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== Mechanics and setup == | == Mechanics and setup == | ||
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. | 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. | ||
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 [[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 [[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. | ||
=== [[CCLP2]] === | === [[Chip's Challenge Level Pack 2|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. | ||
=== [[CCLP3]] === | === [[Chip's Challenge Level Pack 3|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 | * 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. | ||
* 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. |