Release desynchronization: Difference between revisions

m
links; spelling
(rewrote a sentence to be more accurate (?))
m (links; spelling)
 
Line 1: Line 1:
'''Release desynchronization''', also known as '''clone desynchronization''' and '''release boosting''', is a mechanic in the [[Lynx ruleset]]. It applies to both the original game on the Atari Lynx as well as [[Tile World]]'s emluation of the ruleset. Despite the original name given to it, it applies to [[trap]]s just as well as [[clone machine]]s.
'''Release desynchronization''', also known as '''clone desynchronization''' and '''release boosting''', is a mechanic in the [[Lynx ruleset]]. It applies to both the original game on the Atari Lynx as well as [[Tile World#Differences in the Lynx emulation|Tile World's emulation of the ruleset]]. Despite the original name given to it, it applies to [[trap]]s just as well as [[clone machine]]s.


If two [[monster]] cloners are supposed to activate at the same time, over and over again, one stream will be a few ticks ahead of the other. If the level runs long enough, there may be a delay of a few [[tile]]s between them.  It is well demonstrated in [https://www.youtube.com/watch?v=iHUQJhdTrSY this video].
If two [[monster]] cloners are supposed to activate at the same time, over and over again, one stream will be a few [[tick]]s ahead of the other. If the level runs long enough, there may be a delay of a few [[tile]]s between them.  It is well demonstrated in [https://www.youtube.com/watch?v=iHUQJhdTrSY this video].


Knowledge of the mechanic became most widely spread after it was discovered by [[Andrew Menzies]] while testing one of his levels. <!--Not clear if he really was the first to discover it or if it was known by the Tile World devs.-->
Knowledge of the mechanic became most widely spread after it was discovered by [[Andrew Menzies]] while testing one of his levels. <!--Not clear if he really was the first to discover it or if it was known by the Tile World devs.-->
trusted-editors
994

edits