Ruleset: Difference between revisions

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In [[Chip's Challenge]], there are three distinct '''rulesets'''. Most [[Chipsters]] are familiar with the MS ruleset, but the Lynx ruleset is slowly gaining popularity, partly due to the ease of use of [[Tile World]] and the Lynx-compatibility of [[Chip's Challenge Level Pack 3|CCLP3]]. The Steam-released [[Chip's Challenge 2]] ruleset is virtually identical to the Lynx ruleset, except where otherwise noted on this wiki. The CC2 ruleset also applies to the Steam re-release of [[Chip's Challenge 1]], even if the Microsoft-style tiles are being used.
In [[Chip's Challenge]], there are three distinct primary '''rulesets'''. Most [[Chipsters]] are familiar with the MS ruleset, but the Lynx ruleset has slowly gained popularity over time, partly due to the ease of use of [[Tile World]] and the Lynx-compatibility of [[Chip's Challenge Level Pack 3|CCLP3]]. The Steam-released [[Chip's Challenge 2]] ruleset is virtually identical to the Lynx ruleset, except where otherwise noted on this wiki. The CC2 ruleset also applies to the Steam re-release of [[Chip's Challenge 1]], even if the Microsoft-style tiles are being used.


== Lynx ruleset ==
== Microsoft ruleset ==
The Lynx ruleset is the ruleset that was used in the original 1989 game for the handheld gaming console, Atari Lynx. These rules were devised and programmed by [[Chuck Sommerville]]. All the levels in [[Chip's Challenge 1|CC1]] were designed with this ruleset in mind, so most of the [[bust]]s that occur under the MS ruleset do not occur under the Lynx ruleset.
The Microsoft ruleset, commonly referred to as the ''MS ruleset'', is the ruleset used in the 1992 port of the game to the PC, which is the game most players are familiar with. Because of software limitations (it was developed for Windows 3.1), this ruleset lacks animated gameplay, and instead [[object]]s jump from square to square. It also appears that too little playtesting was done, and there are numerous rule differences. Due to sloppy programming, many strange [[glitch]]es exist, such as [[slide delay]] and the [[Controller and Boss Glitch]].


== Microsoft ruleset ==
As this is the most well-known ruleset, many custom [[level set]]s, especially older ones, are usually designed with this ruleset in mind. [[Chip's Challenge Level Pack 2]], for example, is not completely Lynx-compatible - assuming the original set is being used and not [[Chip's Challenge Level Pack 2 (Lynx)|its Lynx counterpart released a decade later]]. In their original states, 48 levels cannot be played and 21 levels are unsolvable while playing in Lynx. This only leaves 80 solvable levels in the whole set, and even of these, four ([[Ranger Denmark]], [[Traps I]], [[Glider and Fire]], and [[Cloner's Maze]]) are highly unequal in solution difficulty. One level in particular, [[Zartacla]], is ''completely'' busted due to the ability of block slapping in Lynx play. Rarely, levels are designed exclusively with the Lynx ruleset in mind; examples are Scott Feeney's ''Graue1_LYNX.dat'', [[Joshua Bone]]'s ''JoshB_LYNX.dat'', and even CCLXP2 in some cases.
The Microsoft ruleset, commonly referred to as the ''MS ruleset'', is the ruleset used in the 1992 port of the game to the PC, which is the game most players are familiar with. Because of software limitations (it was developed for Windows 3.1), this ruleset lacks animated gameplay, and instead [[object]]s jump from square to square. Also, it appears that too little playtesting was done, so there are numerous rule differences. Lastly, due to sloppy programming, many strange [[glitch]]es exist, such as [[slide delay]] or the [[Controller and Boss Glitch]].


As this is the most well-known ruleset, [[custom level set]]s are usually designed with this ruleset in mind. [[Chip's Challenge Level Pack 2|CCLP2]], for example, is not completely Lynx-compatible. 48 levels cannot be played and 21 levels are unsolvable while playing in Lynx. This only leaves 80 solvable levels in the whole set, and even of these, four ([[Ranger Denmark]], [[Traps I]], [[Glider and Fire]], and [[Cloner's Maze]]) are highly unequal in solution difficulty. Also, [[Zartacla|one level in particular]] is ''completely'' busted due to the ability of block slapping in Lynx play; though this is slightly balanced by the MS bust in [[Trapped]] not working. Rarely, Lynx-only level sets are made. Examples are Scott Feeney's Graue1_LYNX.dat and [[Joshua Bone]]'s JoshB_LYNX.dat.
== Lynx ruleset ==
The Lynx ruleset is the ruleset that was used in the original 1989 game for the handheld gaming console, the Atari Lynx. These rules were devised and programmed by [[Chuck Sommerville]]. All 148 of the original levels in [[Chip's Challenge 1|CC1]] (excluding [[Thanks to...]] from the MS version) were designed with this ruleset in mind, so many of the [[bust]]s or odd behaviors that occur under the MS ruleset do not occur under the Lynx ruleset.


== CC2 ruleset ==
=== Steam ruleset (CC2) ===
The 2015 release of [[Chip's Challenge 2]] and rerelease of [[Chip's Challenge 1]] use the same engine, which is currently only available for the PC but mostly based on the original Lynx version. Unless described otherwise, the CC2 ruleset works exactly as the Lynx one.
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.


== Differences between the MS and Lynx rulesets ==
== Differences between the MS and Lynx rulesets ==
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=== Mechanics ===
=== Mechanics ===
* [[Boosting]], [[slide delay]] (and thus [[cross-checking]] and [[block echo]]), the [[ram]] and [[flick]], and the [[monster order]] and [[monster list]] are all MS-exclusive mechanics. [[Block slapping]] is a Lynx-exclusive mechanic. Boot-dropping is a CC2-exclusive mechanic.
* [[Boosting]], [[slide delay]], [[cross-checking]], [[block echo]], [[ram]]s, [[flick]]s, and the [[monster order]] are all MS-exclusive mechanics. [[Block slapping]] and [[animation delay]] are examples of Lynx-exclusive mechanics.
* In Lynx, when the exit is reached, the clock runs down for one more turn before stopping.
* In Lynx, when the exit is reached, the clock runs down for one more turn before stopping. It is therefore possible to complete a level in Lynx mode with 0 seconds remaining by exiting at the exact last possible moment, a feat which is not possible in MS.


=== Tile functions ===
=== Tile functions ===
* In MS, the connections between [[brown button]]s and [[trap]]s are explicitly specified by the level designer, but in the ''original'' Lynx, if a button is not connected to something else<!--I thought they couldn't be "connected" at all, and it's done entirely through the reading order thing?-->, it is automatically connected to the next trap or machine in forwards wrappable [[reading order]]. [[Tile World]]'s Lynx mode behaves like the MS version unless run in Pedantic mode.
* In MS, the connections between [[brown button]]s and [[trap]]s are explicitly specified by the level designer, but in the ''original'' Lynx, buttons are automatically connected to the next trap or machine in forwards wrappable [[reading order]]. [[Tile World]]'s Lynx mode behaves like the MS version unless run in Pedantic mode, in which case only a button with ''no'' connections will automatically establish the reading order rule.
* In MS, a random force floor will randomly select one of the four directions. In Lynx, the random force floor will cycle through the directions in a clockwise manner throughout a play session, starting east, then south, then west, then north.
* In MS, a [[random force floor]] will randomly select one of the four directions. In Lynx, the random force floor will cycle through the directions in a clockwise manner throughout a play session, starting east, then south, then west, then north.
* In Lynx, [[blue button]]s only apply to currently stationary [[tank]]s or tanks that are perfectly aligned with a tile. Therefore, a moving tank will only be able to be reversed on one out of every four frames. This is required in [[Paranoia]]. In MS, a blue button applies to all movable non-sliding tanks, with the exception of a glitch known as the [[Frankenstein Glitch]]. In the CC2 ruleset, blue buttons apply to all movable tanks.
* In Lynx, [[blue button]]s only apply to currently stationary [[tank]]s or tanks that are perfectly aligned with a tile. Therefore, a moving tank will only be able to be reversed on one out of every four frames. This is required in [[Paranoia]]. In MS, a blue button applies to all movable non-sliding tanks, with the exception of a glitch known as the [[Frankenstein Glitch]]. In the CC2 ruleset, blue buttons apply to all movable tanks.
* In MS, a trap is open at ''any'' point after the correct brown button is touched. In Lynx, a trap is only open on the turn its button is being pressed, or during the turn the object moves off the button.
* In MS, a trap is open at ''any'' point after the correct brown button is touched. In Lynx, a trap is only open on the turn its button is being pressed, or during the turn the object moves off the button.
* In MS, a [[teleport]] which has no legal exit and no legal move across the teleport will cause a monster <!---or a block?---> to stick in it and erase the teleport from the network; 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 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).
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=== Compatibility ===
=== Compatibility ===


* In MS—and to a lesser extent, CC2—any tile can be placed on another tile. In Lynx, exactly one Chip is allowed and every space consists of 1 non-creature and 0 or 1 creatures (here, "creature" includes blocks and Chip). In Tile World, the unused/internal-use tiles, such as [[fake exit]], [[Burned Chip]], [[Drowned Chip]], and [[Swimming Chip]], can be placed, though most of them are replaced by walls. In the original Atari Lynx version, those tiles, as well as N and W thin walls, don't exist, and Tile World's pedantic Lynx mode generally won't play levels containing them.
* In MS—and to a lesser extent, CC2—any tile can be placed on another tile. In Lynx, exactly one Chip is allowed and every space consists of 1 non-creature and 0 or 1 creatures (here, "creature" includes blocks and Chip). In Tile World, the unused/internal-use tiles, such as [[fake exit]], [[Burned Chip]], [[Drowned Chip]], and [[Swimming Chip]], can be placed, though most of them are replaced by walls. In the original Atari Lynx version, those tiles, as well as North and West thin walls, don't exist, and Tile World's pedantic Lynx mode generally won't play levels containing them.


=== Miscellaneous data ===
=== Miscellaneous data ===


* [[Puzzle Studio]] is being programmed to use Tile World Lynx rules.
* When its development was active, [[Puzzle Studio]] was being programmed to use Tile World Lynx rules.
* [[Chip's Challenge Level Pack 3|CCLP3]] is Lynx and MS compatible. Any invalid or impossible level in Lynx, or any level where the altered mechanics change the basic route to a significant degree, was excluded from voting.
* [[Chip's Challenge Level Pack 3|CCLP3]], [[Chip's Challenge Level Pack 1|CCLP1]], and [[Chip's Challenge Level Pack 4|CCLP4]] are all Lynx and MS compatible. Any invalid or impossible level in Lynx (or MS in far more rare cases), or any level where the altered mechanics change the basic route to a significant degree, was excluded from voting.
* [[Chip's Challenge Level Pack 1|CCLP1]] is Lynx and MS compatible. The use of pedantic Lynx was debated, but it was ultimately decided it would not be used.
* The use of pedantic Lynx was debated for CCLP1, but it was ultimately decided it would not be used.


=== Level differences ===
=== Level differences ===
* [[Lesson 6]], [[Brushfire]], [[Ping Pong]] and [[Paranoia]] have different [[password]]s; the latter was changed in MS to avoid confusion with [[Four Square]]'s identical password.
* [[Lesson 6]], [[Brushfire]], [[Ping Pong]] and [[Paranoia]] have different [[password]]s; the latter was changed in MS to avoid confusion with [[Four Square]]'s identical password.
* In MS, some versions of [[Spirals]] are [[corrupted]].
* In MS, some versions of [[Spirals]] are [[Spirals corruption|corrupted]].
* In MS, [[Catacombs]]'s [[button]]s are wired a bit differently.
* In MS, [[Catacombs]]'s [[button]]s are wired a bit differently.
* In MS, [[Time Lapse]] contains some errors in the trap connections.
* In MS, [[Time Lapse]] contains some errors in the trap connections.
* In Lynx, [[Perfect Match]] contains an extra patch of ice in the bottom left corner.
* In Lynx, [[Perfect Match]] contains an extra patch of ice in the bottom left corner.
* In Lynx, a room in [[Skelzie]] is one row shorter.
* In Lynx, the central room in [[Skelzie]] is one row shorter on the top and bottom.
* In Lynx, the password MAND will produce a Mandelbrot generator. No such bonus feature is present in the MS version.
* In Lynx, the password MAND will produce a Mandelbrot generator. No such bonus feature is present in the MS version.
* In MS, an [[Thanks to...|extra level]] was added to thank the developers.
* In MS, an [[Thanks to...|extra level]] was added to thank the developers.
* In MS, [[Decade message]]s are missing after [[Brushfire]], [[Tossed Salad]], [[Mishmesh]] and [[Floorgasborg]] are completed.
* In MS, [[decade message]]s are missing after [[Brushfire]], [[Tossed Salad]], [[Mishmesh]] and [[Floorgasborg]] are completed.
[[Category:Terminology]]
[[Category:Terminology]]
[[Category:Gameplay]]
[[Category:Gameplay]]
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