Teleport: Difference between revisions

147 bytes added ,  3 May 2021
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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 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.
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 that 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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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 Lynx and CC2.
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 Atari Lynx and CC2 (in [[Tile World#Differences in the Lynx emulation|TW Lynx]], an override like this is not possible; the outcome is otherwise the same).


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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