Wire|wired]]. Tiles that can be changed include [[Toggle wall|toggle walls]], [[Flame jet]]s, [[Force floor|force floors]] (inverses direction), [[Swivel door|swivel doors]], and [[Train track|train tracks]]. [[Clone machine]]s will be activated by gray buttons, even though they have no distinct "switched" state. [[Trap|Traps]], [[Green chip|green chips]], and [[Green bomb|green bombs]] are not affected by gray buttons. | ||
{{clear}} | {{clear}} | ||
=== Orange button === | === Orange button === | ||
{{Infobox Tile | {{Infobox Tile | ||
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|moves = No | |moves = No | ||
}} | }} | ||
The '''orange button''' is a button introduced in [[Chip's Challenge 2]]. While held down, they invert the state of a corresponding [[flame jet]] from its start state. An orange button connects to a flame jet in a diamond grow pattern, prioritizing the rightmost flame jet and then travelling in a counterclockwise fashion. | The '''orange button''' is a button introduced in [[Chip's Challenge 2]]. While held down, they invert the state of a corresponding [[flame jet]] from its start state. An orange button connects to a flame jet in a diamond grow pattern, prioritizing the rightmost flame jet and then travelling in a counterclockwise fashion. | ||
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== Tank Control Buttons == | == Tank Control Buttons == | ||
=== Blue button === | === Blue button === | ||
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|moves = No | |moves = No | ||
}} | }} | ||
The '''blue button''', sometimes called a '''tank button''', reverses the direction of all moving [[tank|tanks]], with some exceptions, in the current level when stepped on. If there are no moving tanks remaining in the level, with one of the same exceptions, the blue button has no effect. | The '''blue button''', sometimes called a '''tank button''', reverses the direction of all moving [[tank|tanks]], with some exceptions, in the current level when stepped on. If there are no moving tanks remaining in the level, with one of the same exceptions, the blue button has no effect. | ||
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=== Yellow button === | === Yellow button === | ||
{{Infobox Tile | {{Infobox Tile | ||
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|moves = No | |moves = No | ||
}} | }} | ||
The '''yellow button''' is a button introduced in [[Chip's Challenge 2]]. When pressed, every [[yellow tank]] in the level will attempt to move in the same direction as the object that pressed it. If the button is immediately surrounded by any walls such that pressing the button from a certain direction is obstructed, the yellow tanks cannot be moved in that direction with that button. | The '''yellow button''' is a button introduced in [[Chip's Challenge 2]]. When pressed, every [[yellow tank]] in the level will attempt to move in the same direction as the object that pressed it. If the button is immediately surrounded by any walls such that pressing the button from a certain direction is obstructed, the yellow tanks cannot be moved in that direction with that button. | ||
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== Wiring Buttons == | == Wiring Buttons == | ||
=== Pink button === | === Pink button === | ||
{{Infobox Tile | {{Infobox Tile | ||
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|moves = No | |moves = No | ||
}} | }} | ||
The '''pink button''' is a button introduced in Chip's Challenge 2. While held by a [[movable object]], it activates any [[wire]] it is connected to. | |||
The '''pink button''' is a button introduced in Chip's Challenge 2. While held by [[ | |||
Pink buttons do not relay currents, unlike black buttons and [[blue teleport]]s. | Pink buttons do not relay currents, unlike black buttons and [[blue teleport]]s. | ||
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=== Black button=== | === Black button=== | ||
{{Infobox Tile | {{Infobox Tile | ||
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|moves = No | |moves = No | ||
}} | }} | ||
The '''black button''' is a button introduced in Chip's Challenge 2. It has the opposite behavior of a pink button: it activates any wire it is connected to ''except'' while held by a movable object. | |||
If a black button receives a current from any side, it will relay that current to the side opposite of that from which it is received. | |||
Black buttons only switch from powered to unpowered, and vice versa, when they detect something moving onto or off of them. Destroying an entity holding down a black button using a [[bowling ball]] or [[dynamite]] will keep the button pressed, because the destroyed entity never actually moved off of the button. As soon as another entity steps onto the black button, its behavior goes back to normal. This does not occur with pink buttons. Something similar to this can happen with orange buttons, but the affected flame jet will reverse its on/off polarity as though activated by a wire. | |||
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=== Switch === | |||
{{Infobox Tile | |||
|name = Switch | |||
|image cc2 = [[Image:OnSwitch.png]] [[Image:OffSwitch.png]] | |||
|cc2 = Yes | |||
|multidirectional = No | |||
|moves = No | |||
}} | |||
The '''switch''' is a special tile in Chip's Challenge 2. When set to the ''on'' position, a current will be output through wire that is connected to the switch. When set to the ''off'' position, no current will be output. Switches can be toggled by any movable object. | |||
[[Category:Tile groups]] | [[Category:Tile groups]] |