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A '''sliding tile''' is any [[tile]] that causes [[object]]s to move involuntarily—namely, [[force floor]]s, [[ice]], and [[teleport]]s, and [[trap]]s in [[Lynx ruleset|Lynx]] (as well as [[MS ruleset|MS]] and [[Steam ruleset|Steam]] in special cases). They have special properties when interacting with these objects which depend on the [[ruleset]].
A '''sliding tile''' is any [[tile]] that normally causes [[object]]s to move involuntarily: [[force floor]]s, [[ice]], and [[teleport]]s, and [[trap]]s in [[Lynx ruleset|Lynx]] (as well as [[MS ruleset|MS]] and [[Steam ruleset|Steam]] in special cases). They have special properties when interacting with these objects which differ based on the [[ruleset]].


== MS ==
== MS ==
Sliding tiles in MS always slide objects at 10 [[m/s]], unless [[Chip]] is stepping with the appropriate [[boot]]. Even though [[blob]]s and [[teeth]] move at a mere 2.5 m/s on any non-sliding tile, they still quadruple to 10 m/s.
Sliding tiles in MS always slide objects at 10 [[m/s]], unless [[Chip]] is stepping with the appropriate [[boot]]. Even though [[blob]]s and [[teeth]] move at a mere 2.5 m/s on any non-sliding tile, they still quadruple to 10 m/s.


[[Block]]s treat traps as sliding tiles, but only when sliding into them. This was a deliberate (though perhaps last-minute) decision by the [[Microsoft's version of Chip's Challenge|MSCC]] developers to make sure [[Torturechamber]] is solvable.
[[Block]]s treat traps as sliding tiles, but only if they enter a trap by sliding into it. This was a deliberate (though perhaps last-minute) decision by the MS developers to make sure [[Torturechamber]] is solvable.


If a block slides into a trap or teleport, it will treat the tile like a force floor pointed in the direction the block is facing, though it will stay stuck in a trap if the trap is closed. Other objects besides Chip will also only attempt to exit the tile in the direction they are facing, but in the case of traps, they will not be on the [[sliplist]].
If a block slides into a trap or teleport, it will treat the tile like a force floor pointed in the direction the block is facing, though it will stay stuck in a trap if the trap is closed. Other objects besides Chip will also only attempt to exit the tile in the direction they are facing, but in the case of traps, they will not be on the [[sliplist]].


[[Boosting]] is a result of passing over sliding tiles. MS allows only one voluntary move every turn; this ''does'' happen, but since the voluntary move is still within the same turn as the last sliding tile, it can be performed immediately after the last involuntary move—and if that voluntary move ended a turn, a [[spring slide]] can be used, adding ''yet another'' extra move. Consequently, a spring slide can be used any time Chip exits a teleport. <!--Confusing paragraph, needs rewrite.-->
[[Boosting]] is a result of passing over sliding tiles. [[Chip's Challenge]] allows only one voluntary move every turn; this ''does'' happen, but since the voluntary move is still within the same turn as the last sliding tile, it can be performed immediately after the last involuntary move - and if that voluntary move ended a turn, a [[spring slide]] can be used, adding ''yet another'' extra move. Consequently, a spring slide can be used any time Chip exits a teleport. <!--Confusing paragraph, needs rewrite.-->


Blocks can be [[ram]]med on sliding tiles; if Chip attempts to push a block into a [[Acting wall#Block-acting walls|block-acting wall]] while the block is sliding, the block will be removed from the sliplist and it will stay on its tile until actually pushed off. This behavior is what makes [[After the Rainstorm]] solvable.
Blocks can be [[ram]]med on sliding tiles; if Chip attempts to push a block into a [[Acting wall#Block-acting walls|block-acting wall]] while the block is sliding, the block will be removed from the sliplist and it will stay on its tile until actually pushed off. This behavior is what makes [[After the Rainstorm]] solvable.


== Lynx ==
== Lynx ==
In Lynx, all objects slide at twice their normal speed except on teleports. This means blobs actually slide at 5 m/s; teeth, on the other hand, actually move at 5 m/s but only attempt to move every 4 out of 8 [[tick]]s (the 4 [[Odd and even step|even+X]] ticks)—only ''averaging'' 2.5 m/s—so their sliding speed is still 10 m/s.
In Lynx, all objects slide at twice their normal speed except on teleports. This means blobs actually slide at 5 m/s; teeth, on the other hand, actually move at 5 m/s but only attempt to move every 4 out of 8 [[tick]]s (the 4 [[Odd and even step|even+X]] ticks) - only ''averaging'' 2.5 m/s - so their involuntary speed is still 10 m/s.


When a sliding object bumps into a wall, it stalls for one tick, during which it turns in place. This allows a desynchronization of sorts; for example, if two objects simultaneously enter two slides that are identical except for one ending in ice into a wall and the other ending in a force floor pointing back, the object on the former slide will come back one tick later than the other object. As another example, if Chip does not have [[suction boots]] and walks onto a force floor pointed at a wall, he will bump into the wall for one tick before he can override the force floor.
Objects moving onto teleports only move at their normal walking speed. Although open traps also double the speed of all objects, they do so by skipping different frames of animation. Traps, as well as teleports in [[Tile World#Differences in the Lynx emulation|Tile World Lynx]], are not considered sliding tiles in the context of overriding force floors.


Objects moving onto teleports only move at their normal speed. Although open traps double the speed of all objects passing through them, they do so by skipping different frames of animation. Traps, as well as teleports in [[Tile World#Differences in the Lynx emulation|Tile World Lynx]], are not considered sliding tiles in the context of overriding force floors.
As in MS, objects (unconditionally this time) on traps will treat them as force floors pointed in the direction they are facing. Chip is the only one that can change his direction in a trap, and even then only when it is closed or the exit direction is blocked. Objects on teleports treat the tiles as floor (they teleport just before landing on the tile), except Chip, who will be stuck if he ever stays still on a teleport. <!--At least in TW Lynx. Atari Lynx has some differences in teleport behavior but idk what they are.-->
 
As in MS, objects (unconditionally this time) on traps will treat them as force floors pointed in the direction they are facing. Chip is the only one that can change direction in a trap, and even then only when it is closed or the exit direction is blocked. Objects on teleports [[Acting floor|treat the tiles as floor]] (they teleport just before landing on the tile), except Chip, who will be stuck if he ever stays still on a teleport. <!--At least in TW Lynx. Atari Lynx has some differences in teleport behavior but idk what they are.-->
 
When starting a level on ice or a force floor, an object will not be affected for the first tick, with the exception that it can not move backward off a force floor. In particular, blocks and [[clone block]]s will stall for the first tick before sliding (blocks face north by default).
 
If a sliding block is pushed on the tick that it lands on a tile (sliding or not) ''or'' the tick before that, it will be pushed in that direction and Chip will follow it. [[Block slapping|Slapping a block]], however, will only affect the block on the tick that it lands. Chip can also push against a block on any other tick (two if sliding, between two and four otherwise) before it lands on a tile without moving himself or the block. Blocks on traps are more complicated; there is a precise maneuver that allows Chip to push a block on a trap to change its direction without following the block. <!--I don't know the exact details. - random 8-->


== Steam ==
== Steam ==
Sliding tiles in Steam and [[Chip's Challenge 2|CC2]] function almost identically as in Lynx, but there are some notable differences. Generally, the sliding tile category in Steam includes teleports but not traps.
Sliding tiles in Steam and [[Chip's Challenge 2|CC2]] function almost identically as in Lynx, but there are some notable differences.
 
Sliding tiles attempt to move objects every [[frame]], but only when they are fully on the tiles. Normally, this is every 2nd tick, or every 6th frame. When objects bump into walls while sliding, the first bump costs 0 frames, but each subsequent bump on the same tile costs 1 frame (as opposed to always costing 1 tick). As such, objects can be “misaligned” with the movement frames, as sliding tiles will still move them every 6th frame when not bumping into walls. If this happens to Chip or [[Melinda]], the player will be unable to perform any actions, including dropping [[item]]s, overriding force floors and teleports, and switching characters. Chip and Melinda can also become misaligned by dropping suction boots on a force floor and not overriding immediately. Objects can become “realigned” by either bumping into some more walls or reaching a non-sliding tile.<ref>The Obscure CC2 Behavior document: https://docs.google.com/document/d/1jH8N1aQv0Uoq44UdFJklv1n-2dXeKthkM6tyvtqt1XU/edit</ref>
 
Chip interacts with teleports the same way as other objects do. In the context of overriding force floors, they ''are'' considered sliding tiles, as they were in the original Atari Lynx, until stopped on (e.g. by [[partial posting]]). Red and yellow teleports in particular act like force floors, except that the player can always override them when not misaligned, i.e. they do not need to slide on a previous teleport or force floor to do so.


[[Speed boots]] cause any [[movable object]] carrying them to always move at their sliding speed. This means that an object's speed when entering a teleport is doubled, but ''not'' an object's speed while sliding on ice or force floors.
CC2 attempts to move objects off of sliding tiles every [[frame]], as opposed to every tick (3 frames) in Lynx.


Traps only push objects out of them on the first tick that they are opened by a trap button. This initial push counts as sliding. When they are ''held'' open or are opened by an active [[wire]], they are [[acting floor]]. This difference from Lynx is responsible for the change to [[Nightmare]] in the Steam version of [[Chip's Challenge 1|CC1]].
Teleports behave identically between Chip and other objects. They ''are'' considered sliding tiles in the context of overriding force floors, as they were in the original Atari Lynx. Red and yellow teleports in particular act exactly like force floors in the context of overriding force floors, except that the player can always override red and yellow teleports.


== See also ==
Traps only push objects out of them on the first tick that they are opened by a trap button. When they are ''held'' open or are opened by an active wire, they are [[acting floor]].
* [[Concussion Rule]], the inability of most [[monster]]s to turn in traps in MS and Lynx.


== References ==
Sliding tiles only attempt to move you once you’re fully on them. Normally, this is every other movement frame, or every 6th frame. When you bump into a wall on a sliding tile, the first bump costs 0 frames, but each subsequent bump on the same tile costs 1 frame (contrast with CC1 Lynx, where you lose one movement tick, or 3 frames). As such, you can be “misaligned” with the movement frames, as when you’re sliding without bumping into things, the sliding tiles will still move you every 6th frame. You can also become misaligned by dropping suction boots on a force floor and not overriding immediately. When this happens, you are unable to perform any actions, including dropping items, overriding force floors, and switching characters. You can become “realigned” by either bumping into some more walls or reaching a non-sliding tile (teleports don’t count, like in (20)).
<references/>
This manifests in a number of ways. See: (66); tickets 13, 37 (?), 66 (?)


[[Category:Tile groups]]
[[Category:Tile groups]]
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