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The '''teleport''' is a class of [[tile]] in Chip's Challenge that sends movable objects to another part of the level. When an object enters a teleport, it will exit out the next teleport of the same color on the same network if one is available. They generally behave as sliding tiles, except | The '''teleport''' is a class of [[tile]] in Chip's Challenge that sends movable objects to another part of the level. When an object enters a teleport, it will exit out the next teleport of the same color on the same network if one is available. They generally behave as sliding tiles, except in [[Lynx ruleset|Lynx]] and [[Chip's Challenge 2|CC2]], objects enter them at their normal walking speed. Each color teleport behaves differently when [[Chip]], [[Melinda]], a [[monster]] or another object passes through it, as described below. | ||
== Blue teleport == | == Blue teleport == | ||
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|cc2 = Yes | |cc2 = Yes | ||
|cc1index = 41 | |cc1index = 41 | ||
|multidirectional = No | |multidirectional = No | ||
|moves = No | |moves = No | ||
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Should the search reach the original teleport, different things will happen, depending on the ruleset. In MS, it will act as a non-directional [[ice]] tile - the object will slide across it if that move is legal, or bounce back if it is not. However, a [[block]] or [[monster]] in the latter case will stick on the teleport and the teleport will cease to function. (For a demonstration of this, go to [[Drawn and Quartered]], teleport directly up to the north-east room from the start, and release the fireballs into the teleport.) In Lynx and CC2, if it is blocked on the other side, objects will stop on the tile and then treat it as floor. In Lynx, Chip will be stuck if he gets in this situation and the level must be restarted. | Should the search reach the original teleport, different things will happen, depending on the ruleset. In MS, it will act as a non-directional [[ice]] tile - the object will slide across it if that move is legal, or bounce back if it is not. However, a [[block]] or [[monster]] in the latter case will stick on the teleport and the teleport will cease to function. (For a demonstration of this, go to [[Drawn and Quartered]], teleport directly up to the north-east room from the start, and release the fireballs into the teleport.) In Lynx and CC2, if it is blocked on the other side, objects will stop on the tile and then treat it as floor. In Lynx, Chip will be stuck if he gets in this situation and the level must be restarted. | ||
As a teleport slide is involuntary in all rulesets, Chip can [[Boosting|boost]] on his very next move in MS, and the second [[force floor]] in a force floor-teleport-force floor sequence, for example, can be overridden in | As a teleport slide is involuntary in all rulesets, Chip can [[Boosting|boost]] on his very next move in MS, and the second [[force floor]] in a force floor-teleport-force floor sequence, for example, can be overridden in Lynx and CC2. | ||
In MS, teleports beginning on the lower layer of the [[grid]] will refuse to function, and work as ice tiles just as if it redirected to itself. In Lynx, [[block]]s that start on teleports will be teleported automatically; they will teleport upwards by default, but if a [[clone block]] is used it will teleport in the clone block's direction. | In MS, teleports beginning on the lower layer of the [[grid]] will refuse to function, and work as ice tiles just as if it redirected to itself. In Lynx, [[block]]s that start on teleports will be teleported automatically; they will teleport upwards by default, but if a [[clone block]] is used it will teleport in the clone block's direction. | ||
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<!--A diagram would be best here.--> | <!--A diagram would be best here.--> | ||
In CC2, [[logic gate]]s on a blue teleport network act as one-ways if their output side is on (not necessarily from the gate itself), and as gaps in the wire if it is off. Logic gates can be "occupied"; the player, monsters, and blocks can be sent to the output of a logic gate even if there's no teleport on the other side, but the next object to enter the teleport can't be sent to the same place until the current one leaves. However, the player loses all control if they switch to a Chip or Melinda in a logic gate, and if anything is in a logic gate when the level is restarted, the game will probably crash. If the game does not crash, then the | In CC2, [[logic gate]]s on a blue teleport network act as one-ways if their output side is on (not necessarily from the gate itself), and as gaps in the wire if it is off. Logic gates can be "occupied"; the player, monsters, and blocks can be sent to the output of a logic gate even if there's no teleport on the other side, but the next object to enter the teleport can't be sent to the same place until the current one leaves. However, the player loses all control if they switch to a Chip or Melinda in a logic gate, and if anything is in a logic gate when the level is restarted, the game will probably crash. If the game does not crash, then the [[Despawning and Respawning Glitch#Unsafe despawning|Despawning and Respawning Glitch]] may occur. | ||
It is currently unknown how the game prioritizes multiple valid logic gate and teleport destinations. | |||
== Red teleport == | == Red teleport == | ||
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|image cc2 = [[File:RedTeleport.gif]] | |image cc2 = [[File:RedTeleport.gif]] | ||
|cc2 = Yes | |cc2 = Yes | ||
|multidirectional = No | |multidirectional = No | ||
|moves = No | |moves = No | ||
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|image cc2 = [[File:GreenTeleport.gif]] | |image cc2 = [[File:GreenTeleport.gif]] | ||
|cc2 = Yes | |cc2 = Yes | ||
|multidirectional = No | |multidirectional = No | ||
|moves = No | |moves = No | ||
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|image cc2 = [[File:YellowTeleport.gif]] | |image cc2 = [[File:YellowTeleport.gif]] | ||
|cc2 = Yes | |cc2 = Yes | ||
|multidirectional = No | |multidirectional = No | ||
|moves = No | |moves = No |