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=== Steam ruleset (CC2) ===
=== Steam ruleset (CC2) ===
The 2015 Steam re-release of [[Chip's Challenge 2]] and rerelease of [[Chip's Challenge 1]] use the same engine, which is currently only available on Windows machines but mostly based on the original Lynx version. Unless described otherwise, the Steam ruleset works exactly as the Lynx one.
The 2015 Steam rrelease of [[Chip's Challenge 2]] and re-release of [[Chip's Challenge 1]] use the same engine, which is currently only available on Windows machines but mostly based on the original Lynx ruleset. It contains some deviations from Lynx, such as allowing backwards overrides and massively shortening [[splash delay]].


== Differences between the MS and Lynx rulesets ==
== Differences between the various rulesets ==
Except where otherwise specified, the ruleset comparisons here are between the MS ruleset and the Lynx ruleset.
=== Tile rules ===
=== Tile rules ===
* In Lynx, the [[hint]], [[yellow key]] and [[green key]] are all monster-[[acting wall]]s, and [[fire]] is an acting wall to everything but [[fireball]]s. In MS, monsters can cross over all keys without altering them. In CC2, a new tile called the [[flame jet]] works more similarly to the way fire works in MS, except that it can turn off and that bugs and walkers can also die in them.
* In Lynx, the [[hint]], [[yellow key]] and [[green key]] are all monster-[[acting wall]]s, and [[fire]] is an acting wall to everything but [[fireball]]s. In MS, monsters can cross over all keys without altering them. In CC2, a new tile called the [[flame jet]] works more similarly to the way fire works in MS, except that it can turn off and that bugs and walkers can also die in them.
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* In MS, a [[teleport]] which has no legal exit and no legal move across the teleport will cause a monster to stick in it and erase the teleport from the network; if it is a block, it can simply be pushed off from the side assuming both sides are unblocked, but assuming it is a ''monster'', the only way for the monster to leave the teleport is if the space in front of it becomes open. In Lynx, the monster will treat the teleport as a floor space and act accordingly.<!--slightly more complicated with blocks though; i don't feel like adding all of that right now-->
* In MS, a [[teleport]] which has no legal exit and no legal move across the teleport will cause a monster to stick in it and erase the teleport from the network; if it is a block, it can simply be pushed off from the side assuming both sides are unblocked, but assuming it is a ''monster'', the only way for the monster to leave the teleport is if the space in front of it becomes open. In Lynx, the monster will treat the teleport as a floor space and act accordingly.<!--slightly more complicated with blocks though; i don't feel like adding all of that right now-->
* In some circumstances in MS, a monster [[clone machine]] blocked from cloning at the time of the [[red button]] hit will still clone if the obstacle is removed. Similarly, in MS, a monster that cannot move out of a trap, even though the brown button has been hit, is released on the turn after the acting wall in front of it is removed (except for tanks, and of course blobs and teeth on their non-moving turn).
* In some circumstances in MS, a monster [[clone machine]] blocked from cloning at the time of the [[red button]] hit will still clone if the obstacle is removed. Similarly, in MS, a monster that cannot move out of a trap, even though the brown button has been hit, is released on the turn after the acting wall in front of it is removed (except for tanks, and of course blobs and teeth on their non-moving turn).
* In Lynx, opened traps act sort of like [[ice]] to [[object]]s. Chip cannot change directions on traps until he hits a wall or steps in a unopened trap. This allows the Lynx time for [[Ladder]] to be nine seconds greater than the MS version, and is the reason why [[Torturechamber]] is still solvable in Lynx (in MS, the block remains on the [[sliplist]] and will slide when released). In CC2, opened traps work as regular floor tiles except for blocks, which have almost the same interactions with traps as in CC1 Lynx (the exception being they can't change direction while on the trap).
* In Lynx, opened traps act sort of like [[ice]] to [[object]]s. Chip cannot change directions on traps until he hits a wall or steps in a unopened trap. This allows the Lynx time for [[Ladder]] to be nine seconds greater than the MS version, and is the reason why [[Torturechamber]] is still solvable in Lynx (in MS, the block remains on the [[sliplist]] and will slide when released). In CC2, opened traps work as regular floor tiles, but when closed traps are opened by [[brown button]]s (as opposed to [[wire]]), they will cause whatever object they had trapped to slide forward one tile.


=== Movement ===
=== Movement ===
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* In Lynx, a more rudimentary variation of boosting exists; Chip can only override force floors when previously sliding on other force floors, and only when attempting to make a ''sideways'' move (this last part does not apply to CC2).
* In Lynx, a more rudimentary variation of boosting exists; Chip can only override force floors when previously sliding on other force floors, and only when attempting to make a ''sideways'' move (this last part does not apply to CC2).


* In Lynx, all monsters will exit a trap in the direction they are facing. In MS, [[bug]]s, paramecia, and teeth may [[Controller and Boss Glitch|behave differently]], and blobs can still move out of the trap in any legal direction. As mentioned earlier, in CC2, monsters (and Chip and Melinda) treat open traps as floor.
* In Lynx, all monsters will exit a trap in the direction they are facing. In MS, [[bug]]s, paramecia, and teeth may [[Controller and Boss Glitch|behave differently]], and blobs can still move out of the trap in any legal direction. As mentioned earlier, in CC2, open traps are treated as floor, but trapped objects will slide forward one tile when they are released by a brown button.


* In Lynx, an animation plays when a [[bomb]] explodes or a block is placed in [[water]], which blocks Chip from stepping on the space for roughly half of a second (specifically, the animation lasts 11-12 ticks, where 20 ticks = 1 second, and usually translates to 10-11 ticks of waiting; this has been reduced to about 5 ticks of waiting in CC2) or unless a [[monster]] touches the space first. This behavior is solely responsible for making [[Teeth (CCLP2 level)|Teeth]] unsolvable.
* In Lynx, an animation plays when a [[bomb]] explodes or a block is placed in [[water]], which blocks Chip from stepping on the space for roughly half of a second (specifically, the animation lasts 11-12 ticks, where 20 ticks = 1 second, and usually translates to 10-11 ticks of waiting; this has been reduced to about 5 ticks of waiting in CC2) or unless a [[monster]] touches the space first. This behavior is solely responsible for making [[Teeth (CCLP2 level)|Teeth]] unsolvable.


* In the original Lynx version, the random seed of random-moving monsters (except blobs) is fixed and will not change with successive attempts of the level. In MS, the path is randomly chosen every time the level starts.
* In the original Lynx version, the random seed of random-moving monsters (except blobs) is fixed and will not change with successive attempts of the level. In MS, the path is randomly chosen every time the level starts.
* In the Lynx version, the Steam version, and the TW Lynx emulation, holding two directional keys perpendicular to each other at once will cause you to swap directions whenever you hit a wall. However, only in the original Lynx version, holding two directions also forces you to move in the more recently held direction whenever legal.


=== Compatibility ===
=== Compatibility ===
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