Editing Buttons
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A '''button''' is a utility | A '''button''' is a utility tile connected to one or more other tiles, such as walls, monsters, traps, wiring, clone machines and more. The color of a button determines its specific function, however all buttons share the following characteristics: | ||
* Buttons are pressed when a [[ | * Buttons are pressed when [[Chip]], [[Melinda]], a [[Block|block]] or any monster enters the same tile as a button. | ||
* Buttons can be held down as long as a | * Buttons can be held down as long as the player, a block or any monster remains on the same tile. Holding down a button may have no effect depending on the color button and to what the button is connected. | ||
* In most versions of the game, an audible noise is made when a button is pressed. One notable exception is the green button in the original | * In most versions of the game, an audible noise is made when a button is pressed. One notable exception is the green button in the original Microsoft version of [[Chip's Challenge 1]]. This noise can be helpful feedback if a button is being pressed out of sight of the player. | ||
* There is no guarantee a button is connected to something nearby. Many levels use buttons as an element of the puzzle where the player must determine its effect through | * There is no guarantee a button is connected to something nearby. Many levels use buttons as an element of the puzzle where the player must determine its effect through trial and error. Occasionally, button presses can introduce hazards to the player and need to be avoided. | ||
__NOTOC__ <!-- This removes the table of contents --> | |||
== Machine Buttons == | |||
=== Red Button === | |||
{{Infobox Game Tile | |||
|name = Red Button | |||
{{Infobox Tile | |image = [[Image:Red Button.png]] [[Image:RedButtonCC2.png]] | ||
|name = Red | |||
|cc1 = Yes | |cc1 = Yes | ||
|cc2 = Yes | |cc2 = Yes | ||
|cc1index = 36 | |cc1index = 36 | ||
|multidirectional = No | |multidirectional = No | ||
|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. | ||
If a level designer connects a red button to more than one clone machine, only the first connection is valid. To change the connection to a different clone machine in a [[level editor]], either erase the clone machine and red button and | If a level designer connects a red button to more than one clone machine, only the first connection is valid. To change the connection to a different clone machine in a [[level editor]], either erase the clone machine and red button and reconnect them (in [[ChipEdit]]), or go to the "Clone Connections" menu and disconnect the tiles (in [[CCEdit]] or [[CCLD]]). In addition, ChipEdit will automatically connect a clone button to a clone machine if one is created ''directly'' after the other. | ||
Under the [[ | Under the [[Ruleset|pedantic Lynx ruleset]] and in [[Chip's Challenge 2]], red buttons are automatically connected to the next clone machine in [[reading order]]. In Chip's Challenge 2, red buttons cannot be [[Wire|wired]] to clone machines, but [[Button#Pink_button|pink buttons]] can. | ||
Various things happen when a red button is connected to a tile that is not on top of a clone machine. To clone, the tile must be a [[monster]] or [[clone block]], and the direction it is cloning has to be clear, or the clone will have no effect and the button must be pressed again. | Various things happen when a red button is connected to a tile that is not on top of a clone machine. To clone, the tile must be a [[monster]] or [[clone block]], and the direction it is cloning has to be clear, or the clone will have no effect and the button must be pressed again. | ||
If the red button is connected to a monster that is not in the monster list, the red button will add that monster to the [[monster list]] and also cause it to start moving in the specified direction, assuming that move is legal. If the move is illegal, or if the monster is already in the monster list, the red button will have no effect. | |||
If it is connected to a clone block without a clone machine under it, it will clone only one copy of the block before the original clone block disappears and reveals anything that may be underneath the clone block, assuming once again that the direction of the clone block is legal. If it is illegal, nothing happens. | If it is connected to a clone block without a clone machine under it, it will clone only one copy of the block before the original clone block disappears and reveals anything that may be underneath the clone block, assuming once again that the direction of the clone block is legal. If it is illegal, nothing happens. | ||
{{clear}} | {{clear}} | ||
=== Brown | |||
{{Infobox Tile | === Brown Button === | ||
|name = Brown | |||
{{Infobox Game Tile | |||
|name = Brown Button | |||
|image = [[Image:Brown Button.png]] [[Image:BrownButtonCC2.png]] | |||
|cc1 = Yes | |cc1 = Yes | ||
|cc2 = Yes | |cc2 = Yes | ||
|cc1index = 39 | |cc1index = 39 | ||
|multidirectional = No | |multidirectional = No | ||
|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. | |||
Under the [[ruleset|pedantic Lynx ruleset]] and in [[Chip's Challenge 2]], brown buttons are automatically connected to the next clone machine in reading order. In[[ Chip's Challenge 2]], brown buttons cannot be [[Wire|wired]] to traps, but [[Button#Pink_button|pink buttons]] can. | |||
The brown button is the only button not affected by the [[Button Smash Glitch]] in a specific case. Only currently trapped items will fail to be released when the button is "smashed". | The brown button is the only button not affected by the [[Button Smash Glitch]] in a specific case. Only currently trapped items will fail to be released when the button is "smashed". | ||
{{clear}} | {{clear}} | ||
== State Toggling Buttons == | |||
=== Green Button === | |||
{{ | {{Infobox Game Tile | ||
|name = Green Button | |||
|image = [[Image:Green Button.png]] [[Image:GreenButtonCC2.png]] | |||
| | |||
|cc1 = Yes | |cc1 = Yes | ||
|cc2 = Yes | |cc2 = Yes | ||
|cc1index = 35 | |cc1index = 35 | ||
|multidirectional = No | |multidirectional = No | ||
|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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=== | |||
{{Infobox Tile | === Grey Button === | ||
|name = | |||
{{Infobox Game Tile | |||
|name = Grey Button | |||
|image = [[Image:GreyButton.png]] | |||
|cc1 = | |||
|cc2 = Yes | |cc2 = Yes | ||
| | |cc1index = | ||
|multidirectional = No | |multidirectional = No | ||
|moves = No | |moves = No | ||
}} | }} | ||
The ''' | |||
The '''grey 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|flame jets]], [[Force floor|force floors]] (direction changes), [[Swivel door|swivel doors]], and [[Train track|train tracks]]. [[Trap|Traps]], [[Green chip|green chips]], and [[Green bomb|green bombs]] are not affected by grey buttons. | |||
{{clear}} | {{clear}} | ||
== | === Orange Button === | ||
{{Infobox Tile | {{Infobox Game Tile | ||
|name = | |name = Orange Button | ||
|cc1 = | |image = [[Image:OrangeButton.png]] | ||
|cc1 = | |||
|cc2 = Yes | |cc2 = Yes | ||
|cc1index = | |cc1index = | ||
|multidirectional = No | |multidirectional = No | ||
|moves = No | |moves = No | ||
}} | }} | ||
The '''orange button''' is a button introduced in [[Chip's Challenge 2]]. When pressed, 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. Holding an orange button down beyond its initial press has no added effect. | |||
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=== | |||
{{Infobox Tile | == Tank Control Buttons == | ||
|name = | === Blue Button === | ||
{{Infobox Game Tile | |||
|name = Blue Button | |||
|image = [[Image:Blue Button.png]] [[Image:BlueButtonCC2.png]] | |||
|cc1 = Yes | |||
|cc2 = Yes | |cc2 = Yes | ||
| | |cc1index = 40 | ||
|multidirectional = No | |multidirectional = No | ||
|moves = No | |moves = No | ||
}} | }} | ||
The | 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. | ||
Tanks will not be reversed if they are standing on [[ice]] or [[force floor|force floors]], unless Chip touched the blue button on his initial move, or landed on it after sliding over one ice, force floor, or [[teleport]]. Tanks standing on [[clone machine|clone machines]] will only switch in the MS version or the most recent [[Tile World]] emulation, and only under specialized circumstances. When this happens, the [[Frankenstein Glitch]] has occurred. This glitch is seen in [[David Stolp]]'s ''table of contents'' and ''ode to a cloned tank, pointed the wrong way''. | |||
{{clear}} | {{clear}} | ||
=== | === Yellow Button === | ||
{{Infobox Tile | |||
|name = | {{Infobox Game Tile | ||
|name = Yellow Button | |||
|image = [[Image:YellowButton.png]] | |||
|cc1 = | |||
|cc2 = Yes | |cc2 = Yes | ||
| | |cc1index = | ||
|multidirectional = No | |multidirectional = No | ||
|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. | |||
{{clear}} | {{clear}} | ||
=== | |||
{{Infobox Tile | == Wiring Buttons == | ||
|name = | === Pink Button === | ||
{{Infobox Game Tile | |||
|name = Pink Button | |||
|image = [[Image:PinkButton.png]] | |||
|cc1 = | |||
|cc2 = Yes | |cc2 = Yes | ||
| | |cc1index = | ||
|multidirectional = No | |multidirectional = No | ||
|moves = No | |moves = No | ||
}} | }} | ||
The '''pink button''' is a button introduced in Chip's Challenge 2. When stepped on by [[Chip]], [[Melinda]], [[block]]s, and [[monster]]s, it will activate any [[wire]] it is connected to. | |||
{{clear}} | |||
=== Black Button=== | |||
=== | |||
{{Infobox Tile | {{Infobox Game Tile | ||
|name = | |name = Black Button | ||
|image | |image = [[Image:BlackButton.png]] | ||
|cc1 = | |||
|cc2 = Yes | |cc2 = Yes | ||
| | |cc1index = | ||
|multidirectional = No | |multidirectional = No | ||
|moves = No | |moves = No | ||
}} | }} | ||
The ''' | |||
The '''black button''' is a button introduced in Chip's Challenge 2. It has the opposite behavior of a [[pink button]]: it will activate any [[wire]] it is connected to ''except'' when stepped on by [[Chip]], [[Melinda]], [[block]]s, and [[monster]]s. | |||
[[Category:Tile groups]] | [[Category:Tile groups]] |