Force floor: Difference between revisions

971 bytes added ,  24 March 2020
expanded lynx, steam, and rff sections
(singularized section name (will fix redirects later); "directional force floor" doesn't make much sense)
(expanded lynx, steam, and rff sections)
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== Ruleset exclusive behaviors ==
== Ruleset exclusive behaviors ==
Force floors behave very differently depending on what [[ruleset]] is in use. In some cases, the differences between rulesets can lead to large [[Busted level|busts]] in levels, such as the famed 6 second solution in [[Scoundrel]].
Force floors behave very differently depending on what [[ruleset]] is in use. In some cases, the differences between rulesets can lead to large [[Busted level|busts]] in levels, such as the famed 6-second solution in [[Scoundrel]].


=== MS ===
=== MS ===
In [[MS ruleset|MS]], Chip can only override force floors if his last move was involuntary, or in some cases after hitting a Chip-[[acting wall]]. If a force floor pushes Chip ''directly'' into a wall, Chip can override. The [[Headbanger Rule]] is an extension of the latter, where a sliding block one space behind Chip will be hit by Chip and, in the case of force floors, stop Chip from moving for [1/2]. Also, [[object]]s beginning a level on force floors will not be affected by them as long as they stay on the square. Blocks beginning on force floors will affect Chip as normal, and the block is also pushed normally.
In [[MS ruleset|MS]], Chip can only override force floors if his last move was involuntary, even if that move was directly into a wall. The [[Headbanger Rule]] is an extension of the latter, where a sliding [[block]] one space ahead of Chip will be hit by Chip and, in the case of force floors, stop Chip from moving for [[Directional notation#.5Bnumber.5D|[1/2]]]. [[Object]]s beginning a level on force floors will not be affected by them as long as they stay on the square. Blocks beginning on force floors will affect Chip as normal, and the block is also pushed normally.


If Chip attempts to move backwards on a long slide, he can remain largely motionless, staying on only two tiles.
=== Lynx ===
In [[Lynx ruleset|Lynx]], Chip is more limited than in MS: only when he was previously on another force floor during his current slide can Chip override, and he can never override backwards. He ''can'', however, override forwards, which allows Chip to [[block slap]] while sliding. If Chip, a [[monster]], or a block starts the level on a force floor, it will be allowed to override the force floor on the first [[tick]], treating the tile as a [[thin wall]] facing the backside of the force floor, then start sliding. [[Blob]]s, like on [[ice]], slide at half of the speed of other creatures.


=== Lynx ===
If Chip attempts to override a force floor in an illegal direction (backwards, or sideways if the sides are [[Acting wall#Chip-acting_walls|walled off]]), he will oof in that direction while staying on the tile for 1 tick, then lose the ability to override for the next tick and slide.
In [[Lynx ruleset|Lynx]], Chip is more limited than in MS: only when he was previously on another force floor can Chip override, and he can never override backwards. If Chip, a monster or a block starts the level on a force floor, it will start sliding immediately. [[Blob]]s, like on [[ice]], slide at half of the speed of other creatures.


If Chip attempts to move backwards on a long slide, he will slow down, but will keep sliding.
=== Steam ===
In [[Chip's Challenge 2]], force floors generally behave like in Lynx, but with a few differences. Backwards overrides are possible, like in MS. The rules for when Chip or [[Melinda]] can override are the same as in Lynx, but overrides are only possible on movement [[frame]]s. If Chip or Melinda become "misaligned", they will be unable to do anything, including overriding force floors, until they are realigned.<ref>https://docs.google.com/document/d/1jH8N1aQv0Uoq44UdFJklv1n-2dXeKthkM6tyvtqt1XU/edit</ref> (See the reference or the [[sliding tile]] article for more information.)


=== Chip's Challenge 2 ===
[[Rover]]s, like [[blob]]s, slide at half the speed of other creatures. [[Ghost]]s treat force floors as [[acting floor]], regardless of whether or not they have [[suction boots]]. [[Speed boots]] have no impact on sliding speed.
In [[Chip's Challenge 2]], force floors generally behave like in Lynx, but with a few differences. Backwards overrides are possible when one of the sliding tiles Chip or [[Melinda]] entered is another force floor, akin to MS. [[Rover]]s, like [[blob]]s, slide at half the speed of other creatures. [[Ghost]]s treat force floors as [[acting floor]], regardless of whether or not they have [[suction boots]]. [[Speed boots]] have no impact on sliding speed. If Chip or Melinda attempt to move backwards on a long slide, they will remain largely motionless, staying on only two tiles like in MS.


== Random force floor ==
== Random force floor ==
Force floors that are shaped in a spiral-like formation are '''random force floors''', which take Chip and [[block]]s in a random direction; [[monster]]s treat random force floors as acting walls in the [[MS ruleset]] only. Its override conditions are identical to normal force floors. In Lynx and [[Chip's Challenge 2|CC2]], random force floors circle clockwise in their chosen direction, which gives them the somewhat popular nickname of '''multidirectional force floors'''. The default direction is ''East'', which then cycles through ''North'', ''West'', and ''South''. In versions 1.3.1 and above of [[Tile World]], the player can choose the direction the first directional force floor will take using the "F" key.
Force floors that depict a spiral-like formation are '''random force floors''', which take Chip and blocks in a random direction; monsters treat random force floors as acting walls in the [[MS ruleset]] only. Its override conditions are identical to normal force floors. In Lynx and [[Chip's Challenge 2|CC2]], random force floors circle clockwise in their chosen direction each time an object slides on one, which gives them the somewhat popular nickname of '''multidirectional force floors''', and the chosen direction is always shared by every random force floor in a level. The direction cycling carries over between levels and level attempts; if the player dies, exits, or restarts with random force floors pointing West, for example, the next attempt at any level will start with them pointing West. The cycle only resets when the game closes. The default initial direction is ''East'' in Lynx and ''North'' in CC2. In versions 1.3.1 and above of [[Tile World]], before starting a level, the player can choose the direction the first directional force floor will take using the "F" key.


== Trivia ==
== Trivia ==
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== See also ==
== See also ==
* [[Ram]], a glitch in MS that can cause blocks to stop sliding when pushed.
* [[Ice]]
* [[Ice]]
* [[Boosting]]
* [[Boosting]]
== References ==


[[Category:Tiles]]
[[Category:Tiles]]
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