Editing Nail

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== Mechanics and setup ==
== Mechanics and setup ==


Chip is allowed to override force floors in various degrees between MS and [[Lynx ruleset|Lynx]]. In MS, it can be overridden if the last move was a slide or an ''involuntary'' run into ''any'' acting wall; by contrast, Chip is not allowed to override a second time in the same position after running into a wall voluntarily, as when attacking the [[blue wall]]s around [[Ping Pong]]. Lynx allows the involuntary wall smash, which can include a slide back onto a force floor from [[ice]] that hit an acting wall (seen in [[Dancing on Ice]]), but otherwise all involuntary moves must be from force floors.
Chip is allowed to override force floors in various degrees between MS and [[Lynx]]. In MS, it can be overridden if the last move was a slide or an ''involuntary'' run into ''any'' acting wall; by contrast, Chip is not allowed to override a second time in the same position after running into a wall voluntarily, as when attacking the [[blue wall]]s around [[Ping Pong]]. Lynx allows the involuntary wall smash, which can include a slide back onto a force floor from [[ice]] that hit an acting wall (seen in [[Dancing on Ice]]), but otherwise all involuntary moves must be from force floors.


The setup in Wormwood initially looks like this:
The setup in Wormwood initially looks like this:
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== Appearances ==
== Appearances ==


The basic nail formation has been used as a device in various levels since the release of [[Chip's Challenge 1|CC1]], though it is not officially used in any CC1 levels. Since getting across column 7 of the force floors in [[Mixed Nuts]] requires a 2R move at 10 [[m/s]] and it was likely to miss the [[teleport]] into the exit the first time, requiring a second pass through this section, the blocks in the room to its right (unusable anywhere else) were initially used as a safety measure (to avoid possible death by [[bomb]]) or as a guaranteed path across after seven blocks. This is no longer necessary, since death is exceedingly unlikely and if the teleport is overshot to the right, Chip can step D into it and still reach the exit.
The basic nail formation has been used as a device in various levels since the release of [[CC1]], though it is not officially used in any CC1 levels. Since getting across column 7 of the force floors in [[Mixed Nuts]] requires a 2R move at 10 [[m/s]] and it was likely to miss the [[teleport]] into the exit the first time, requiring a second pass through this section, the blocks in the room to its right (unusable anywhere else) were initially used as a safety measure (to avoid possible death by [[bomb]]) or as a guaranteed path across after seven blocks. This is no longer necessary, since death is exceedingly unlikely and if the teleport is overshot to the right, Chip can step D into it and still reach the exit.


=== [[Chip's Challenge Level Pack 2|CCLP2]] ===
=== [[CCLP2]] ===


In CCLP2, the nail is officially named by Wormwood, but it also appears in other levels. There are more examples inside [[bold time]] routes, but most of these are unnotable occurrences.
In CCLP2, the nail is officially named by Wormwood, but it also appears in other levels. There are more examples inside [[bold time]] routes, but most of these are unnotable occurrences.
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* A backwards ice corner nail appears at the end of [[The Parallel Port]], and a backwards [[clone block]] nail in the southern section of [[Sudden Death]]; these are not possible in Lynx.
* A backwards ice corner nail appears at the end of [[The Parallel Port]], and a backwards [[clone block]] nail in the southern section of [[Sudden Death]]; these are not possible in Lynx.


=== [[Chip's Challenge Level Pack 3|CCLP3]] ===
=== [[CCLP3]] ===


With an increased reliance on puzzles, but also Lynx compatibility, only certain types of nails are seen in CCLP3 but are fairly common; only the major occurrences are included, where they are part of the solution. It is increasingly used in the harder levels.
With an increased reliance on puzzles, but also Lynx compatibility, only certain types of nails are seen in CCLP3 but are fairly common; only the major occurrences are included, where they are part of the solution. It is increasingly used in the harder levels.
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* An idea used previously in [[custom level set]]s but never in an official set is a [[socket]] nail, first seen at the beginning of [[Motion Blur]]. Part of the puzzle in this level is to ''not'' collect enough chips to open the socket, as Chip will be trapped behind the force floor.
* An idea used previously in [[custom level set]]s but never in an official set is a [[socket]] nail, first seen at the beginning of [[Motion Blur]]. Part of the puzzle in this level is to ''not'' collect enough chips to open the socket, as Chip will be trapped behind the force floor.


* A [[red lock]] nail is set up at the end of [[Zelgon's Lair]]; only eight red keys should be collected, as the ninth traps Chip behind the force floor, and the entire device is visible earlier in the level.
* A [[red lock]] nail is set up at the end of [[Zelgon's Lair]] to test [[window shopping]]; only eight red keys should be collected, as the ninth traps Chip behind the force floor, and the entire device is visible earlier in the level.


* At least a nail against a wall is necessary to solve the first room of [[Countdown]], though a one-block nail moves Chip through the room faster.
* At least a nail against a wall is necessary to solve the first room of [[Countdown]], though a one-block nail moves Chip through the room faster.
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