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MSCC is a 16-bit program, and therefore cannot be run on 64-bit versions of Windows. As a consequence, MSCC's popularity gradually decreased over the past few years. In 2018, [http://cczone.invisionzone.com/topic/1511-updated-native-mscc-on-64-bit-windows/ a workaround] (now somewhere [https://forum.bitbusters.club/thread-1109.html here]?) was discovered by [[Andrew Raykowski]], and MSCC experienced an increase in popularity. | MSCC is a 16-bit program, and therefore cannot be run on 64-bit versions of Windows. As a consequence, MSCC's popularity gradually decreased over the past few years. In 2018, [http://cczone.invisionzone.com/topic/1511-updated-native-mscc-on-64-bit-windows/ a workaround] (now somewhere [https://forum.bitbusters.club/thread-1109.html here]?) was discovered by [[Andrew Raykowski]], and MSCC experienced an increase in popularity. | ||
== Differences from Lynx == | |||
Microsoft's port made a number of small but significant departures from the original Lynx game. They are documented in detail as the "[[MS ruleset]]", but those most notable to a casual player are as follows. | |||
=== Aesthetic and gameplay differences === | |||
Objects do not move smoothly from one cell to another. Instead, they move instantaneously (activating any terrain they step on immediately as well), then have a brief cooldown before they can move again. This can make it more difficult to gauge when [[Chip]] is able to move, whether he's moving through an open area vs stuck on an [[invisible wall]], or when he can slip between two [[monster]]s. | |||
There are no splashes or explosions when objects move into [[water]] or [[bomb]]s. This eliminates [[splash delay]] and makes some kinds of block-pushing much faster, but also makes it less clear when a monster has drowned. | |||
MSCC only has two (possibly three) music tracks, versus the thirteen level tracks in the Lynx version. | |||
All [[monster]]s are free to walk onto [[fire]], where (except for the [[fireball]]) they will die. | |||
Chip's arsenal of tools was made more thematically appropriate: the fire shield became [[fire boots]], the water shield because [[flippers]] (and, unlike Lynx, Chip has unique artwork for swimming), and the magnet became [[suction boots]]. The cleats also became [[ice skates]], which makes somewhat less sense. | |||
It seems that many of the game's [[tile]]s were first named by the help file that shipped with this version. The original [[Lynx]] manual referred to game elements very informally, and didn't name any [[monster]]s (other than the [[tank]]) at all. | |||
=== Level differences === | |||
A thin wall was removed in [[Spirals]] to compensate for changes in how [[walker]]s behave, which had made the level incredibly difficult. This happened sometime after release, as several players found they had the original Lynx version, which came to be known as the "[[Spirals corruption|corrupted]]" version. | |||
The connections between [[trap]]s and their [[button]]s is swapped in [[Time Lapse]] and drastically different in [[Catacombs]]. (In Lynx, red and brown buttons connect automatically in [[reading order]], so these manually altered connections are not possible.) | |||
The central room in [[Skelzie]] is two cells taller, with an extra row of floor added at both top and bottom. | |||
An ice tile was added near the southeastern corner of [[Perfect Match]]. | |||
The hints in [[Lesson 3]] and [[Paranoia]] were changed to reflect the redesigned boots. | |||
The hint in [[Cellblocked]] was changed to reflect the different controls. | |||
Hints in general were converted from all uppercase (a restriction of the Lynx version's sprite font) to sentence case, although the same was not done for level tiles. | |||
In a number of Lynx levels, Chip initially faces north; however, when the level loads, he immediately turns to face south, so this is almost imperceptible. In every MSCC level, Chip faces south. | |||
== Gameplay differences between MSCC and Tile World's emulation == | == Gameplay differences between MSCC and Tile World's emulation == | ||
* [[Data resetting]], the [[Multiple Tank Glitch]] and the [[Tank Top Glitch]] are not supported by Tile World. | * [[Data resetting]], the [[Multiple Tank Glitch]] and the [[Tank Top Glitch]] are not supported by Tile World. | ||
* Tile World does not emulate mouse clicks perfectly; as a consequence the [[Twice Step Glitch]] only works in MSCC. | * Tile World does not emulate mouse clicks perfectly; as a consequence the [[Twice Step Glitch]] only works in MSCC. | ||
== Secrets == | |||
Although the game only shipped with two music tracks (which simply cycle per level), if the semi-standard sample MIDI "canyon.mid" was available, it would be added to the rotation as a third track. | |||
A number of different keystrokes will add a secret [[Ignore Passwords]] option (likely intended for debugging) to the Level menu. | |||
A new secret credits level, [[Thanks to...]], fills the unused slot between the [[Fireflies|end of the normal game]] and [[Cake Walk|first normal secret level]]. As this level can't be reached from the previous one and its password, <code>TONY</code>, is not mentioned anywhere in the game or manual, it is very difficult to discover casually. | |||
[[Category:Programs]] | [[Category:Programs]] |