Random element: Difference between revisions

142 bytes added ,  7 May 2020
restructured; added and corrected info
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{{otheruses4|a set of [[tile]]s that behave randomly|the [[level theme]] based on the uses of these tiles|Random-element}}
{{otheruses4|a set of [[tile]]s that behave randomly|the [[level theme]] based on the uses of these tiles|Random-element}}
A '''random element''' is any tile in Chip's Challenge whose behavior is determined randomly. Random elements often make it very challenging to achieve the [[bold time]] on levels that contain them: the bold on [[Catacombs]] has a mere 9/4096 or 1/455.11 chance of being scored, 26 on [[Mads' Rush II]] is a mere 1/512 shot, and [[Lot of Danger]]'s [[Melinda time]] is a ''1/2096'' chance.


A '''random element''' is a tile in Chip's Challenge in which its behavior is determined randomly. Random elements often make it very challenging to achieve the [[bold time]] on levels that contain them: the bold on [[Catacombs]] has a mere 9/4096 or 1/455.11 chance of being scored, 26 on [[Mads' Rush II]] is a mere 1/512 shot, and [[Lot of Danger]]'s [[Melinda time]] is a ''1/2096'' chance.
== Monsters ==


== Monsters ==
There are two [[monster]]s that move randomly: [[blob]]s randomly choose an adjacent space to move onto and [[walker]]s randomly choose a new direction each time they collide with an [[acting wall]].


There are two monsters that move randomly: [[blob]]s randomly choose an adjacent legal space to move onto and [[walker]]s randomly choose which direction to turn when they collide with an [[acting wall]]. Since they cannot choose a direction that is blocked, some solutions changed from Lynx to MS: the [[Spirals corruption]] is one of the most famous.
=== [[Ruleset]] differences ===


=== [[Lynx ruleset|Lynx]] ===
In [[Lynx ruleset|Lynx]] and [[Steam ruleset|Steam]], the sequence of directional changes for walkers to attempt is determined before the level begins, is shared among all walkers in a level, and never changes between level attempts. In other words, walkers have a fixed random seed, whereas blobs do not. In [[MS ruleset|MS]], neither monster has a fixed random seed.


In Lynx, the sequence of possible directional changes for walkers is determined before the level begins and will always remain the same for any attempt at the level. Blobs work as in MS.
In Lynx and Steam, blobs and walkers do not check which directions are legal before randomly picking one to move in. In particular, walkers can choose forward again after running into a wall, even when the other 3 directions are open. In MS, monsters can never choose a blocked direction when an open direction exists. As a result, some solutions changed from Lynx to MS: the [[Spirals corruption]] is one of the most famous.


The Lynx emulation does not check if a monster's intended move is legal until the move has been chosen, which means either monster can fail to move by choosing a blocked direction. However, as per Lynx rules, the monsters will attempt another move ''1/20'' of a second after their failed move<!--this is true for walkers, but what about blobs?-->, so they will likely not stay still for very long. Nevertheless, some obstacles may be passable in Lynx, but not in MS, such as this:
Here is an example to demonstrate the latter difference:


[[File:Walkerlynx.png]]
[[File:Walkerlynx.png]]


To solve this small level using Lynx rules, [[Chip]] must move 2U on any turn the walker moves away from [2, 2] to reach the [[exit]], assuming that the walker tries and fails to move L, U or D. The chance of solving this level in one attempt is 3/4; although the entire sequence of the walker's movement is predestined, Chip can choose to pass at ''any'' specific time. <!--how does this work with the 1/20?-->
To solve this level using Lynx or Steam rules, [[Chip]] must move 2U on any turn the walker moves away from [2, 2] to reach the [[exit]], assuming that the walker tries (and fails) to move into a wall. The odds of solving this level with perfect timing but without knowing the walker's exact pattern are (3/4)^2 = 9/16,<ref group=note>Monsters attempt to move on every tick when not mid-move, unlike MS, in which they only attempt movement on the first [[half move|half of a move]].</ref> as the walker needs to stall for at least 2 [[tick]]s for Chip to pass.


== Random force floor ==
== Random force floor ==


There is only one tile which has random behavior, which is the random [[force floor]]. When anything but a [[monster]] in MS, which treats a random force floor as acting wall, enters this tile, it will affect the object just like normal force floors - meaning it can send it into an acting wall or be overrode by [[suction boots]] - except that the direction chosen is random.
The only tile that has random behavior is the random [[force floor]]. In MS, it behaves like a normal force floor, except that it points in a random direction each time an object slides on it and that it is an acting wall to monsters. In Lynx, it is not an acting wall to monsters, but it is also not random at all, instead cycling through the four directions clockwise, beginning with east. All random force floors in the ''entire current session''—not just the current attempt—follow this sequence. The random force floor in Steam acts the same way as in Lynx, except the initial direction is north.
 
=== Lynx ===


Random force floors are monster-acting walls in MS only. In Lynx, they are not random at all, instead cycling through the four directions clockwise, beginning from east. All random force floors in the ''entire current [[session]]'' - not just the current attempt - follow this sequence.
== Notes ==
<references group=note/>


== See also ==
== See also ==
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